Professional Documents
Culture Documents
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Contents
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Human �
Leng Folk �
Tcho-Tcho �
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Brawler �
Librarian ��
Medic ��
Mobster ��
Private Investigator ��
Scientist ��
Soldier ��
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2
Sanity and Luck
In this campaign there will be two additional rules,
these are Sanity and Luck. Sanity reflects the stable
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You may use your luck points to modify any dice
mind, for to lose sanity impares the judgement of
result of yours that you wish unless the DM states
your character and ultimately sends you insane otherwise, you may modify the dice result by +1 or
from the horrors you are sure to encounter. -1 for each luck point you use, for example if you
Luck is just that, how lucky your character is, the require a dice roll of 14 and roll a 12, you may use
more luck you have, the better chances your 2 luck points to modify that dice roll by +2 and
character has to overcome seemingly impossible giving a final result of 14. Another way luck points
tasks. can be used is to re roll any dice roll you make, this
is at the cost of 3 luck points, simply re roll the
������ dice roll you just made, however you must accept
When called upon to make a sanity check, you roll the second result, even if this would be worse. You
a D20, to succeed, the result must be equal to or may only use Luck in 1 of these ways per dice roll.
lower than your Sanity Score. If you fail, reduce your For example you can’t use 3 luck points to re roll the
sanity score by 1. dice and then use further luck points to modify the
The DM may impose shroud on particular sanity roll
checks, in this instance, you temporarily reduce the
value of the shroud to your sanity ability score.
For example, if your sanity is 14 and the DM requests
a sanity check, a D20 roll of 14 or less would succeed.
However a roll of 15 or more would result in a failure,
therefore reducing your sanity score to 13. In another
instance, if the DM requested you to make a sanity
check with a shroud of 2, your sanity is now 12 (14 -2)
and therefore a D20 dice roll of 12 or less would
succeed, however a roll of 13 or more will fail and so
you must reduce your sanity ability score by 1..
Note that shroud does not permanently reduce your
sanity score, only for the purposes of the check.
If at any point your sanity ability is half or less than that
of your max sanity ability score, you will receive a minor
madness trait as imposed by the DM.
If at any point your sanity ability is a quarter or less than
that of your max sanity ability, you will receive a major
madness trait as imposed by the DM.
Once per long rest you may attempt to reclaim some
of your sanity, to do this make a sanity check, if you fail
you regain no sanity points, if you pass, you regain D4
lost sanity points.
3
Character Creation
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In the Cthulhu Mythos, only the Human race is available,
though you may choose to use the standard human race
rules, the variant rules or one of the Mythos human races
as described later.
Allocation of ability points will use the standard array.
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During character creation, when advised to select a feat,
you may select a feat from the players handbook, when
selecting a feat, the following feats cannot be chosen;
Elemental Adept
Mage Slayer
Magic Initiate
Ritual caster
Spell Sniper
War Caster
These feats are not accessbile as most of the player
characters do not have knowledge of the arcane, though
they may have suspisions of its existence.
There are a selection of new feats as detailed later.
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Once you have created your character's abilities,
skills and feats (if applicable), you may then select a
class from the following;
Soldier
Mobster
Private Investigator
Brawler
Medic
Librarian
Scientist
4
Human
Humans vastly dominant Earth and so have a wide variety
of subraces, features and traits. As such when picking to
play as a human, make sure to note down your phsycial
description including your ethnicity, religion if any and
where your human is from.
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It’s hard to make generalizations about humans, but your
human character has these traits.
Ability Score Increase: Your ability scores each increase
by 1.
Age: Humans reach adulthood in their late teens and live
less than a century.
Alignment: Humans tend toward no particular alignment.
The best and the worst are found among them.
Size: Humans vary widely in height and build, from barely
5 feet to well over 6 feet tall. Regardless of your position
in that range, your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write English and one
extra language of your choice. Humans typically learn the
languages of other peoples they deal with, including
obscure dialects.
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When selecting a variant Human race, replace the above
with the below where relevant.
Ability Score Increase: Two different ability scores of your
choice increase by 1.
Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice.
5
Leng Folk
The folk of the plateau of Leng are distant relatives of humanity that
humanity does not realise walk among us, Being the same size and
shape and possessing the same basic abilities. They are individually
no more formidable than a normal human, have their own culture and
religions, and build villages in their homeland. There the resemblance
ends, however, for the almost-humans of Leng are morally repulsive,
with dark desires and dubious inclinations.
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Your Leng folk character might resist the base and cruel culture of
Leng and seek a new way of life elsewhere or might pursue
adventure as a means to gain power and thereby rise in station when
you return to your home. You are a humanoid with the human tag,
which might affect how spells and effects apply to you.
Ability Score Increase: Your Dexterity score increases
by 2 and your Constitution score increases by 1.
Age: The folk of Leng have lifespans comparable to other humans.
Alignment: Leng folk are raised in an exploitative culture where they
are expected to make sacrifices for those stronger than them. They
tend to be Lawful Evil..
Size: Leng folk are similar in build to other humans.
Your size is Medium.
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 light.
You can’t discern color in darkness, only shades of gray.
Silver-Tongued: You have proficiency in the Deception and
Intimidation skills.
Guarded: You have advantage on initiative rolls.
Humanlike: You are considered disguised as a Human from the start
and may choose to reveal your true identity at any point, at which
time all other player characters must pass a Sanity check with a
shroud equal to 10 minus the number of weeks you have been with
the same group. Failed sanity checks result in a loss of D6+1 sanity
points rather than 1.
Prehensile Tail: Your long tail can carry objects as easily as an arm
but can’t be used to wield or manipulate objects or weapons. If still
disguised as human, when using this trait, make a sleight of hand
check with a DC12, if the result is a failure, those that can see you
know your true identity.
Tool Proficiency: You gain proficiency with the tool of
your choice: disguise kit, navigator’s tools, or any waterborne
vehicle.
Languages: You can speak, read, and write Aklo and English
6
Tcho Tcho
Tcho-Tcho are relatives of humans that have been altered
by the meddling of the Great Old Ones. They have an
alien mindset compared to mundane humans and several
subtle physiological differences.
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Your Tcho-Tcho character is limber and hale, but indelibly
marked by the intensely exploitative and paranoid
TchoTcho culture. You are a humanoid with the human
tag, which might affect how spells and effects apply to
you.
Ability Score Increase: Your Constitution score increases
by 2 and your Dexterity score increases by 1.
Age: The Tcho-Tcho have lifespans comparable to other
humans.
Alignment: Tcho-Tcho are raised in an exploitative culture
where betrayal and murder are considered reasonable
tools for getting ahead. They tend to be Neutral evil.
Size: Tcho-Tcho are similar in build to other humans.
Your size is Medium.
Speed: Your base walking speed is 30 feet.
Wilderness Hunter: You have proficiency in the
Perception and Survival skills.
Cannibalize: As an action, you can consume a portion of
humanoid flesh you carry or from a humanoid corpse
within 5 feet. When you do so, you gain 5 temporary hit
points that last for 1 hour. As long as you have these
temporary hit points, you have advantage on Constitution
saving throws. Once you use this feature, you can’t use it
again until you finish a long rest. Any humans that witness
this much take a sanity check with a shroud of 4.
False Appearance: You are almost impossible to
distinguish from a human, one that is somewhat
deformed.
Tool Proficiency: You gain proficiency with one of the
following tools: alchemist’s supplies, disguise kit,
herbalism kit, or poisoner’s kit.
Warped Mind: You have advantage on saving throws
against spells and effects that would charm or frighten
you. You automatically succeed on any Wisdom saving
throw against a spell or effect that only works on
humanoids.
Languages: You can speak, read, and write English and one
other language.
7
Brawler Class
Usually shirtless, wearing a vest top or at the very most
an open collared, rolled up sleeved shirt, covered in
blood and dirt. The brawler can often be found at the
docks, participating in street fights. A brawler usually
makes a living by working in a manual labour job, this
always assists with keeping the man or woman's
strength in check.
Though many work in the inner cities, majority of them
are found towards the outskirts of cities, away from
law and prying eyes. The hardest of the brawlers are
said to be found on deck, the sea men of the world
have always be known as the strongest but perhaps, not
the brightest.
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If you wish to pick a fight, picking one with a brawler is
no easy feat, especially if there is coin involved. The
brawler is lethal in close quarters combat and can
usually shrug off even the mightiest of blows.
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During most brawler's upbringing, they are taught how
to fight at a young age, whether they had to fight for
food or perhaps something much more sinister was at
hand. Brawlers have known nothing else, bar a hard
days graft. Though that can easily be interrupted by a
good scrap on the docks.
8
Brawler Class
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Level Prof. Bonus Features
1st +2 Unarmed Combat,
.. Unarmoured Defence
2nd +2 Danger Sense
3rd +2 Brute force, Brawling School
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Bottle Bash
7th +3 Frag-ile Bottles, Heroic Save
8th +3 Ability Score Improvement
9th +4 Tavern reflexes
10th +4 Last Breath
11th +4 Swift Fists
12th +4 Raging Fists
13th +5 Stubborn minded
14th +5 Ability Score Improvement
15th +5 I don't think so
16th +5 Bottle Chugger
17th +6 Ability Score Improvement
18th +6 Relentless Rush
19th +6 Viscious blow ��������������
20th +6 Ability Score Improvement As a Brawler, you gain the following features;
HIT POINTS
Hit Dice: 1D10 per Brawler Level.
Hit Points at 1st level: 10 + your constitution
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Masters of unrestricted combat, they revel Hit Points at Higher levels: 1D10 (6) + your
in fighting dirty and decimating their constitution modifier per Brawler level
opponent by fighting with everything in SANITY POINTS
their favor. Many brawlers are often left Sanity Points at 1st level: 10 + your
with talents that most others despise. intelligence modifier + your wisdom
How did you learn to fight? modifier
Where do you currenlty train and is there an Sanity at Higher levels: Add +1 to your sanity
unorthodox method to this? Max and current points when you level up
What was your upbringing like, is there any
hidden darkness in you and what is your
ultimate goal? LUCK POINTS
Luck Points at 1st level: 10
Luck at Higher levels: Add 1D10 to your luck
points
Brawler Class �����������
At level 3 you gain the ability to leverage
your body to exploit weaknesses in your
������������ opponent's form by exerting all your
Armour: Light armour strength to knock them prone. Once per
Weapons: Simple weapons, unarmed strike short or long rest, when you successfully
Tools: Labourer tools land an attack on an enemy you can choose
Saving Throws: Strength, Dexterity and not to do damage, and use your turn to force
Constitution the enemy to make a Strength save DC 8 +
Skills: Intimidation, Athletics and choose two proficiency + your strength modifier, on a
from Acrobatics, Perception and survival. failed save the enemy is knocked prone.
��������� You can use this feature twice between rests
You start with the following equipment, at level 11 and three times between rests at
(a) any simple weapon or (b) brass knuckles level 17
(a) an explorers pack or (b) a dungeoneers
pack or (c) an entertainers pack ���������������
Sling and labourer tools As you reach level 3 you understand the
ways in which people fight outside of
�������������� arranged brawls, as such you must pick 1 of
You have become proficient in fighting with the following;
your fists. When you attack unarmed you deal
1d6 Bludgeoning Damage. This damage Fight Dirty
improves at level 5 dealing 2d6, at level 10 it Pocket Sand
deals 3d6, at level 15 it deals 4d6 and at level At 3rd level, you always keep some sand or
20 it deals 5d6. dirt in your pocket, you can use your bonus
In addition, you may choose whether to use action to force the target to roll a dexterity
strength or Dexterity when making an saving throw at DC 8 + strength modifier +
unarmed strike to hit and for damage. proficiency modifier, if the target fails they
have disadvantage on attack rolls and
������������������ Dexterity saving throws until your next turn.
While not wearing armour your AC is equal to
10 + Your Dexterity Mod + your Constitution Sucker Punch
Modifier. At 5th level, every time you make a critical
hit on an attack roll. The target gets sucker
������������ punched in the face making it dizzy and
You gain an uncanny sense of when things
giving it disadvantage for its next attack
nearby aren’t as they should be, giving you an
edge when you dodge away from danger. You
Unwavering Grapple
have advantage on Dexterity saving throws
At 8th level, you can grapple an opponent
against effects that you can see, such as traps
with them having to succeed a strength
and spells. To gain this benefit, you can’t be
saving throw at a DC 12 + your strength
blinded, deafened, or incapacitated.
modifer to get out of it. Whilst in a grapple
you and the target both are at advantage to
hit. This can only be used on a target once
and only be used 3times per long rest
Brutality Credit
At 9th level, in sheer anger and adrenaline, At 8th level, those around you start to
critical rolls when making an unarmed recognise you for your honourable attitude,
strike are made on a natural roll of 19 or you have advantage on all charisma checks
20. in places you have assisted or fought in.
Dead Eyes Precision strikes
At 10th level, you are able to look At 9th level, you are able to place well timed
someone dead in the eyes to show them strikes on your opponent, critical rolls when
a glimpse of the sheer horror you could making an unarmed strike are made on a
inflict upon them. You have advantage on natural roll of 19 or 20.
intimidation rolls.
Assist the Weak
Extra Unarmed Attack At 10th level, as an action you may heal any
At 11th level, you are able to make 2 other character or enemy 1D8 + your
attacks when making an unarmed strike constitution modifer within 5ft, for every 2
action. full hit points you heal someone, you lose
1 hit point.
Battlecry
At 15th Level, once you have incanpacitaed Extra Unarmed Attack
a target using a melee strike, you may use At 11th level, you are able to make 2
your bonus action to make a battle cry, attacks when making an unarmed strike
all enemies within a 60ft radius must make action.
a charisma saving throw with a DC 10 +
your charisma modifer or be frightened of Warrior
you, enemies may take this test at the At 15th Level, you have mastered the art
beginning of each of their turns to of unarmed combat, you may add +1 to your
overcome this. hit rolls for unarmed strikes, in addition
critical hits are also triggered with unarmed
The Honourable Fist strikes when your hit roll is double or more
Honour that of the targets AC.
At 3rd level, you cannot attack a prone
enemy, if the opportunity was available ����������������������
for this, you may instead ready yourself,
At 4th level, you may choose to (a) improve
you gain advantage on your next attack.
1 ability score by +2 or (b) choose to
improve any 2 ability scores by +1.
Fighting Stance
You may do this again at level 8, level 14,
At 5th level, you may shift your balance into
level 17 and level 20.
a position that does not give, as a bonus
action you may adjust your stance to be
unable to be knocked prone until you move.
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At 5th level, you may make 2 attacks when At 10th Level, you make 1 last attack
making an attack action. before you get knocked unconscious.
When you would be reduced to 0 HP,
����������� you are able to make an unarmed
At 6th level, you see all bottles as potential attack action before being
weapons. Whenever you use a bottle for incapacitated.
any reason, in the same action you may hurl
the bottle at an enemy making a ranged �����������
attack 15(60)ft that deals 1D6 bludgeoning At 11th level, you unleash your full speed
damage. (fragile bottles smash on impact) potential when making unarmed attacks.
Whenever you make an unarmed strike as
��������������� an action, you may immediately use your
At 7th level, exploding bottles seem to be bonus action to make 2 further unarmed
your favourite, whenever you hurl a glass strikes.
bottle, if the bottle hits, characters and
enemies within 10ft of the target suffer ������������
1D4 slashing damage. At 12th level, when you are at half or below
that of your hit points max, your vision sees
����������� only red and you become enraged. Your
At 7th level, you have a keen eye for unarmed strikes deal an additional 1D4
ensuring the safety of your allies. bludgeoning damage.
Whenever a creature within 30ft fails a
dexterity saving throw, you may also make ���������������
the same saving throw, if you pass, the At 13th Level, you refuse to die to anything
other creature also passes as you save that isn't in an organised fight for profit.
them, however if you fail then you both As such you only need to make 2 successful
suffer the consequences. This may only be death saving throws to stabilise unless this
used once per short rest. is the cause of an organised fight.
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At 15th Level, you have become adept at
At 9th level, you are no stranger to having
avoiding being hit in combat and to parry
things hurled towards you, being a natural
your opponent. Once per short rest, when
pub brawler. Whenever a projectile is
an enemy successfully hits you with a
thrown at you, you may attempt to catch it,
melee attack, you may make a strength or
you may make a dexterity saving throw
dexterity saving throw, your choice, with a
with a DC equal to the to hit roll of the
DC equal to the attackers hit roll, if you
thrower, if you succeed you reduce the
pass then the attack misses you and you
damage of the attack by 1D10 + your
knock the attacker prone.
strength modifier, if the attack is now
reduced to 0 damage, you may throw the
projectile back at the thrower, making a
ranged attack 15 (60)ft.
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At 16th level, your addiction to the bottle
is becoming worrying. Whenever you use
a bottle for any reason as an action, you
may the contents of 2 bottles.
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At 18th level, you are overtaken by a
burning rage. Using an action and a
bonus action, you make 1D8+1
unarmed strikes, you must subtract 1
from your hit roll for each subsequent
strike after the first, reducing the hit roll
by a further -1 each time you make an
unarmed strike using this feature.
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At 19th level, you may concentrate all
your will and power into your attacks,
suffering the fatigue as you go.
Whenever you make an unarmed strike
action, you may subtract any number of
hit points from yourself, the total of this
is then added to your hit roll and your
damage roll. This feature may not take
you to less than 5 hit points.
Librarian Class
Librarians are, at heart, bookpagemasters and students
of all knowledge. The life of a Librarian, however, is
never dull, for many adventurers seek out their book
smarts to aid in dangerous encounters. On the
battlefield, a librarian often acts as an advisor,
pointing out weaknesses in the enemy tactics, or
using their superior knowledge to aid in tactics of
their own. Some Librarians prefer a defensive route,
knowing they can best serve their party and friends by
utilizing ancient healing potions and constructs to
protect them. The few, rarer breeds of librarian
however, prefer a more ‘hands on’ approach to
studying. These brave men and women become
hunters and investigators of the paranormal; using
their natural fighting ability to quickly dispatch their
enemies before learning more about them, to better
hunt more in the future.
Whichever path a librarian takes, be it book-smart,
hands on or a defensive specialist, each is valued just
as highly as the next. For the life of a librarian is a
dangerous one - after all, as new books are written,
new mysteries are waiting to be solved.
14
Librarian Class
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Level Prof. Bonus Features
1st +2 Research Technique,
Occult Magic
2nd +2 Expertise
3rd +2 Mindful Study
4th +2 Mindful Gaze
5th +3 Ability Score improvement
6th +3 Librarian Secrets
7th +3 Research Technique Feature
8th +3 Mindful gaze Improvement
9th +4 Ability Score improvement
10th +4 Research Technique Feature
11th +4 Librarian Secrets
12th +4 Mindful Study Improvement
13th +5 Expertise
14th +5 Ability Score improvement
15th +5 Mindful gaze Improvement
16th +5 Research technique feature
17th +6 Ability Score improvement
18th +6 Mindful Study improvement
19th +6 Expertise
20th +6 Master of Knowledge ��������������
Ability Score improvement
As a Librarian, you gain the following features;
HIT POINTS
�������������������� Hit Dice: 1D8 per Librarian Level.
When choosing to lead the path of the Hit Points at 1st level: 8 + your constitution
Librarian, the first quesiton to ask is of what modifier
knowledge interests you most? Hit Points at Higher levels: 1D8 (5) + your
Of which nature does your appetite for the constitution modifier per Librarian level
word come from and how do you use it?
Are you a reclusive bookworm who rarely SANITY POINTS
leaves to venture what they ahve learned or Sanity Points at 1st level: 8 + your
are you a constant mover to uncover the intelligence modifier + your wisdom
msyteries and secrets of the text. modifier
One this you should be certain of, id that Sanity at Higher levels: Add +1 to your sanity
you may well know more than others, it is up Max and current points when you level up
to you to decide whether you wish to search
LUCK POINTS
this power and knowledge to others.
Luck Points at 1st level: 10
You may also use this class if you wish your
Luck at Higher levels: Add 1D10 to your luck
character to be a Historian.
points
Librarian Class Abjurer
Select an abjuration spell equal to your
������������ Librarian level divided by 2 (rounded up)
Armour: Light armour Conjurer
Weapons: Simple weapons, Pistols Select a conjuration spell equal to your
Tools: Thieve's tools Librarian level divided by 2 (rounded up)
Saving Throws: Intelligence and Wisdom Diviner
Skills: History, Arcana, Religion and one Select a divination spell equal to your
other skill of your choice. Librarian level divided by 2 (rounded up)
Enchanter
��������� Select an Enchantment spell equal to your
You start with the following equipment, Librarian level divided by 2 (rounded up)
Any simple weapon Evoker
A pistol with 20 rounds Select an evocation spell equal to your
Choose (a) An explorers pack or (b) Librarian level divided by 2 (rounded up)
thieves tools Illusionist
Pocket watch Select an illusion spell equal to your
Any one item from the Uncommon or Librarian level divided by 2 (rounded up)
rare Mythos texts collection Necromancer
Select a necrotic spell equal to your
Librarian level divided by 2 (rounded up)
������������ Transmuter
Your vast knowledge of Historical and
Select a transmutation spell equal to your
religious context long led you to the Occult.
Librarian level divided by 2 (rounded up)
As you delved further into this madness,
you were able to understand rituals and ������������������
formulas of cults long passed, as such you Each Librarian uses a different style of
have gained access to occult magic. Research Technique, but most can be
Spellcasting categorized as one of the main 3
Spell slots: 2 spell slots per librarian level, techniques: a Hunter, a Pagemaster or a
your spell slots reset after a long rest. Technarian. At 1st level, you must choose
Spellcasting ability is Wisdom a Research Technique archetype to follow.
Spell save DC = 8 + your proficiency Your choice grants you features at 1st level,
modifier + your Wisdom modfier and again at 7th, 10th and 16th level.
Spell attack modifier is your
proficiency bonus + your Wisdom ���������
modifier. At 2nd level, your skills at researching grant
You may then choose one the cosmic traits you a greater expertise in your abilities.
and at each level after the first, you may Choose one of your skill or tool proficiencies.
select another Comsic trait. Your proficiency bonus is doubled for any
All spells are detailed within the occult ability check you make that uses the chosen
magic pages. proficiency. You can choose another skill to
The traits are as follows; gain this benefit at 13th level, and again at
19th level.
������� ����� they have (if any), its type and potential
At 3rd level you gain a Notebook with which subtype, one damage type it deals, and what
to write down observations about the mythos armour class rating it falls under, determined
you have encountered. by your DM. The armour class rating details
When encountering a dead creature, you may can be found on the table below. You lose
spend 5 minutes studying it, entering it’s access to these features and information
description and basic details in your notebook. when you no longer have that creature
You can then spend a long rest reading up on mindfully studied.
and researching everything possible about it, Armour Class Rating Table
memorizing what you have learned to help Unarmoured is an AC less than10
further your adventures against them. Upon Lightly Armoured is between 10 and 14
completing your next long rest, this creature Medium Armoured is between 15 and 18
then becomes mindfully studied. You can only Heavily Armoured is between 19 and 22
have two creatures mindfully studied at any Armoured Behemoth is an AC more than 22
one time. This increases to three at 12th level, Losing the Notebook.
and 4 at 18th level. If you lose your notebook, or it gets
Pre-studied Creatures. destroyed, you can purchase another from a
Before gaining this feature, you may have vendor before you can start writing names
already made notes of creatures you have down again. Upon getting a new notebook,
encountered, if so work with your DM to you can immediately rewrite all the creature
choose 2 of them to have pre-studied in your names that you have currently mindfully
notebook. studied. Any other creature names you had
Notebook Preperation. written down in your previous notebook are
Starting at 3rd level, You can spend a long lost.
rest to create a replica of your notebook, ������������
which you can safely store away as a backup At 4th level, you can attempt to gain insight
if your original gets destroyed or lost. You into a creature's As an action on your
must have the neccessary equipment to do turn, you can observe a creature in the midst
this. of battle by making an Investigation check
Changing your mindfully studied creatures. with a DC of 10 + the targets Wisdom
You can change any creature you have Modifier. On a success, you discover one of
Mindfully Studied at the end of a long rest the following characteristics of your choice;
with another one by selecting a different If the creature is your less or superior in
creature name from your notebook. You armor class than your own
must make sure these creature names are If the creature's current hit points are
written down somewhere on your character less or superior than your own
sheet. If you don’t have the name written What creature it intends to be its target
down, you can’t mindfully study that on its following turn.
creature. On a failure, the action is wasted and you
Benefits of Mindfully Studying a Creature. gain no insight from the creature. This
While having a creature mindfully studied, action can only be used once per short rest.
you have advantage on Wisdom (Survival) You gain additional uses of this feature at
checks to track them, know one weakness 8th and 15th level, and regain all expended
uses when you finish a short or long rest.
������������������������� �������������������
When you reach 4th level, and again at Each librarian has a method of researching
5th, 9th, 14th, 17th and 20th level, you their chosen quarry. Some choose to spend
can increase one ability score of your time observing from afar, guiding their
choice by 2, or you can increase two comrades and pointing out weakness in the
ability scores of your choice by 1. As enemy's defences.
normal, you can’t increase an ability score Others enjoy a more hands on approach,
above 20 using this feature. choosing to take the fight head on,
researching what they can from the bloodied
����������������� corpse after the battle is won, while a few
At 6th level, you have mastered the art of
others choose to learn on the fly, adapting
studying under a selective number of
to a situation as it develops and reacting
fields to help better your understanding
accordingly.
of the world around you. You gain
No matter what path a librarian takes, they
proficiency in one skill or two tools of
can all be catagorized into one of three
your choice. You can choose another skill
archetypes listed below.
or two additional tools at 11th level.
������������������� ����������
Bonus Proficiencies
When you reach 20th level, you gain
At 1st level, you gain proficiency with
knowledge mastery over a particular
martial weapons and medium armour.
collection of creatures, having spent a vast
amount of time studying everything there
Target Vitals
is to know about their mannerisms,
At 1st level, as an action you may give a
common traits and habits.
creature within 30ft advantage on its next
Choose a creature currently written in your
attack against another creature of the
notebook. When expending a use of your
Librarians choice.
mindful gaze feature against any creature
with this type, you do not need to make
Savage hunter
an Investigation check. Instead, you
At 7th level, you can attack twice instead of
immediately know if the creature is your
once when making the attack action, in
equal, superior or inferior in armour class
addition you score a critical hit on a natural
its current hit points, and what creature it
roll of 19 or 20 when attacking a creature
intends to be its target on its following turn,
you have mindfully studied.
or what action it intends to take on it's
following turn if it is not planning on taking
Mind's Eye
a hostile action against a creature. At 10th level, you instantly know if there is
In addition, as a bonus action you can a creature within 100ft of you that you have
change one creature you have currently midfuly studied. In addition, you add an
mindfully studied to another creature from additional 1D6 damage of the weapons type
your notebook. When you do so, you can't when attacking a midfully studied creature.
do so again until you finish a short or long At 16th Level, this damage is increased to
rest. 2D6.
Master of the Hunt Cosmic Balancer
At 16th level, you have become a master At 16th level, when selecting a cosmic trait
at hunting your chosen foe. Choose 2 as per the occult magic feature, you may
enemies you have written in your instead select 2 spells from that cosmic
notebook. You always count as having trait instead of 1.
these enemies mindfully studied, and In addition, when casting any spells, you
they do not count towards the total may double the proficiency bonus added to
amount your mindful study limit allows. the Spell casting modfier and spell save DC.
�������������� ��������������
Ahead of their time Bonus Proficiences
At 1st level, You gain the mindful study At 1st level, you become proficient with
feature, at 3rd level your mindful study tinker's tools and Medium armour.
limit is increased by your Wisdom
modifier. Experienced Tinkerer
In addition, you have learned to regain At 1st level you gain a unique set of custom
some of your magical energy by Medium armour called 'Cortex armour', it has
researching ancient occult texts. Once the following attributes;
per day when you finish a short rest, you AC is 14 + your Wisdom modifier
can choose expended spell slots to recover. Resistance to Bluedgeoning damage
These slots can have a combined level that Make initiative rolls using Wisdom
is equal to or less than half your librarian The armour takes 1 minute to don or doff
level (rounded up) and none of the slots and has a weight of 10lbs. If the armour is
can be 4th level or higher. for example, if ever lost or destroyed, you may spend a
you're a 5th level librarian, you can recover long rest making a new one from other
3 1st-level spell slots, or one 2nd-level heavy armour. Though you will not gain the
spell slot and 1 1st-level spell slot. benefits of a long rest. This armour may only
be worn by Librarians.
Gifted Tactician and puzzle master
Starting at 7th level, You have advantage on Short range Detector
Wisdom (perception) checks and At 7th level, creatures attacking you do not
Intelligence (investigation) checks when gain advantage on attacks rolls gained from
searching for traps, puzzles and hidden the flanking rule.
creatures.
You also add the aid spell to your list of Reinforced Cortex Modifications
known spells. At 10th level the cortex armour gains +2 to
its AC and is resistant to slashing damage.
Observant Reseacrher At 16th Level, the armour is further
At 10th Level you may use the Mindful gaze increased by +2 to its AC, in addition you
feature as a bonus action instead of an may choose a damage type to be resistant
action. too.
In addition you may select another Cosmic
trait as per the Occult magic feature.
Medic Class
Medics will often be found wandering through a circuit of
villages that are too poor to support a hospital powerful
enough to heal major injuries and diseases, not only do
they heal the injuries and illnesses that they find on their
journeys they will also try to educate villages in hygiene
and basic first aid, then report unusual diseases and
afflictions to major medical institutions. A medical
institution can be found in most cities although few are
independent with most being part of a buisness or
university. Every medical institute trains new medics and
researches new techniques, but some will also work with
the government to try and improve the health of all
residents and some work to thwart villains designing
diseases to cause lethal epidemics.
������������ ���
Thought the life of a doctor is a glamorous one, the life of
a medic is quite the opposite. Rather than languishing in
fine banquets in their honour or attending high end
meetings to discuss the finer things in life, the medic is in
the slumps, looking after the poor and constantly fighting
the war against disease. Though lately, the disease of the
mind seems to interest them above all, for something that
stirs in the mind that cannot be seen, is enough to send
those close go mad, and there is only one cure for
madness, it often ends in a short drop and sudden stop or
a needle to the wrist.
20
Medic Class
���������
Level Prof. Bonus Features
1st +2 Medical Training,
Curing and Disabling
2nd +2 Field Surgery
3rd +2 Medical School
4th +2 Ability Score Improvement
5th +3 Revive
6th +3 Doctor's Authority
7th +3 Medicinal Dispel
8th +3 Ability Score Improvement
9th +4 Miracle Worker
10th +4 Stimulant
11th +4 Exhaust
12th +4 Ability Score Improvement
13th +5 Resurrection
14th +5 Sense Depravation
15th +5 Indefinite Stun
16th +5 Ability Score Improvement
17th +6 Messiah
18th +6 Energy Synchronisation
19th +6 Ability Score Improvement,
20th +6 Full Heal ��������������
As a Medic, you gain the following features;
HIT POINTS
���������������� Hit Dice: 1D6 per Medic Level.
Why did your character decide to become Hit Points at 1st level: 6 + your constitution
a Medic? modifier
Did you get taught by another medic or Hit Points at Higher levels: 1D6 (4) + your
did you get taught by an institution? constitution modifier per Medic level
What is their story?
What motivates you now, Is it money, a
SANITY POINTS
desire to help people, or is it the only life
Sanity Points at 1st level: 12 + your
you have lived?
intelligence modifier + your wisdom
Have you been in the field long or are you
modifier
failry new to the occupation?
Sanity at Higher levels: Add +1 to your sanity
Do you have a loong history of medics /
Max and current points when you level up
doctors in your family or are you the
first of your lineage?
LUCK POINTS
Luck Points at 1st level: 10
Luck at Higher levels: Add 1D10 to your luck
points
Medic Class
������������ When a creature within 5ft fails a
Armour: Light armour constitution save against poison, you may
Weapons: Simple weapons make a medicine check with a DC equal
Tools: Doctors Kit to the Constitution check's DC to avoid
Saving Throws: Constitution and Wisdom the posion effects. for that creature.
Skills: Survival and Choose two from As an action, you may heal any one status
Persuasion, Perception, Insight and effect from a creature within 5ft except
Investigation exhaustion.
��������� As an action, you may put a creature
to Sleep by taking a medicine check
You start with the following equipment;
with a DC of 10 + the targets Constitution
A dagger and any simple weapon
modifier. You may spend additional
(a) a pistol with 10 rounds or (b) a light
medical points to add +1 to the roll per
crossbow
medical point spent.
Leather armour
As an action, you may stun a creature by
Doctor's Kit
taking a medicine check with a DC of 10
Healing Potion
+ the targets Constitution modifier for 1
5 Nuplazid Vials
minute. You may spend additional medical
���������������� points to add +1 to the roll per medical
At 1st level, you gain proficiency in Medicine point spent.
and your proficiency bonus is doubled for any At 7th Level, whenever you spend a medical
ability checks made with Medicine. When point to use one of the curing and disabling
using Hit Dice during a short rest, you may features, you may also heal D4 hit points to
add your Wisdom modifier to the hit points the target creature, in addition, you gain
they gain in addition to the Constitution access to the following features when
modifier per Hit Dice roll. using medical points ;
As an action you may remove 1 level of
��������������������
exhaustion from a creature within 5ft.
At 1st level, you gain a pool of medical
As an action you may increase the sanity
points equal to your medic level plus your
score by +1 to a creature within 5ft, this
Wisdom modifier.
can never be used to bring the creature's
You regain all expended medical points after
sanity score above their max.
completing a long rest.
At 14th Level you gain access to the following
When using a Curing and Disabling feature
features when using medical points;
on a creature, the target creature must make
As an action, you may inflict blindness
a Constitution Save with a DC15 minus
and deafen to a creature within 5ft for
the Medic's level, if unsuccessful, the target
1 minute.
creature suffers D4 piercing damage or 1
At 18th Level you gain access to the following
sanity point, target creature's choice.
features when using medical points;
At 5th level, this check no longer applies.
As an action you may make a creature
You may then spend one medical point to
within 5ft fall unconcious for 1 hour.
carry out one of the following regradless of
the test result;
������������� ����������������
At 2nd level, as an action you can use your At 7th level, as an action, you may pay a
doctor's kit to allow another creature medical point to make a Medicine check
within 5ft to use a Hit Dice. against a spellcaster's spell that affects a
At 4th level, the first time you use this creature wihtin 5ft. The DC is equal to
feature, they may use a Hit Dice without the Spellcaster's DC save. If successful
expending it. This may be used once per the spell has no affect.
long rest.
At 8th level, the free Hit Dice may be used ��������������
once per short rest. At 9th Level, as an action and bonus
At 16th Level, you may allow the first and action you may resurrect a dead creature
second creature that use this feature to within 5ft to 1 hit point, the creature
use a Hit Dice without expending it. This must have not died more than 1 hour ago.
may be used per Short Rest. You may only use this feature once per
long rest
��������������
At 3rd level, you choose a Medical School. ���������
Choose between Surgical or Mental, At 10th level, as a reaction, you may pay
these are detailed at the end of the class a medical point to make a creature within
description. Your school grants you features 5ft that would fall unconcoius, ignore the
at 3rd Level, 6th Level, 10th Level and effects and remain on 1 hit point.
14th level.
�������
������������������������� At 11th level, you can pay a medical point
When you reach 4th level, and again at 8th, to force a creature within 5ft to pass
12th, 16th and 19th level, you can increase a Constitution save with a DC 8 + your
one ability score of your choice by 2, or you medicine modifier or gain one level of
can increase two ability scores of your exhaustion.
choice by 1. As normal, you can't increase
an ability score above 20 using this feature
������������
At 13th Level, when using the Mircale
Worker feature, the creature cannot have
������ been dead for more than a Day.
At 5th level, as an action you may stabilise
an unconcious creature within 5ft and heal ������������������
them by 1 hit point. At 14th level, you can pay a medical point
������������������ to force a creature within 5ft to pass
At 6th level, you may use your Medicine a Constitution save with a DC 8 + your
modifier for all Charisma, Intelligence and medicine modifier or lose all senses.
Wisdom checks related to healing and
resistance.
You gain Advantage on Charisma checks
when talking about Medicine.
��������������� Mental
At 15th Level, when using the curing At 3rd Level, as an action, you may spend a
and disabling feature to stun a creature, Medical point to make a creature within 5ft
the creature is stunned indefinitely rather immune to being charmed and/or frightened,
than for 1 minute. in addition they may replenish 1 sanity point,
this feature may only be used once per
������� short rest.
At 17th Level, when using the Mircale At 6th Level, when using this feature, you
Worker feature, the target creature may replenish 1D4 sanity points, this feature
cannot have been dead for more than 1 may only be used once per short rest.
year. At 10th Level, when using this feature you
���������������������� may remove a minor madness from a
At 19th level, as bonus action you may creature within 5ft and replenish their sanity
spend a medical point to heal 5 hit points points by 1D6, this feature may only be used
to a creature within 5ft. once per long rest.
At 16th level, when using this feature you
��������� may remove a major madness from a
At 20th level, as an action, you can fully creature within 5ft and replenish their sanity
heal a creature within 5ft. They regain all points by 1D6, this feature may only be used
of their hit points, they regain all spent hit once per long rest.
dice and they can also choose to remove
any and all effects on them. You may use
this feature once per long rest or by using
20 medical points.
���������������
Surgical
At 3rd level, whenever you hit a creature
with a melee attack, you may spend a
medical point to inflict a further 1D4
posion damage.
At 6th level, when using this feature you
may spend any number of Medical points,
for each medical point spent in this way,
you add 1D4 poison damage per Medical
point spent.
At 10th Level, Increase the poison damage
of this feature to 1D6 per Medical point.
At 14th Level, increase the poison damage
of this feature to 1D8 per Medical point.
Mobster Class
A mobster controls everything from the street corner
drug trade to the highest levels of overnment.,
Hounded by law enforcement officials, marked for
death by their enemies, mobsters live violent and
often brief lives. A mobster at its core is about one
thing, money. Still, there are secret rituals,
complicated rules and tangles webs of family loyalty.
�������������
First, the potential mobster is told simply to "dress up"
or "get dressed". They are then taken to a p[rivate
place and seated at a long table, right next to the Don.
Other mobsters who are present will join hands and
recite oaths and promises of loyalty. The inductee
must then hold a burning piece of paper. In some
families, the new mobster is paired with a more
experienced mobster who will act as their 'Godfather',
guiding them through crimincal life. The inductee
must promise that they will be a member of the family
for life, and then a drop of blood is drawn from their
trigger finger.
����������������������������
The ultimate point of a mobster is to make money.
Families use a variety of activities to accomplish this.
One of the most common is also one of the simplest,
extortion. Extortion is forcing people to give up their
money by threatening them in some way, usually in a
way that 'protects' them, though in reality, it is
protection from the mobsters themselves.
25
Mobster Class
�����������
Level Prof. Bonus Features
1st +2 Expertise, Mobster Code,
Extortionist
2nd +2 Cunning
3rd +2 Moxie, Enforcer
4th +2 Ability Score Improvement
5th +3 Hit and Run
6th +3 Expertise
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Mob Mentality
10th +4 Ability Score Improvement
11th +4 Reliable
12th +4 Ability Score Improvement
13th +5 Enforcer
14th +5 Occult Sense
15th +5 Occult Strength
16th +5 Ability Score Improvement
17th +6 Tough as Nails
18th +6 Elusive
19th +6 Stroke of Luck ��������������
20th +6 Ability Score Improvement As a Mobster, you gain the following features;
HIT POINTS
Hit Dice: 1D8 per Mobster Level.
Hit Points at 1st level: 8 + your constitution
������������������ modifier
When creating a mobster character, think Hit Points at Higher levels: 1D8 (5) + your
about what your family name is? constitution modifier per Mobster level
Where does you family come from and SANITY POINTS
do they answer to a higher power? Sanity Points at 1st level: 10 + your
What position are you in this family? intelligence modifier + your wisdom
Is there a reason you have left your family modifier
or have you been exiled from them for Sanity at Higher levels: Add +1 to your sanity
something you did? Max and current points when you level up
What is your reason for being a mobster?
LUCK POINTS
Luck Points at 1st level: 10
Luck at Higher levels: Add 1D10 to your luck
points
Mobster Class
������������
�������
At 2nd level, your quick assessment of the
surroundings allows you to best manipulate
Armour: Light armour, Armoured Vest the area for cover. You may use your bonus
Weapons: Simple weapons, Firearms action to make a Dash, Disengage or hide
Tools: Thieve's tools, Vehicles action.
Saving Throws: Dexterity and Intelligence
Skills: Deception, Intimidation and choose �����
two from Insight, Investigation, Perception, At 3rd level, your intensity in battle can
Persuasion, Slight of hand and Stealth shield you and help pummel your foes.
��������� When you use the attack action, you may
You start with the following equipment, use your bonus action in this turn to make
any simple weapon one melee weapon attack. If you do, you
(a) a semi automatic rifle with 20 rounds or gain a number of temporary hit points
(b) a pistol with 15 rounds and 2 frag equal to your Mobster Level. You may use
grenades this feature twice per short or long rest.
(a) a burglars pack or (b) an explorers pack
Armoured vest
��������
At 3rd level, you have become as efficient
��������� at close quarters combat as you are with
At 1st level and 6th level, pick either (a) your firearms. You may apply the finesse
choose two of your skill proficiencies, you trait to any simple weapon you use so
may double your proficiency bonus for any long as it is not two handed
ability check using these skills or (b) pick a
skill you don't have proficiency in and ����������������������
become proficient in it. At 4th level, you may choose to (a)
������������ improve 1 ability score by +2 or (b)
at 1st level, During your induction and choose to improve any 2 ability scores
further training, you learnt how to by +1. You may do this again at level 8,
communicate with your family without level 10, level 12, level 16 and level 20.
others being able to decipher your code. You �����������
may communicate with other mobsters via
At 5th level, you are able to ensure the
writing or vocals without others without this
enemy does not get the hit on you.
feature being able to understand you. This
When an enemy makes a melee attack
feature may be taught and requires the
at you, you may forfeit your next
mobster to teach another character, it takes
movement to take half the damage of the
250 hours of downtime to learn.
attack and move 15ft away from the
������������ attacker. This reaction must be declared
At 1st level, You have become an expert at after the damage roll has been made and
the art of extortion. You have advantage on the movement cannot be used to move
deception and intimidation checks. In within 5ft of another enemy.
addition, when applying damage to a target
when interrorgating or extorting them, you
may deal damage up to value of the roll
rather than the result of the roll.
������� ������������
At 7th level, you can nimbly dodge out of At 14th level, your sanity starts to waiver
oncoming fire or even explosions. When as you are able to tap into the occult sense,
you are called on to make a dexterity As long as you can hear, you know the
saving throw to take half damage, you location of hidden or invisible creatures
instead take 0 damage on a successfull within 10ft
roll.
���������������
������������� At 15th level, your sanity continues to
At 9th level, you learn how to ignite the waiver as you are able to tap into the
fighting spirit in your allies, allowing them mental state of the occult, You gain
to battle through their injuries. proficiency in Wisdom saving throws.
When you use the Moxie feature, you may
select up to three creatures within 60ft, ��������������
they must be allied to you and must be able At 17th Level, your fighting spirit makes
to see or hear you. Each selected creature you indomitable and is available whenever
gains temporary hit points equal to your battle starts. Whenever you use your
Mobster level. Moxie feature, you also gain advantage on
all saving throws until the start of your
�������� next turn. Additionally, if you roll initiative
At 11th Level, you have refined your chosen and have no uses of Moxie remaining, you
skills until they approach perfection. regain one use of it.
Whenever you make an ability check that
you are proficient in, you may treat the D20 �������
roll of 9 or less as a roll of a 10. This is At 18th Level, you are so evasive that
before adding your modfiers. attackers rarely gain the upper hand
�������� against you. No Attack roll has advantage
At 13th level, you can use your action to against you while you aren't Incapacitated.
frighten someone with your menacing ��������������
presence. When you do so, choose one
At 19th level, you have an uncanny knack
creature that you can see within 30ft. If the
for succeeding when you need to. If your
creature can see or hear you, it must suceed
Attack misses a target within range, you
a wisdom saving throw with DC 8 +your
may turn the roll into a natural D20 roll of
proficiency bonus + your charisma modifer
20. you may only use this feature once per
or be frightened of you until the end of your
long rest.
next turn. On subsequent turns, you may use
your bonus action to extend the duration of
this effect on the frightened creature until
the end of the your next turn. The effects of
this feature wear off if you choose to end it,
if the creature is no longer within line of
sight of you or is further than 60ft away.
You may may use this feature once per
short rest.
Private Investigator Class
A defining quality of all detectives is their thirst for
knowledge and their excitement for mysteries. Their
inquisitive nature leads them to places many other
heroes would not usually find themselves, a detective
will often not go on a job, if there is not mystery,
intrigue or secrets interwoven within it. Now of
course, there are always exception to this. It is very
likely that a detective owes a favor to another detective,
possibly the job at hand has ties to a long-dead crime
organisation or mystery, the detective had abandoned
long ago. Whatever the reasons, when a detective finds
themselves on a job or completing one they leave no
stone unturned, thirsting for every one of their
questions to be answered and everything within the
job given plausible reason for its occurrence.
�����������������������������
The reason for a detective choosing this path of life is
because within them they have a strong moral compass.
This compass calls them to right the wrongs
committed by others and quell injustice wherever they
see it. This strong moral right-standing could have been
ingrained within their mind as a child by their parents or
teachers, or possibly, an event of great tragedy or i
njustice may propel them to stop the same happening
to those around them. Because of this, detectives very
rarely have a bad intention and more often then not will
steer towards the rightful solutions to problems
Private Investigator Class
���������������
Level Prof. Bonus Features
1st +2 Inquisitive senses,
Passive Detection
2nd +2 Cunning Moves
3rd +2 Detective Archetype
4th +2 Ability Score Improvement
5th +3 Perilous Intuition
6th +3 Detective Archetype Feature
7th +3 Hyper Intellect, Cunning Moves
8th +3 Ability Score Improvement
9th +4 Keen insight
10th +4 Ingenious Parry
11th +4 Detective Archetype Feature
12th +4 Ability Score Improvement
13th +5 Astute Eye
14th +5 Detective Archetype Feature
15th +5 Improved Intuition
16th +5 Heightened Hearing
17th +6 Intelligent Salvage
18th +6 Outwitting Manoeuvre
19th +6 Ability Score Improvement
20th +6 Master Detective ��������������
As a Private Investigator, you gain the
following features;
���������������������� HIT POINTS
When choosing this class there are a few Hit Dice: 1D8 per detective Level.
questions you must ask yourself. The first Hit Points at 1st level: 8 + your constitution
of all being: Why? Why do you do what you modifier
do? What drives you? Was it a murder of a Hit Points at Higher levels: 1D8 (5) + your
loved one? A connection to a holy deity that constitution modifier per Detective level
calls for justice? Or are you simply a genius
SANITY POINTS
who enjoys solving puzzles? This thing that
Sanity Points at 1st level: 10 + your
drives you is what enables you to continue
intelligence modifier + your wisdom
doing what you do, even when times get
modifier
tough. What indicator lets you know that you
Sanity at Higher levels: Add +1 to your sanity
are doing the right thing? Are you doing the
Max and current points when you level up
right thing? Think of something that you
abide by, a set of rules, the law, self-
LUCK POINTS
prescribed morals, the words of your parents.
Luck Points at 1st level: 10
This code you live by will help you make the
Luck at Higher levels: Add 1D10 to your luck
right decisions, especially in times when the
points
answer is not the one you are looking for.
Private Investigator Class
������������ ������� �����
Armour: Light armour At 2nd level, your intelligence provides you
Weapons: Simple weapons, Martial with quicker reaction times. You may add
Weapons, Firearms your Intelligence modifier to your initiative
Tools: Alchemy kit and Thieve's tools, rolls; at 7th level, you gain advantage on
Vehicles initiative rolls.
Saving Throws: Intelligence and Wisdom
Skills: Investigation, Insight, Medicine, �������������������
Perception and one skill of your choice At 3rd level, you choose what kind of
��������� detective you will become: Occult Adept
You start with the following equipment, or a Martial Master, both detailed at the
(a) any simple weapon or (b) any martial end of the class description. Your choice
weapon grants you features at 3rd, 6th, 11th and
A pistol with 20 rounds 14th level.
(a) a Sage's pack or (b) an explorers pack
A gaming set of your choice
�������������������������
When you reach 4th level, and again at
(a) an alchemy set or (b) thieve's tools
8th, 12th and 19th level, you can increase
������������������ one ability score of your choice by 2, or
You have developed a knack for picking up you can increase two ability scores of your
when things aren't as they seem. choice by 1. As normal, you can't increase
Starting at 1st level, you gain advantage on an ability score above 20 using this feature
Wisdom (Insight) checks to determine
whether a creature is lying or not; you gain ������������������
advantage on Wisdom (Perception) checks Beginning at 5th level, you’ve encountered
to spot hidden creatures, objects, or doors; enough traps and ambushes to know when
and you gain advantage on Intelligence something’s not quite right. You have
(Investigation) checks when searching for advantage on Dexterity saving throws. To
clues gain this benefit you cannot be blinded,
deafened, or incapacitated.
����������������� In addition, if you are surprised at the
Beginning at 1st level, you have a Passive beginning of combat and aren’t
Investigation score. Your Passive incapacitated you can use your reaction on
Investigation score is equal to 10 + your turn to do one of the following.
Intelligence modifier. (a) Attack. You can make one attack action
Add 5 to the score if you would have against a creature within range or
advantage. Whenever the DM would have (b) Move. You can move up to your
you make an Investigation check, if the movement speed
DC is lower than your Passive
Investigation score, you automatically see
it. Examples include: hidden clues, traps,
hidden or secret doors, etc.
��������������� would cause the attack to miss, you may
Your mind is a hyper-processing machine. take one attack against the creature that
The speed at which your brain works allows attacked you
you to figure out equations and solutions to ������ ���
problems in the blink of an eye. Beginning at 13th level, your senses have
At 7th level, you may add your intelligence become accustomed to reality and are
modifier to Dexterity saving throws. now able to discern the differences
Additionally, at 12th level, you may add your between what is real and what isn't. As
intelligence modifier to Wisdom saving an action, you can break any illusion cast
throws; at 15th level, you may add your by a creature that is a level lower then
intelligence modifier to Charisma saving your own. If the illusion was cast by a
throws; and at 18th you may add your creature equal in level, you and you alone
intelligence modifier to all saving throws. are able to perceive that it is an illusion,
but you cannot break it for others, and if
������������ the creature is a level higher then your
When you reach 9th level, you are able to own, you are only able to detect the
discern certain information about another presence of an illusion, not see through
creature just from observing and/or it. This also works for magical disguises
interacting with them. If you spend at or shapechangers not in their original
least one minute observing or interacting form. You can only use this ability if you
with another creature outside of combat, aren't blinded, deafened, or incapacitated.
you can learn about the creature’s
capabilities as compared to your own. The ������������������
DM tells you if the creature is your equal,
Starting at 15th level, if a Detective ability
superior, or inferior regarding two of the
would give you advantage on a check or
following characteristics of your choice:
save, you may reroll any 1's associated
Hit Points, Strength, Dexterity,
with this roll, this additional roll does not
Intelligence, Wisdom, Charisma, Class
count as your advantage roll and therefore
Level (if any)
neither roll will ever have a result of 1
Each additional minute spent with the
before modifiers. You may use this ability
same creature will reveal one more
3 times and regain all uses after a long rest
characteristic. During combat, you may use
your action and bonus action to reveal a ������������������
creatures vulnerabilities or resistances, When you reach 16th level, your hearing
players choice, the character must be able has been honed to near god-like levels. As
to see the creature in order to use this long as you are able to hear, you are aware
feature. of the location of any and all creatures
within 20 feet of you regardless of hiding
��������������� or invisibility. Additionally, you have
At 10th level, when you are hit with a advantage on all checks made to listen or
melee attack, you may use your reaction hear
to add your Intelligence modifier to your
AC. At 17th level, if using Ingenious Parry
������������������� time and energy into training like a
At 17th level, your mind is so quick professional fighter, aiming to be as good
that if you make a mistake in combat, with a weapon as they are at
you can attempt to amend it. If an deciphering clues. As good at dancing
attack against another creature would around a battlefield as they are dancing
miss, you may re-roll your attack. You the intellectual jive against their rival
must take the new roll even if it is detectives
lower than the first
Weapons Training
�������������������� Starting when you choose this archetype
Starting at 18th level, when you are at 3rd level, you’ve taken it upon yourself
engaged in melee with another to learn the ways of the warrior. You gain
creature, you may use your reaction to proficiency with all martial weapons, as
make an Intelligence (Investigation) well as all armour and all firearms. In
check to find the opening in the addition to this, you have now adopted
enemy's attack. If you succeed against a fighting style of your choice. You can’t
a DC = the opposing attack roll, you take a fighting style option more than
may knock the creature prone and once, even if something in the game lets
end it's turn immediately. You still you choose again.
receive the damage if the attack was Marksman You gain +2 bonus to attack
successful rolls you make with firearm.
Defence As long as you are wearing
���������������� armor, you gain a +1 bonus to AC.
At 20th level, you have honed your Dueling When you are wielding a
abilities to such a level that you can melee weapon in one hand and no
solve a crime in a few short moments. other weapons, you gain a +2 bonus
When you roll a natural 1 on an to damage rolls with that weapon.
Intelligence (Investigation), Wisdom Protection When a creature you can
(Perception), or Wisdom (Insight) see attacks a target other than you that
check, you can instead treat it as a is within 5 feet of you, you can use your
natural 20. You can do this a number reaction to impose disadvantage on the
of times equal to your intelligence attack roll.
modifier + 1. You regain all uses when Two Weapon Fighting you may add your
you finish long rest damage modfier to both weapons if you
wielding a melee weapon and a firearm.
�������������������
�������������� Extra Attack
When you reach 6th level, you can attack
Those who chose the Martial Master
twice instead of once when you take the
Archetype are those who are sick of
Attack action on your turn. The number of
being brought down by others whom
attacks increases to three at 11th level
think they are tougher, those who stand
and four at 20th level
for what they believe in and are willing
to fight for it. Martial Masters pour their
Occult Defence Abjurer
At 11th level, when an enemy successfully Increase your intelligence or Wisdom
hits you with an attack, increase your AC score by 1
against all subsequent attacks from that Select an abjuration spell equal to your
creature by 2 for the round. This ability Detective level divided by 2 (rounded up)
stacks a number of times equal to your Conjurer
Intelligence modifier and resets at the Increase your intelligence or Charisma
beginning of your turn. (1 Attack = +2 score by 1
AC; 2 Attacks = +4 AC; etc.). Whenever Select a conjuration spell equal to your
you use this trait, pass a sanity check Detective level divided by 2 (rounded up)
or lose 1 sanity point. Diviner
Increase your intelligence or Wisdom
Exquisite Attack score by 1
Starting at 14th level, you have studied Select a divination spell equal to your
battle and anatomy to a point where it Detective level divided by 2 (rounded up)
enhances your martial prowess. When you Enchanter
make a weapon attack, you may add your Increase your intelligence or Charisma
Intelligence modifier to the damage rolls. score by 1
Select an Enchantment spell equal to your
������������ Detective level divided by 2 (rounded up)
Throughout your travels, you have seen Evoker
the wonders the occult and eldritch Increase your intelligence or Strength
can bring. You realize that if you were to score by 1
implement some of this wonder into your Select an evocation spell equal to your
life, it could help you in your travels as Detective level divided by 2 (rounded up)
well as in your investigations. Those who Illusionist
choose this path dedicate all the time they Increase your intelligence or Wisdom
can spare into learning the ways of the score by 1
occult studying, practicing, learning. You Select an illusion spell equal to your
start to learn some of the occult power Detective level divided by 2 (rounded up)
the elder gods have to offer. Necromancer
Increase your intelligence or Constitution
Spellcasting score by 1
Spell slots: 1 spell slot per detective level, Select a necrotic spell equal to your
your spell slots reset after a long rest. Detective level divided by 2 (rounded up)
Spellcasting ability is Intelligence Transmuter
Spell save DC = 8 + your proficiency Increase your intelligence or Constitution
modifier + your intelligence modfier score by 1
Spell attack modifier is your Select a transmutation spell equal to your
proficiency bonus + your intelligence Detective level divided by 2 (rounded up)
modifier.
You may then choose one the following
cosmic traits at 3rd level, 6th level, 11th
level and 14th level.
Scientist Class
Society repels those who follow unapproved scientific
pursuits, disbarring them from study at institutions of higher
learning and carefully watching expelled students long after
their education has ended. Already cast as pariahs, it is
difficult for scientists to truly reform and properly become a
part of any community yet to survive and continue their
work, they must befriend others whether to acquire some
obscurity from inquisitors, find esoteric and rare resources,
gather test subjects, or effect a quick means of getting out
of town. After the usually unexpectedly unfair treatment
received at the hands of higher powers it comes naturally to
them to keep these associations a secret, ever watchful for
potential agents of government, religions, rival inventors and
guilds, or any other potential rivals lurking nearby.
The more insane scientists are often wicked souls that have
managed to survive capture and reformation or
imprisonment at the hands of law and order, hidden and
aided by technology much harder to detect and track than
the arcane. Some seek out private sanctums to continue
their research undisturbed, but others join with revolutionary
movements rising against the established order, relying on
their cunning and intellect where others would turn to
strength of arm or flee in cowardice. That is not to say they
don’t appreciate weaponry, however–in order to survive and
ultimately enact justice on the society that has cast them out
for their intellectual pursuits, devices of both defensive and
offensive intent are of the utmost importance.
33
Scientist Class
�������������
Level Prof. Bonus Features
1st +2 Mad Science
Weaponised magic
2nd +2 Scientific Gadgets
3rd +2 Forbidden Knowledge
4th +2 Ability score improvement
5th +3 Mad science improvement
6th +3 Insane Contraptions
7th +3 Technoligical Crafting
8th +3 Ability score Improvement
9th +4 Analyse weakness
10th +4 Prototype drones
11th +4 Mad science improvement
12th +4 Ability score improvement
13th +5 Forbidden Knowledge improvement
14th +5 Hardened by Experimentation
15th +5 Grenadier
16th +5 Ability score improvement
17th +6 Mad science improvement
18th +6 Master blaster
19th +6 Ability score improvement
20th +6 Master technologist ��������������
As a Scientist, you gain the following features;
HIT POINTS
�������������������� Hit Dice: 1D8 per Scientist Level.
The first thing to decide when making a Hit Points at 1st level: 8 + your constitution
scientist is the field of study which most modifier
interests your character. Do you seek to Hit Points at Higher levels: 1D8 (5) + your
understand how things are understood? Work constitution modifier per Scientist level
the flesh of creatures in ways both terrifying
and wondrous? SANITY POINTS
Manipulate technology to maximize its Sanity Points at 1st level: 10 + your
offensive potential? Bend the divine machines intelligence modifier + your wisdom
of civilization to your will? modifier
Knowing the area of science that most Sanity at Higher levels: Add +1 to your sanity
interests you can be further explored to give Max and current points when you level up
your maniacal master of machines more depth.
LUCK POINTS
Why have they decided their field of study is
Luck Points at 1st level: 10
superior to the others? What ultimate truth to
Luck at Higher levels: Add 1D10 to your luck
they hope to learn in their intellectual pursuits?
points
Or were you left with no choice by a haunting
spirit or a lack of opportunity? Did
circumstance force your hand into mastering
science? Either way you must have some ideas
on where your studies will go- -what grand
experiments do you hope to undertake?
Scientist Class Each time your scientist level increases, you
may choose your cantrips and spells again.
������������ Spell Save DC
Armour: Light armour Your spell save DC = 8 + your proficiency
Weapons: Simple weapons, Pistols bonus + you intelligence modifier.
Tools: Alchemists tools Spell attack Modifier
Saving Throws: Dexterity and Intelligence Your spell attack modifier = your proficiency
Skills: History, Arcana and choose two from; bonus + your intelligence modifier.
Acrobatics, investigation or Nature
You may have a number of Technological
��������� spells prepared equal to your Intelligence
You start with the following equipment, modifier + your proficiency bonus.
choose (a) a hammer (counts as a club or
(b) a Double handed wrench (counts as �����������
a great club) At 1st level, you choose a field of mad
A pistol with 20 rounds science:
Studded leather armour Engineer of evil
Alchemist tools Fleshworker
Any one item from the Uncommon Unholy technologist
Mythos texts collection Mad scientists are masters of technology
but tend to focus their efforts on one or
another aspect. This specialization makes
���������������� you peerless in your field of expertise,
At 1st level, you learn how to craft a granting special features that reflect your
technological weapon that can produce superior understanding of analysis,
scientific effects identical to spells. You fleshcraft, offensive devices, or powered
have access to the technological spell machines.
list and use Intelligence as your spell The mad science you choose grants you
casting ability. features at 5th level, 11th level, and 17th
Your spell casting attributes are as follows; level.
Cantrips
At 1st level you may select 2 cantrips from ������������������
the technological spell list. This increases At 2nd level, you gain a set of tinkers tools
to 3 cantrips at 4th level, 4 cantrips at and become proficient with them, in addition
10th level and 5 cantrips at 19th Level. you gain access to the scientific gadgets as
Spell Cylinders detailed at the end of the class description.
You have a number of spell Cylinders equal You have a number of gadgets equal to your
to your Scientist level multiplied by 2. Intelligence Modifier (Minimum 1). When
In addition, you have access to any spells you gain a level in this class, you can choose
in the technological spell list, however one of the gadgets you know and replace it
technological spells require a specific with another gadget. You have access to
number of cylinders to cast which is equal scientific gadgets that have a level equal to
to their level. For example a 4th level your Scientist level Divided by 2 (rounded up).
technological spell would cost 4 Cylinders Scientific gadgets can only be used by
to cast. Cantrips cost 0 Cylinders to cast. Scientists.
������������������� ����������������
At 3rd level, your experiements have led At 9th level, by spending a bonus action
you to be able to replicate occult magic. you may make an Intelligence check with
You may select one spell from the occult a DC equal to the CR of a creature and
magic spells list that is equal to or less you must be able to see this creature.
than your intelligence modifier, On a success, you learn the immunities
(minimum 1). You may now cast this and resistances of the target and the full
spell using the same rules as given in breadth of what you learn is at the
Weaponised Magic. discretion of the DM (particularly obscure
Upon gaining levels you may swap this monsters may reveal very little and any
spell out for another of your choice. hidden attributes or weapons remain
At 13th Level, you may select 2 spells hidden).
You can only use this feature once per
������������������������� long rest.
At 4th level, you may increase any one
ability score by +2 or any two ability ����������������
scores by +1. At 10th level you Gain the 'Summon
You may use this feature again at 8th, Drones' Spell.
12th, 16th and 19th level. 1st level Technological
������������������� Casting Time: Instant
At 6th Level, you further your Range: 10 feet
experimentations and master the art of Components: Drone Scientific Gadget
Combining your forbidden knowledge Duration: Instantaneous
with your scientific gadgets. Class: Scientist
When using a spell granted to you by You gain the service of an amount of
the Forbidden Knowledge feature, you drones equal to your Proficiency
may use a scientific gadget at the same modifier, appearing in an unoccupied
time for free. space within range. Your drones act
Any restrictions for the amount of uses independently of you, but always obey your
a scientific gadget has still apply. commands. In combat, it rolls its own
initiative and acts on its own turn.
���������������������� When a Drone drops to 0 hit points, it
At 6th Level, you study items you have disintegrates as per its own feature, leaving
used and start to create blue prints to behind no physical form.
craft them yourself.
You may craft any item you have used, ���������������������������
the time and cost of this item will be Starting at 14th level, you gain advantage
down to the DM's discretion. Common on checks made with alchemist’s supplies.
items won't take too long where as In addition, you gain resistance to acid,
those more intricate may take months. lightning, and poison damage.
��������� Presence Detector
At 15th level, you learn how to craft Starting at 1st level, as an action, you can
Experimental grenades. You have D8 activate a monocular device that allows you
Grenades that can be thrown a number to detect the forces of evil and good. Until
of feet up to your strength ability score the end of your next turn, you know the
multiplied by 5. location of any celestial, fiend, or undead
You may use your intelligence modifier within 60 feet of you that can be heard or
when throwing an experimental grenade, if seen. You know the type of any being whose
the hit roll fails, the manufacture of the presence you sense using this feature,
grenade was in error and causes the but not its identity. You can use this feature
scientist to take 2D6 force damage. a number of times equal to 1 + your
If the Experimental grenade hits, the target Intelligence modifier. When you finish a
suffers 4D6 force damage with any creature long rest, you regain all expended uses.
within 10ft taking 2D6 force damage.
Divinus Screener
�������������� Beginning at 5th level, you learn how to
At 18th level, you gain advantage on spell craft a device that fools Occult magics.
attacks when using Technological spells. Whenever you are targeted by an Occult
spell, you may spend your reaction to gain
������������������� immunity to the spell. You must be aware
At 20th level, your mastery over technology
of the spell being cast to use this feature.
is remarkable.
You may use this feature a number of times
Your proficiency bonus is doubled for any
equal to your proficiency bonus. When you
ability check you make that uses technology
finish a long rest, you regain all expended
including when making spell attacks with
uses.
technological spells and you also have
advantage on Intelligence checks.
Keen Analysis
In addition, so long as they are able to hear
At 11th level, you gain advantage on checks
you, you may advise an ally on how to
made using your Analyze Weakness
activate one of your scientific gadgets after feature. In addition the GM will inform you
you have altered it for their use. You may how many Hit points the creature currently
keep a number of these altered devices has.
equal to your Intelligence modifier.
Altered devices may be used by an ally or Locate Vulnerability
by yourself. At 17th level, your talent for analysis reaches
���������������� a terrifying plateau and you learn how to
To remain beyond the grasp of inquisitors exploit the most nuanced of weaknesses in
and ensure they leave no trail for hunters to an enemy’s defences. When making a
follow after a dastardly deed, some scientists successful spell attack using a technological
pursue analysis to better fool divinations, spell against a creature, you may spend a
sensors, and the senses of prying eyes. bonus action to give the target vulnerability
Lurking unseen and working from the to one of the following elements: acid, cold,
shadows, you strike from out of nowhere fire, lightning, or thunder. Creatures that are
and disappear before any true pursuit can be immune to the element you choose lose
mounted to stop your next devious deed! their immunity and gain resistance instead.
Creatures that are resistant to the element Deft Hands
you choose lose their resistance. This effect At 11th level, you learn the Mass Healing
lasts for 1 minute. Word Spell and gain proficiency in Sleight
of Hand. In addition, you may add your spell
����������� modifier to the Healing Word and Cure
Fleshworkers are masters of chirurgery, a Wounds Spell when targeting yourself.
field of study that represents a combination
of medical skills encompassing the Demented Chirurgeon
encyclopedic diagnosis of ailments, the swift At 17th level, you learn the Life
and skillful compounding of medicines Transference Spell. In addition, you finish
tailored for them and the needs of the patient, building a dissectrinator you have been
as well as a deft hand at surgical maneuvers, working on in secret. Your dissectrinator
operations, and equipment. With this acts like a prototype drone from the
knowledge and experience in hand, you are Summon Drones Spell except the
able to repair the physical body like a finely Dissectrinator is summoned as soon as you
tuned machine. The radical procedures of reach 17th Level.
chirurgery are so extreme that you can even
manipulate the mind itself by subtle �������������������
application of your techniques and alchemical It is only fitting that the downfall of the
concoctions to the nervous system. civilization built come through their reliance
of machines, devices you seek to master and
Medicinal Training turn to your own ends whenever possible.
Starting at 1st level, you gain proficiency in Waste not, want not
Medicine and thieves’ tools, you are also able
to use Intelligence instead of Wisdom when Overcharged Shot
using Medicine. If you have or gain Starting at 1st level, when making a spell
proficiency in Medicine from another source, attack using a technological spell, you may
your proficiency bonus doubles on Wisdom deal an extra 1d4 damage of the same
(Medicine) checks. damage type per every 2 scientist levels
In addition you gain the Healing Word Spell, rounded up . Once you have used this
you may not use this spell on yourself. feature a number of times equal to your
proficiency bonus, you cannot do so again
Novice Fleshcraft until you finish a long rest.
Beginning at 5th level, You gain the Cure
wounds spell, if this spell is used on yourself Bomb Thrower
you may not add your Spell Modifier, in Beginning at 5th level, you gain access to
addition, you may now use the Healing Word the grenadier feature except that you are
spell on yourself, though you may not add only able to create 2 grenades.
your spell modifier.
Deadly Terrain
Surgical Precision At 11th level, you can spend a bonus action
At 5th level, you learn how to best strike a throwing down a number of saw-toothed
living creature with deadly effectiveness, you rotating steel rings equal to your intelligence
gain proficiency with martial weapons. modifier, the traps snap shut when a creature
comes within 5ft of you, the creature must whilst within its range cease to function.
succeed on a Dexterity saving throw against The Occult talonis can be active for 1 minute
your spell save DC or take 1d8 piercing at a time then requires 1 minute cool down
damage per trap and gain the restrained before using again. After each use when it is
condition. A creature can use its action to begining to cool down you must immediately
make a Strength check against your spell roll a D6 and consult the following table;
save DC, freeing itself or another creature 1 The Occult Talonis explodes causing
within its reach on a success. Each failed you 6D6 Force Damage and those
attempt to break free deals 1d4 piercing within 10ft of you 1D10 force damage.
damage per trap to the restrained creature. 2-4 The Occult Talonis ceases to function
As a bonus action you may disable these and is destroyed.
traps and reuse them again so long as they 5-6 The Occult Talonis continues to work.
did not come into contact with a creature.
You may use this feature once per Short You may build a New Occult talonis
rest. whenever it is destroyed
Occult Talonis
At 17th level, you learn how to create a
very special device called an Occult Talonis.
This powerful gadget requires 8 hours of
work to build, is attuned to your soul, and
does not have any effect on items you have
created. You may only possess one Occult
Talonis and any time and only you are
able to activate it. As a bonus action, you may
activate it, once activated, it emits energy
with a range of 30ft. All mechanical objects
Soldier Class
Donned in khaki uniform of the first world war, a soldier
has lead a hard life, hardened by war and inner morales
all but depleted in the trenches. The enemy would not
budge an inch and therefore neither did you.
Keeping your bolt action rifle and sidearm near, you
used the immediate surroudnings to hide your position,
for at dawn, the final push was to be made.
��������������
Trenches were longer, deeper, and better defended by
steel, concrete, and barbed wire than ever before. They
were far stronger and more effective than chains of
forts, for they formed a continuous network, sometimes
with four or five parallel lines linked by interfacings.
They were dug far below the surface of the earth out of
reach of the heaviest artillery.
Grand battles with the old maneuvers were out of the
question. Only by bombardment, sapping, and assault
could the enemy be shaken, and such operations had to
be conducted on an immense scale to produce
appreciable results. Indeed, it is questionable whether
the enemy lines could ever have been broken if the
enemy had not wasted their resources in unsuccessful
assaults, and the blockade by sea had not gradually cut
off their supplies. In such warfare no single general
could strike a blow that would make him immortal; the
"glory of fighting" sank down into the dirt and mire of
trenches and dugouts
���������������
Battle hardened and honoured, the life of a soldier
always comes to an end, and so it has.
Though what life lies in the wake of an ended
neverending war, when all you know is conflict, strife
and valour
42
Soldier Class
�����������
Level Prof. Bonus Features
1st +2 Fighting Style, Wounded in War
2nd +2 Ability Score Improvement,
Action Surge (one use)
3rd +2 Soldier Archetype, ammo craft
4th +2 Ability Score Improvement,
Faster Crafting
5th +3 Extra Attack, Efficient Crafting
6th +3 Ability Score Improvement
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Additional Fighting Style
10th +4 Ability Score Improvement,
Archetype Feature
11th +4 Extra Attack (2), Faster Crafting(2)
12th +4 Ability Score Improvement,
Efficient Crafting(2)
13th +5 Archetype Feature
14th +5 Ability Score Improvement
15th +5 Action Surge (two uses)
16th +5 Ability Score Improvement ��������������
17th +6 Additional Fighting Style As a Soldier, you gain the following features;
18th +6 Ability Score Improvement,
Archetype Feature
19th +6 Ability Score Improvement HIT POINTS
20th +6 Faster Crafting(3),
Efficient Crafting(3),
Hit Dice: 1D10 per Soldier Level.
Extra Attack (3) Hit Points at 1st level: 10 + your constitution
modifier
Hit Points at Higher levels: 1D10 (6) + your
constitution modifier per Soldier level
������������������ SANITY POINTS
When creating a Soldier, think about which of Sanity Points at 1st level: 12 + your
the war you were defending. intelligence modifier + your wisdom
Which nationality do you represent even if it modifier
not the one your soldier was born in. Sanity at Higher levels: Add +1 to your sanity
Are they a retired veteran of the first world max and current points when you level up
war?
Did they survive throughout the war till its LUCK POINTS
end in 1918, or did they suffer a wound that Luck Points at 1st level: 10
sent them home early? Luck at Higher levels: Add 1D10 to your luck
What do they do with their life now? points
What were they trained in adn have they
trained in another area since?
Do they have any family?
Soldier Class Combat Medic
When you use a healer's kit to stabilize a
������������ dying creature, that creature also regains 1
Armour: All armour hit point. As an action, you can spend one
Weapons: simple weapons, martial weapons, use of a healer's kit to tend to a creature and
firearms restore 1d6+4 hit points to it, plus
Tools: Gunsmith's kit, Vehicles additional hit points equal to the creature's
Saving Throws: Strength, Constitution maximum number of Hit Dice. The creature
Skills: Choose Five from Acrobatics, Athletics, can't regain hit points from this feature again
History, Intimidation, Perception, until it finishes a long rest. The amount of hit
Performance, Stealth, and Survival points you restore increases by 1d6+4 at 9th
level (2d6+8), and again at 17th level
��������� (3d6+12).
You start with the following equipment,
(a) an automatic rifle, a pistol, 2 Close Quarters Combat
fragmentation grenades, and 125 bullets or You are proficient with improvised weapons.
(b) a Sniper Rifle, a Pistol, 2 fragmentation Your unarmed strikes use a d6 for damage,
grenades, and 100 bullets and you can roll a d6 in place of the normal
(a) a set of commando fatigues or (b) a set damage of an improvised weapon, club,
of infantry fatigues and 25 bullets dagger, or shortsword. When you hit a
(a) an adventurer's pack and a gunsmiths kit creature with an unarmed strike, improvised
or (b) an explorer's pack and a gunsmiths kit weapon, club, dagger, or shortsword on your
turn, you can use a bonus action to attempt
�������������� to grapple a target. You roll 2d8 for damage
You may choose for your soldier to have been
with this feature once you reach 9th level,
wounded in war, you may reduce your Dexterity,
and 3d10 for damage with this feature once
Strength and Constitution by -1 and increase your
you reach 17th level.
Wisdom, Intelligence and Charisma by +1.
�������������� Critical Striking
You adopt a particular style of fighting as your Your weapon attacks and unarmed strikes
specialty. Choose one of the following options. score a critical hit on a roll of 19 or 20. You
You can't take a Fighting style option more than score a critical hit on a roll of 18-20 once
once, even if you later get to choose it again. You you reach 9th level and 17-20 once you reach
can choose a second option from the Fighting 17th level.
Style class feature at 9th level, and you can
choose a third option from the Fighting Style Grenade Thrower
class feature at 17th level. The range you can throw a grenade doubles,
and Dexterity saving throw DC of
Tactical Fire fragmentation grenades you throw increases
The DC of Dexterity saving throws made against by 5. When you roll damage for a grenade and
your burst fire attacks is 20 (not 15). When you roll the highest number possible on any of the
roll damage for a burst fire attack and roll the dice, choose one of those dice, roll it again
highest number possible on any of the dice, and add that roll to the damage.
choose one of those dice, roll it again and
add that roll to the damage
Marksmanship ������������
You gain a +2 bonus to attack and damage Beginning at 5th level, you can attack twice,
rolls you make with ranged weapons. These instead of once, whenever you take the Attack
bonuses each increase by 2 at 9th level (+4), action on your turn. The number of attacks
and again at 17th level (+6). increases to three when you reach 11th level
and to four once you reach 20th level.
Mobility
You gain a +1 bonus to AC, and your ���������������
walking speed increases by 10 feet. Your AC Starting at 4th level, you are able to craft
improves by 1 and your walking speed bullets at a rate of 1 bullet per 45 minutes.
increases by 10 more feet at 9th level At 11th level you are able to craft a bullet at a
(+2/+20 feet), and again at 17th level rate of 1 bullet per 30 minutes and at 20th
(+3/+30 feet). level you can craft a bullet at a rate of 1 bullet
per 15 minutes.
���������������������� ������������������
When you reach 2nd level, and again at 4th,
Starting at 5th level, you are able to waste less
6th, 8th, 10th, 12th, 14th, 16th, 18th, and
resources when crafting bullets. You are now
19th level, you can increase one ability score
able to craft a bullet using only 2 spare lead
of your choice by 2, or you can increase two
metal. At 12th Level you can craft 1 bullet
ability scores of your choice by 1. As normal,
using only1 spare lead metal and at 20th level
you can't increase an ability score above 20
you can craft 2 bullets using only 1 spare lead
using this feature.
metal.
������������
Starting at 2nd level, you can push yourself �����������������
beyond your normal limits for a moment. On Heavy Gunner
your turn, you can take one additional action You're a big guy, and a big guy wants big
on top of your regular action and a possible weapons! You’re a swole enough dude that
bonus action. Once you use this feature, you you can wield crew-served support weapons
must finish a short or long rest before you on your own.
can use it again. Starting at 15th level, you
can use it twice before a rest, but only once Burly Build
on the same turn. Once you become a Heavy Gunner, you lose
proficiency with light armor & martial
���������������� weapons, but get an increase in the amount of
At 3rd level, you choose an archetype that
ammo you can carry for two guns (up to 100
you strive to emulate in your combat styles
bullets per gun). Your AC is also increased by 4.
and techniques. Choose Heavy Gunner,
Officer, or Special Forces, all detailed at the
Oversized Weapon Use
end of the class description.
Once you become a Heavy Gunner, you can
���������� wield two-handed weapons in one hand, wield
You may craft ammo. All you need is the weapons with the versatile property in one hand
ammo craft kit and spare lead metal. and do two-handed damage, and you treat all
You may create 1 Bullet for 3 spare lead one-handed weapons as if they had the light
metal you use. You are able to craft 1 bullet property. You may wield Oversized weapons as
per hour to a max of 6 per Long rest. if you were a Large creature.
Powerful Build will assist you in combat situations. Each
At 7th you count as one size larger when Private's stats will be provided by the DM.
determining your carrying capacity and the Squad
weight you can push, drag, or lift. Once you reach 7th level, you command 4
privates instead of two, and the maximum
Tough Skin hit points of each private increases. Improved
Once you reach 7th level, you reduce the Commander's Strike Starting at 7th level, the
damage you take from bludgeoning, piercing, commander's strike attack is made at advantage.
and slashing damage by 5.
Section
Improved Burst Fire Once you reach 10th level, you command 6
Starting at 9th level, a weapon with the burst privates instead of four, and the maximum hit
fire property deals one extra die of its damage points of each private increased.
when you hit with it.
Greater Commander’s Strike
Gunner’s Muscles Once you reach 13th level, when you use
At 13th level, your Strength and Constitution commander's strike, the creature you choose
scores increase by 5. Your maximum for those can make two unarmed strike or weapon
scores is now 25. attacks instead of one.
Super Burst Fire Special Tactics
Starting at 18th level, when you use a weapon Beginning at 18th level, you and all friendly
with the burst fire property, you can spray a creatures within 100 feet of you can take an
15-foot-cube area instead of a 10-foot-cube extra turn in the first round of combat.
area.
Special Forces
Officer Excelling in prolonged special operations and
With a knack for taking charge and giving unusual combat situations, you are trained to
orders, it’s only natural that you earn a fight both night and day! Too bad you're kind
promotion or two. You lead other soldiers into of a lone wolf...
combat! You can make your buddies fight better!
Suppressed Weaponry
Commander's Strike Once you choose this archetype at 3rd level,
Once you become an Officer, any time on your you gain proficiency with Suppressed
turn or another creature’s turn you can use your weaponry, but lose proficiency with heavy
reaction to direct one of your companions to armor and shields.
strike. When you do so, choose a friendly
creature who can see or hear you. That creature Trained Infiltrator
can immediately make one unarmed strike or Starting at 3rd level, you are proficient in the
weapon attack. Stealth and Perception skills, if you aren't
proficient in them already. You add double
Fireteam your proficiency bonus to Stealth and
You are assigned 2 priavtes forbeing a Officer Perception checks, instead of your normal
is that on adventures you are accompanied by a proficiency bonus.
fireteam of 2 devotedly loyal NPC privates who
Shadow Operative
Starting at 7th level, you can use your bonus
action to become invisible for up to 1 minute.
Anything you are wearing or carrying becomes
invisible as long as it is on your person. you
can’t use it again until you finish a long rest.
This feature is not magical in nature and can't
be suppressed or dispelled.
Tranquilizer Ammo
Starting at 7th level, you gain proficiency with
Herbalism Kit, and can use certain plants to
create Tranquilizer rounds when crafting
bullets.
Stun Ammo
Starting at 10th level, you gain the ability to
craft Stun bullets when crafting.
Stunt Man
Starting at 13th level, your Dexterity and
Intelligence increase by four. Your maximum
for those scores are now 24.
Takedown
At 13th level, your unarmed strikes and
weapon attacks do double damage against
creatures that are surprised.
Vital Strike
Starting at 18th level, when you attack and
hit a creature, and your attack reduces the
creature to 25% of its maximum hit points
or less, it dies or is knocked out instantly
(your choice).
Occult Magic After the spellcaster makes their saving throw,
refer to the Spell Damage by Level table opposite
���������� to determine the effects of casting the spell.
Here is a quick rundown of all the changes to Once a spell has been cast and all effects have
magic this ruleset has. Unless stated otherwise in been resolved in regards to casting the spell, all
this article, the rules for spells follow the same creatures within sight of the caster must make a
rules outlined in Chapter 10 of the PHB. Sanity check with a Shroud equal to the spell
The core game mechanics for casting a spell, level.
such as casting time, range, components, Furthermore, all spells require all components to
duration, targets, areas of effect, saving throws, cast and material components used are
and attack rolls, are the same. consumed unless stated otherwise.
Almost all spells have a cost, often in the form of
temporary or even permanent damage to the ��������������������
character's ability scores or mental well-being. School Saving Throw
All characters can learn spells if they take enough Abjuration Wisdom
time to study the spell and learn how to cast it. Conjuration Charisma
Unless stated otherwise, Intelligence is the Divination Intelligence
spellcasting ability for all spellcasters. Enchantment Charisma
Evocation Strength
��������������� Illusion Intelligence
Similar to wizards in typical Fifth Edition settings, Necromancy Constitution
the most common means for learning a spell is Technological Intelligence
from a book. Of course, just reading the Transmutation Constitution
instructions for a spell isn't enough. Practice
makes perfect. A character who hopes to learn a ���������������������
spell must spend a minimum of 240 hours to 1st Level: On a failed save take 1D4 psychic
learn a spell plus 80 hours for every level of the damage. No ill effects on a pass.
spell (cantrips require 240 hours). The number of 2nd Level: On a failed save take 1D6 psychic
hours is reduced by a number of hours equal to damage. No ill effects on a pass.
the character's Intelligence modifier multiplied by 3rd Level: On a failed save take 1D8 psychic
80 (an Intelligence penalty doesn't increase the damage. Half damage on a pass.
time needed). After the time is spent, the 4th Level: On a failed save take 1D10 psychic
character knows the spell and can cast it damage. Half damage on a pass.
whenever they wish, suffering whatever harmful 5th Level: On a failed save take 1D12 psychic
effects it may have on the character each time. damage. Half damage on a pass.
Note that Mythos Books carry their own rules 6th Level: On a failed save take 1D12 psychic
when researching its text. See the Mythos book damage and reduce your sanity score by 1. Half
collection damage on a pass and ignore the sanity penalty
7th Level: On a failed save take 1D12 psychic
�������� damage and reduce your sanity score by 2. Half
When using the Occult Magic, all spells come damage on a pass and reduce sanity by 1 only
with a physical or mental cost, the rigors of 8th Level: On a failed save take 2D12 psychic
spellcasting. After a spellcaster casts a spell, they damage and reduce your sanity score by 3. Half
must make a saving throw with a DC equal to 10 damage on a pass and reduce sanity by 2 only.
+ the spell level cast. The type of saving throw 9th Level: On a failed save take 2D12 psychic
that they make is determined by the spell's damage and reduce your sanity score enough
school, as shown on the Casters Saving Throw to receive a minor insanity immediately. Half
table opposite. the damage on a pass and reduce sanity by 2.
48
Occult Spell List
Here you will find a list of spells taken from the
Player's Handbook, those listed in other books
may be used with the DM's discretion.
Furthermore you will find new spells availble
exclusively for a campaign set in a lovecraftian
universe, these spells are marked with a (L).
Finally, any spells that are now also Technological
spells in addition to what they normally are have
been marked with a (T).
��������������������
Cantrips (0 Level) Jump Hold Person Fly
Acid Splash Lethargy of Invisibility (T) Gaseous Form
Blade Ward Tsathoggua (L) Kiss of Dagon (L) Glyph of Warding
Chill Touch Longstrider Knock Green Decay (L)
Dancing Lights (T) Mage Armor Levitate Haste
Fire Bolt (T) Magic Missile Locate Object Hypnotic Pattern (T)
Friends Protection from Evil and Magic Mouth Leomund’s Tiny Hut
Light (T) Good Magic Weapon Lightning Bolt
Mage Hand Ray of Sickness Melf’s Acid Arrow Magic Circle
Mending Shield Mirror Image (T) Major Image
Message Silent Image Misty Step (T) Nondetection (T)
Minor Illusion Sleep Nystul’s Magic Aura Phantom Steed
Mist of R'Lyeh (L) Tasha’s Hideous Phantasmal Force Protection from Energy
Poison Spray (T) Laughter Ray of Enfeeblement Remove Curse
Prestidigitation Tenser’s Floating Disk Rope Trick Sending
Ray of Frost Thunderwave Secret Mouth (T) (L) Shadow of the
Shocking Grasp (T) Unseen Servant Scorching Ray Nightgaunt (L)
True Strike Witch Bolt See Invisibility Shrivel (L)
Shatter Sign of Eibon (L)
1st Level 2nd Level Spider Climb (T) Sleet
Alarm Alter Self Suggestion Song of Hastur (L)
Burning Hands Arcane Lock Web (T) Storm
Charm Person (T) Blindness/Deafness Slow
Chromatic Orb Blur (T) 3rd Level Stinking Cloud
Color Spray Call servitor of the outer Animate Dead (T) Tongues
Comprehend Languages gods (L) Bestow Curse Vampiric Touch (T)
Detect Magic Cloud of Daggers Blink Voorish Sign (L)
Disguise Self Continual Flame Clairvoyance Water Breathing
Expeditious Retreat Crown of Madness Command of the
False Life Darkness Bloody Tongue (L) 4th Level
Feather Fall (T) Darkvision Counterspell (T) Arcane Eye
Find Familiar Detect Thoughts Dispel Magic (T) Banishment
Fog Cloud Enlarge/Reduce (T) Elder Sign (L) Blight
Grease Flaming Sphere Fear (T) Brew Cosmos Mead (L)
Identify Gentle Repose Feign Death Confusion
Illusory Script Gust of Wind Fireball
49
Conjure Dream Dominate Person Dream Otiluke’s Freezing Sunburst
Dwellers (L) Enlightenment of the Sphere Telepathy
Conjure Minor Idiot God (L) Otto’s Irresistible Trap the Soul
Elementals Find Shantak Mount (L) Dance
Control Water Geas Programmed Illusion 9th Level
Dimension Door Hold Monster (T) Sunbeam (T) Astral Projection
Evard's Black Tentacles Implant Dark young (L) True Seeing Cursed Slumber (L)
Fabricate Legend Lore Wave of Oblivion (L) Foresight
Fire Shield Melt Flesh (L) Wall of Ice Gate Imprisonment
Greater Invisibility (T) Mislead Meteor Swarm
Hallucinatory Terrain Modify Memory Passwall 7th Level Power Word Kill
(T) Planar Binding Contrary Melody (L) Prismatic Wall
Ice Storm Rary’s Telepathic Bond Delayed Blast Fireball Shapechange (T)
Leomund’s Secret Scrying Etherealness Temporal Energy
Chest Seeming Finger of Death Nexus (L)
Locate Creature Telekinesis (T) Forcecage Time Stop (T)
Mordenkainen’s Teleportation Circle Gaze of Ghatanothoa (L) True Polymorph
Faithful Transport to Yondo (L) Hibernation of Weird
Hound Wall of Force Ithaqua (L) Wish
Mordenkainen’s Private Wall of Stone Mirage Arcane
Sanctum Mordenkainen's
Orne's Black (L) 6th Level Magnificent Mansion
Otiluke’s Resilient Ancient Sorcery of the Mordenkainen’s Sword
Sphere Serpent Folk (L) Nuclear Chaos (L)
Phantasmal Killer Arcane Gate Plane Shift
Polymorph Chain Lightning (T) Prismatic Spray
Powder of Ibn Ghazi (L) Circle of Death Project Image (T)
Remortification (L) Congeal Formless Reverse Gravity
Sarnath Sigil (L) Spawn (L) Sequester Simulacrum
Shriek of the Byakhee Contingency Symbol
(L) Create Undead Teleport (T)
Stone Shape Disintegrate
Stoneskin Drawmij’s Instant 8th Level
Venomous Fangs (T) (L) Summons Antimagic Field
Wall of Fire Dread Curse of Antipathy/Sympathy
Azathoth (L) Clone
5th Level Eyebite Conjure Flying Polyp (L)
Animate Objects Ferox (L) Control Weather (T)
Bigby’s Hand Flesh to Stone Demiplane
Chaos at the Heart of Globe of Invulnerability Dominate Monster
Everything (L) Grace of the King in Feeblemind
CloudkilI Yellow (L) Incendiary Cloud
Cone of Cold Guards and Wards Maze
Conjure Elemental Magic Jar Mind Blank
Consume Likeness (L) Mass Suggestion Pipes of Madness (L)
Contact Other Plane Move Earth Power Word
Creation Stun (T)
�������������������� ��������������������������������
������������ 5th-level enchantment
Casting Time: 1 action
6th-level evocation
Range: 60 feet
Casting Time: 1 action
Components: V
Range: 30 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a component pouch worth at least 5 gp,
You use music to imitate the discordant piping of Azathoth’s
which the spell consumes)
court, those servitors of the Outer Gods that calm the Blind
Duration: instantaneous
Idiot God. Choose any number of aberrations, fiends,
You duplicate a spell whose effect you can see within range. The
monstrosities, and oozes that you can see and that can hear you
targeted spell must be ongoing or, if it was instantaneous, taken
within range. Each must make a Charisma saving throw. A
effect since the start of your last turn. The target spell must be no
creature can choose to fail this saving throw. On a successful
higher than 5th spell level if it is on your spell list, or no higher than
save, the target is unaffected. On a failed save, all effects on the
4th spell level otherwise. The spell takes effect immediately as if
target that give it the charmed or frightened conditions are
you had just cast it, using your own caster level and statistics.
suppressed until this spell ends, at which point any suppressed
At Higher Levels. When you cast this spell using a spell slot of 7th
effect resumes if it has duration remaining. In addition, the
level or higher, the maximum spell level of the target spell
target may not act or react to any creature other than you until
increases by 1 for each slot level above 6th.
the spell ends or until the target can no longer hear you.
���������������� ����������������������������
4th-level transmutation
3rd-level necromancy
Casting Time: 8 hours
Casting Time: 1 action
Range: Touch
Range: 30 feet
Components: V, S, M (various unusual ingredients which the spell
Components: V, S, M (a drop of your own blood drawn by biting
consumes; alchemist’s supplies or brewer’s supplies)
your tongue, which the spell consumes)
Duration: 10 days
Duration: 1 minute
You create ten servings of Cosmos mead. Cosmos mead is normally
You command the target’s blood to rush out of its wounds. To
very unstable, and evaporates uselessly after only 24 hours, starting
cast this spell, you must bite your tongue, inflicting 1 point of
from the time the spell is completed. If consumed before that time
damage on yourself. The target must succeed on a Constitution
is up, the Cosmos mead grants the drinker immunity to the effects
saving throw or become susceptible to bleeding for the
of exposure to the vacuum of space and the drinker need not eat,
duration. Whenever the susceptible target takes damage, it
sleep, or breathe for 10 days.
bleeds for the rest of the spell’s duration. While bleeding, the
target loses 5 hit points at the start of each of its turns. If the
������������������������������� target regains hit points in any way, or benefits from a
2nd-level conjuration successful Wisdom (Medicine) check against the spell’s save
Casting Time: 20 hours (5 phases of 4 hours) DC, the bleeding stops until the target is damaged again.
Range: 30 feet Undead and creatures like constructs that lack blood are
Components: V, S, M (a text copy of this spell, a wind instrument, unaffected by this spell.
fresh blood from 8 Medium or 2 Large creatures, which the spell At Higher Levels. When you cast this spell using a spell
consumes) slot of 6th level or higher, the target loses an additional 5 hit
Duration: Instantaneous points each round that it bleeds.
A servitor of the outer gods appears at the center of the circle. Roll
initiative for the servitor, which has its own turns. Its primary desire ����������������������
is to defend the servants of the Outer Gods. Convincing a servitor
6th-level conjuration
to assist you in exchange for furthering its goals generally requires
Casting Time: 1 action
a successful DC 13 Charisma (Intimidation or Persuasion) check.
Range: 30 feet
Tricking it into giving you information when you are not willing to
Components: V, S, M (a vial of blood from a creature with
further its goals generally requires a successful DC 18 Charisma
Intelligence score 5 or higher, which the spell consumes)
(Deception) check. Servitors never agree to engage in dangerous
Duration: Concentration, up to 1 minute
tasks except to defend the chosen servants of the Outer Gods.
You empty the vial of blood, which immediately roils and
Tomes containing this spell occasionally recommend not casting it
seethes, becoming a formless spawn in an unoccupied space
for unknown destruction may occur. This spell’s casting time can
you can see within range. When reduced to 0 hit points, it
be shortened, to a minimum of 1 hour, by sacrificing spell slots.
dissolves into a thin film of revolting residue. When the spell
Any caster involved can sacrifice a slot this way at any point during
ends, the formless spawn does not vanish but immediately
the casting as part of the action to continue casting the spell. Each
leaves to seek its own mysterious goals. The formless spawn is
spell slot sacrificed reduces the casting time by 1 hour.
hostile to all creatures besides oozes and servants of
At Higher Levels. When you cast this spell using a spell slot of 5th
Tsathoggua, to whom it is indifferent. Roll initiative for the
or 6th level, you can call two servitors. When you cast this spell
formless spawn, which has its own turns. The formless spawn
using a spell slot of 7th or 8th level, you can call three servitors.
pursues and attacks the nearest non-ooze creature obviously
When you cast this spell with a 9th-level spell slot, you can call four
hostile to Tsathoggua’s servants. If none are available, it attacks
servitors. Ability checks to influence multiple servitors (see above)
other creatures to whom it is hostile while the spell lasts.
have disadvantage.
At Higher Levels. When you cast this spell using a
9th-level spell slot, you instead produce two formless spawn.
���������������������� ����������������
4th-level conjuration 5th-level transmutation
Casting Time: 1 minute Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (sand and a silver key worth 500 Shillings) Components: V, S
Duration: Concentration, up to 1 hour Duration: Concentration, up to 8 hours
You summon one or more creatures from the Dreamlands, which The face and appearance of a creature you touch changes to
appear in an unoccupied space that you can see within range. match that of another creature of the same size and creature
Choose one of the options below type that you clearly recall from memory. If the target creature is
• One shantak unwilling, it can negate this spell with a successful Constitution
• Two nightgaunts saving throw. The target creature’s height, weight, facial
• Four moon-beasts or vooniths features, voice, hair length, coloration, and distinguishing
• Eight Dreamlands cats or wamps characteristics match the new likeness, although a successful
The creature disappears when it drops to 0 hit points or when the Wisdom (Perception) or Intelligence (Investigation) check
spell ends. The Dreamlands creature is friendly to you and your against the spell save DC can find subtle imperfections. In
companions for the duration unless it succeeds on a Charisma addition, this spell affects how the target performs
saving throw, in which case it acts as it wills. Roll initiative for the physically in ways that resemble those of the likeness. The
creature, which has its own turns. If you control it, it obeys any target’s ability scores don’t change, but the target becomes
verbal commands that you issue to it (requiring no action from weakened with its ability corresponding to the likeness’s lowest
you), as long as they don’t violate its interests. If you don’t issue ability score and becomes strengthened with its ability
any commands to it, it defends itself from hostile creatures but corresponding to the likeness’s highest ability score.
otherwise takes no actions. If your concentration is broken, make a If there is a tie between ability scores, the target chooses among
Charisma Check DC12, if the check is failed, the summoned the tied scores which is the likeness’s strength or weakness.
creature will run away, an uncontrolled summoned creature can’t be
dismissed by you, and it disappears 1 hour after you summoned it. ���������������
At Higher Levels. When you cast this spell using certain higher-level 7th-level abjuration
spell slots, you can choose one of the summoning options above Casting Time: 1 action
and more creatures appear: twice as many with a 7th-level slot, or Range: Self (30-foot radius)
three times as many with a 9th-level slot. You can instead choose Components: V, S, M (a musical instrument)
to summon a single more potent creature, so long as the spell slot Duration: Concentration, up to 8 hours
is at least the indicated slot level: a Large Leng spider with a 5th- Spells, features, and other effects that deal thunder damage, that
level slot, a gug with a 7th-level slot, a Huge Leng spider with an teleport or conjure creatures or objects, or that require hearing
8th-level slot, or a bhole hatchling with a 9th-level slot. If you to take effect have no effect within a 30foot radius around you
summon a bhole hatchling, it automatically succeeds on its for the duration. If such effects target creatures or objects in the
Charisma saving throw and will immediately act Hostile. area or the targets of such effects enter the area, those effects
are suppressed. The duration of each suppressed effect
�������������������� continues to elapse. In addition, whenever an enemy in the area
casts a spell with verbal components, that creature must make a
8th-level conjuration saving throw using its spellcasting ability unless the spell is at
Casting Time: 1 minute least 7th level or uses a spell slot of at least 7th level. On a failed
Range: 30 feet save, the creature takes 4d10 thunder damage and can’t cast the
Components: V, S, M (an Elder Sign with radius at least 10 feet) spell but can choose another action. On a successful save, the
Duration: Concentration, up to 1 hour creature casts the spell and takes half damage (which may force
You summon a flying polyp with one body, which appears in an it to make a Constitution saving throw to maintain
unoccupied space that you can see within range. The polyp concentration on a spell, including the spell it just cast).
disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell
The polyp is friendly to you and your companions for the slot of 8th level or higher, the radius increases by 10 feet per
duration unless it succeeds on a Charisma saving throw, in slot level above 7th and the level of spells that this spell
which case it is hostile toward you and your companions. Roll interferes with increases by one level for each slot level above
initiative for the polyp, which has its own turns. If you control it, 7th.
it obeys any verbal or mental commands that you issue to it (no
action required by you), as long as they don’t violate its ���������������
interests. If you don’t issue any commands to it, it defends itself
9th-level enchantment
from hostile creatures but otherwise takes no actions. You can
Casting Time: 1 action
communicate telepathically with the polyp while it is within 100
Range: 60 feet
feet and you maintain concentration, but the connection can
Components: V, S, M (white sand)
also harm you. When the polyp is reduced to 0 hit points while
Duration: Instantaneous or until dispelled
you concentrate, any remaining damage is dealt to you. In
Choose a creature you can see other than a construct or undead
addition, all psychic damage dealt to the polyp while you
within range. It must make a Wisdom saving throw. The target
concentrate is also dealt to you. If your concentration is broken,
takes 20d10 psychic damage and is stunned until the start of
the polyp doesn’t disappear. Instead, you lose control of the
your next turn on a failed save or takes half as much damage and
creature, and becomes hostile to all. An uncontrolled polyp can’t
can’t take reactions until the start of its next turn on a success.
be dismissed by you, and it disappears 1 hour after you
This damage can’t reduce the target below 1 hit point.
summoned it
����������������������� foes. At the start of each of the target’s turns, its Strength
changes to match the highest among all its enemies within 60
6th-level necromancy feet or its own Strength score, whichever is highest (up to the
Casting Time: 1 action target’s racial maximum Strength) until the start of its next turn
Range: 90 feet or until the duration ends, whichever comes first. Its Strength
Components: V, S score doesn’t change when there are no enemies within 60 feet
Duration: Concentration, up to 1 minute at the start of its turn
Recorded only in desecrated tombs by worshipers of Azathoth, this
spell withers a creature that you can see within range. This spell
reduces each of the target’s ability scores to 3 (unless they were
������������������
5th-level conjuration
already lower). The target can follow simple instruction and
Casting Time: 1 hour
recognizes friends. It can’t cast spells. Although the target gets no
Range: 60 feet
saving throw to resist the spell initially, the target makes a Charisma
Components: V, S, M (5,000 Shillings in rare minerals, incense,
saving throw (using its new Charisma ability modifier) at the end of
and herbs, which the spell consumes)
each of its turns. On a success, the spell ends. This spell can be
Duration: Instantaneous
ended early by greater restoration, heal, or wish.
You gain the service of a shantak that appears in an unoccupied
At Higher Levels. When you cast this spell using a 7th-level spell
space that you can see within range. The shantak challenges you
slot, the duration is concentration, up to 10 minutes. When you
to combat unless you are evil and feed it a terrified living
cast this spell using an 8th-level spell slot, the duration is 1 hour.
sacrifice. If you knock it unconscious or reduce it to 30 or fewer
Using a spell slot of 8th level or higher grants a duration that
hit points without significant assistance from other creatures, or
doesn’t require concentration. When you cast this spell using a 9th-
if you continue to give it offerings for 1d10 days, it acquiesces
level spell slot, the duration is permanent and if the target fails on
and agrees to serve you. Once it agrees to serve you, the shantak
its save, it must wait twice as long before making its next saving
acts independently of you, but it generally obeys your
throw.
commands each round if you are mounted on it. Otherwise, it
���������� avoids combat or picks off weak creatures on either side. Issuing
verbal commands requires no action from you. In combat, it acts
3rd-level abjuration on your turn. As an action, you can temporarily dismiss your
Casting Time: 1 hour (5 phases of 12 minutes) shantak mount. It disappears into a pocket dimension where it
Range: Touch awaits your summons. As an action while it is temporarily
Components: V, S, M (special ink or tools worth 250 shillings, dismissed, you can cause it to reappear in any unoccupied space
which the spell consumes), D (up to 5 feet across, on object within 30 feet as an action. Once it agrees to serve you, the
touched) shantak counts as a familiar, meaning that you break your bond
Duration: Until dispelled with any existing familiar you have.
You create an Elder Sign on an object you touch. The Elder Sign is
immune to the damage, spells, and abilities from any Elder �������������������
Influence, or creatures bound to their service. These creatures can’t
7th-level necromancy
touch or pass through an object with the Elder Sign.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell
Range: 60 feet
slot of 4th level or higher, you can create an Elder Sign with a radius
Components: V, S
of up to 5 feet, plus 5 feet per level of the spell slot above 3rd
Duration: Concentration, up to 1 minute
������������������������������������ You take on a fleeting aspect of the unspeakable form of
Ghatanothoa. This aspect is only perceptible by one creature
5th-level transmutation other than a construct that can see you within range. When you
Casting Time: 1 action cast this spell and at the start of each of your turns for the
Range: 30 feet duration, the target must make a successful Constitution saving
Components: V, S throw if it is within range and can see you. On a failed save, it
Duration: Concentration (see text), up to 10 days gains two levels of exhaustion as its body begins to rapidly
This spell crushes the mind of a creature you can see within range. stiffen and mummify. If the creature would reach exhaustion
The target must succeed on an Intelligence saving throw or this level 6, instead it transforms into a perfectly preserved and
spell reduces the target’s Intelligence score to 1. It cannot completely immobile mummy, yet the victim does not die. It can
understand even simple words or phrases, although it recalls basic observe the world around it but has the paralyzed condition. The
feelings toward friends and foes and can be guided with Wisdom mummification lasts until removed and the target need not eat,
(Animal Handling) checks. It can’t cast spells. If you maintain drink, or breathe and does not age during that time. The
concentration on the spell for 8 hours, it continues to the mummification can only be removed by a regenerate spell or a
maximum duration without further concentration. spell of at least 7th level that can remove the paralyzed
condition. If the target was trapped for a long time, it will likely
����� have developed some form of insanity.
6th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature and cause its might to reflect that of nearby
��������������������������� ������������������
6th-level transmutation 5th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 30 feet
Components: V, S, M (gold ingots worth 10 shillings per 10 lbs. the Components: V, S
target weighs, which the spell consumes) Duration: Concentration, up to 1 minute
Duration: Instantaneous You create a small boil on a target creature you can see within
You target a creature you can see within range and suffuse its body range that is not a construct or undead. The target’s maximum
with molten gold. The target must make a Constitution saving hit points are reduced by 3d6 until it finishes a long rest and it
throw. On a success, the target weeps tears of molten gold and must immediately make a Constitution saving throw. On a
takes 5d6 fire damage. If collected, the golden tears are worth half successful save, the boil withers and falls off within 1 round. On
the value of the material components for this spell. If the saving a failed save, the boil grows with amazing speed. At the start of
throw fails, the target’s bone marrow transforms into molten gold your next turn, the target takes 3d6 slashing damage as an
that expands and hardens into a golden replica of the target’s adolescent dark young of Shub-Niggurath bursts from the boil in
skeleton, shattering the bones. The shards of bone shred the a shower of pus and blood. When the spell ends, the dark young
creature’s insides and the molten heat sears its organs (although it does not vanish but immediately leaves to seek its own
doesn’t harm equipment). The victim takes 5d6 + 20 fire damage mysterious goals. The dark young is hostile to all creatures it
and 5d6 + 20 slashing damage. If this damage reduces the target to considers potential threats, which includes everything that is not
0 hit points, its organs are ruined and it dies. It can’t be revived by a beast, plant, or obviously a servant of Shub-Niggurath, to
raise dead. A creature that survives this effect has its Strength and which it is indifferent. Roll initiative for the dark young, which
Wisdom scores each reduced by 1d6 + 4 from organ and bone has its own turns. The dark young pursues and attacks the
damage. This golden skeleton is worth the same amount as the nearest potential threat, fighting that creature or creatures until
material component of the spell. they are destroyed, at which point it turns to the next nearest
At Higher Levels. When you cast this spell using a spell threat until the spell’s duration elapses.
slot of 7th level or higher, the damage increases by 3d8 for each
slot level above 6th. You can divide these dice as you wish between �������������
fire damage and slashing damage before rolling. 2nd-level conjuration
Casting Time: 1 action
����������� Range: 120 feet
Components: V, S, M (a fish scale)
3rd-level transmutation Duration: Concentration, up to 1 minute
Casting Time: 1 action This spell causes beasts with a swim speed in the surrounding
Range: 30 feet region to gain an overwhelming desire to eat a target creature
Components: V, S, M (a pinch of green mold) you can see within range. At the start of the target’s turn each
Duration: Instantaneous round, swarms of small fish and sea life bite at the creature as
You accelerate the forces of decay on all creatures within range. long as it is in or within 10ft of water where by sea life leap and
Each must make a Constitution saving throw. Each creature in climb from the water to continue the attack, dealing 2d6
darkness makes its saving throw with advantage. Each creature in piercing damage each round at the start of its turn.
bright light makes its saving throw with disadvantage. Each creature At Higher Levels. When you cast this spell using a spell
with a challenge rating of 2 or higher automatically succeeds on its slot of 3rd level or higher, it deals an additional 1d6 damage for
save. On a failed save, the creature takes 3D10 necrotic damage. each slot level above 2nd.
On a successful save, the creature can’t take bonus actions or
reactions until the start of your next turn. ����������������������
At Higher Levels. When you cast this spell using a spell slot of 5th
1st-level enchantment
level or higher, increase the minimum challenge rating required to
Casting Time: 1 action
automatically succeed on the saving throw by 1 per slot level above
Range: 30 feet
4th.
Components: V, S
Duration: Concentration, up to 1 minute
���������������������� A target creature you can see within range becomes wholly
7th-level enchantment complacent, desiring nothing, unless it succeeds on a Wisdom
Casting Time: 1 action saving throw, which it attempts at the end of each of its turns,
Range: Self ending the effect on it with a success. A target that is immune
Components: V, S, M (an emerald worth 100 Shillings, which the to the frightened condition automatically succeeds on its saving
spell consumes) throw. While affected by this spell, the target is incapacitated,
Duration: 1 round standing or sitting idly, until the duration ends. If the target is
You fall into a sleep-like trance until the end of your next turn. You attacked, damaged, or forced to make a saving throw, the
are unconscious and cannot be awakened for the duration. When incapacitated condition ends but the target can’t move or take
you awaken, you regain all your spell slots. bonus actions or reactions until the end of its next turn.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, you may choose to not require the slot of 2nd level or higher, you can target an additional creature
material component but may only regain spell slots of level 4 and for each slot level above 1st. The creatures must be within 30
lower. feet of each other when you target them
���������� ����������������
5th-level necromancy 8th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 150 feet
Components: V, S, M (burnt piece of flesh) Components: S
Duration: Instantaneous Duration: Concentration, up to 8 hours
Choose a target creature with flesh you can see within range. It All creatures that can hear you in a 20-foot-radius sphere
must succeed on a Constitution saving throw or the flesh partially centered on a point you can see within range must make
melts off the victim’s body. On a failed save, the target’s current Wisdom saving throws. Creatures that can’t be frightened
and maximum hit points are reduced by 2d10. If this reduces its automatically succeed on the saving throw against this spell.
maximum hit points to 0, it dies. The target’s ears, lips, eyelids, and This spell causes each target that failed on the saving throw to
nostrils run away or partially seal up; any ability checks that would attack the nearest creature within 30ft or dance madly on the
require the use of these body parts are made with disadvantage. spot for 1 minute. Attack rolls against dancing creatures have
At Higher Levels. When you cast this spell using a spell slot of 6th advantage. Dancing creatures are incapacitated and have
level or higher, the target’s current and maximum hit points are disadvantage on Dexterity saving throws. Each dancing creature
reduced by another 1d10. that can see or hear an ally that isn’t affected makes another
Wisdom saving throw at the end of each of its turns, ending the
�������������� effect on itself on a success.
Cantrip illusion �������������������
Casting Time: 1 bonus action
4th-level abjuration
Range: Self
Casting Time: 1 action
Components: S, M (a vial of liquid from an amphibious creature)
Range: Self (20-foot-radius sphere)
Duration: Concentration, up to 1 round
Components: V, S, M (a tube and any fine powder)
Your image disperses like mist blown in the wind, and you become
Duration: 10 minutes
invisible until the end of your next turn. The spell ends immediately
Using a tube or other implement, you blow the powder around
if you attack, cast another spell, deal damage, or force a creature to
you, causing it to cling briefly to and magically reveal all invisible
make a saving throw.
objects in the area. Each creature in the area must succeed on a
Dexterity saving throw to avoid the powder. All effects that
������������� bestow invisibility are immediately dispelled from powder-
7th-level conjuration affected creatures and objects and no spell of 4th level or lower
Casting Time: 1 action can make those creatures or objects invisible again for the
Range: 150 feet duration.
Components: V, S
Duration: Instantaneous ���������������
Multiple minor appendages of Azathoth extend into your current 4th-level necromancy
reality and lash out at everything in a 30-foot-radius sphere around Casting Time: 1 action
a point you can see within range. Creatures in the area must make a Range: Touch
Dexterity saving throw, taking 1d100 bludgeoning damage and Components: V, S, M (diamonds worth 100 Shillings, which the
falling prone on a failed saving throw, or taking half as much spell consumes)
damage and avoiding falling prone on a successful one. Duration: 1 minute
Unattended, nonmagical objects in the area take half the damage You touch a corpse (not an undead creature) and return it briefly
rolled. to life with a number of hit points equal to 4d8 + your
At Higher Levels. When you cast this spell using a spell spellcasting ability modifier. It must have been dead for no
slot of 9th level, the radius increases to 60ft. longer than 8 hours when you cast the spell. It survives only
until the spell’s duration ends or it is killed, even if it had been
������������ healed in the meantime. It has a –1 penalty on all attack rolls,
4th-level evocation saving throws, and ability checks for the duration.
Casting Time: 1 action
Range: 30 feet �������������
Components: S 4th-level abjuration
Duration: Concentration, up to 10 minutes Casting Time: 1 action
A one-directional gloom covers a 30-foot-radius from a point you Range: 60 feet
can see, making the illumination level darkness. The darkness Components: V, S
doesn’t move. Creatures in the area can see outside of the affected Duration: Concentration, up to 1 minute
area normally. Creatures and objects in the area are heavily You draw a magic symbol in the air and a target creature you can
obscured and can’t be located by sight. The shadow suppresses the see within range falls under this spell if it fails on a Wisdom
effect of all light sources. Creatures who cannot see in darkness are saving throw. Any ranged weapon attack originating within 90
effectively blinded regarding creatures and objects in the area. feet of the target automatically veers toward this spell’s target
If any of this spell’s area overlaps with an area of light created by a instead of the ranged attack’s original target, provided that this
spell of 3rd level or lower, the spell that created the light is spell’s target is within the attack’s long range. A creature’s own
dispelled otherwise the light prevails. ranged attacks do not loop back to target it.
������������ �������
2nd-level transmutation / Technological 3rd-level transmutation
Casting Time: 5 hours (5 phases of 1 hour) Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S, M (rare herbs and oils worth 250 Shillings) Components: V, S, M (salts)
Duration: 8 hours or instantaneous Duration: Concentration, up to 10 minutes
With this Tcho-Tcho technique, you cause an extra mouth to grow You cause a creature to suddenly shrink, although anything it is
somewhere on the body of a willing or immobilized creature that wearing or carrying is not affected. Choose a creature other than
you perform surgery upon during the casting time. Commonly, this a construct that you can see. It makes a Constitution saving
mouth grows on the palm of one hand, but its location is up to you. throw. On a successful save, the spell has no effect. On a failed
The secret mouth can breathe, and eat. It is fanged, and thus able to save, the target’s size is halved in all dimensions, and its weight
inflict significant damage. The target can make an unarmed strike is reduced to one-eighth of normal. This reduction decreases its
using the appropriate limb to bite. When it does, the unarmed size by one category—from Medium to Small, for example. Until
strike deals 1d4 piercing damage and has the light and finesse the spell ends, the target also has disadvantage on Strength
properties. The bite is not innately venomous, but a Tcho-Tcho is checks, Strength saving throws, and Strength-based attack rolls.
able to hollow out the fangs of the secret mouth and place poison The shriveled creature’s speed is halved and it has disadvantage
within them and others can use the spell venomous fangs to on all attack rolls and Dexterity checks due to tangling in its
permanently add a venom gland. You can cast this spell in one of clothing or armor until they are removed (at which point it
two modes: temporary or lasting. regains its normal speed). The creature’s carrying capacity is
Temporary. When you cast this spell in temporary mode, it lasts 8 reduced by half. If you maintain concentration on this spell for
hours. When cast this way, the spell doesn’t consume the material the full 10 minutes, the duration becomes permanent and the
components. spell’s effects last until dispelled.
Lasting. When you cast this spell in lasting mode, it is
instantaneous, leaving the creature’s body indefinitely modified �������������
thereafter. When cast this way, the spell consumes the material 3rd-level evocation
components. Casting Time: 1 action
Range: Self
������������������������ Components: V, S
Duration: Concentration, up to 1 minute
3rd-level conjuration You draw a sign in the air that enhances your magical power.
Casting Time: 1 action Each spell you finish casting while maintaining concentration on
Range: 60 feet this spell takes effect as if you had cast it with a spell slot one
Components: V, S, M (an Elder Sign) slot level higher than you actually expended for that spell. If you
Duration: Concentration, up to 1 hour cease concentration on this spell as a result of casting a new
You summon one nightgaunt that appears in an unoccupied space spell, its effects are not enhanced and Sign of Eibon ends. Spells
you can see within range. A summoned nightgaunt disappears enhanced in this way cannot benefit from any other effect that
when it drops to 0 hit points or when the spell ends. When you alters their effective slot level.
cease concentrating, the spell does not end immediately, but lasts
until 1 hour after the nightgaunt appeared. The nightgaunt is
hostile to all creatures, including you. Roll initiative for the
��������������
nightgaunt, which has its own turns. The nightgaunt pursues and 3rd-level abjuration
attacks the nearest non-nightgaunt creature of Medium or smaller Casting Time: 1 action
size to the best of its ability, attempting to capture the creature and Range: 150 feet
carry it off to the nearest dangerous location that you are aware of. Components: V
At Higher Levels. When you cast this spell using a spell slot of 5th Duration: Instantaneous
level or higher, you summon an additional nightgaunt for every two You hum a melody that creeps into a creature’s mind and drains
slot levels above 3rd. its magical power. A target creature that can hear you wihtin
range must make a saving throw using its spellcasting ability. On
a failed save, the target loses its highest-level spell slot. On a
����������������� successful save, the target loses its highest-level spell slot of 3rd
4th-level conjuration level or lower. A creature with multiple spellcasting abilities uses
Casting Time: 1 action its highest one, or one chosen randomly if there is a tie. In
Range: 60 feet addition the creature takes 4d6 psychic damage
Components: V, S At Higher Levels. When you cast this spell using a spell slot of
Duration: Concentration, up to 1 minute 4th level or higher, then on a successful save, the target instead
You utter an unearthly shriek, signaling across space and time, expends its highest-level spell slot of an equal or lower level to
summoning one byakhee that appears in an unoccupied space that the slot you expend to cast Song of Hastur.
you can see within range. A summoned byakhee disappears when it
drops to 0 hit points or when the spell ends. The byakhee makes a
Charisma saving throw when it arrives. On a failed save, it is
indifferent toward you and hostile toward all other creatures. On a
successful save, it is hostile to all creatures, including you. Roll
initiative for the byakhee, which has its own turns. The byakhee
pursues and attacks the nearest non-byakhee creature.
��������������������� ������������
9th-level transmutation 3rd-level divination
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S, M (a book)
Duration: Instantaneous Duration: Instantaneous
You disrupt the flow of time in the recent past, allowing you to This spell taps into your deep memories of magic. Choose a
choose 1d4+1 creatures within range make another attack roll, spell that you have ever prepared before. If you have fewer than
saving throw or ability check (in whatever combination you desire) your maximum number of spells prepared, you instantly prepare
using the same modifiers as previously given that you observed the chosen spell. If you have your maximum number of spells
since the start of your last turn and force them to perform that prepared, you can instantly prepare the chosen spell by losing
action again The distortion in the time-stream prevents any other one of your currently prepared spells (treat this spell as
aspect of the past from being changed, even if actions by other unprepared).
creatures in the intervening time no longer seem to make sense.
����������������
������������������ 6th-level enchantment
Casting Time: 1 action
5th-level conjuration
Range: 60 feet
Casting Time: 1 action
Components: V
Range: Touch Components: V, S
Duration: 10 days
Duration: Concentration, up to 10 minutes
A target creature you can see within range reppresses all
You touch a creature, and it must succeed on a Charisma saving
episodic memories for the duration unless it succeeds on an
throw or be transported to the desert Yondo. At the end of each of
Intelligence saving throw (a creature immune to the charmed
its turns in Yondo, the creature must make a Charisma saving
condition is also immune to this spell). On a failed save, the
throw. On a successful Charisma save, it returns to the spot it left.
target forgets all episodic memories it had when the spell was
If it fails on the Charisma save and is not yet shriveled, it must
cast; the target retains its proficiencies and abilities, but not its
succeed on a Constitution saving throw or shrivel. When shriveled,
own relationship to any creature or thing in the world. Friends,
the target’s size is halved in all dimensions. This reduction
family, enemies, and associates seem to be utter strangers, and
decreases its size by one category per each failed saving throw
the target recalls only things it would have considered common
from Medium to Small, for example. Whilst in Yondo, if the target
knowledge about them (GM’s discretion). Each dawn, the
ever fails a Constitution saving throw which would reduces its size
affected target makes an Intelligence saving throw, ending the
below the Tiny Category, it is destroyed and removed from the
spell on it on a success.
plane of existence.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, you can target an additional creature
�������������� for each level above 6th. The creatures must be within 60 feet
4th-level transmutation / Technological of each other when you target them. At 9th Level, the duration
Casting Time: 5 hours (5 phases of 1 hour) increases to the end of time and the target always fails its saving
Range: Touch throw.
Components: V, S, M (rare herbs and oils worth 1,000 Shillings)
Duration: 8 hours or instantaneous
With this Tcho-Tcho technique, you cause a creature that you
perform surgery upon during the casting time to grow a venom
gland attached to one natural weapon it has, such as claws or Teeth.
This spell has no effect on creatures lacking natural weapons. The
chosen natural weapon secretes venom once on each of the
target’s turns. A creature hit by an unarmed strike with this natural
weapon must make a Constitution saving throw. On a failed save, it
takes 1d10 poison damage and is poisoned until the end of its next
turn. Remove curse, restoration, or similar magic can remove
the gland produced by venomous fangs, if the target is willing to
have it removed. You can cast this spell in one of two modes:
temporary or lasting.
Temporary. When you cast this spell in temporary mode, it lasts 8
hours. When cast this way, the spell doesn’t consume the material
components.
Lasting. When you cast this spell in lasting mode, it is
instantaneous, leaving the creature’s body indefinitely modified
thereafter. When cast this way, the spell consumes the material
components.
Mythos Texts Collection
������������������������� If a text is chosen as part of your character
Comprehending the nuances of one of these creation, the text has still not been successfully
texts is a challenging process of research that researched and though whilst in your possession,
uses the following rules. Every Mythos book has you must treat it as if it has been newly acquired
an ability check DC, which represents the and so requires the prementioned ability checks
intricacy or confusing nature of the book’s to understand its text including any risks that this
contents, and a sanity shroud, which reflects the would create.
dangers of investigating the topics in the books
for a mortal mind. To research a specific topic or
�������������������
question within a book, you must succeed on an Due to the depth and complexity of its content,
ability check, using one of the skills or tools listed each of these books grants a bonus on all ability
in the book’s entry ignoring the modifier. Each checks made once the book is successfully
researched, be this at a basic level or an extensive
book also has a minimum DC for ability checks
level. When successfully researched, you gain the
using that book.
bonuses provided next to the 'Ability checks' text,
Attempting an ability check to research a text
whilst this book is in your possession.
requires an uninterrupted 8-hour period of
research, which can’t be made as a passive check.
Each 8-hour period of research on the same
������������
Uncommon
question grants a cumulative +1 bonus to the
Cabala of Saboth
ability check. If you stop researching a given topic
The Celaeno Fragments
in the same book for 30 days or more, you lose
The Eltdown Shards
any relevant bonuses gained for researching in
R’lyeh Text
that book thus far. One additional character can
The Zanthu Tablets
use the Help action to assist a primary researcher
if both characters have their own copies of the
Rare
text or another text on the same topic. The helper
The Book of Dzyan
must assist for 8 hours to grant the primary
The Book of Eibon
researcher advantage.
Cryptical Books of Hsan (one book)
Succeeding at an ability check to research reveals
Kagwamon K'Thaat
facts as normal for a successful ability check. This
The Pnakotic Manuscripts
information might be incomplete or misleading
Revelations of Gla’aki
or simply reveal that this book lacks the
information but that another book has it, as
Very Rare
appropriate for the topic and the text in question.
Cryptical Books of Hsan (all seven collected)
If the ability check DC is passed, then the book
Cultes Des Goules
reveals some information and the character learns
The Green Book
the 'Basic' text, if the DC is passed by 5 or more,
De Vermis Mysteriis
the character also learns the 'Extensive' text.
Othuum Omnicia
��������� Von Unaussprechlichen Kulten
Every research check made with one or more
Mythos books exposes the reader (and anyone Legendary
providing aid) to concepts unhealthy for mortal The King in Yellow
minds to contemplate. Regardless of whether the The Necronomicon
ability check succeeds, each reader must make a Ssathaat Scriptures
sanity check with a shroud listed in its description
58
���������������� from an era in which the great race of Yith ruled
Text, Uncommon that planet, the Eltdown Shards seem to have
Ability Check DC 18 been written by an enemy of the yithians. They
contain information on many pre-human and
Ability Checks +2 History
long-lived races and entities, as well as extensive
Shroud 3
lore on the nature and weaknesses of the yithians.
A book of divine lore which may have appeared
Basic. This text contains the Mist of R'Lyeh spell.
around 100 BC. A Greek translation of the Cabala
Extensive. This text contains the enlightenment
was made in 1686, and one copy in Yiddish has
of the blind idiot god spell, however the
also been found. The text contains much angelic
intelligence score of the target is reduced by D8
lore, and the title suggest that it may cover many
only and the target can still cast spells if it is able
esoteric topics of Jewish Mysticism.
too.
Basic. This text contains the Shield Spell.
Extensive. This text contains the Banishment �����������
Spell.
Text, uncommon
��������������������� Ability Check DC 19
Ability Checks +1 History
Text, uncommon
Shroud 5
Ability Check DC 18
Written in approximately 11,000 BCE, the R’lyeh
Ability Checks +1 Religion
Text deals most extensively with the deep ones,
Shroud 4
Father Dagon and Mother Hydra, Great Cthulhu
This was originally a bundle of transcripts written
and his starspawn, and so forth. Other related
by Dr. Laban Shrewsbury, who claimed to have
beings (such as Ghatanothoa) are also described,
visited the fabled library of Celaeno in a distant
albeit in less detail. It contains prophecies, some
star system. It contains notes about the library
of which were long ago fulfilled (such as the
itself, other works that are found there, and what
sinking of Mu), and others which have not yet
Shrewsbury calls the “pantheon” of Outer Gods.
been fulfilled (such as the rising of R’lyeh, and the
Most scholars view the Fragments as an attempt
unleashing of the otherwise-unknown Thing That
by Shrewsbury to apply logic to the horror and
Waits in Darkness).
chaos of the universe. But in this attempt, many
Basic. This book contains the fog cloud spell.
useful truths are brought to light that test the
Extensive. This book contains the kiss of Dagon
limits of mortal perception.
spell.
Basic. This text contains the Song of Hastur Spell.
Extensive. This text contains the Pipes of ������������������
Madness spell and the range is reduced to self.
Text, uncommon
������������������ Ability Check DC 18
Ability Checks +1 Arcana, +1 History, +1 Religion
Text, uncommon
Shroud 13
Ability Check DC 18
This is a slim pamphlet-sized translation of
Ability Checks +1 History, +1 Nature
carvings from ancient Mu. Originally written by
Shroud 4
the Cultist Zanthu, it contains a history of the lost
These fragmentary writings were found in an early
continent of Mu and discusses the various Great
Triassic stratum on Earth. Two discoveries of the
Old Ones worshiped by the Muvians, including
shards were made in different locations. One
Shub-Niggurath amd Ghatanothoa.
consisted of 23 separate tablets, while the
Basic. This book contains the message spell.
second discovery was of 42 tablets, seven of
Extensive. This book contains the grace of the
which were common to the first find. Most of the
King in Yellow spell, however the range is reduced
individual shards are incomplete and some are
to 5ft and it cannot be cast at higher levels
fragmentary in the extreme. Though discovered
����������������� legend of an eighth Cryptical Book, which is the
Text, rare rarest and most powerful. Each book counts as
Ability Check DC 20 only having a Basic text reveal.
Book One (+2 Arcana, +2 Medicine, +2 Nature).
Ability Checks +2 Arcana
This book discusses the works of the Yellow
Shroud 5
Emperor and his amazing healing abilities. It
This work is an ancient text from a far-away land,
improves spells dealing with resurrection and
which contains “unwelcome truths”: cosmic
life. When you successfully research the book,
revelations inimical to any human mind, which
choose a spell that restores hit points, whilst the
the Book tries to reconcile. As such, it describes
book is in your possession, the chosen spell
accounts of mental and physical rites which are
receives the following benefit permanently;
protective to mortals, as well as details about
When you cast that spell using a spell slot, you
otherworldly threats and how to deal with them.
add the spell slot level to the hit points restored.
Basic. This book contains the secret mouth Spell.
Book Two (+2 Arcana, +2 Religion).
Extensive. This book contains the contrary
This book covers cannibalism, necrophagy, and
melody spell, however its range is reduced to self
the disposal of corpses. It improves spells
(10ft radius) and cannot be cast at higher levels.
dealing with ghouls, wamps, and other
����������������� scavenger-beings. When you successfully
Text, rare research the book, choose a spell that can target
Ability Check DC 22 a creature, whilst the book is in your possession,
Ability Checks +2 Arcana, +2 History the chosen spell receives the following benefit
Shroud 7 permanently; When you cast the spell, the target
Written by the antediluvian wizard Eibon, this is takes a -3 penalty to any saving throws against
one of the strangest and rarest books on the the spell.
Book Three (+2 Arcana,).
Mythos. It contains accounts of the many deeds
This book explains the characteristics of the
and events of Eibon’s life, as well as those of his
entities of the air. It improves spells that affect
contemporaries in ancient Hyperborea, but also
flying beings such as byakhee or hunting horrors.
recounts his oft-fearsome and compelling
When you successfully research this book,
prophecies. Eibon traveled to distant worlds, dealt
choose a spell that can conjure or target a
with Tsathoggua face-to-face, and wielded powers
creature, whilst the book is in your possession,
so impressive they have lingered in lore and
the chosen spell receives the following benefit
occult tales for tens of thousands of years.
permanently; When you cast the spell to target a
Basic. This book contains the Elder Sign spell.
creature with a flying speed, that creature takes a
Extensive. This book contains the Sign of Eibon
–3 penalty on any saving throws against the spell.
Spell.
When you cast the spell to conjure a creature
����������������������� with a flying speed, the creature’s flying speed
Text, rare (one book) or very rare (all seven increases by 10 feet while the spell’s duration
collected) lasts.
Ability Check DC 20 Book Four (+2 Arcana, +2 History, ).
Ability Checks varies This book examines entities of the earth and
Shroud 5 subterranean areas. It improves spells that
These are ancient scrolls penned by Hsan the summon or influence bholes, gugs, and other
Greater over two thousand years ago. Each book burrowing beings. When you successfully
has a different topic and contains discussions and research this book, choose a spell that can
instructions to execute spells and rituals related to conjure or target a creature, whilst the book is in
that topic. These books are most often found your possession, the chosen spell receives the
individually, rather than as a group, and there is a following benefit permanently; When you cast
the spell to target a creature with a burrowing Basic. The book conatins the Bestow Curse Spell.
speed, that creature takes a –3 penalty on any Extensive. The book conatins the Orne's Black
saving throws against the spell. When you cast spell
the spell to conjure a creature with a burrowing
speed, that creature’s burrowing speed increases ������������������������
by 10 feet while the spell’s duration lasts. Text, rare
Book Five (+2 ability checks with alchemist’s Ability Check DC 21
supplies, +2 Arcana, +2 History). Ability Checks +2 Arcana, +2 History, +2 Nature
This book lists entities of time and other Shroud 6
dimensions. It contains the spell conjure hound Created originally by the great race of Yith, there
of Tindalos as well as a pharmacopeia of drugs are over a thousand individual fragmentary bits
that can be used to glimpse other times and to of scroll that comprise these manuscripts. They
survive space travel (including Plutonian drugs started as excerpts from the great race’s pre-
and space mead). When you successfully research Pleistocene records, but were later expanded
this book, you learn the Haste spell.. upon by pre-human entities, then again in he
Book Six (+2 Arcana, +2 History). Dreamlands. They contain scientific, geographic,
This book presents a study of the plateaus of and historical lore, as well as accounts of
Leng and Kadath, as well as their histories and dealings with many Mythos beings. For example,
inhabitants. It includes the instructions for gates fragment 595 contains a lengthy sequence
that lead to these areas and also to the which tells of a battle between yithian forces and
Dreamlands. When you successfully research this some of Cthulhu’s starspawn allies. Because of
book, choose a spell that can target a creature, the incomplete nature of the Manuscripts, the
whilst the book is in your possession, the chosen accounts are often frustrating, but they do
spell receives the following benefit permanently; provide fascinating glimpses into the pre-human
When you cast it on a creature from Leng or universe.
Kadath, that creature takes a –3 penalty on its Basic. This book contains the Brew Cosmos
saving throw. Mead spell
Book Seven (+2 Religion). Extensive. This book contains the ancient sorcery
This book is devoted to the general pantheon of of serpentfolk spell, however it can only be used
the Outer Gods, focusing especially on to cast spells of level 3 or lower, it cannot be
Nyarlathotep and Azathoth. It invents a very cast at higher levels.
bureaucratic organization for these deities. When
you successfully research this book, you learn the
����������������������
Text, rare
Nuclear Chaos spell, however the range is
Ability Check DC 21
reduced to 25ft and the damage is reduced to
Ability Checks +2 Arcana, +2 History
1D20 bludgeoning damage.
Shroud 6
���������������� This is the holy text of the worshipers of Gla’aki,
a Great Old One whose cultists are largely
Text, rare
undead.
Ability Check DC 22
When Gla’aki is awake, his slaves/
Ability Checks +2 Arcana, +2 History
worshipers abide completely under the sway of
Shroud 7
his will, without minds of their own.
Book written by Adolphus Clesteros in the 13th
When he sleeps, however, they become
century. For reaons which are still unclear,
autonomous, and during one such period, some
Clesteros chose to write the volume in a language
of his cultists wrote down fragments of what
of own invention called W'hywi. Only one copy of
they remembered from Gla’aki’s mind and their
the K'Thaat exists and it deals with Cthonians and
own activities, and what they see as the true
other such beings.
nature of the universe. The serious psychoses
and breaks with reality suffered among Gla’aki’s Written by Ludvig Prinn, an ancient alchemist
victims make the Revelations non-sequential and and necromancer who was burnt at the stake, De
difficult to interpret. They provide a terrible and Vermis Mysteriis is an eldritch and bizarre
wonderful peek into an alien god’s brain. spellbook. Its pages are full of spells and rituals
Basic. This book contains the Green Decay spell. that summon strange entities, familiars, and
Extensive. This book contains the Chaos at the creatures from beyond space and time. It also
Heart of Everything spell. has a number of rituals for contacting and
dealing with Great Old Ones, Outer Gods, and
���������������� their minions.
Text, very rare Basic. This book contains the Remortification
Ability Check DC 24 Spell
Ability Checks +3 Arcana, +3 Religion Extensive. This book contains the Implant Dark
Shroud 8 Young Spell.
Written by the Comte d’Erlette several centuries
ago, this work has two main thrusts. In part, it ��������������
discusses the structure and beliefs of cults that Text, very rare
worship the Great Old Ones and the Outer Gods, Ability Check DC 24
though in a rather general way. Second, it is a Ability Checks +3 Arcana, +3 Religion
work of the deadliest black magic: a grimoire that Shroud 8
contains all necessary information for performing Book in Latin which details the proper worship of
a wide variety of rituals and magic effects. Its the being Othuum, and provides a powerful
greatest weakness is that it has few dismissal or Exorcism. The locations of only two copies are
protective effects; rather, it focuses on loosing known; one which is located in the British
dangerous creatures upon an enemy and spells Museum, and another is kept ina prvaite
that harm others. collection somewhere in Hungary.
Basic. This book contains the venomous fangs Basic. This book contains the Congeal Formless
spell, Spawn Spell
Extensive. This book contains the Melt Flesh Extensive. This book contains the Conjure Flying
spell. Polyp Spell.
�������������� ��������������
Text, very rare Text, very rare
Ability Check DC 24 Ability Check DC 23
Ability Checks +3 Arcana Ability Checks +3 Arcana, +3 Religion
Shroud 8 Shroud 7
Diary of an unamed young girl, in which she tells Also nicknamed “The Black Book,” this work is
of her many unwitting experiments in sorcery. most concerned with the history and nature of
Only one copy exists, but its contents have cults of the Great Old Ones and the Outer Gods,
proved invaluable to those investigating the including their organization, beliefs, ceremonial
Mythos. practices, and areas of operation. Many extinct
Basic. This book contains the Telekinesis spell, cults are described but also many active ones.
Extensive. This book contains the Nuclear Chaos Some spells and rituals are here, as well as
spell. information on matters like where the corpses of
ancient, once-worshiped alien beings are
�� ������ ��������� interred.
Text, very rare Basic. This book contains the Find Shantak
Ability Check DC 24 Mount Spell.
Ability Checks +3 Arcana, +3 History Extensive. This book contains the dread curse of
Shroud 8 Azathoth spell
������������������ and alchemical powders and potions and
Text, legendary passages with information about a wide variety
Ability Check DC 20 of Great Old Ones and creatures The
Ability Checks +2 Religion Necronomicon is easily the most complete tome
Shroud 10 of Cthulhu Mythos knowledge widely known to
This fabled play might have been penned by the mortals. However, most copies of the book are
King in Yellow himself. It has two acts and is incomplete and no two printings (or
rarely performed. The first act is simple, almost transcriptions) are even mostly alike. The book is
banal; the second act is of unearthly, poisonous heavily layered in symbolism, Aklo-based
beauty that enthralls the mind and soul. When allegory, and other methods of obfuscation.
you read it for the first time, you must make Basic. You suffer 3D10 necrotic damage.
a DC 20 Wisdom saving throw. If the save fails, Extensive. This book contains every spell on
you drop your sanity score by the minimum pages 49 and 50 marked with (L)
needed to gain a minor madness trait becoming
obsessed with seeking out and serving the King
�������������������
Text, legendary
in Yellow. While the play does provide indirect
Ability Check DC 20
clues about the King in Yellow, Hastur, and their
Ability Checks +2 Religion, +2 History
interests, it is usually deemed far too dangerous
Shroud 10
to read. Reading this play usually draws the
Book on the god Yig. A 17th century native
attention of the King and his minions, who might
american monk wrote the scriptures, which tells
quickly appear. On those rare occasions when
of Yig's worship and his mighty battles against
the play is performed on stage, the entire
those creatures that would intrude upon his
audience is exposed as if they had read the play
chosen land of Oklahoma. It contains rites to the
and must make a Wisdom saving throw as
snake-god and a spell that might stop time on a
described above.
limited basis.
Basic. This Book contains the knowledge and
Basic. This Book contains the Temporal Energy
Wisdom you need to seek out the higher powers,
Nexus spell.
whilst in your Possession, you have +2 to your
Extensive. This book contains the ability to slow
Wisdom and Charisma.
down time when in immediate peril, you gain
Extensive. This book contains the Cursed
advantage on all Dexterity checks.
Slumber Spell.
����������������
Text, legendary
Ability Check DC 25
Ability Checks +3 Arcana, +3 History, +3 Nature,
+3 Religion
Shroud 12
This is hands-down the most famous and most
lethal of all the ancient books of the Mythos. The
original version was penned by Abd al-Azrad and
is also known as Kitab al-Azif. It always contains
specific sections about creatures that live
beyond the threshold of material space,
Information on other planes of existence,
Formulae for resurrecting the dead, opening
gates to other dimensions, and performing dark
rituals, Instructions for making certain artifacts
Additional Feats ���������
Prerequisite: Charisma 13 or higher; the ability to
��������� cast at least one enchantment spell
Some brave souls train their minds and bodies to Your have a natural way with words or an
withstand the dark arts. They are often referred to attractive quality that others have difficulty
as sorcerers, warlocks, or wizards. Below are ignoring. You gain the following benefits;
optional feats that you may allow characters to Increase your Intelligence or Charisma score by 1,
take to improve their chances of casting spells to a maximum of 20.
using the Occult Magic rules. You have advantage on spellcasting saving throws
when you cast enchantment spells.
������� Whenever you make a Charisma (Deception,
Prerequisite: Wisdom 13 or higher; the ability to Intimidation, or Persuasion) check to interact
cast at least one abjuration spell with another creature, you can choose to make
You are a master of defensive magic, which grants the check with advantage. Once you use this
you the following benefits; benefit, you can't use it again until you complete
Increase your Intelligence or Wisdom score by 1, a long rest.
to a maximum of 20.
You have advantage on spellcasting saving throws ������
when you cast abjuration spells. Prerequisite: Strength 13 or higher; the ability to
Whenever you cast an abjuration spell, you gain a cast at least one evocation spell
+2 bonus to your AC which lasts until you You are a magical conduit and capable of
complete a long rest. astonishing magic. You gain the following
benefits;
�������� Increase your Strength or Intelligence score by 1,
Prerequisite: Charisma 13 or higher; the ability to to a maximum of 20.
cast at least one conjuration spell You have advantage on spellcasting saving throws
You have a knack for summoning forces beyond when you cast evocation spells
the Real, which grants you the following benefits; When a creature succeeds on a saving throw
Increase your Intelligence or Charisma score by 1, against one of your cantrips, the creature takes
to a maximum of 20. half the cantrip's damage (if any) but suffers no
You have advantage on spellcasting saving throws additional effect from the cantrip.
when you cast conjuration spells.
Any creature that you summon or create with a �����������
conjuration spell has a number of temporary hit Prerequisite: Intelligence 13 or higher; the ability
points equal to 3 times your Charisma modifier. to cast at least one illusion spell
For you, nothing and everything are real all at
������� once. You gain the following benefits;
Prerequisite: Intelligence 13 or higher; the ability Increase your Intelligence or Wisdom score by 1,
to cast at least one divination spell to a maximum of 20.
You possess a powerful third, which grants you You have advantage on spellcasting saving throws
clear visions of things others cannot perceive. when you cast illusion spells.
You gain the following benefits; When a creature succeeds on a saving throw
Increase your Intelligence or Wisdom score by 1, against one of your cantrips, the creature takes
to a maximum of 20. half the cantrip's damage (if any) but suffers no
You have advantage on spellcasting saving throws additional effect from the cantrip.
when you cast divination spells.
You can replace any attack roll, saving throw, or
ability check made by you with a 19. You may do
this once per long rest.
64
����������� ����������
Prerequisite: Constitution 13 or higher; the ability Prerequisite: Constitution 13 or higher; the ability
to cast at least one necromancy spell to cast at least one transmutation spell
The way you see it, death and life are two sides of You are a catalyst for change; all things must
the same coin. You gain the following benefits; evolve or perish. You gain the following benefits;
Increase your Constitution or Intelligence score Increase your Constitution or Intelligence score
by 1, to a maximum of 20. by 1, to a maximum of 20.
You have advantage on spellcasting saving throws You have advantage on spellcasting saving throws
when you cast necromancy spells. when you cast transmutation spells.
You gain resistance to necrotic damage After you complete a long rest, you gain one of
the following benefits of your choice:
������������ Darkvision out to a range of 60 feet;
Prerequisite: Intelligence13 or higher; the ability An increase to speed of 10 feet;
to cast at least one technological spell Proficiency in Constitution saving throws;
Your tinkering with the scientific allows you to Resistance to acid, cold, fire, lightning, or
ensure you are a master of technology. You gain thunder damage (your choice whenever you
the following benefits; choose this benefit).
Increase your Intelligence score by 1, to a Each time you complete a long rest, you can
maximum of 20. choose a different benefit.
You have advantage on spellcasting saving throws
when you cast Technological spells.
You gain resistance to Lighting and poison
damage.
Additional Rules
On the next few pages, you will find a list of new items, new weapon properties and some changes to
5th edition rules whereby they are replaced with those listed here, where this happens, it will clearly
state which part of a rule is to be replaced with that which is detailed here.
�����������
��������
Name Cost Damage Weight Properties
Automatic Rifle 250 2D8 Piercing 8 lb. Ammunition (Range 80/240) Burst
Fire, Reload (30 Shots), Two-handed
Pistol 150 2D6 Piercing 3 lb. Ammunition (Range 50/150) Reload
(15 Shots)
Pump Action 200 4D8 Piercing 10lb. Ammunition (Range 30/90) Reload
Shotgun (2 Shots), Two handed
Semi-Automatic 200 2D8 Piercing 8 lb. Ammunition (Range 80/240) Double
Rifle Tap, Reload (30 Shots), Two-handed
Sniper Rifle 300 2D12 Piercing 12 lb. Ammunition (Range 240/720)
Reload (5 Shots), Two-handed
����������
������
Name Cost Armour Class (AC) Strength Stealth Weight
Armour Vest 30 +2 - - 3lb.
Commando Fatigues 45 11 + Dexterity Modifier - Advantage 8lb.
Infantry Fatigues 45 13 + Dexterity Modifier - - 10lb.
���������
makes a 20ft area around it count as being
����� heavily obscured. This lasts for 10 rounds if there
Item Cost Weight is little to no wind.
Grenade, Fragmentation 75 1lb.
Grenade, Smoke. 50 1lb. Nuplazid Vial. This little concotion targets the
Grenade Launcher. 150 7lb. hypothalamus part of the brain which controls
Nuplazid Vial 50 0.5lb. the way you sleep, hallucinate and even enter the
dreamlands. Each vial is a one use only and can
Grenades. As an action a character can throw a be given to any willing creature, the creature
grenade up to 60 feet away and up to 120 feet if must make a DC12 Constitution saving throw, on
they use a grenade launcher. Each creature within a failed save, it suffers 1D4 Necrotic damage. The
20ft of a fragmentation grenade must pass a target creature immediately recovers 1D4+1
DC15 dexterity saving throw, taking 5D6 piercing sanity points up to its maximum.
damage on a failed save, or half as much on a
successful one.
One round after a smoke grenade lands, it
emits a cloud of smoke that
66
Weapon properties panic as they believe that what they saw was real
and so lose 1 Sanity Point.
���������� If the save was a successful one, you regain a
Ammunition for firearms are used the same way sanity point in addition to any others you would
ranged weapons require arrows or bolts in a gain from a rest.
medieval fantasy setting. However ammunition Passing or failing this save does not affect your
used for firearms are destroyed upon use. character from gaining what they normally would
from a short or long rest except possibly a bad
���������� nightmare.
A weapon that has the Burst Fire property can �������
make a normal single attack as an action, or
Normally when a character takes a short rest they
instead choose to spray a 10ft cube area within
may use Hit dice to restore their hit points and
normal range with shots. Each creature within this
upon a long rest, characters regain all hit points
10ft cube must pass a DC15 dexterity saving
and a portion of their hit dice back.
throw or take the weapons normal damage. This
However, just because your character takes a 6
action uses 10 pieces of ammunition.
hour sleep, doesn't mean that the spiked tendril
���������� of a demi god spawn would heal within that time.
As such the only way to regain Hit Points in a
A weapon that has the Double Tap property may
Lovecraftian setting is by using Hit Dice alone
make 2 attacks as an action with this weapon,
and so taking a long rest no longer puts you back
though you may not add your Dexterity Modifier
to full health.
to the second attack roll in a single action.
However, whenever you take a short rest you
������ regain 1 Hit Dice and when you take a Long rest
you regain Hit Dice equal to your character level
A limited number of shots can be made with this
divided by 2 (rounded up).
weapon before it must reload and so cannot fire
You may only take a short rest every 4 hours and a
until this is done. The number of shots you can
long rest every 24 hours. The prerequisites for
make before reloading is given in brackets in its
taking a short or long rest remains the same, for
properties after the word Reload, for example...
example no strenuous activites etc.
Reload (30 shots).
A character may reload a weapon as an action. ��������
Note that all ammunition loaded into a firearm are Currency in the real world is very different from
lost if the weapon should be lost or destroyed. that of a fantasy setting, dependant on where you