Professional Documents
Culture Documents
Credits
Designer: [To Be Detailed]
Monk.................................................................................................98
Table of Contents Way of the Soul Blade..................................................................98
Paladin.............................................................................................99
Credits................................................................................................. 2 Oath of Sanity................................................................................99
Balance................................................................................................ 8 Ranger........................................................................................... 100
Kibbles' Note for Players................................................................. 8 Specialist..................................................................................... 100
Kibbles' Note for GMs...................................................................... 8 Mind Reaper................................................................................ 101
Crafting & Balance........................................................................... 8 Rogue ............................................................................................ 102
Setting Notes..................................................................................... 9 Gadgeteer.................................................................................... 102
Inventors in your setting................................................................ 9 Sorcerer........................................................................................ 104
Psionics in your setting.................................................................. 9 Aether Heart Origin................................................................... 104
Inventor............................................................................................10 Planetouched Origin................................................................. 105
Gadgetsmith...................................................................................14 Warlock......................................................................................... 106
Golemsmith....................................................................................19 The Ancient Intelligence.......................................................... 106
Infusionsmith.................................................................................23 That Which Is Beyond.............................................................. 108
Potionsmith....................................................................................27 Wizard .......................................................................................... 110
Thundersmith................................................................................32 Order of Creation....................................................................... 110
Warsmith........................................................................................36 Order of the Unknown.............................................................. 111
Fleshsmith......................................................................................42 Backgrounds................................................................................ 114
Cursesmith.....................................................................................48 Apothecary.................................................................................. 114
Runesmith......................................................................................54 Engineer....................................................................................... 114
List of Glyphs.................................................................................58 Tinkerer....................................................................................... 115
Relicsmith.......................................................................................59 Races.............................................................................................. 116
Inventor Spell List........................................................................63 Ironwrought................................................................................. 117
Psion ................................................................................................64 Farling.......................................................................................... 119
Awakened Mind.............................................................................67 Templates..................................................................................... 121
Unleashed Mind............................................................................68 Augmented.................................................................................. 121
Transcended Mind........................................................................68 Warped......................................................................................... 121
Shaper's Mind................................................................................69 Feats............................................................................................... 122
Wandering Mind............................................................................70 Alchemist..................................................................................... 122
Elemental Mind.............................................................................71 Blacksmith................................................................................... 122
Consuming Mind...........................................................................72 Inner Power................................................................................ 122
Psionic Disciplines.......................................................................73 Innovator's Upgrade.................................................................. 122
Enhancement Discipline.............................................................73 Magical Researcher................................................................... 122
Enhancement Talents..................................................................73 Mental Adaptability.................................................................... 122
Projection Discipline....................................................................74 Psionic Mind............................................................................... 122
Projection Talents.........................................................................74 Psionic Adept.............................................................................. 122
Telekinesis Discipline..................................................................75 War Psion.................................................................................... 122
Telekinesis Talents........................................................................75 Tool Expert.................................................................................. 122
Telepathy Discipline.....................................................................76 Ultimate Improviser.................................................................. 123
Telepathic Talents.........................................................................76 Wandslinger................................................................................ 123
Transposition Discipline..............................................................77 Racial Feats.................................................................................. 123
Psychokinetics Discipline...........................................................78 Mechanical Improvements...................................................... 123
Precognition...................................................................................80 Upgraded..................................................................................... 123
Nullification....................................................................................81 Mind Library............................................................................... 123
Consumption Discipline..............................................................82 Adaptive Mimicry....................................................................... 123
Psionic Talents..............................................................................83 Aquatic Adaption........................................................................ 123
Psion Spell List.............................................................................85 Spells.............................................................................................. 124
Class Toolbox..................................................................................86 Monsters....................................................................................... 138
Inventor Content...........................................................................86 Ancient Sentinel........................................................................... 138
Psion Content................................................................................87 Silver Relics................................................................................. 142
Building Custom Options............................................................87 Silver Stalker.............................................................................. 142
Barbarian.........................................................................................90 Silver Sentry............................................................................... 142
Path of Raging Mind....................................................................90 Silver Soldier.............................................................................. 142
Path of the Exosuit.......................................................................91 Silver Guardian.......................................................................... 144
Bard...................................................................................................92 Coming Soon............................................................................... 146
College of Thunder.......................................................................92 Eldritch Monsters...................................................................... 148
Cleric.................................................................................................93 Lurking Maw............................................................................... 148
Mystery Cult...................................................................................93 Abhorrent Abstraction.............................................................. 150
Druid.................................................................................................94 Adaptive Slime............................................................................ 150
Circle of Nightmares....................................................................94 Rampaging Imprint................................................................... 150
Fighter..............................................................................................96 Eldritch Foes............................................................................... 152
Tech Knight....................................................................................96 Mind Lurker................................................................................ 152
Chapter 3 | More Stuff
5
Contents:
-Inventor
-Psion
-Class Toolbox
-Subclasses
-Feats
-Spells
-Races
Inventor
A gnome sits hunched over a workbench in a room cluttered
with every sort of tool, carefully drawing the final lines to an
intricate rune. With a crackling hum of arcane energy, the
completed rune flares with power, and she watches
with a smile of pride as the golem comes to life and
stands.
An ogre looms large over a dwarf, saliva slopping
down its chin as it considers its hearty meal, only
to turn to a horrified roar of agony lost beneath the
crushing sounds of thunder as the dwarf unloads a
terrifying blast of power from a small metal tube. The
ogre flees in terror hounded by rippling cracks of
thunder.
With a thunderous crash of energy a figure lands in the
middle of the battlefield. As the smoke clears, a towering
presence stands amidst the war-torn battlefield clad
in glowing mechanical plate mail. The glowing visor
swivels to inspect the wreckage. It raises a gauntlet, and
lightning crackles forth.
With a beckoning jesture, the elf summons a swirl of
swords leaping from the sheathes and springing to life... the
bandits start to edge away - breaking into a run as the swords
exuberantly chase.
Makers of magic-infused objects, Inventors are defined
by their inventive nature. Like wizards, they see magic as a
complex system waiting to be decoded and controlled through
a combination of thorough study and investigation.
Inventors, though, focus on creating marvelous new magical
objects. Spells are often too ephemeral and temporary for
their tastes. Instead, they seek to craft durable, useful items.
Cunning Creators
Every Inventor is defined by a specific craft. Inventors see
mastering the basic methods of a craft as the first step to
true progress, the invention of new methods and approaches.
Inventors are arcane engineers, students of invention and
warfare who craft deadly firearms, ingenious gadgets, magical Seeking to push beyond all striving for the new is the
armor, and mechanical beings that they can augment with unifying call to Inventors, but how jealously they guard their
magic. secrets can vary greatly - some pushing their knowledge upon
All Inventors are united by their curious and creative nature. the worlds, and others hoarding it.
To an Inventor, magic is an evolving art with a leading edge of
discovery and mastery that pushes further ahead with each
passing year. Inventors value novelty and discovery. This Rivals and Challenges
penchant pushes them to seek a life of adventure. Inventors often acquire many rivals from both sides - other
A hidden ruin might hold a forgotten magic item or a Inventors racing to be the first to unlock the secrets of the
beautifully crafted mirror perfect for magical enhancement. world, scrambling for after whom a new magical theory
Inventors win respect and renown among their kind by or scientific break through will be forever named for, and
uncovering new lore or inventing new methods of creation. acquastions of stolen ideas and theft run rampant when too
many Inventors clash over a field of expertise.
Further, Inventors quickly make enemies of those that
Boundless Imagination would just as soon see the world unchanged, and are often
An Inventor is not the sort be limited by what already exists viewed as dangerous upstarts or radical troublemakers with
or conventional wisdom. They combine all the tools at their new fangled ways of doing things.
their disposal to go beyond, to discover new boundries and These challenges rarely daunt an Inventor for long, and
promptly exceed them. Few things can stand in the path of an most often simply fuel their continued drive to rise above.
Inventor with a mind to change the world. Inventors are rarely set in their ways, and the hated rival of
last week may be a research associate the next.
The Inventor
Proficinecy Spells -Spell Slots per Spell Level-
Level Features Upgrades
Bonus Known 1st 2nd 3rd 4th 5th
1st +2 Inventor Specialization, Magic Item Analysis -- -- -- -- -- -- --
9th +4 -- 7 4 3 2 -- -- 4
13th +5 -- 9 4 3 3 1 -- 6
15th +5 -- 10 4 3 3 2 -- 7
17th +6 -- 11 4 3 3 2 1 8
Inventor Specialization
At 1st level, you focus your craft on a particular specialization: Spells Known of 1st Level and Higher
Cursesmith, Fleshmith, Gadgetsmith, Golemsmith, You know three 1st-level spells of your choice from the
Infusionsmith, Potionsmith, Relicsmith, Thundersmith, Inventor spell list. The Spells Known column of the Inventor
Warsmith or Fleshsmith, each of which are detailed at the end table shows when you learn more Inventor spells of your
of the class description. Your choice grants you features at 1st choice.
level and again at 3rd, 5th, and 14th level. Each of these spells must be of a level for which you have
spell slots. For instance, when you reach 5th level in this class,
you can learn one new spell of 1st or 2nd level.
Magic Item Analysis Additionally, when you gain a level in this class, you can
Starting at 1st level, your understanding of magic items allows choose one of the Inventor spells you know and replace it with
you to analyze and understand their secrets. You know the another spell from the Inventor spell list, which also must be
Inventor spells detect magic and identify, and you can cast of a level for which you have spell slots.
them as rituals without material components.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier.
Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled Spell attack modifier = your proficiency bonus + your
for any ability check you make that uses any of the tool Intelligence modifier.
proficiencies you gain from this class.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
Arcane Retrofit Inventor spells.
Additionally at 2nd level, you gain the ability to retrofit magical
gear. During a long rest you can perform a ritual using any
+1/2/3 weapon (excluding artifacts and sentient weapons) Inventor’s Spell Casting
to transfer the magic into an Inventor weapon (a weapon An Inventor is fundamentally someone that understands
created by subclass feature or upgrade). Eg: you can turn a and regularly interacts with magic, leading to the ability to
+1 longsword and your impact gauntlet a +1 impact gauntlet. apply this knowledge as spell casters, but how you want to
This includes weapon-like Upgrades that make attack and approach your Inventor’s spell casting is up to you.
damage rolls (like a Warsmith’s Force Blast). Feel free to explore other approaches in coordination with
You cannot transfer any properties from a magical weapon your DM. From a functional standpoint, the only requirement
besides a bonus to attack and damage rolls, and the original would be that you have a defined material or focus for the
weapon is destroyed. spell.
Additionally, you can convert a set set of armor with a Consider for some spells that perhaps your Artisan’s Tools
magical plus to AC to a lighter armor type. are your focus, or perhaps a specific item you’ve made is
your material component for a spell. Perhaps instead of a
“Component Pouch” that simply contains all the material
Additional Retrofits components you could need for your spells, you have an
Your DM may let you expand this feature to do similar tasks, “Inventor’s Tool Belt” that contains the various spellcasting
such as making a +1 Heavy Crossbow a +1 Light Crossbow, assistance contraptions you’ve made to cast your spells. For
or may allow it to work with other magical armor or weapons the purposes of mechanics, the only thing that matters is that
(such as converting adamantine chainmail to an adamantine it functions the same way, and is used consistently.
chain shirt).
Specialization Upgrade
Spellcasting Starting at 3rd level, choose an upgrade from the list at the
As part of your study of magic, you gain the ability to cast end of your specialization, and gain the benefits listed in the
spells at 2nd level. The spells you learn are limited in scope, description of the upgrade.
primarily concerned with modifying creatures and objects or You select an additional upgrade at 5th, 7th, 9th, 11th, 13th,
creating items. 15th, 17th, and 19th level. You cannot select an Upgrade more
than once, unless the upgrade’s description says otherwise.
Whenever you level up, you can exchange one of your existing
Spell Slots upgrades for another upgrade of the same level requirement
The Inventor table shows how many spell slots you have to as the replaced upgrade.
cast your Inventor spells of 1st level and higher. To cast one of In any case an existing upgrade is swapped out for a
your Inventor spells, you must expend a slot of the spell’s level replacement upgrade (either by a subclass feature or on level
or higher. You regain all expended spell slots when you finish up), the new upgrade is selected as if the Inventor is the level
a long rest. they were when they got that upgrade slot. For example, if you
replace your Stormforged Weapon and reselect all of your
upgrades as a 5th level Inventor, you could select one 3rd level
upgrade and one 5th level upgrade, or two 3rd level upgrades,
but you would not be able to select two 5th level upgrades. Additionally, you can make 1 hour of progress toward
crafting a magic item, scroll, or potion during a long rest.
Customizing Inventor Upgrades
The upgrades for each Inventor Specialization are presented in a Interaction with the Crafting System
list at the end of the Specialization, but invariably there will always If you are using the Crafting System presented later in the book,
be ideas for upgrades not included in that list. At the heart of an this reduces the time a crafting check takes to 1 hour.
Inventor beats an unrelenting drive for creativity, after all! Feel free
to consult your DM for potential custom upgrades.
Wondrous Item Recharge
The following generic upgrades are available to any subclass, Starting at 10th level, you can recharge a magic item that has
and can be selected in place of any subclass upgrade: charges or per rest uses, as long as those charges or uses can
only be used to cast spells. To restore charges or uses, you
Shield Proficiency Generic Unrestricted Upgrade perform a ritual that takes one minute and expends a spell slot
You gain proficiency with shields. of equal or higher level than a spell slot level of a spell cast by
the item.
Tool Proficiency Generic Unrestricted Upgrade The number of charges or uses restored to the item is equal
You gain proficiency in a tool of your choice. to the number of charges or uses required to cast that spell
using the item once.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th level, you can Study of Magic
increase one ability score of your choice by 2, or you can At 11th level, your proficiency in the workings of magic has
increase two ability scores of your choice by 1. As normal, you become so great you can cast detect magic and identify at will
can’t increase an ability score above 20 using this feature. without expending a spell slot.
Additionally, you have advantage on all Intelligence (Arcana)
checks to understand the workings of magical traps, effects,
Arcane Reconstruction or runes.
At 6th level, you have mastered the knowledge of using magic
to repair things. You learn the mending cantrip, and can cast
it at will. Additionally, you learn the cure wounds spell. If you Wondrous Item Mastery
already know cure wounds you can select another spell from Starting at 18th level you can use a magic item that would
the Inventor spell list. When you cast cure wounds, it can heal normally take an action as a bonus action instead.
constructs in addition to normally valid targets. Additionally, you can attune to 5 magical items at a time.
Gadgetsmith
A Gadgetsmith is an Inventor whose curiosity and inventive
genius have run rampant. While other Inventors may spend
their whole career perfecting a single-minded pursuit, a
Gadgetsmith believes that quantity is at least as good as
quality.
Quick footed and quicker witted, a Gadgetsmith is never
caught without another trick up their sleeve. Their minds are
always jumping ahead to solve the next problem with a clever
gadget.
A Gadgetsmith can come from any walk of life, but usually
exemplifies a curiosity and distaste for the suppression
of knowledge or technology, usually favoring freedom to
experiment, leaning toward more Chaotic behaviors.
Gadgetsmith’s Proficiency
When you choose this specialization at 1st level, you gain
proficiency with nets, rapiers, whips, and tinker’s tools.
Essential Tools
At 1st level, you’ve mastered the creation of the essential
reusable tools for surviving the battlefield as a gadgeteer. You
have the following items:
Phase Trinket
Crossbow Spider You create a magical gadget that manipulates ethereal magic.
Tiny, unaligned
As an action, you can cast blink or dimension door using the
gadget without expending a spell slot.
Armor Class 10
Hit Points 5
Once you use this ability, you cannot use it again until you
Speed 15 ft., climb 15 ft. complete a long rest.
Dimensional Toolbox
You build a toolbox, filling it with the many ideas you’ve had
and discarded, with the magical power of making those
ideas reality when you need them most. As an action, you
can withdraw an Unrestricted Upgrade (one with no level
requirement) from the Gadgetsmith list. Gadgets withdrawn
from the toolbox are fleeting, and disappear after one minute.
Once you have drawn an upgrade from the toolbox, you cannot
draw another upgrade from it until you complete a long rest.
Disintegration Ray
You create a Disintegration Ray. You can use this to cast
disintegrate without expending a spell slot.
Once you use this ability, you cannot use it again until you
complete a long rest.
Golemsmith
A Golemsmith is an Inventor that has committed Golem
themselves to creating a true work of artifice, forging a golem. Medium Construct, unaligned
A painstaking life ambition, they plan and design meticulously,
even if in practice sometimes compromises on materials must Armor Class 14 (Natural Armor)
be made. Hit Points 5 + ([Golem’s Constitution Modifier + 5] * Inventor Level)
Why a Golemsmith embarks on the quest to forge this Speed 30ft.
artificial construct of life can vary. For many it is the pure
STR DEX CON INT WIS CHA
pursuit of forging the perfect creation, while for others, it is 14 (+2) 12 (+1) 12 (+1) 4 (-3) 5 (-3) 1 (-5)
simply so they do not have to carry around their loot, or to
have a loyal companion to count on at all times. Damage Immunities poison, psychic
A Golemsmith is rarely chaotic, as they are people of Condition Immunities charmed, exhaustion, frightened, poisoned
great care and discipline; those that are not would not have Senses passive perception 7
succeeded where they have, but some have been set on Languages Understands creator’s languages, but cannot speak
their path by such events that might drive them to interact
chaotically with society as a whole.
Bound. The golem is magically bound to its creator. As long as the
creator and it are on the same plane of existence, the creator can
Golemsmith’s Proficiency telepathically call the golem to travel to it, and the golem knows the
distance and direction to its creator.
When you choose this specialization at 1st level, you gain
proficiency with smith’s tools and tinker’s tools.
Mechanical Golem
Starting at 1st level, you forge a mechanical golem to carry
out your orders and protect you. The golem is under your
control, and understands the languages you speak, but does
not speak.
The Golem obeys your commands as best it can. On your
turn, you can verbally command the construct where to move
(no action required by you) and take an action, which requires
your action to do. Additionally, you can use your reaction
to direct it to take a reaction. The Golem acts on your
commands during your turn. If you issue no command to
your Golem, it takes no actions.
Your Golem’s Proficiency increases when yours
does. If the golem is killed, it can be returned
to life via normal means, such as with the
revivify spell.
In addition, over the course of a long
rest, you can repair a slain servant if you
have access to its body. It returns to life
with half (rounded down) its maximum hit
point at the end of the rest during which you
repaired it.
If the servant is beyond recovery, you can
reproduce the construct exactly as it was, with four
days of work (eight hours each day) and 100 gp of
raw materials.
Over the course of a short rest, you can restore
hit points equal to your Intelligence modifier +
your Inventor level to your golem, or repair it to
full health during a long rest. Healing spells you
cast on your golem ignore any restriction against
healing constructs.
The base statistics of your golem are as
follows:
Infused Armament
Starting at 1st level, you can infuse a powerful armament
to take into battle. At the end of a long rest, select one of the
Infusions below. The infusion lasts until the end of your next
long rest.
Animated Weapon
You touch a melee weapon, causing it to spring to life. An
animated weapon can be carried or stowed, but while readied,
it floats beside you. While an animated weapon is readied,
you can make attacks with it as part the Attack action sending
it out to strike a target, but all attacks it makes during a turn
must be against the same target.
This special attack is a melee spell attack with a range of
30 feet. That range reduced to 15 feet if the weapon has the
Heavy or Special property and increased to 60 feet if the
weapon has the Light property. If this attack hits, it deals the
weapon’s damage dice + your Intelligence modifier.
Blasting Rod
You touch a nonmagical wand-blank, stick, staff, or rod,
infusing with the ability to cast a cantrip. Select one Evocation
Cantrip from the Wizard spell list that does not require
concentration. Thereafter, as an action, you can use the
Blasting rod to cast that cantrip.
Once per turn, when you deal damage to a creature or
object with your Blasting Rod, you can add your Intelligence
modifier to damage dealt to that target.
Infused Weapon
You touch a weapon, enchanting it. While this weapon is
enchanted, you (and only you) have proficiency with it.
An Infused Weapon can be wielded like a normal weapon,
Invisibility Cloak
Infuse Shadows You make a cloak of invisibility. While wearing this a
You learn the spell shadow blade. When you are wielding creature can cast invisibility once without expending a
the blade conjured by shadow blade you can treat it as an spell slot. When cast in this method it does not require
Infused Weapon. concentration. It cannot be used again in that way until you
complete a short or long rest.
Prepared Enchantment You can select this upgrade multiple times, selecting a
You bestow magical enchantments onto your gear, casting different spell each time you take this upgrade.
a limited version of contingency without expending a material
component or spell slot. When cast in this way, the spell How to get high level spells?
triggered by contingency must must a 2nd level or lower spell, Astute players will note that you can only add spells of a level you
and ends if you complete a long rest before the contingency is can cast through leveling to your Spell Manual, but you cannot
triggered. cast a 5th level spell until a higher level than Magical Rod upgrade
Once you cast contingency in this way, you cannot cast it becomes available. Spells for Magical Rods will primarily have to be
again until you complete a long rest. found in the wild, in the form of scrolls, and copied into your Spell
Manual that way.
Spell Trapping Ring.
You set a powerful magic into a non-magical ring. You can 15th Level Upgrades
use this ring to cast counterspell without expending a spell
slot. When you cast counterspell in this way and it succeeds, Advanced Object Animation
the spell countered is stored in the ring. You can then cast the When you cast the animate objects spell, you can use your
stored spell without expending a spell slot, but the spell fades spell attack modifier for the attack roll of anything animated
if it is not used before you complete a long rest. by the spell, and the damage they deal is increased by +8
Once you use this ring, you cannot use it again until you (divided by the number of things animated - tiny objects gain
complete a long rest. +1, huge objects gain +8).
Mixed Technique
If you use your action to cast a cantrip with a Blasting Rod,
you can make a single weapon attack as a bonus action using
an Animated or Infused weapon.
Spellsword’s Technique
You can make a Blasting Rod that allows you to cast
booming blade, and consequently use Mixed Technique to cast
booming blade, attacking with your Infused Weapon in your
other hand, and then attack with your bonus action.
Life Infusion
You learn a potent magical infusion that suffuses a creature
with life energy. You can cast regenerate without expending a
spell slot. Once you cast this spell in this manner, you cannot
use it again until you complete a long rest.
Alchemical Infusions
At 3rd level, you have discovered the secrets to drastically
bypass the alchemical brewing process, crafting potent
magical effects through the direct infusion of the potion with
your own magic. When you finish a short or long rest and have
an empty vial on your person, you may choose one or more the
following spells and use spell slots to cast them.
When you cast spells in this way, the spell does not take
effect immediately, but is infused into the potion.
If the spell grants an effect or restores health, a creature
can consume it or administrator it to another creature as an
action.
If a spell targets an area of effect, you can accurately throw
a vial up to 30 feet, dealing no inherent damage, but breaking
the vial in impact. The area of effect takes place when the vial
Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
28
is broken, with the effect centered on where the vial breaks. Alchemical Acid Instant Reaction
If the spell targets a creature, you can treat the vial as a You can produce a reaction causing a caustic acid to form.
ranged weapon you have proficiency with the Thrown (20/60) As an action, you can throw this combination of ingredients
property. You replace the spell attack with making a weapon at a point within 20 feet, causing acid to splatter within a 5
attack made with the vial. foot radius. Creatures in that area have to make a Dexterity
If the spell has a persistent effect that requires saving throw against your spell save DC, or take 2d4 acid
concentration, it does not require concentration to maintain, damage. Damage from this acid deals double damage against
but its duration is shortened to a number of rounds equal to structures and objects.
your Intelligence modifier. The damage increases by 2d4 when you reach 5th level
A spell that does not require concentration lasts its normal (4d4), 11th level (6d4), and 17th level (8d4).
duration. An infused potion loses its potency if it is not used by Alternatively, you can use a bonus action to prepare it as a
the end of your next long rest. ranged weapon you have proficiency lasting until the end of
You can gain additional spells for your Alchemical Infusions your turn with the Thrown (20/60) and Finesse property that
through your Alchemist upgrades. deals damage equal to failing the save against the effect (but
does not add your Strength or Dexterity modifier).
On Creativity and Catapults
While as per the feature, you can only accurately throw the vial Dragon Draught Instant Reaction (upgrade only)
containing an Infused Potion 30 feet, the trigger merely specifies As an action you quaff a vial of highly reactive liquid, allow
that the effect takes place where it breaks. you to immediately belch a blast of devastating elemental
If you can find another way to deliver the vial, such as the launch energy. You can select between cold, fire, acid, or lightning.
objectK spell (or similar spell) on the Inventor spell list... or, well, an Cold or Fire effect a 10 foot cone. Lightning or Acid effect at
actual catapult, you can apply these methods as well.
15 foot line. Creatures in that area have to make a Dexterity
saving throw against your Spell Save DC, or take 1d8 damage
Practiced Quaff of the elemental type chosen.
Additionally at 3rd level, you gain the ability to consume The damage increases by 1d8 when you reach 5th level
potions and infused potions as a bonus action. (2d8), 11th level (3d8), and 17th level (4d8).
Flaming Grease
Potionsmith Upgrades You tweak your grease formula to be flammable, as grease
should be. When you cast grease or use it to make an
Unrestricted Upgrades Alchemical Infusion, the effect becomes flammable. If the
area of effect is hit with 1 or more point of fire damage, the
all creatures in the area of effect take 2d4 fire damage. The
Alchemical Fire Instant Reaction
grease burns for a number of turns equal to your Intelligence
As an action you can produce a reaction causing a
modifier.
searing flame. At a point within 20 feet, you can a toss quick
Additionally, you when you cast the grease spell or use it
combination of reagents that will cause searing fire to flare
as an Alchemical Infusion, you can instead use it to coat a
up in a 5 foot radius. Creatures in that area have to make a
weapon. This coating lasts for 1 hour or until ignited by 1 or
Dexterity saving throw against your spell save DC, or take 1d8
more points of fire damage. Once ignited, that weapon deals
fire damage.
1d4 additional fire damage for 1 minute.
The damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Fortifying Fumes Reaction Instant Reaction
Alternatively, you can use a bonus action to prepare it as a
You formulate a new instant reaction, a powerful fortifying
ranged weapon you have proficiency in lasting until the end of
stimulus. Targeting a point within 20 feet, as an action, you
your turn with the Thrown (20/60) and Finesse property that
cause fumes to erupt. Creatures within 10 feet of the target
deals damage equal to failing the save against the effect (but
point can choose to hold their breath and not inhale, but
does not add your Strength or Dexterity modifier).
creatures that inhale the fumes gain 1d4 temporary hit points,
deal 1d4 additional damage on their next melee weapon
Panacea
When you create a Healing Draught, you can add a more
potent concoction. That Healing Draught heals the maximum
value of the dice rolled when restoring health and has the
effect of greater restoration. Once you make an improved
Healing Draught like this, you cannot make one again until
you complete a long rest.
Perfect Reaction
In a moment of perfect focus, you can create a flawless
instant reaction. When you roll damage, hit points restored, or
temporary hit points granted, you gain the maximum value of
the dice, instead of rolling. Once you create a perfect reaction,
you cannot do so again until you complete a short or long rest.
Field Infusion
You can create an infused potion as an action. Once you do
so, you cannot do so again until you complete a short or long
rest
Thundersmith
A Thundersmith is an Inventor who harnesses the primal
force of elemental power, channeling its power into their great
creation: a weapon of unmatched devastation. Spectacular
and terrible, these weapons bring fear to their foes and awe to
their allies.
Why a Thundersmith bends their mind to the task of
making such a weapon are as varied as the creations
themselves. Some are coldly analytical about the destruction
it causes seeking to continually improve it, tweaking it for
ever more optimized destruction, while others view it merely
as a tool, a means to an end; others still revel in the crash of
thunder that heralds the terrifying force of their weapon.
Many look at these weapons as the dawn of a new age, in
truth wielding them is a tricky and arcane art; as complex as
its creation it is only truly understood and mastered by the
one who forged the device - each weapon a unique piece of
devastating art.
Thundersmith’s Proficiency
When you choose this specialization at 1st level, you gain
proficiency with tinker’s tools and smith’s tools.
If your weapon requires ammunition, you gain the
knowledge of how to forge them, and create them with
smithing tools during a long rest. You can create up to 50
rounds of ammunition during a long rest, with materials
costing 1 gold piece per 10 rounds.
Stormforged Weapon
Starting at 1st level, you harness the elemental power of
thundering storms to create a powerful weapon. This weapon
requires attunement, you are proficient with it while attuned.
and you can only be attuned to one Stormforged Weapon at
a time. If you have multiple Stormforged Weapons, you can
change which one you are attuned to during a long rest.
If you lose your Stormforged Weapon or wish to create
additional ones, you can do so over the course of three days
(eight hours each day) by expending 200 gold pieces worth type, and select the same or different upgrades.
of metal and other raw materials. When you make a new Select one of the following and consult the Stormforged
Stormforged Weapon, you can make the same or different Weapon table for its statistics.
Stormforged Weapons
Weapon Name Damage Weight Type Properties
Thunder Cannon 1d12 piercing 15 lbs. Ranged Ammunition (range 60/180), Two-Handed, Loud†,
Stormcharged*
Hand Cannon 1d10 piercing 5 lbs. Ranged Ammunition (range 30/90), Light, Loud†,
Stormcharged*
Kinetic Hammer 1d10 bludgeoning + 10 lbs. Melee Two-Handed, Heavy, Loud†
1d4 thunder
Charged Blade 1d6 slashing + 1d4 3 lbs. Melee Finesse, Loud†
lightning
Lightning Pike 1d8 piercing + 1d4 10 lbs. Melee Reach, Two-Handed, Loud†
lightning
(*) Stormcharged. When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make
only one Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with
that action, the weapon deals an additional 3d6 lightning or thunder damage per attack that was foregone.
(†) Loud: Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.
Weapon Improvement.
Your Stormforged weapon gains a +1 to attack and damage
rolls. This does not stack with any benefit gained from Arcane
Retrofit, and this upgrade can be replaced as part of applying
a bonus to your Stormforged Weapon via Arcane Retrofit.
Thunder Jump
Build a quick release for the arcane thundering energy that
fills your Stormforged Weapon. As an action you can channel
it to cast thunder step without expending a spell slot. This
counts as discharging your Thundermonger damage.
Once you use this ability, you cannot use it again until you
complete a short or long rest.
Warsmith Armor
Armor Name AC Weight Strength Stealth Properties
Requirement
Warplate 18 65 lbs. — Disadvantage Heavy Armor,
Powerful Build
Warsuit 14 + Dex 20 lbs. — — Medium Armor
Modifier (max 2)
Warskin(War 12 + Dex 13 lbs. — — Light Armor
Suit) Modifier
Integrated Armor 14 + Dex N/A — — Medium Armor,
modifier (max 2) Powerful Build
(*) Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or
lift.
Unrestricted Upgrades
Force Blast
Adaptable Armor You upgrade your Warplate Gauntlet to deliver special
You integrate deployable hooks and fins into your armor, ranged attacks. These attacks are a ranged spell attack that
augmenting its mobility. While wearing your armor you gain deals 1d8 + your Intelligence modifier force damage, and has
a climbing speed equal to your walking speed, and you can a range of 60 feet.
move up, down, and across vertical surfaces and upside down You are proficient in this weapon. When you take the attack
along ceilings, while leaving your hands free. action, you can use this ranged spell attack in place of any
Additionally, you gain a swim speed equal to your walking attack made.
speed.
Fortified Brace Prerequisite: Warplate
Accelerated Movement You can apply this upgrade twice. You build in systems to maximize defensive potential. As a
You reduce the weight of your armor by 15 lbs. While reaction to taking damage, you can brace your armor, locking
wearing your armor your speed increases by 10 feet. This it in a defensive position. Until the start of your next turn, you
applies to all movement speeds you have while wearing your gain resistance to all damage and any subsequent attacks
armor. made against you are made with disadvantage. On your next
turn after taking this action, your movement speed is reduced
Arcane Visor You can take this upgrade multiple times by half and you cannot take an action (you can still take a
selecting a different option each time. bonus action).
You magically enchant your visor. You gain one of the
following effects while wearing your armor; you pick the effect Iron Fortitude Prerequisite: Integrated Armor
when selecting the upgrade. You gain an unnatural durability. When damage reduces you
• You gain darkvision to a range of 60 feet. If you already to 0 hit points, you make Constitution saving throw with a DC
have darkvision, the range of that darkvision is increased of 5 + the damage taken, unless the damage from a critical hit.
by 60 feet. On a success, you drop to 1 hit point instead.
• You can ignore Sunlight Sensitivity.
• Divination spells no longer require your Concentration to Grappling Reel Prerequisite: Warplate or Integrated Armor
maintain. You can only use this effect one spell at a time. Your Warsmith’s armor gains an integrated grappling reel
set into your gauntlet. As an attack or as an action, you may
Regardless of the selection, you have advantage on saving target a surface, object or creature within 30 feet. If the target
throws against being blinded while wearing your armor. is Large or Smaller, you can make a Grapple check to pull it
to you and Grapple it on success. Alternatively, if the target is
Large or larger, you can choose to be pulled to it, this does not
grapple it. This movement generates attack of opportunity as
normal movement would.
Optional Control
With Assume Control upgrade, the armor taking control
on Emergency Protocol becomes optional, though if you do
not choose for it to activate, it cannot activate later unless the
condition was previously specified (i.e. “take control if I fail
two Death Saving throws”).
Perfection of Form
Nature had its chance to make your form, now it’s your turn
to improve it. When you take this path, you gain the
Fleshcrafted Mutation upgrade, and it does not
count against your upgrade total.
When you take the Attack action, you can
use your bonus action to make a single
additional attack with this upgrade. You
can make this additional attack a number
of times equal to your Inventor level. You
regain all uses at the end of a long rest.
Perfection of Mind
You know that perfection is an aspect of knowledge, a
perfect understanding of the mechanics of the Body, inside
and out. But particularly inside. You gain expertise in
Medicine. Additionally, you gain the Dissection upgrade,
and it does not count against your upgrade total.
You have a pool of d8s equal to your Inventor level. When
you restore hit points to a creature or use an Intelligence
(Medicine) check to deal damage to a creature, you can
expend these d8s to restore additional health or deal
additional damage. You can spend a number equal to
Proficiency bonus at a time. You regain this pool of d8s at the
end of a long rest.
Perfection of Creation
Why let the gods have all the fun? You’ve created life. When
you take this path, you gain the Adorable Critter upgrade, and
Uncanny Vitality Better Eyes You can select this Upgrade multiple times.
Your eyes did not see everything you wanted them to, so
Starting at 3rd level, your body has such vitality that it is
you replace them with eyes that do. You gain a benefit to your
constantly able to restore itself. While you have 1 or more hit
vision, selecting one of following enhancements:
points, at the start of your turn, you can choose to expend a hit
• Blindsight (10 feet)
die and regain the value rolled + your Constitution modifier
• Darkvision (60 feet),
health (as normal for expending a hit die). If you have zero hit
• The ability to see clearly twice as far as your natural vision
points, you can use this feature at the end of your turn.
range.
Additionally, you regain hit dice equal to your Constitution
• Proficiency in the Perception skill.
modifier on a short or long rest (in addition to normal hit dice
If you select this upgrade again, you must select a different
recovery on a long rest).
benefit.
If you are missing any limbs at the start of a long rest, at the
end of the long rest the missing limb is regenerated.
Dissection
If you are holding a melee finesse weapon you have
Arcane Bioengineering proficiency with, as an action you can make an Intelligence
Additionally at 3rd level, you can use Arcane Retrofit to (Medicine) ability check against a creature within reach with a
transmute a bonus to attack or damage rolls on a weapon to DC equal to its armor class. If you succeed the check, you can
natural weapons gained from this subclass. deal damage to that creature equal to your weapons damage
dice plus your Intelligence modifier. On a roll of 20, the roll
weapon damage dice are doubled.
Extra Attack If you could normally make more than one weapon attack as
Beginning at 5th level, you can attack twice, instead of once, part of the Attack action, you can deal a number of additional
whenever you take the Attack action on your turn. dice equal to the number of attacks you could normally
make as part of an attack action when taking this action (for
Perfection of Thesis example, if you have the Extra Attack feature and take this
Starting at 14th level, your understanding of Thesis of Flesh action with a dagger, you would deal 2d4 + your Intelligence
grows; you regain uses of the resource it provides equal to modifier damage).
your Intelligence modifier when you complete a short rest.
Expertise to Hit
Dissection can generate very hit chance due to its nature,
Fleshsmith Upgrades but deals less damage than attacking would, making it a trade
off. It is neither directly better or worse than using Intelligence
Unrestricted Upgrades to attack would be.
One Enhancement
Note that unless otherwise specified, an upgrade can be take
only once. In this case, all the enhancements are effectly
mutually exclusive.
Subdermal Plating until the end of your next turn. If the creatures is already
Exoskeletons are bulky, and endoskeletons just don’t offer Restrained they become stunned until the end of your next
enough protection, so you compromise. You gain natural turn. If they already Stunned they become Paralyzed until the
armor granting you a base AC of 17 (your Dexterity modifier end of your next turn.
doesn’t affect this number). This increases to 18 when you If the target becomes paralyzed from these attacks or
reach 5th level. If you are using a shield, you can apply the passes a Constitution saving throw against it, they become
shield’s bonus as normal. immune to this ability for 24 hours.
Toxicity
Copying certain frog species, you make your blood Reflexive Twitch Prerequisite: Extra Arm
poisonous. Once per turn, when a creature hits you piercing or When you take damage from a target within 5 feet of you,
slashing damage while within 5 feet of you, they take poison you can use your reaction to reflexively attack them with
damage equal to your Constitution modifier. If damage is from your Extra Arm. This attack does not add your Strength or
a biting attack, they take twice as much damage. Dexterity modifier to damage dealt, unless that modifier is
You may also opt to make yourself take on a different skin negative.
hue, to let creatures know they shouldn’t eat you.
Safe Revival Technique Prerequisite: Field Surgery
Unnatural Health You can cast revivify without expending a spell slot or
You’re a shining beacon of vitality. You gain an additional 1 material component. For some reason the target gains a level
maximum hit point for each level of Inventor you have. exhaustion, and is frightened of you for one minute upon
Additionally, When you roll a 1 or 2 on a hit die for reviving.
recovering health, you can reroll the die and must use the new
roll, even if it is a 1 or a 2. 9th Level Upgrades
Spiked Chain Prerequisite: Flaying Hook
Devouring Maw Prerequisite: 9th level Artificer
You lace the chain of your Flaying Hook with spikes. When
Due to the inefficiency of having only one intake port, you
you attack a creature within 5 with your Flaying Hook, you
build an additional one, properly equipped with razor sharp
can opt to make a Spiked Chain attack. This attack deals 2d4
fangs and a special property. This maw becomes a natural
piercing damage on hit, and has the Special property.
weapon that deals 1d10 piecing damage.
Special: When you hit a creature with this weapon, that
If you hit with an attack with this maw, you can chose to
target loses 10 feet of movement (hindered by the chain)
make a Grapple check against the target as a bonus action.
and takes 1d4 damage each time they move 5 feet, up to
Targets grappled by this maw take 1d4 piercing and 1d4 acid
2d4 damage (for 10 feet of movement). You cannot use your
damage at the start of their turn.
weapon against another creature until the start of your next
Attacks with this Maw are made with advantage against
turn, but have advantage on attacks of opportunity against the
targets it is Grappling, but it cannot attack other creatures
that target. If it does not move before the start of your next
while grappling a creature.
turn, you reel your chain back in, dealing 1d4 slashing damage
You can take apply a Fleshcrafted Enhancement to this
to that target.
Maw instead of Extra Fangs when taking that upgrades; this
Maw can have a different upgrade than your Extra Fangs if
5th Level Upgrades you have both.
Corrosive Critter?! Prerequisite: 5th level, Perfection of Extreme Mutation Prerequisite: Mutation Mastery
Creation You can push your mutation to the limits and well beyond
Your adorable critters natural weapon deals an additional using a touch of magic. You learn the spell polymorph, but
1d6 acid damage on hit. unless you know this spell from another source, you can only
target yourself. Additionally, you can cast this spell without
Life Merchant expending a spell slot, but once you do so, you cannot do so
You can share your considerable vitality with other again until you complete a long rest.
creatures. You are a generous person, after all. You learn
the spell life transference, and you can cast life transference Life Void Prerequisite: Life Merchant
without expending a spell slot. Once you cast in this way, you You hunger for missing vitality. After casting life
cannot cast it again with this upgrade until you complete a transference the first time you damage a living creature within
short or long rest. the next minute, you deal an additional 3d8 necrotic damage,
and regain hit points equal to the necrotic damage dealt.
Pressure Points Prerequisite: Perfection of Mind
You extensive knowledge of anatomy allows you to target Massive Hulk Prerequisite: Massive Mutation
critical spots. When you deal damage to a target with a You no longer have a limit to how long you can stay in larger
melee weapon, as a bonus action you can force them to roll a form.
Constitution Saving Throw against your spell save DC.
If they fail, they suffer the effect of the slow spell until the
end of your next turn. If you hit them again while they are
under the effect of this feature, they become Restrained
Dark Miracle
When you use an action that restores health another player, Uncanny Strength Prerequisite: 18 Strength You can take
you can expend up to 4d4 of your own hit points to increase this upgrade twice
the amount of health restored by that much. Creatures that You don’t see what the big deal is with two handed weapons.
receive this strange surge vitality have advantage on their next After some small improvements to one of your arm and
attack or saving throw. grip, you can hold a two handed weapon in one-hand in the
upgraded hand.
Unrelenting Predator Prerequisite: Fleshcrafted
Enhancement Rules Tip: Two Weapon Fighting
Activating your Fleshcrafted Enhancement no longer Note that this does not grant them the Light property, so two-
requires a spell slot, though can still only be done once per weapon fighting will not inherently work with them, though with
turn. the Dual Wielder feat, they would.
Adaptive Response
You attain full mastery of your body and its functionality,
able to detect when it malfunctions. As a reaction to failing a
saving throw against becoming paralyzed, blinded, deafened,
poisoned or infected by a disease as the result of failing a
constitution saving throw, you can end the effect, even if you
would normally not be able to take reactions due to the effect..
Once you do this, you cannot do this again until you
complete a short or long rest.
Autoimmune Response
You attain full mastery of your body and its functionality,
able to detect when it malfunctions. As a reaction, you can end
a condition or disease affecting you as the result of failing a
saving throw, even if you would normally not be able to take
reactions due to the condition.
Once you do this, you cannot do this again until you
complete a short or long rest.
Empowered Artifact
The weapon hums with great power. Once per turn, you reroll
one of the weapon’s damage dice. When attacking objects or
structures, you can instead maximize its die.
Abhorrent Life
Your Forbidden Artifact takes a life of its own, writhing and
lashing on its own at your mental direction. You can apply
your Intelligence modifier to the to attack and damage roll
of the weapon where you usually apply your Strength or
Dexterity modifier.
Grasping Form
You Forbidden Artifact can twist around binding targets.
When you hit an attack with it, you can attempt to grapple
the target as a bonus action. If you have the Abhorrent Life
mutation from this upgrade, you can make an Intelligence
(Athletics) check to initiate or contest the grapple. You cannot
attack other creatures while grappling a creature with this
weapon.
To cast these spells as rituals, you require fresh blood; this the spell slot if it is 1st level or higher) but the spell does not
can be provided by an creature that has been slain in the last take effect, and is stored in the ring for later use. When you
hour, or by a creature (including yourself) providing it at a cost take the Attack action while a spell is stored in your ring, you
of 1d4 slashing damage. may replace one attack with the stored spell. You may also
release the stored spell directly, casting it at its normal casting
Helm of Invulnerability You can only wear 1 Helm at a time time. A stored spell fades if you remove the ring, or if it is
Attunement, Cursed. unused at the end of a long rest.
You forge a helmet, making yourself invulnerable... almost. Curse. When you store a spell in your ring, your current and
As reaction to taking to bludgeoning piercing or slashing maximum hit points are reduced by 1 + the level of the spell (1
damage, you can become immune to bludgeoning piercing for a cantrip).
and slashing damage until the start of your turn. Once you
use this upgrade, you cannot use it again until you complete a Ring of Gilded Lies
short or long rest. Attunement, Cursed.
Curse: Whenever this helm prevents damage, you take You create a ring that magically enhances your social
necrotic damage equal half the damage you would have taken. abilities. Some of them. When your roll Deception or
This damage cannot resisted. Performance, you gain the effects of guidance for the roll.
Curse: When you roll for Persuasion, roll a d4 and subtract
Helm of Madness You can only wear 1 Helm at a time it from the result.
Attunement, Cursed.
With great madness comes great power. As a bonus action, Shadowed Shades
you can allow the madness to take your mind. You can You make a set of specticles. While wearing them, you can
immediately move up to your movement speed and make a see normally in darkness, both magical and nonmagical, to a
single weapon attack. Once you use this upgrade, you cannot distance of 120 feet.
use it again until you complete a short or long rest. Curse: You treat all light as dim light for the purposes of
Curse: When you activate this helm, your AC and bonus to vision while wearing them.
saving throws is reduced by 5 until the start of your next turn.
Whispers of the Night
Helm of Omniscience You can only wear 1 Helm at a time. After tinkering with the properties of your Artifact, you
Attunement, Cursed. can hear it... whisper. You can hear that too, right? You gain
You make a helm granting your unlimited knowledge. As a the ability to cast guidance and message, but the message is
bonus action, you can gain the effect of foresight until the start always delivered in a haunting, unearthly, or creepy voice.
of your next turn. Once you use this helm, you cannot use it You can amplify these whispers to cast dissonant whispers
again until you complete a short or long rest. without expending a spell slot. Once you do so, you cannot do
Curse: When you activate this helm, your mind becomes so again until you complete a short or long rest.
overloaded, causing you to take 1d6 psychic damage when you
make a roll that benefits from foresight until the start of your Cursing Rod
next turn. You make a twisted magical rod that can dispense curses.
Select one of rotting curse, binding curse, or befuddling curse
Dark Magic when you create this item. You can cast that curse once using
You record some of the foulest effects your experiments it without expending a spell slot. Once you do so, you cannot
have had, codifying them into magical spells. You learn the do so again until you complete a short or long rest.
following spells. They are Inventor spells for you, but do not
count against your spells known. Vampiric Infusion
Spell Level Spells Learned You delvelop a dark infusion you can work upon a weapon.
As a bonus action, you can expend a spell slot infusing a
1st crippling agonyK weapon you touch with vampiric thirst for the next minute.
2nd blindness/deafness When the wielder of the blade rolls damage with a weapon
3rd rain of spiders attack using the infused weapon, they deal 1d8 additionally
necrotic damage, and regain hit points equal to the necrotic
4th blight
damage dealt + your Intelligence modifier. This effect can
5th contagion occur a number of times equal to the spell slot used on the
infusion.
You can cast crippling agonyK without expending a spell
slot, after which you must complete a long rest before you Form of the Fiend
can cast it without expanding a spell slot again. Starting at As an action, you can expend a spell slot to assume the form
5th level, you can choose to cast blindness/deafness without of a fiend from the following list. The transformation lasts for
expending a spell slot instead. a number of rounds equal to your spell casting modifier and
requires your concentration to maintain, as if concentrating
Ring of Dark Investment on a spell, or until you drop to 0 hit points or dies. The new
You create a ring that can store a fragment of corrupted form can be a fiend from the following table based on the level
power. As an action, you can infuse an Inventor spell you know of spell slot spent. The you game statistics, excluding mental
(including spells gained from upgrades) with a casting time of ability scores, are replaced by the statistics of the chosen
1 action into the ring. You cast the spell as normal (expending fiend. You retains your alignment and personality.
Runic Effects
Each rune grants a passive ability based on what is marked
on that enhances the ability of what it is marked on, and has
an active ability that can be activated as an action or in place
of an attack as part of the Attack action while it is marked.
Efficient Language
You mast the language of runes allowing you to get more
from less. You can have one additional rune marked.
Primal Emphasis
The size damage dice of runes that deal Lightning, Cold, or
Fire damage increases by one step (for example from a d4 to a
d6). This applies to both their passive and flared effect.
Linguistic Structure
You can mark up 3 Runes on a single item.
Glyph of Force
You learn the spell wall of power. It is an Inventor spell for
you and does not count against your spells known.
Ingenious Reliquary
Starting at 3rd level, you integrate your reckon into another
item, selecting one of the following for your Relic. Your Relic
retains all the properties it normally has, and gains new
properties based on the selected item. Once selected, you
cannot select a different options, but can replace the weapon
your relic is incorporated to during a long rest.
Melee Weapon
You integrate your divine relic into a melee weapon. The
weapon taps directly into the relics power. If you use your
Divine Relic to ignite it, it adds an additional 1d6 fire damage
(instead of 1d4).
Ranged Weapon
You integrate your divine relic into a ranged weapon, giving
an unlimited supply of sacred power to use as ammunition.
It no longer consumes ammunition and instead fires radiant
bolts of power, dealing radiant damage. If the weapon has the
loading property, it is removed.
Mixed Weapons. When you take the attack action with a one
Relicsmith Upgrades
handed melee weapon with the light property, you can make
immediately make a single weapon attack with a one-handed Unrestricted Upgrades
ranged weapon as a bonus action. You ignore the reload
property of ranged weapons. Burning Pennance
Prerequisite: Path of Penance
Whenever a creature rolls the d4 from the effect of a bane
Spells Inventor Level
spell you have afflicted on them, they take fire damage equal to
3rd divine favor the value rolled on the die.
5th branding smite
Ceremonial Procedures
9th crusader's mantle
You develop a rapid way to produce Holy Water. Whenever
13th guardian of faith you complete a short or long rest, you can produce one flask
17th destructive wave of holy water so long as you have a flask available. Flasks
created this way become normal water at dawn the next day.
Path of Salvation You learn the spell protection from good and evil.
When you restore hit points or grant temporary hit points to
a creature with an inventor spell or inventor class feature, you Cleansing Fires
can add your intelligence modifier. Additionally, you gain the You engrave your arcane foncus with the tenets of purging
following spells at the following levels. flame. You learn the following spells at the following levels.
These spells are inventor spells for you, and do not count
against your spells known.
Spells Inventor Level
3rd bless Inventor Level Spells
5th gentle repose Cantrip produce flame
9th beacon of hope 3rd burning hands
13th aure of life 5th scorching ray
17th mass cure wounds 9th fireball
13th wall of fire
Path of Penance
Whips gain the light property for you. When you deal damage 17th flame strike
with a whip, you gain temporary hit points equal to your
Proficiency bonus. Additionally, you gain the following spells Conferral of Penance
at the following levels. Prerequisite: Path of Penance
When you strike a creature with a whip, you can force them
to make a Charisma saving throw. On failure, the suffer the
Spells Inventor Level effect of bane. Once you use this ability, you cannot use it
3rd bane again until you complete a short or long rest. You can use this
5th silence ability again before completing a long rest by expending a 1st
level spell slot.
9th life transference
13th banishment Divine Light
17th insect plague Prerequisite: Path of Salvation.
Your learn the spell healing word. You can cast it this
without expending a spell slot once, after which you require a
Extra Attack spell as normal until you complete a long rest.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Engraved Scriptures
During a long rest you can prepare a number of weapons
Justicar Savant equal to your Intelligence modifier with holy scriptures
Starting at 14th level, your understand of the paths of faith marked upon them. Until the end of your next long rest, this
broadens and matures into a more holistic and naunced weapons are considered silvered and magical for the purposes
understanding. You can select an additional Ordained Path. of overcoming damage resistance of fiends, shapechangers,
and undead.
Radiant Bolt
You learn the spell guiding bolt. You can cast it this without
expending a spell slot once, after which you require a spell as
normal until you complete a long rest.
Reach of Conviction device that focus the holy power of a particular domain. At
When holding a whip, you can make an attack of the time of selecting this upgrade, select a cleric domain. This
opportunity when anyone moves 5 feet into or within the reach device can be used to activate that domain's channel divinity
of your whip. feature once, after which it cannot be used again until you
complete a long rest. Your inventor level is your cleric level for
11th level Upgrades the purpose of calculating any bonuses to it.
Emblem of Faith
You forge a special emblem that serves as the bane of
extraplanar creature. You can cast dispel evil and good once
without expending a spell slot. Once you use this to cast the
spell, you cannot do so again until you complete a long rest.
Flagellant's Brand
You carve a holy mark onto yourself. Before you make
a saving throw, you can add a number of d6s up to your
Constitution modifier to the roll. You take fire damage equal
twice the value rolled on the d6s. This damage bypasses
resistances and immunity.
Piercing Light
Any bright light you generate with a class features or spells
is considered sunlight.
Favored Relic
While carrying your divine relic, you are under the effect of
divine favor.
Domain Device
You with careful inscription and rituals you create a divine
Introductions | Awakened | Unleashed | Transended | Shaper | Wanderin | Elemental | Consuminng | Enhancement | Projection
Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
63
Psion
A large orc is flung across the room, smashing through tables
and chairs before hitting the wall with a thunderous crash,
collapsing dazed. A human, her eyes still glowing
with unearthly power, tosses a few extra coins on the bar.
"Sorry for the mess. If he wakes up, tell him to try picking
on someone his own size next time".
The prisoner's expression turns from defiant to puzzled
as the interrogator asks no questions, merely stares at them
silently. His puzzled expression turns worried as he finds
himself, unbidden, recalling where he stashed the loot. "Under
the stables behind the Rusty Hook Inn" the interrogator finally
speaks, as the thief's expression becomes terrified.
"Ain't you... cold or somethin'?" the dwarf asks the elf as
they trudge through the snow,eying her simple robe and bare
feet. "I just think 'warm'" the elf replies with a distracted air.
The dwarf snorts, a puff of chilled air. Typical elf nonsense.
Except... they haven't frozen to death yet. "Say... could you
think some 'warm' this way?" the dwarf asks hopefully. To the
dwarfs surprise, the chill of the snow fades away completely
"that's downright creepy... hey don't stop now! Was jus' sayin' it
was creepy."
Psions are those who have tapped into a special
otherworldly force, with the ability to actualize the power of
their mind to accomplishimpossible feats. Reading minds,
lifting vast weights, and transcending physical limitations, they
tend to inspire awe and terror in equal measure.
The exact nature of what is Psionic power might be
a question answered in your setting, or it might not be.
Most view Psionic power as coming from within, though
other answers exist - anything from the leaking power of
the Far Realm, to an alternate way to express magic, to an
actualization of an individual's will upon the world.
Powerful Minds
Since a psion's weapon is their mind, they are always a
careless thought away from harming those around them.
For a psion, the line between thinking and doing can be very
thin, forcing them to keep their thoughts and emotions in
check, lest their powers run amok. This leads to many of them
developing odd behaviors or mannerisms to help them control
their state of mind, frequently seeming quite eccentric to an
outside observer.
Consider how your psion keeps their powers in check,
and how much their power bleeds into their everyday life.
How reading minds may affect their body language or habits.
Do they add wood to the campfire from the comfort of their
bedroll, or do they restrain themselves from using their power
for trivial matters lest they slip up?
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The Psion
Proficiency
Level Psi Points Psi Limit Features Psionic Talents
Bonus
1st +2 1 1 Psionic Archetype, Psionics --
7th +3 7 4 -- 4
9th +4 9 5 -- 5
20th +6 20 10 Ascension 8
Third Discipline
Psionic Ability When you reach 18th level, you can select a third Psionic
Psionic powers, psionic talents, and spells gained through this
Discipline from the list of Psionic Disciplines. You cannot
class use your Psionic ability.
select a Discipline you already know. You gain all features of a
Psionic Discipline when selecting it.
Psionic Ability save DC = 8 + your proficiency bonus +your
Intelligence modifier
Ascension
Psionic Ability attack modifier = your proficiency bonus +
Starting at 20th level, if you die you can choose to become
your Intelligence modifier
an incorporeal entity on the ethereal plane at the spot you
died in the material plane at the start of your next turn. This
Psionic Talents entity has the physical ability scores (Strength, Dexterity,
Constitution) and abilities of a Ghost, but has your mental
Starting at 2nd level, you gain access to a Psionic Talent
ability scores (Intelligence, Wisdom, Charisma) and your
allowing you to further specialize. Pick two talents from
Psion class abilities.
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When you take this from your current and maximum hit
points becomes that of the ghost while you are in the form, if
you have less than 10 psi points when you would assume this
form, you have 10 psi points. While in this form you cannot
rest to regain spent abilities. If you exhaust all Psi Points or
the ghost is destroyed, you die as a normal creature would.
Psionic Archetypes
Awakened Mind
An Awakened Mind is a Psion who had their psionic
power awakened within them by an encounter, event,
or circumstance. Perhaps their powers were latent or
perhaps their destiny had been that of a normal creature
until powers were suddenly thrust on them. Perhaps they
brushed the Far Realm in a vivid dream, perhaps they
wandered the Feywild and came back warped, perhaps they
merely glimpsed the eyes of a creature that did not belong
walking down the street.
Opened Mind
At 1st level when you select this Archetype, your mind
awakens the ability to directly connect to the minds of other
creatures, granting the psionic discipline of Telepathy.
Mental Awareness
Additionally starting at 1st level, you can use Intelligence
instead of Wisdom when making an Insight check against a
creature with an Intelligence ability score of 6 or higher.
turn, you can expend 2 Psi Points to gain advantage on all immunity to charm, fear, and effects that would control your
saving throws and attack rolls until the start of your next turn. mind while your rampage die is a d8 or more.
Overwhelming Power
Additionally at 1st level, you gain the ability to cast
thaumaturgy with your psionic powers. When you cast in this
way, you have an additional options:
You cause up to 10 pounds of loose objects within 10 feet of
you to start floating for 1 minute.
You can force all targets within 5 feet to make a Strength
saving throw, or be pushed by 5 feet away from you.
Rampaging Power
Starting at 3rd level, you gain a d4 rampage die. Once per turn
during your turn when making a damage roll, you can add this
rampage die to the damage roll. If you dealt damage during
your last turn, your rampage die becomes a d6, increasing
with each subsequent turn you deal damage by one step, up
to a d12; if you did not deal damage during your last turn
or become incapacitated, it becomes a d4 once more. If you
maintain a continuous d12 rampage die for more than one
minute, you gain a level of exhaustion.
Empowered Psionics
Starting at 6th level, when you deal damage with a Psionic
Discipline power you can add your Intelligence modifier to the
damage dealt.
Uncontrollable Mind
Starting at 10th level, the strength of your rampaging mind
is such that others' attempts to control it are futile. You gain
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frequently cannot understand the greater truths they have to will the contents of your mind into the world, granting you
learned and may view a Transcended Psion as a bit... peculiar. the psionic discipline Projection.
Shaper's Mind
A Shaper is a Psion that specializes in the materialization of
their imagination, projecting it out into the world. No mere
conjurers borrowing the powers of other planes, a Shaper
manifests things from nothing but their own mind, weaving
their creations into existence through the exertion of raw
psionic power and imagination.
A Shaper's mind is a tool of nearly unrivaled power
possessing both boundless creativity and inexorable will, but if
that will is overrun, the world would do well to fear a Shaper's
nightmares.
Creator's Mind
At 1st level when you select this Archetype, you gain the ability
Wandering Mind
A Wandering Mind is among the more mysterious incarnates
of psions, these are individuals that just aren't quite rooted in
the same reality everyone else is... they find it more pliable and
slippery, and prone to jumping right through it on occasion.
How they get their powers varies. Some were born in the
ethereal plane or went through a portal too young. Sometimes
it is just that their mind just works along an axis most people
cannot understand. No matter its source, they manifest a truly
unique ability to treat certain aspects of the metaphysical with
a certain mundanity, and are prone to treating their powers as
absolutely natural things as one might use an arm or a leg.
situations constantly. At the end of a long rest select two skills
you do not have proficiency in, until the end of your next long
Spacial Manipulation rest, you can add half your proficiency modifier (rounded
At 1st level when you select this archetype, you mind down) to ability checks for those skills.
grows a greater perspective on the nature of space
and dimensions, allowing you to manipulate it and Phase Dancer
your relation to it, granting you the psionic discipline Starting at 6th level, once per turn, you automatically gain
of Transposition. one illusory duplicate as per the blurring modifier when you
Additionally, you're connected to your transdimensional use your Phase Rift power. Additionally, your first attack
powers are such that you can slide through the spaces you roll before the end of your turn after using Phase Rift gains
see in dimensions as another might slip through a tight advantage.
space, without conscious thought or effort. You can use
your Dexterity ability score in place of your Intelligence Flickering Presence
ability score calculating the DC or attack roll modifier of Starting at 10th level, your unspent Psionic Mastery points
Transpositional powers, alternate effects, or talents that are not lost until the start of your next turn, but can only be
require the Transpositional discipline. used to cast flicker.
Nomad's Gear Additionally, when you roll for the effect of flicker or blink
Additionally at 1st level, you gain proficiency with martial you can expend 1 psi point to reroll the result. You can select
weapons and medium armor. which of the two results you would like to use.
Aspect Appearance
The appearence of the aspect manifesting itself may vary, perhaps
your hair becomes fire and radiate heat or your skin takes on an icy
sheen, but whatever the nature and consequence of the aspect is
apparent to observers.
Living Power
Starting at 3rd power, your powers become a living extension
of your mind, weaving an extension of your will into reality,
allowing you to manipulate your powers in more
advanced ways. When you use a power or alternate
effect of psychkinetics, you can apply one of the following
modifiers:
Shaped Power
When you use a power or spell that makes a ranged spell
attack, you can convert it to a melee spell attack (such as
forming it a weapon shape), and when you would make an
attack that would make a melee spell attack, you can instead
form into a shape and hurl it at a target within 15 feet making
a ranged spell attack.
Controlled Power
When you use a spell or power that targets an area, you can
select a number of creatures equal to the psi points spent in
the area of effect for the spell or power to be ignored. The
power passes harmless around these creatures and they
automatically suceeed on their saving throw against the effect,
and they take no damage if they would normally take half
damage on a successful save against the effect.
teleport for the duration. Additionally, you can gain the benefit of this talent from a
If you are not in a primordial aspect, you can fully manifest a range of 30 feet when the creature is killed by one of your
power as bonus bonus action for 2 psi points (or 1 psi point if Psionic powers.
are specialized in that power).
Mind Vampire
Consuming Mind Starting at 10th level, you can trigger Mind Devourer anytime
you deal psychic damage to a target within 30 feet, regardless
A dangerous branch of psionics that are born from the ability if it kills the target or not.
to sap energy from other creatures, tearing from them their
thoughts, their mind, and ultimately their vitality for your own Further, you can have additional psi points (over your normal
consumption. A feared branch of power, it is often believed to limit) equal to your half your Intelligence modifier (rounded
be one of the roots of psionic power as it is a branch of power down) when gaining psi points from Mind Devourer, but any
found in many of the most ancient and terrible practitioners additional psi points are lost when you complete a short or
of psionics, such as brain eating squid faced monsters and long rest.
ancient psionic space whales (editor note: OGL).
It has been refined by those that seek greater power either Limitations
from ambition or desperation, and unlocks a terrible but Even when used with Mind Vampire, Mind Devourer still requires a
effective path. One example of mortal creatures walking reaction to use, meaning that it can still effectively trigger once per
this path is the houses of dark elves, who developed their round. All normal restrictions of Mind Devourer still apply (such as
dark powers from their study of feral vampiric brain eating a minimum Intelligence ability score of the target.)
monsters.
Shattered Husks
Psionic Predator Starting at 14th level, your Mind Leech ability always gains
At 1st level when you select this archetype, you gain the ability the Shredding modifier, and it does not cost a psi point to add
to consume the psionic power of others. You gain the psionic the modifier.
discipline of Consumption. Further, you can use additional power to leave their mind
further vulnerable. You can spend additional psi points on
Dark Lurker the Shredding modifier to further reduce their next Wisdom,
Intelligence or Charisma saving throw (up to 2 additional
Additionally at 1st level, your powers grant you intuition that
points to reduce it by a total of 3d4). Once this is effect has
allows you to better adapt and survive as a mind hunter. You
been applied to a creature, you cannot spend additional psi
gain proficiency in Stealth and Deception.
points on the Shredding modifier against the creature until 1
When you use psionic abilities, you can make an
hour has passed.
Intelligence (Deception) check contested by a target's Wisdom
(Insight) to conceal your use of psionic powers, suppressing
their usual visible indicators. If you spend psi points on the
ability, you must subtract the psi points spent from your
Intelligence (Deception) roll result (concealing greater uses of
psionics being more difficult).
Ravenous Powers
Starting at 3rd level, you gain the psionic talent Mind
Devourer; this talent ignores the normal level restriction,
and does not count against your Psionic Talents known, but
cannot be switched out on leveling up.
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Enhancement Talents
Psionic Disciplines The following talents can be selected if you have the
Enhancement discipline:
You empower the body of a target creature you can see with Physical Surge
your Psionics. The target gains 1d6 temporary hit points and When you use Enhancing Surge targeting yourself, you can
the next time the target deals damage, it deals 1d6 additional choose to make your Strength or Dexterity ability score equal
damage to one application of that damage roll. Any remaining to your Intelligence ability score until the start of your next
temporary hit points from this power fade when you use it turn.
again.
You can spend Psi Points up to your per use limit to add the Surging Power
following modifiers to Enhancing Surge (you can add multiple When you target only yourself with Enhancing Surge, you
modifiers). The points must be spent when choosing the target can use the power as a bonus action instead of an action, but
of the power. the damage and temporary hit points the base power grants
are reduced to 1d4 when using the power this way.
Savage (1+ psi point): The target's next weapon attack deals
an +1d6 additional damage for each point spent. Transcendent Life Prerequisite: 9th level Psion
The mass cure wounds and reincarnate spells are added to
Fortifying (1+ psi point): The target gains an additional +1d6 your Enhancement Alternate Effects list. Reincarnate requires
temporary hit points for each point spent. its normal material components when cast this way.
Alternate Effects
Additionally, when you learn the Enhancement psionic
discipline you can use your Psionics feature to cast the
following spells as per the rules defined in the feature:
Point Cost Alternate Effects
1 heroism, longstrider, unlocked potentialK
2 alter self, enlarge/reduce, lesser restoration
3 haste, protect from energy
4 freedom of movement, stone skin
5 greater restoration
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Kinetic Slam
Telekinetic Hands When you use the Telekinetic Force power, you can unleash
When you gain this feature, you can manipulate small objects
it as a blast of kinetic power. You can use your power as a
within 30 feet with your mind as if using your hand to interact
ranged psionic attack (applying damage and effect on hit). You
with it. You can use this power to manipulate an object, open
can only select the Hammering modifier when you use it in
an unlocked door or container, stow or retrieve an item from
this way.
an open container, or pour the contents out of a vial. You
cannot Attack, activate magical items, or carry more than
Telekinetic Movement
10 pounds in this manner. You can move an item you are
You can expend a psi point to gain 10 additional feet of
controlling in this way up to 30 feet during your turn.
movement and the effect of spiderclimb, feather fall, or levitate
You can spend 1 or more psi point to increase how much
until the start of your next turn. At the start of your next turn
you can lift by 100 pounds per psi point spent for 1 turn.
you can expend a psi point to maintain the effect before it
would end.
Telekinetic Force
Psionic Power Telekinetic Weapons
You gain the Telekinetic Weapon psionic power as part of
Casting Time: 1 Action your Telekinetic Discipline (in addition to your other psionic
Range: 60 feet powers), giving the ability to fling weapons as per the power.
Components: S
Duration: Instantaneous Telekinetic Barrier
You focus your telekinetic power spreading it thin to create
You smash a target creature you can see or object with your a large barrier. As an action you can expend 2 psi points to
mental power. The target must succeed on a Strength saving create a wall of weak telekinetic force up to 40 feet long, or as
throw, or take 1d10 bludgeoning damage and be shoved 5 feet a 15 radius around you. This barrier is visible as small objects
in a direction of your choosing or be knocked prone. hover and float within it. If you create it around yourself, it
You can spend Psi Points up to your per use limit to add the moves when you move. Ranged attacks that pass through
following modifiers to Telekinetic Force (you can add multiple this barrier are made with disadvantage as their trajectory is
modifiers). The points must be spent when choosing the target deflected. You can maintain this barrier by concentrating, as if
of the power. concentrating on a spell, for up to 1 minute after creating it.
Hammering (1+ psi points): The target takes +1d10 Precise Power Prerequisite: 9th level Psion, Incompatible
bludgeoning damage for each point spent. with Unchecked Power
The spell animate objects is added to your Alternate Effect
Hurling (1-3 psi points): The target is shoved +10 feet in a list for Telekinesis.
direction of your choosing for each point spent. Additionally, as a reaction to a ranged weapon attack you
can see being made against a target within 60 feet of you, you
Crushing (2 psi points): The target is restrained until the end can expend 1 psi point to add or subtract 2d4 to or from that
of its next turn if it fails its saving throw. attack roll. You can do this after the attack is rolled, but before
you know the outcome of the roll.
Zone of (1-3 psi points): You can target all creatures in a 5
foot radius. The radius doubles for each point spent (5 ft., 10 Unchecked Power Prerequisite: 9th level Psion, Incompatible
ft., 20 ft.). with Precise Power,
The spell fissureKis added to your Alternate Effect list for
Telekinesis
Alternate Effects Additionally, as a reaction to a melee attack being made
Additionally, when you learn the Telekinesis psionic against you, you can expend 1 psi point to shove the creature
discipline you can use your Psionics feature to cast the away. The creature must make a Strength saving throw, or be
following spells as per the rules defined in the feature: knocked 10 feet backwards. If this puts the attack out of reach,
Points Cost Alternate Effects it automatically misses.
1 jump, launch objectK, thunderwave
Mental Might Prerequisite: 10th level Psion
2 flingK, levitate, shatter
You learn to focus your mental grip. You can make an
3 fly, vortex blastK Intelligence (Athletics) check when you make an Athletics
4 orbital stonesK, resilient sphere check. Additionally, when you initiate a grapple in this
method, you can attempt to grapple a creature within 30 feet.
5 telekinesis, wall of force, shockwaveK
Maintaining a grapple like this requires Concentration, as if
If a spell can be cast at a higher level, you can spend an
concentrating on a spell, and the grapple ends if concentration
additional psi point to cast it at that higher level.
is lost.
Mental Image
Telepathic Communication You gain the ability to use your Telepathy to project images
When you gain this feature, you can communicate
into the minds of creatures with perfect clarity, interposing
telepathically with any creature you can see within 30 feet of
it over their reality. The spells silent image, major image,
you. You don't need to share a language with the creature for
hallucinatory terrain and seeming are added to your
it to understand your telepathic utterances, but the creature
Telepathic Discipline alternate effects list costing psi points
must be able to understand at least one language.
equal to their spell level.
You assault the mind of a creature you can see directly. The Tactical Opening Prequisite: 5th level Psion
target must succeed on a Wisdom saving throw, or take 1d8 You can communicate the opening a creature to your allies.
psychic damage. If the target fails the saving throw, it has When a creature fails a saving throw against your Telepathic
disadvantage on attacks made against you until the start Intrusion, you can take the Help action targeting that creature
of your next turn. You can choose to deal no damage to the as a bonus action, helping another creature that you can
creature when it fails its saving throw. telepathically communicate with. When you take the Help
You can spend Psi Points up to your per use limit to add action in this way, the range of it becomes 30 feet.
the following modifiers to Telepathic Intrusion (you can add
multiple modifiers). The points must be spent when choosing Telepathic Link
the target of the power. Your telepathic communication gains an unlimited range as
long as you have communicated with the creature within the
Rending (1+ psi points): The target takes +1d8 psychic last day, and the target willingly maintains the link. However,
damage for each additional point spent. it takes an action to focus to communicate over distance if
you cannot see the target (or for the target to communicate
Terrifying (1 psi point): The target is frightened of you until with you if they cannot see you). You can maintain a link with
the end of your next turn if it fails its saving throw. a number of people equal to your Intelligence modifier in this
way.
Meddling (2 psi points): You make one creature invisible to
target creature or cause the creature to see something that is
not there with the effect of minor illusion until the start of your
next turn if it fails its saving throw.
Alternate Effects
Additionally, when you learn the Telepathy psionic discipline
you can use your Psionics feature to cast the following spells
as per the rules defined in the feature:
Point Cost Alternate Effects
1 compelled queryK, command, cause fear
2 detect thoughts, suggestion
3 delve mindK, fear
4 dominate beast, compulsion, confusion
5 dominate person, modify memory, telepathic
bond
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If a spell can be cast at a higher level, you can spend an
Transposition Discipline additional psi point to cast it at that higher level.
Transposition is the ability to modify the properties of space
and manipulate dimensional boundaries with your psionic
powers. Transposition Talents
The following talents can be selected if you have the
Transposition discipline:
Flicker Step
On your turn, you can replace your movement by teleporting Rift Strike
5 feet in any direction to a space you can see. This distance When you use your Phase Rift power as an action, you can
increases by 5 feet at 5th level (to 10 feet), at 11th level (to make a single weapon attack as a bonus action.
15 feet), and becomes equal to your movement speed at 17th
level. This replaces all movement for your turn when used. Phase Shot Prerequisite: Rift Strike
When use your Phase Rift power, you can instead empower
Phase Rift a piece of ammunition, granting it the following special
properties:
Psionic Power
• It can be fired through all cover, including total cover, that
Casting Time: 1 Action
is less than 4 inches thick.
Range: 10 feet
• It deals 1d8 additional force damage.
Components: S
Duration: 1 Round
Additionally, applying Phase Rift modifiers gain special
effects:
You step through space traveling up to 10 feet in a straight line
leaving a spatial tear behind. You can pass through creatures
• Disruptive: The attack deals an additional 1d8 force
but cannot pass through objects, buildings or terrain more
damage on hit.
than 4 inches thick. Any creature in the path of this tear must
• Blurring: You can roll an additional attack roll per die
make a Dexterity saving throw or take 1d8 force damage.
spent, selecting the highest roll.
You can spend Psi Points up to your per use limit to add
• Long: The effective range of the attack is increased by 10
the following modifiers to Phase Rift (you can add multiple
feet per point spent.
modifiers). The points must be spent when choosing the target
• Echoing: A second projectile is created on firing, using a
of the power.
separate attack roll.
• Ethereal: The attack can travel through up to 10 feet of
Disruptive (1+ psi point): Each target that fails their saving
cover.
throw takes an additional 1d8 force damage for each point
spent.
Phase Slash Prerequisite: Rift Strike, 11th level Psion
You can expend 1 psi point to make a single weapon attack
Blurring (1-3 psi point): You gain an illusory duplicate, as
against any target you pass through with Phase Rift as part
per the mirror image spell. You gain 1 duplicate per psi point
of the same action. You can make this attack against a target
spent (up to a maximum of 3). One remaining image fades at
once per turn. You can spend Psionic Mastery points on this
the start of each of your turns.
talent.
Long (1-3 psi points): You can travel an additional 10 feet for
Phase Shroud
each point spent.
After using Phase Rift, you gain temporary hit points equal
to your Proficiency bonus + the psi points spent on the power.
Echoing (2 psi points): You immediately Phase Rift again
with the same action.
Flickering Escape Prerequisite: 11th level Psion
Whenever you roll a d4 for flicker, you can teleport 5 feet
Ethereal (2 psi points): You can pass through solid objects,
after the attack resolves.
buildings, and terrain as long as you end your Phase Rift in a
space you can occupy. If your Phase Rift would end inside a
Lingering Rifts
space you cannot occupy, the power fails.
When you use Phase Rift you can choose to leave a 5 foot
wide tear in reality behind, forming a line between your
Alternate Effects starting location and ending location until the start of your
Additionally, when you learn the Transposition psionic next turn. Any creature that enters this area for the first time
discipline you can use your Psionics feature to cast the or ends their turn in it must make a saving throw against the
following spells as per the rules defined in the feature: effect of Phase Rift as if they'd been hit by it.
Point Cost Alternate Effects
1 expeditious retreat, flickerK
2 misty step, blur, pass without a trace
3 blink, nondetection, turbulent warpK
4 banish, dimension cutterK, dimension door
5 flickering strikesK, spatial manipulationK
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Psychokinetic Talents
Elemental Aegis
As an action, you surround yourself with a swirling shield
shield of fire, ice, or lightning. You gain temporary hit points
equal to your Psion level. Creatures that strike you while you
have these temporary hitpoints take 1d4 damage of the shield
type chosen.
Once you use this talent, you cannot use it again until you
complete a short or long rest.
Elemental Emotions
The powers you wield effect your state of mind, empowering
you based on how you wield them. When you deal elemental
damage, you gain the related mental property until the start of
your next turn.
Element Effect
Cold You can add 1d4 to Wisdom saving throws
or ability checks.
Fire You can add 1d4 to Strength or Charisma
saving throws or ability checks.
Lightning You can add 1d4 to Dexterity saving throws
and gain 5 ft. of movement speed.
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Supernatural (1+ psi points): A supernatural effect of or
Nullification on the creature is ended; if the effect is a magical or psionic
Nullification is the ability to interfere with the supernatural power, it is only ended if the psi points spent on this modifier
effects of the world, reverting reality back it's original state. equals or exceeds the spell level or psi points spent on the
effect.
Disruptive Touch If the property is an innate property of a creature (either of
the target creature, or effecting the target this power), it is only
When you gain this feature, you can control the aura of
ended if the psi points exceed the CR (or class levels) of the
interference, wreathing yourself in the disruptive power that
target creature, and they return at the end of that creatures
asserts reality. You can end minor magical or psionic effects
next turn. The supernatural effect cannot be its existence,
(such as the result of cantrips or zero point psionic powers)
unless it has less than 10 hit points and it would otherwise
by touching them, and have resistance to illusions or magical
qualify.
damage from things you touch (gaining advantage on the
saving throw against them, if applicable).
If you are grappling or otherwise touching a spellcasting or Alternate Effects
psionic creature, at the start of your turn you can expend 1 or Additionally, when you learn the Nullification psionic
more psi to interfere with their abilities until the start of your discipline you can use your Psionics feature to cast the
next turn. In order to cast a spell or use a Psionic power, they following spells as per the rules defined in the feature:
must succeed a Saving Throw of their spell casting or psionic
ability score against your Psionics DC unless casting a spell Point Cost Alternate Effects
with a higher level or using a power with more psi points than
the psi points spent on this feature. 1 protection from evil and good
2 nullify effectK
Denial 3 dispel magic, counterspell, intellect fortress,
Psionic Power remove curse
4 banishment
Casting Time: 1 Action
5 dispel evil and good
Range: 30 feet
Components: S
If a spell can be cast at a higher level, you can spend an
Duration: Instantaneous
additional psi point to cast it at that higher level.
You release a burst of raw psionic nullification at a creature
you can see within range. The creature must make a Nullification Talents
Charisma saving throw. On failure, you can apply 1d4 force
damage as its existence is disrupted.
If the target is a aberration, celestial, construct, elemental, Iron Templar
fey, fiend, undead, or a creature with the ability to cast spells You gain proficiency with medium armor. If you already have
or use psionic powers it takes an additional 1d4 force damage, proficiency with medium armor, you gain proficiency with
and becomes disoriented; until the end of its next turn, it rolls heavy armor.
a d4 and subtracts the number rolled from all its attack rolls Additionally, when you hit a creature with an melee weapon
and ability checks, as well as its Constitution saving throws to attack or with a spell attack with the range of touch, you
maintain concentration. A creature can chose to fail the saving can use your Denial power as a bonus action targeting that
throw. creature.
You can spend Psi Points up to your per use limit to add the
following prefixes to Denial modifying it's functionality (you Magical Anathema
can add multiple prefixes). The points must be spent when You gain resistance to damage dealt by spells or magical
choosing the target of the power. effects. The effect of all magical healing effects (including
healing potions) on you is halved.
Aura of (3 psi points): Instead of targeting a creature, it
becomes an effect around you with a radius of 20 feet until the Magical Resistance Prerequisite: 9th level Psion
start of your next turn; any creature of your choice that enters You have advantage on saving throws against spells and
or starts its turn in the area of effect must save against the other magical effects.
power.
Deadspot Prerequisite: Prerequisite: 15th level Psion
Existential (1+ psi points): You can deal an additional 1d4 You gain the ability to expend 8 psi points to cast antimagic
initial and bonus (if applicable) force damage to the target field. Once you cast it this way, you cannot cast it again until
creature. you complete a long rest.
You can know one spell in this manner at a time, and retain
Consumption Discipline the ability to cast the spell for 1 minute or until cast. If the
Your psychic powers are that of a predator, and your prey is spell is one that restores hit points, you reduce your own hit
the minds of others. Their thoughts, their feelings, their vital points by the amount healed by the spell.
psionic energies are your food.
Alternate Effects
Adaptive Hunter Additionally, when you learn the Consumption psionic
After using your Mind Leech on a target, you can gain one discipline you can use your Psionics feature to cast the
skill, tool or language proficiency that creature has until the following spells as per the rules defined in the feature:
end of your next long rest. If you use this ability again, you lose
the last proficiency or language to acquire the new one. Point Cost Alternate Effects
1 inflict wounds
Mind Leech 2 psychic drainK
Psionic Power
3 vampiric touch
Casting Time: 1 action 4 blight
Range: 30 feet
5 **
Components: S
Duration: Instantaneous
If a spell can be cast at a higher level, you can spend an
additional psi point to cast it at that higher level.
You assault the mind of a target you can see within range,
rending and devouring its psionic energy. The target must
succeed a Charisma saving throw or take 1d6 psychic damage. Consumption Talents
If the target is frightened, charmed, stunned, restrained,
grappled, or paralyzed, the psychic damage becomes 1d12 Consuming Link
instead. On a failed save, you gain a psionic charge of You can target a creature that is charmed or frightened by
consumed power until the end of your next turn. You can you with Mind Leech as long as they are within 120 feet. You
expend this charge when you deal damage, to deal additional do not need to be able to see the target when targeting them in
damage equal to your Intelligence modifier, or consume this this way and the target has disadvantage on the saving throw
charge at the end of your turn to gain temporary hit points against Mind Leech.
equal to your Intelligence modifier. You can spend only charge
at a time. Skill Thief
You can target the corpse of a recently perished creature You can gain an additional number of skill, tool, or language
with this power, as long as the target has died within the last proficiencies from Adaptive Hunter equal to half your
minute and not been previously leached by this power. proficiency bonus (rounded down) before losing the previously
gained proficiency. If you would gain an additional proficiency
Rending (1+ psi points): The target takes an additional die of from it beyond that, the first one you gained is lost.
damage (1d6 or 1d12 as applicable if they under the effect of a
listed condition) per psi point spent. Consumed Strength
You can use your Intelligence modifier in place of Strength
Shredding (1 psi point): You leave the targets mind and soul for Athletics check while you have a psionic charge from
shredded, reducing their next saving throw before the end of Mind Leech. Additionally, targets you are grappling have
your next turn by 1d4. disadvantage on the saving throw against your Mind Leech
power.
Nourishing (1 psi points): On a failed saving throw, and an
additional psionic charge. Unlife Wielder
While you have a psionic charge, you can invest into a
Devouring (2 psi points): The range of Mind Leech becomes corpse, bringing it to a state of unlife, becoming a zombie or
a radius of 5 feet, centered on you. skeleton. It acts on its own initiative immediately after your
turn. It's unlife fades at the end of your next turn unless you
Stunning (3 psi points): On a failed saving throw, the target expend a psionic charge or psi point on your next turn (no
becomes stunned until the start of your next turn. If the power action required) to continue its animation for an additional
effects multiple targets, select one target for this effect round. You can spend psionic mastery points on this.
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You do not require the material components of the spell
Psionic Talents when you cast it by expending psi points or a use of Innate
Psionics.
Astral Arms
You can expend 1 psi point to create psionic constructions Dreamwalker Prerequisite: 9th level Psion
serving as additional appendages. These arms last for 10 You gain the ability cast dream. You can cast the spell
minute. You determine the arms appearance, and they vanish without expending a spell slot, but once casted cannot cast it
early if you are incapaciated or die. While you have these again until you complete a long rest.
arms, you gain the following benefits:
They serve as as a natural weapon you can make unarmed Elemental Penetration Prerequisite: Elemental Mind
attacks with, using your Intelligence in place of your strength subclass
for attack and damage rolls. They deal 1d6 force damage on When you use a psionic power that deals elemental
hit. damage, you can expend 1 psi point to make the power ignore
You can use your Intelligence modifier in place of your resistance to that elemental damage damage type. You can
Strength modifier when making Strength checks and spend psi points granted by Psionic Mastery on this ability.
Strength saving throws. If you have a specialization of Psychokinentics, if the target
You can expend 1 psi point to make a single unarmed strike has immunity to the damage type chosen, this instead turns
with this arms as a bonus action. You can use psionic mastery immunity into resistance for that power.
on this.
Empathy
Aura Sight You can psionically link yourself to other creatures. As a
As an action, you can spend 1 psi point to psionically see the reaction to a creature taking psychic, necrotic, or radiant
aura of a creature of your choice within 30 feet. When you see damage you can grant them resistance to the damage
the creature's aura in this way, you can determine if there are taken, but take damage equal to the damage they take (after
any spells or magical effects affecting the creature, and you resistance).
learn their schools of magic, if any. You can also determine if If the damage would inflict any further negative status
the creature is under the influence of psionics. A shapeshifter effect on the target, you can choose for that effect to affect you
or creature that is transformed or disguised by magic or instead.
nonmagic means must make a Charisma (Deception) check
against your Psionics save DC. On a failure, you can perceive Empowered Strike Prerequisite: Psychokinetics or
their original form in their aura. Telekinetics Discipline
Once per turn, as part of making a weapon attack as part of
Awaken Mind Prerequisite: 9th level Psion the attack action, you can empower a melee weapon you are
You can cast awaken once without expending a spell slot or holding with psionic power. When you hit a creature with a
psi points. You can't do so again until you finish a long rest. weapon, you can apply Elemental Blast or Telekinetic Force
modifiers (you can only select a power you know) to the attack
Beam of Annihilation Prerequisite: 11th level Psion, (you can use Psionic Mastery on this). This does not deal the
Elemental Mind subclass base damage of the power, but any added damage causes the
You gain the ability to cast beam of annihilation for 6 psi additional effects of the power damage effects to occur.
points. If you have a specialization of Psychokinentics, you can When applying a modifier that would make it target an area
only select the related elemental damage type, but the beam's of effect, only the target takes the weapon damage, but other
damage ignores resistance to that damage type any creatures creatures in the radius become a target of the attack as if
caught in the beam might have. using the power normally.
Perfect Focus Prerequisite: 10th level Psion Cruelty. When your Psi Crystal is within 30 feet of a creature
You can enter a state of extreme focus. Your concentration that takes damage, you can use your reaction to shatter the
is no longer interrupted by using a second ability that requires crystal releasing that emotion and causing the creature to take
concentration, but your movement speed is reduced to zero additional damage equal to your Psion level.
while concentrating on more than one effect; you have a
-5 penalty to any concentration check. If you move or fail a Sympathy. When your Psi crystal is within 30 feet of you and
concentration check, one of your concentration affects ends. another creature, if that creature takes damage, you can use
If you fail the concentration check by 5 or more, you lose your reaction to shatter the crystal releasing that emotion and
concentration on both effects. granting the creature resistance to that damage and take an
equal amount of damage to the damage it takes.
Potent Psionics
When a target passes the saving throw against a damaging Psionic Defenses
Psionic Power (granted by a Psionic Discipline), they still take You gain a way to defend yourself using your psionic powers.
half the damage, but suffer no other effects. While you are not wearing any armor or carrying a shield,
your Armor Class equals 13 + your Intelligence modifier.
Psi Crystal
You gain the ability to impart part of your mind into crystal. Projected Nightmares Prerequisite: Shaper's Mind
You can expend 2 psi points to cast the find familiar spell but Archetype
your familiar takes on the statics of a psi crystal (below) and You gain an additional option for Boundless Imagination
the material component required is a crystal worth 10 gp to apply to your Astral Construct: Horrifying Nightmare:
instead of the normal material components. The Psi Crystal Creatures that start their turn within 5 feet of your Astral
gains your mental stats. You can use Psionic Disciplines Construct must make a Wisdom saving throw against your
without a range of Self through your Psi Crystal is if you were Psionics DC or become frightened of your Astral Construct
standing in its location. If the psi crystal is destroyed, you gain until the start of their next turn.
its memories as your own. While you have a Psi Crystal active, Once they have saved against this, they are immune to the
as a bonus action, you can deactivate it to regain 2 expended effect for the next 24 hours or until you summon a new Astral
psi points. Construct.
Psionic Weapon
Psi Crystal As a bonus action, you can expend 1 psi point to imbue a
Tiny construct, unaligned weapon you are holding with psionic energy. For 1 minute,
once per turn when you deal damage with that weapon, you
Armor Class 20 can deal an additional 1d6 psychic damage.
Hit Points 2 (1d4)
Speed fly(hover) 20 ft.
At higher levels you can expend additional psi points to
STR DEX CON INT WIS CHA
1 (-5) 10 (0) 10 (0) 10 (+0) 10 (+0) 10 (+0) further enhance the Psionic weapon; 2 points to enhance it
Skills Perception +4 2d6 at 5th level, 3 points to enhance it to 3d6 at 11th level,
Damage Vulnerabilities bludgeoning and 4 points to enhance it to 4d6 at 17th level.
Damage Resistances piercing, slashing.
Condition Immunities blinded, charmed, deafened, frightened, Reflected Suffering Prerequisite: Empathy
paralyzed, petrified, poisoned, stunned When a creature deals damage to you, you can spend
Senses blindsight 60 ft. (blind beyond this radius), passive Perception expend 1 or more psi points (up to your psi limit) to share
14
the pain you experienced back at them, dealing 1d10 psychic
Languages understands the languages of its creator but can't speak
damage per point spent. The damage this deals cannot exceed
When you summon a Psi crystal, you can store a fragment of the damage taken from the attack.
your personality, that you can then release by shattering the
crystal. Select one of the following when summoning a psi Schism Prerequisite: 5th level Psion
crystal. You can spend 1 psi point to temporarily divide your mind to
do two things at once until the end of your turn. While dividing
Courage. When you make a saving throw against the your mind, if you use your action on a psionic power or spell
Frightened condition, you can use your reaction to shatter the granted by a psionic discipline, you can use your bonus action
crystal to gain advantage on the save. to use a psionic power. The two powers share your per use psi
point limit between them.
Cowardice. When your Psi Crystal is within 30 of you and a
creature comes within 5 feet of you, you can use your reaction
to shatter the crystal releasing that emotion and immediately
move your movement speed away from the creature without
taking an attack of opportunity.
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7th Level
Etherealness
Geas*
Planeshift
Regenerate
Reverse Gravity
Teleport
8th Level
Antimagic Field
Demiplane
Dominate Monster
Earthquake
Feeblemind
Mind Blank
Power Word Stun
9th Level
Astral Projection
Foresight
Gate
Power Word Kill
Time Stop
Spells with an * can be selected and cast as the level they are
listed at only.
Psion Content
Psionic Synthesis
[In Review]
Talents
Disciplines
Distant Grasp
Additionally at 3rd level, you can manipulate
small objects within 30 feet with your mind as if
using your hand to interact with it, though have
disadvantage on any checks relating to Dexterity
when doing so.
You can use this power to
manipulate an object, open an
unlocked door or container, stow
or retrieve an item from an open
container, or pour the contents out of
a vial. You cannot Attack, activate magical
items, or carry more than 10 pounds in this
manner. You can move an item you are controlling in this
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Bard
College of Thunder
Some Bards grow in talent, weaving beautiful ballads that
move their listeners to tears. Some bards just turn up the
volume. The college of thunder is a path for those that want to
be heard - to convey their message with great emphasis to as
many people as possible. They often are keenly interested in
innovating their instruments, finding new improvements that
allow them to make new, louder, sounds... the musicality of
those sounds is sometimes debated by more classical artists.
Lacking in subtlety, these bards are viewed as innovators
and pioneers by themselves... and generally a large pain in
the ears by most others, most especially their proceeding
generation.
Dramatic Cantrips
At 3rd level when you select this college, you gain
the ability to cast thaumaturgy and thunder note.
Harsh Chord
Starting at 3rd level, as an action you can expend a use
of bardic inspiration to play a powerful chord that sweeps
outward. Each of your choice creature within 20 feet of you
must make a Constitution saving throw. A creature takes
thunder damage equal to your bardic inspiration die + your
bard level on a failed saving throw, and half as much damage
on a successful one. Constitution saving throws to maintain
concentration on spells triggered by this damage are made
with disadvantage.
Thundering Magic Reverberating Echo
Additionally at 3rd level, you gain access to an expanded spell At 14th level, when expend a spell slot to cast a spell that
list. You learn the following spells at the following levels, and deals thunder damage, you can cast that spell again on your
they do not count against your spells known. The following next turn without expending a spell slot, but the damage it
spells are considered bard spells for you even if they don't deals is halved.
normally appear on the Bard list.
College of Thunder Quirks
Bard Level Spells Learned The following are some optional quirks for a player of the
3rd level thunder wave College of Thunder. You can optionally roll or select a quirk
that suits your character.
3rd level shatter
d6 Quirk
5th level thunder pulseK
1 All performance checks are better when made at
7th level echoing lanceK maximum volume.
9th level sonic shriekK 2 Your fashion taste is memorable.
3 You plunge into things recklessly. Old age is for
Louder boring people.
Starting at 6th level, when you cast a spell that deals thunder 4 You prefer odd instruments that you tinker with
damage, you can add your Charisma modifier to the damage endlessly.
dealt.
5 Everything is a stage if you believe hard enough.
6 You sometimes get very involved in mimed
Amplified Antics performances.
Additionally at 6th level, when you cast a bard spell with a
range greater than 5 feet, the range increases by 30 feet.
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creatures can no longer successfully identify a spell you are
Cleric casting.
Contested spell casting checks to interfere with your magic
is made with disadvantage (such as counterspell), and must
Mystery Cult make a check even if they would normally automatically
While most clerics follow defined gods who seek to convert succeed.
others to the cause, those of the Mystery Cults often
intentionally obscure their faith with esoteric references and
cloaked intentions. No less devoted than their more classically
Gift of Prophecy
When you close your eyes, you can see flickers of the future.
divine peers, they are not merely Warlocks, but people of true
You regain one expended use of Uncanny Insight when you
faith in their end their dark and unknown deities.
complete a short rest.
Standing at the blasphemous confluence of divine and
psionic power, they are almost universally condemned and
feared, often shrouding their nature and abilities with mystery Gift of Mystery
and working to esoteric goals. You learn one psionic power of your choice. The psionic power
of the Discipline becomes a 1st level spell for you. When you
Domain Spells cast it using a spell slot, you cast it as if expend psi points
Cleric Level Feature equal to the spell slot level spent (for example when casting
as a 1st level spell, you cast it as if empowering it with one psi
1st cause fear, dissonant whispers
point).
3rd augury, detect thoughts
5th fear, nondetection Potent Spellcasting
7th compulsion, summon creepy thing* Starting at 8th level, you add your Wisdom modifier to the
9th dominate person, modify memory damage you deal with any cleric cantrip.
Silent Language
Starting when you choose this domain at 1st level, you can
communicate telepathically with any creature you can see
within 30 feet of you. You don't need to share a language with
the creature for it to understand your telepathic utterances,
but the creature must be able to understand at least one
language.
Uncanny Insight
Additionally at 1st level, as a reaction to being hit by an attack,
you can add your Wisdom to your AC until the start of your
next turn, including against the triggering attack.
You can use this feature a number of times equal to your
Proficiency bonus. You regain all expended uses when you
finish a long rest.
Esoteric Rites
Starting at 6th level, you can develop your faith
in one of the following ways, unlocking special
powers as a reward for your conviction. You
select one of the following features. You can select
additional Esoteric Rites at 10th and 14th levels.
Gift of Tongues
You learn Deep Speech. If you already know Deep Speech,
you gain one additional language of your choice. You can
use this esoteric language as your verbal components, and
Dark Truth
Starting at 17th level, your mind is inured to the horrors in
which you deal, the veil cast aside from your eyes.
Druid
Circle of Nightmares
• You are immune to psychic damage.
Druids are often thought of as the guardians of the natural
• You gain a truesight of 60 feet.
order and having a deep connection to the creatures of the
land. Sometimes that connection goes horribly wrong. A druid
Mystery Cult Quirks of this circle has found their mind entangled with the horrors
The following are some optional quirks for a player of the of the beyond, their natural connection to nature and its
Mystery Cult. You can optionally roll or select a quirk that beasts becoming warped by the dark dreams.
suits your character. Druids of this circle may be haunted by the horrifying
d6 Quirk terrors they see, but many simple find the minds inoculated to
it (perhaps by a touch of a madness) and treat horrifying and
1 You keep secrets about secrets. twisted aberrations and abominations with the same approach
2 You perform strange rites at odd hours. other druids might take to vicious and wild animals, treating
3 You have a bright cheerful attitude that never them with pragmatic understanding and empathy.
wavers no mattter the situation. Sometimes their connection even seems to be mutual.
4 You prefer to keep your face covered with a mask
at all times. Circle Spells
5 You give obtuse answers when people ask about At 2nd level, you learn the message cantrip. At 3rd, 5th, 7th,
your and god. and 9th level you gain access to the spells listed for that level
in the Circle of the Nightmares Spells table. Once you gain
6 You frequently refer to the impending doom of access to a circle spell, you always have it prepared, and it
creation. doesn't count against the number of spells you can prepare
each day.
Druid Level Circle Spells
3rd alter self
5th mutateK
7th black tentacles
9th contact other plane
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Fighter
Tech Knight
A Tech Knight believes that it is neither brains nor brawn that
determine the best fighter, but the combination
thereof.
Why limit yourself to what nature has
provided you when you can supplement your
combat superiority in unique and inventive
ways that give you the edge? You build
and innovate on the cutting edge... and
use that edge to hew through your foes.
There are few things more dangerous
than weaponized creativity in the hands of
someone that knows how to use it.
A Tech Knight could be called an inventor that
opened the door of innovation, found the deadliest
thing they could invent, and closed it once more, but
that wouldn't be accurate - they innovate continuously,
improving their art, just with a highly specialized focus.
Some perhaps adventure and fight to test their weapons,
others perhaps turned to innovation to overcome some
obstacle or seek to change the world, and others still care little
for the science and engineering of the weapon, and merely
cobbled together something to annihilate their foes.
Brutal Invention
When you choose this archetype at 3rd level, you build
a devastating new weapon to help you dominate the battlefield
in a unique way. You can build one weapon.
Select one weapon from the below list: Ramming Gauntlet: When you
Weapon Damage Properties make an attack roll, you can choose to forgo adding your
Proficiency bonus to the attack roll. If the attack hits, you can
Chainblade 2d4 slashing Versatile (3d4), add double your Proficiency bonus to the damage roll.
Special
Ramming Repeating Hand Crossbow: This weapon does not require
Gauntlet 1d8 bludgeoning Light, Special. a free-hand to load, as it has a built-in loader. Once per turn,
if you make an attack with this weapon as part of the Attack
Repeating 1d6 piercing Ammunition action, if you do not have disadvantage on that attack, you
Hand Crossbow (30/120), Light, can give yourself disadvantage to make a single additional
Special weapon attack with this weapon as a bonus action (also at
Ricocheting 1d8 bludgeoning Finesse, Thrown disadvantage).
Weapon (30/90), Special
Transforming Varies Two-Handed, Ricocheting Weapon: When this weapon is thrown you can
Weapon Heavy, Special target two creatures within 10 feet of each other, making a
You gain proficiency with the selected weapon. Only you separate attack roll against each target; the damage dealt is
have proficiency with this weapon. If your weapon is lost halved for targets hit after the first. This weapon returns to
or destroyed, you can remake it over the course of 4 hours your hand after you make an attack with it using the Thrown
spending 25 gold pieces of materials. property. When you create this weapon, you can choose for it
deal slashing damage instead of bludgeoning damage.
Special Properties Transforming Weapon: When you gain this weapon, select
Chainblade: When you roll damage dice for this weapon, you
3 simple or martial weapons. This weapon can transform
can reroll as many damage dice as you would like once per
between any of those weapons as a bonus action. When you
attack, but you must use the new roll any dice rolled. After
convert the weapon, it becomes overcharged with power, and
hitting an attack with this weapon as part of the Attack action,
the next time you roll damage with it before the end of your
if you have additional attacks you can make as part of the
turn you deal an additional 1d4 lightning damage. Select the
action, you can forgo them to deal an additional 3d4 slashing
damage type when creating this weapon from bludgeoning,
damage per attack forgone.
piercing, slashing, or lightning damage.
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• Charged Armor: As a bonus action, you can juice your 2 You think any problem can be solved with
armor with power with the effect of lightning charged. sufficient firepower.
• Rocket Boots: As a bonus action you can activate these to 3 You disdain simple weapons.
give yourself a jumping distance equal to your movement 4 You daydream about explosions.
speed until the end of the turn. You take no fall damage
from this movement, but creatures of your choice within 5 5 You reveal in new chances to test your destructive
feet of where you land take 2d4 fire damage. Alternatively, wares.
you can use this to cast feather fall targeting only yourself. 6 You offer to show everyone the features of each
• Belt: You can use this to cast enlarge/reduce without new invention with great joy.
expending a spell slot.
• Flame Thrower: As an action or in place of an attack as
part of the Attack action, you can use this to cast burning
hands as a 2nd level spell without expending a spell slot.
• Force Shield: You can deploy a temporary field field, with
Monk
Way of the Soul Blade
Monks of the Way of the Soul Blade are monks who have
learned to harness and focus their ki, using their inner will
and focus to control psionic powers - primarily into a blade
of pure Psionic power: a Soul Blade.
Soul Blade
Starting when you choose this tradition
at 3rd level, you've learned to focus your
ki into a psionic blade. As a bonus action,
you can create a blade of pure scintillating
psionic energy. The blade you create this
way most typically takes the form of a knife-like blade
projecting from your fist, but you can shape it
however you choose. You can choose to create
multiple blades, but any blade you are not
holding vanishes at the end of your turn and
must be resummoned.
Regardless of the form it takes, the
weapon is a monk weapon for you, deals
1d8 psychic damage, and has the light,
finesse, and thrown(20/60) properties.
Psionic Ki
Additionally at 3rd level, you gain the
Telekinetics Discipline; this can be found under
the Disciplines list of the Psion class. You can use
ki points as psi points, with a limit of 1 ki point. This limit
increases to 2 ki points at level 5, 3 ki points at level 9, 4 ki
points at level 13, and 5 ki points at level 17. The DC for your
psionic abilities is equal to your Ki save DC.
If your character has both Psi Points and Ki Points, gained from Extra Attack) to ignore all armor a creature has
those are added together into one pool and can be used and treat its AC as 10 + its dexterity. On a hit, the creature
interchangeably. Your Psi Limit (and the limit you can use Ki takes additional damage equal to your wisdom modifier.
Points as Psi Points) becomes your Psi Limit + one third of
your Monk levels rounded down.
When you use your action on a psionic power or to cast Power of the Mind
a spell using this feature, you can make one attack with an Starting at 11th level, your Psionic abilities manifest more
unarmed strike or monk weapon as a bonus action before the completely, giving you greater control and power in your
end of your turn. psionic abilities.
Ethereal Sweep
Art of the Soul Blade When you use Extended Blade, you can sweep or stab
Starting at 6th level, your expertise with the blade allows you through multiple creatures with a single blow. Once per turn,
to control it in unique and powerful ways. when you make an attack with your Soul Blade, you can
make a single additional weapon attack with your Soul Blade
Extended Blade against another creature within range.
You can expend 1 ki point to give your Soul Blade the Reach
property until the end of your turn. Consumptive Blade
Whenever you kill a creature with your Soul Blade that
Psionic Flurry has an Intelligence of 6 or higher, you can use your reaction
When you make a Flurry of Blows, you can make the to draw in part of their Psionic essence. You regain 1d4 hit
additional attacks with your Soul Blade. points and 1 expended ki point.
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Psionic Power granted by the Discipline (this cannot be used the material world and shattering the fragile minds within.
on the spells granted by the Discipline).
Tenets of Sanity
Transcendent Blade • Order. Never act on random or chaotic impulses. These
Starting at 17th level, your Soul Blade becomes a peerless are the cracks of madness.
weapon. You can add a +1 to its attack and damage rolls. You • Vigilance. Never let your attention wander, lest you miss
can choose for your knife to affect inanimate material, causing the signs of madness.
it to gain the Siege property and deal force damage to it when • Discipline. Never indulge in a lapse of behavior, your
you choose. Reactions that parry or block to add Armor Class habits keep you safe from madness.
against an attack are ineffective against attacks made with the • Solemnity. Your work is terrible. Never take pleasure in it.
Soul Knife. That leads to the comfort of madness
Additionally, critical strikes from your weapon rend the soul • Sanity. No matter what, never give into madness.
of the target. If a creature would have less than 50 hit points
after taking damage from your critical strike, the creature
must make a Charisma saving throw. On failure, its Charisma
Oath Spells
You gain oath Spells at the paladin levels listed.:
becomes zero and it dies.
Level Spells
Soul Blade Quirks
The following are some optional quirks for a player of this 3rd detect magic, protection from good and evil
Way 5th see invisibility, nullify effectK
9th dispel magic, remove curse
d6 Quirk 13th banishment, dimension door
You carry around a bladeless sword hilt for your 17th banishing smite, dispel evil and good
1
Soul Blade blade.
You occasionally attempt to cut fruit with your
2
Soul Blade.
Channel Divinity
When you take this oath at 3rd level, you gain the following
You refer to your actions as the will of the living two Channel Divinity options.
3
Ki.
You view killing things with your psionic powers Turn the Aberrant: As an action, you can make any
4 as evil, but killing things with your Soul Blade as aberration or undead, provided that it's within 30 feet and
perfectly okay. that can see or hear you, make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1 minute or until
You have endless platitudes about temperance
5 it takes damage. A turned creature must spend its turns trying
and control.
to move as far away from you as it can, and it can't willingly
You practice obscure martial art form stances move to a space within 30 feet of you. It also can't take
6
every morning. reactions. For its action, it can use only the Dash action or try
to escape from an effect that prevents it from moving. If there's
nowhere to move, the creature can use the Dodge action.
Paladin If the creature's true form is concealed by an illusion,
shapeshifting, or other effect, that form is revealed while it is
The following oath is a new subclass option for the Paladin,
for those that wish to battle the psionic horrors from beyond. turned.
Constant Vigilance
Starting at 15th level, you can no longer be surprised,
and your passive perception remains the same even while
unconscious so long as you have at least 1 health.
Additionally, when you roll for initiative, if the total result of
your roll is less than your passive perception, you can replace
the result with your passive Perception value.
Clarity of Purpose
At 20th level, as an action, you can fully perceive the world
around you for what it is, shattering the foul magics that bind
and piercing the veils that hide, unrelenting and focused,
gaining the following benefits for 1 minute:
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Binding Shot Grapple Shot
Instead of doing damage, this shot turns into a Net when
Additionally at 11th level, you gain the ability to fire
striking the target. The net gains additional hit points equal to
special shots with a range of 30 feet that carry a cord that
your Ranger level.
immediately pulls to their location. As an action or attack
as part of the attack action, you can make this shot against
Flash Shot
a creature, surface, or object. This shot does no damage,
When this shot hits a target, it emits a brilliant flash of light.
but on a hit, if the creature or object is small or smaller, it is
The target and creatures within 15 feet of the target must
immediately pulled up to 30 feet toward you. If the creature is
make a Dexterity saving throw or become blinded until the
Medium or larger you are pulled 30 feet toward it.
start of your next turn.
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Pyrotechnic Gadgets
Additionally at 3rd level, you gain access to an important
arsenal of things that explode. Forgoing some subtlety for
firepower, you gain the following options:
Smoke Bomb: As an action, you can use this to cast fog cloud
centered on yourself without expending a spell slot. It lasts a
number of rounds equal to your Intelligence modifier and does
not require concentration. When you cast fog cloud In this
way, you can set the radius at 5, 10, 15, or 20 feet.
Unlimited Uses?
Pyrotechnic Gadgets are balanced around the assumption of
unlimited use and Rogues typically speaking do not have rest gated
resources, but practically speaking their supply is not truly infinite,
just higher than generally makes sense to be worth tracking. If
you would like a number to track, you can use Proficiency bonus +
Intelligence modifer uses of Pyrotechnic Gadget per short rest.
Clever Inventions
Starting at 9th level, you expand your selection. Select two of
Tinker's Knack the following options:
When you choose this presence archetype at 3rd level,
you gain proficiency with tinker's tools. If you already have Gliding Cloak
proficiency with tinker's tools, you gain expertise with tinker's You make a cloak that allows you to glide when falling.
tools (if you already have expertise with tinker's tools, select When you fall more than 10 feet and aren't incapacitated,
another tool of your choice). can spread this cloak to reduce your falling speed to 30 feet a
round and take no falling damage. While falling in this manner
toward the ground under normal gravity, you can move
Grappling Hook horizontally 2 feet for every 1 foot you descend.
Starting at 3rd level, you've mastered both the creation and
use of your most important gadget, the grappling hook. As Mechanical Arm
an action or with the bonus action granted by your Cunning You create a mechanical arm, giving you an extra hand.
Action, you may target a surface, object or creature within This mechanical arm only functions while it is mounted on
20 feet. If the target is Small or Smaller, you can make a gear you are wearing, but can be operated mentally without
Strength (Athletics) grappling check to pull it to you and the need for your hands. This mechanical arm can serve any
grapple it (automatically succeeding against objects that are function a normal hand could, such as holding things, making
not being worn or carried unless the DM sets a difficulty for a attacks, interacting with the environment, etc, but does not
particularly complicated scenario). give you any additional actions.
Alternatively, if the target is Medium or larger, you can
choose to be pulled to it. This automatically succeeds, but this Mechanical Familiar
does not grapple it, though if it is a surface or large object, you You can create the blueprint for a small mechanical
can choose to hold onto at the point you grappled if there is creature. At the end of a long rest, you can choose to create
something to grab onto. Attacks of opportunity generated by a mechanical familiar based on it, and cast find familiar
this movement have disadvantage. spell without expending a spell slot. The familiar's type is
Construct. This construct stays active until you deactivate it or
it is destroyed. In either case, you can choose to reactivate it at
the end of a long rest.
Sight Lenses
You create a set of lenses you can integrate into a set of
goggles, glasses, or other vision assistance that allow you to Sorcerer
see through darkness and obscurement. You can see through
fog, mist, smoke, clouds, and non-magical darkness as normal
sight up to 15 feet. Aether Heart Origin
Sorcerers of this origin are fueled by a deep connection to raw
arcane energy, their soul touched by the raw stuff of the weave
Among the Blasts itself. Most of them don't understand their connection to this
Additionally at 9th level, when you successfully avoid damage
power, but they can wield it with innate ease, manipulating
from an area of effect with your Evasion feature (including
magic by force of will alone.
from your own effects), you can use your reaction up to your
Sometimes this is artificial in nature - a warforged drawing
movement speed to the edge of the effect. This movement
power from the arcane heart, for example - while other times
does not provoke attacks of opportunity.
this marks an individual that was exposed to the raw essence
of aether, becoming infused and intrinsically linked to it. They
Deadly Surprise are characterized by an easy affinity of warping magic and
Starting at 13th level, your technical expertise expands. The ease of manipulating it in its raw and purest forms.
radius of your explosive surprise becomes 10 feet, and you
can select one additional option from Clever Inventions. Variant: Origin Spells
If you allow Sorcerers to take additional spells based on their
Gadgetsmith Integration subclass, the following are the recommended Origin Spells for
At your DMs discretion, you can select an upgrade from the the Aether Heart Origin.
Gadgetsmith list that requires 9th level or lower for your Sorcerer Level Spell
additional gadget.
1st magic missile
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d6 Quirk
Sorcerous Rifts
1 Standing in a high magic area feels like a Starting at 14th level, you can cast Phase Rift as an action at
pleasant sunbathing. will. In addition, when you use Phase Rift, you can expend a
2 Your eyes turn pale and glowing for several sorcery point to make it both Long and Disruptive, causing
hours after using magic. you to move an additional 10 feet and deal an additional 1d8
3 You are addicted to using magic. damage to creatures that fail their save against it.
4 You have difficulty using magic when sad.
5 You sometimes see things as they appear to the
Ethereal Control
weave. Additionally at 14th level, you can expend 1 sorcerer point to
reroll the value of a die rolled for blink or flicker. Once you do
6 You idly weave strands of magic around your this, you cannot do so again until you complete a short or long
hands while waiting. rest.
Earth The area becomes filled with stone and earth, 3 Plans are for after you get caught.
shoving all creatures out of it outward from 4
the center. If this would trap them into a wall
they take 3d12 bludgeoning damage and are 5
shoved to the closest free space. 6
Radiant All creatures that end their turn in the area
take 6d6 radiant damage. All living creatures
that ned their turn in the area are healed for
3d6 hit points.
Warlock
Far All creatures that end their turn within the
area must make a Wisdom saving throw or
The Ancient Intelligence
take 3d12 psychic damage and be affected by You have made a pact of sorts with an intelligence that
the effects of the confusion spell. defies normal understanding; its aims are mysterious and
Once you use this ability, you cannot use it again until you often incomprehensible. This being could be an artificial
complete a long rest. intelligence of some lost race of ancients with fabulous
technology, perhaps a high ranking modron overmind -
perhaps even an ancient lost rogue one, perhaps an Inventor
Gadgeteer Quirks of another era whose last act was to upload themselves in
The following are some optional quirks for a player of the a incorporeal form, or perhaps it something more alien,
Gadgeteer You can optionally roll or select a quirk that suits the ancient navigation system of a mind flayer ship that has
your character. gained sentience.
d6 Quirk The possibilities are endless, but whatever its nature, it can
1 You have no fear of heights. grant you sufficiently advanced knowledge that for all intents
and purposes is fabulous magical power.
2 Everything can be improved.
The Contraption
At 1st level, you gain access to a device granted to by your
patron that grants some access to their vast knowledge,
systems, and power. Your contraption is a Tiny object, and you
can use it as a spellcasting focus for your warlock spells.
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Auto Caster start of your next turn, your current hit points, location, and
You can offload some of your spells to the Contraption. You conditions are returned to the saved state in a flash of light. If
can select one spell from the Ancient Intelligence Expanded you die while having your save state, you can make a DC 15
Spells or the following list: comprehend languages, tongues, Charisma saving throw (making the check as if you were alive)
or scrying. You must be of a level that you could normally when the start of your next turn would have been. On success,
select the spell as a spell known. you return as normal. On failure, you remain dead.
You can cast the selected spell without it being among your Once you use this, you cannot use this again until you
spells known. You gain another spell you can cast this way at complete a long rest.
3rd, 5th, 7th, and 9th levels. You can cast one spell stored in
your autocaster without expending a spell slot. Synchronization
Once you do so, you cannot cast the spell without a spell slot Starting at 14th level, you can at the start of your turn
until you complete a long rest, but can still cast spells stored (no action required) you can synchronize yourself with your
in this way by expend a pact magic slot of equal or greater Contraption, entering a cold and logical mental state of
level to the spell as normal. absolute focus until the start of your next turn. While in this
state of synchronization, you gain the following benefits:
Firing Solution
Your contraption begins to develop the best way to hit a • You are immune to the charmed and frightened conditions.
target. You can use it cast true strike as a bonus action; true • You can cast a spell with the casting time of 1 action as 1
strike does not require your concentration when cast in this bonus action.
way. • Gain advantage on all Wisdom and Intelligence ability
You can do this a number of times equal to your Spellcasting checks and saving throws.
Modifier before you must complete a short or long rest to do You can be synchronized for a number of turns equal to your
so again. Spellcasting modifier, after which you cannot use this feature
again until you complete a long rest.
Calculation Time
Note that true strike grants you advantage on your next turn, even Variant Warlock: Intelligence.
when cast as a bonus action. The designers of 5e noted that it was originally their intention
to make the Warlock an Intelligence caster, and that making
If the contraption is destroyed or you lose it, you can Intelligence the Warlock Spell Casting modifier doesn't
perform a 1-hour ceremony to receive a replacement from break anything.
your patron. This ceremony can be performed during a short With the approval of your GM, this subclass may be a thematic fit for
or long rest, and the previous vessel is destroyed if it still an Intelligence based Warlock who studies their Contraption and tries
exists. The contraption may vanish in a flash of light when you to understand its knowledge and secrets.
die.
The Ancient Intelligence Quirks
Ancient Invention The following are some optional quirks for a player who has
Starting at 6th level, your patron grants you another formed a pact with an Ancient Intelligence You can optionally
fragment of their vast power in the form of a gadget or tool. roll or select a quirk that suits your character.
Select from one of the of the following: d6 Quirk
1
Mechanical Arm
You create a mechanical arm, giving you an extra hand. 2
This mechanical arm only functions while it is mounted on 3
gear you are wearing, but can be operated mentally without 4
the need for your hands. This mechanical arm can serve any
5
function a normal hand could, such as holding things, making
attacks, interacting with the environment, etc, but does not 6
give you any additional actions.
Gliding Cloak
You make a cloak that allows you to glide when falling.
When you fall more than 10 feet and aren't incapacitated,
can spread this cloak to reduce your falling speed to 30 feet
a round take no falling damage. While falling in this manner
toward the ground under normal gravity, you can move
horizontally 2 feet for every 1 foot you descend.
Save State
Starting at 10th level, as a bonus action you can cause
your Contraption to record your existence. Record your hit
points, location, and any conditions you are affected by. At the
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it would normally not allow a save. If it would normally allow a
save, you have advantage on the save. If you succeed the save,
That Which Lies Beyond Familiar
you can instead read their mind, as if by the detect thoughts The following is an expanded Pact of the Chain familiar option
spell (this effect does not require concentration, but lasts only for a Warlock of this Otherworldly Patron.
until the end of your next turn, and targets only the creature
that attempted to read your mind).
Additionally, you gain resistance to psychic damage, and Flickering Madness
when a creature deals psychic damage to you, it takes an Tiny aberration, unaligned
equal amount of psychic damage.
Armor Class 16
Hit Points 1 (1)
Unleashed Psyche Speed 30 ft.
Starting at 14th level, you gain enough mental control to form
the twisted nightmares that dwell within your mind into the STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 1 (-5) 15 (+2) 15 (+2) 15 (+2)
world. As an action, targeting a point within 60 feet you spawn
a malignant otherworldly nightmare, taking the form of a Saving Throws Intelligence +5
twisted aberration of terror. Skills Deception +4, Insight +4
The first time a creature other than you is within 20 feet of Damage Immunities Cold, Necrotic, Poison Psychic, Bludgeoning,
it during their turn (including starting their turn there), they Piercing, and Slashing from Nonmagical Attacks.
must make a Wisdom saving throw. On failure they take 4d8 Condition Immunities Charmed, Frightened, Grappled, Paralyzed,
psychic damage and become frightened of it. Petrified, Prone, Restrained, Stunned
The spawned nightmare lasts until the start of your turn, Senses Darkvision 60 ft, passive Perception 12
Languages Telepathy 60 ft.
when it fades away unless at least on creature has failed their
Challenge 1
saving throw against its effect, in which case it persists for
another round (indefinitely until no creatures fail their saving Abstract Existence. If a creature attempts to make an attack roll
throw against it, after which it fades away at the start of your against the Flickering Madness, it must make a DC 12 Wisdom saving
next turn). throw. On failure, the attack fails and the target becomes frightened
Once you unleash this ability, you cannot do so until you of the Flickering Madness until the end of its turn. Additionally, it can
complete a short or long rest. attempt to hide using a Charisma (Deception) check in place of a
Dexterity (Stealth) check.
Ancient Intelligence Invocations Spider Climb. The Abstract Madness can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Psionic Intrusion Prerequisite: 7th level
You gain 2 psi points you can use to apply Telepathy Folding Space. The Abstract Madness can pass through a gap in a
Discipline modifiers to your Telepathic Intrusion. You regain surface, as if becoming two dimensional along a surface.
these psi points on a short or long rest.
Arcane Vulnerability. If the Flickering Madness casts a spell, it loses its
damage immunities until the start of its next turn.
The That Which is Beyond Quirks
The following are some optional quirks for a player who has Innate Psionics. The Flickering Madness's innate spellcasting ability
formed a pact with That Which is Beyond. You can optionally is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can
roll or select a quirk that suits your character. innately cast the following spells, requiring no material components:
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the uses of its cantrip casting when you use your Arcane This starts to poison your mind with a minor psionic
Recovery feature. madness from the table below, and you can tap this power to
• It can cast a spell from an Arcane Gadget without making use one of your psionic power spells gained from the Study
an Intelligence (Arcana) check even if the spell requires of the Unknown to cast it without expending a spell slot, but
concentration, as long as the spell is 2nd level or lower. as if you had spent a spell slot equal to half your Wizard level
(rounded up).
You can select the same properties or new properties to Once you do this, you cannot do so again until you complete
replace them when you summon your familiar again with find a long rest, or use your Arcane Recovery Feature.
familiar.
Psionic Madness
Order of Creation Quirks
The following are some optional quirks for a player that 1d6 Quirk
selects Order of Creation. You can optionally roll or select a 1 You occasionally hear what you think are the
quirk that suits your character. thoughts of others as whispers.
d6 Quirk 2 Small objects float near when you aren't paying
1 attention.
2 3 You occasionally see the world as a ghostly
afterimage.
3
4 You hear creatures talking that aren't nearby.
4
5 You see eyes in the sky, particularly at night.
5
6 You have the dreams of a different person.
6
Psionic Magic
Additionally at at 2nd level, Spells that belong to the
Order of the Unknown psionics school are considered Wizard spells for you and on
To the order of the unknown, a cautionary tale where everyone the Wizard spell list for the purpose of adding or copying them
went mad is called "a lead". These strange folk delve what to your spell book, and the gold and time you must spend to
is best left forgotten, seeking answers to questions best left copy them into your spellbook if you find a version you can
unspoken. copy is halved.
Sometimes compelled down the path by some grave
purpose, sometimes by nothing more than an insatiable
curiosity, and sometimes even stumbling upon it by accident,
Branching Studies
Starting at 6th level, you can study a second psionic
what is always true is that once set on this path, few find
Discipline. You gain its power as a 1st level spell roll again on
themselves able to leave it.
the Psionic Madness table.
Wizards that go this path master Psionics, but master it in a
completely different way and uniquely Wizardly way, bringing
psionics into their frame of reference of ordered spells slots Psionic Transparency
and diligent study. Additionally at 6th level, your understandings of the nature
of Psionics means you do not have disadvantage when
Study of the Unknown attempting to use counterspell or dispel magic against psionic
effects, and you gain proficiency with the Psionics skill (which
Beginning when you select this school at 2nd level, you
functions similar to the Arcana skill, but applies to Psionic
delve into the systematic study of psionics, select one
effects).
Discipline from the Psion class to begin your studies with.
The psionic power of the Discipline becomes a 1st level
spell for you. When you cast it using a spell slot, you cast it Psionic Adept
as if expend psi points equal to the spell slot level spent (for Starting at 10th level, you can study a third psionic
example when casting as a 1st level spell, you cast it as if Discipline. You gain its power as a 1st level spell roll again on
empowering it with one psi point). the Psionic Madness table.
When you begin the study of new Disciplines at 6th level,
10th level, and 14th level, you gain Disciplines power as a 1st
level spell following the same rules.
Detached Mind
These psionic power spells are branded into your mind, and Additionally at 10th level, the power of your mind
always prepared but do not count against your spells prepared strengthens transcending and its connection to your physical
for the day. state. When you must make a Constitution or Death saving
throw, you can replace it with an Intelligence saving throw.
Once you do this you cannot do so until you complete a short
Secondary Power or long rest.
Starting at 2nd level, the power of the psionics you study
begins to seep into your mind, bleeding in from your studies of
its mysteries.
Cognitive Shadows
Additionally at 14th level, you gain a blindsight of 30 feet,
but can only see creatures with an Intelligence score of 6
or higher with this sight. This sight can see creatures in the
ethereal realm within range.
6
Backgrounds Flaws
The following are additional background options that
represent those of various professional backgrounds. These d6 Flaw
lend themselves to integrating with crafting providing several 1
crafting tools.
2
3
Apothecary 4
You were a mixer of potions, master of the subtle art of
producing potent magical effects from the right distilations. 5
Hailing from the largest cities or the smallest villages, an 6
apothecary's work is always in demand, though many that
would demand it do not fully appreciate the care that goes into
making a potion safe and effective. Engineer
Scholars and Academics are great, but many a kingdom has
• Skill Proficiencies: Nature, Medicine needed those of the more intellectual bent to put their intellect
• Tool Proficiencies: Alchemist's supplies, Herbalism Kit. to more practical uses - designing everything from siege
• Equipment: A minor healing potion, a set of Alchemy equipment to bridges.
Supplies, an Herbalism Kit, and a set of common clothes. While construction may or may not have used magic here
and there, at the end of the day something built without an
Feature: Herblore engineer's oversight is much more likely to fall back down
You know what the potions people drink are actually made of. when it is needed most.
Whenever traveling at half speed or less through wilderness
or camping in wilderness, you can acquire 10 gold pieces a • Skill Proficiencies: Investigation, Nature.
day worth of potion reagents. These can be used against the • Tool Proficiencies: Carpenter's Tools, Mason's Tools.
next potion you craft. • Equipment: A bottle of black ink, a quill, a small knife, the
blue prints to the last project you were working on, a set of
common clothes, and a belt pouch containing 10 gp.
Personality Traits
d6 Personality Trait
Feature: Blueprints
1 Given a little time to plan, you can produce blueprints or
2 schematics for bridges, siege equipment, buildings, dams, or
3 any other common feat of engineering that anyone proficient
with the necessary artisan tools required to could follow to
4 craft the outlined construction given the time and resources.
5 Buildings more fantastical in nature may still be within your
6 grasp to plan with skill appropriate skill checks at the GM's
discretion.
Ideals
d6 Ideals Personality Traits
1 d6 Personality Trait
2 1
3 2
4 3
5 4
6 5
6
Bonds
d6 Bond Ideals
1 d6 Ideals
2 1
3 2
4 3
5 4
5 3
6 4
5
Bonds 6
d6 Bond
1 Ideals
2 d6 Ideals
3 1
4 2
5 3
6 4
5
Flaws 6
d6 Flaw
1 Bonds
2 d6 Bond
3 1
4 2
5 3
6 4
5
6
Tinkerer
Falling somewhere between a merchant, sage, and - if you Flaws
ask some villagers - a vagabond, a Tinkerer wonders from d6 Flaw
town to town bringing a cart (or sometimes just a donkey) 1
of knick-nacks and knowhow. While not always welcomed
with open arms, they can be life line of the smallest and most 2
widely flung towns, as no route is too odd and winding for 3
them to wander. Tinkerers may be wanderers by nature, but 4
what opens doors is their useful knack for being able to fix
problems with a dash of knowhow and ingenuity. 5
6
• Skill Proficiencies: Insight, Nature.
• Tool Proficiencies: Tinker's Tools
• Languages: One language of your choice.
• Equipment: A set of Tinker's Tools, a set of traveler's
clothes, a set of saddle bags, and a pack horse.
Feature: Know-How
You've been around the block, and fixed more than one
problem you had no business fixing with some application of
ingenuity. When you need to construct or fix an item, you can
often tinker up a replacement part from an alternate source.
Any item that you could craft with Tinker's Tools for less then
50gp pieces, you can craft for free with miscellaneousness
knick knacks. At the GM's discretion, this feature may help
with larger crafting pieces as appropriate
Personality Traits
d6 Personality Trait
1
2
Races
The following are new race options that you can select for
your character.
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117
Personality
Ironwrought The personality of Ironwrought can vary greatly as their
origins can vary greatly. In some cases they are humanoids
The origins of Ironwrought are many and varied - they can
be the artisanal masterpiece of a Golemsmith, or perhaps a that have been bound to a Ironwrought melancholy about their
relic of a mass production of an ancient lost civilization... or new metalbound existence, other times they have a pragmatic
perhaps not-so-lost a civilization. Their source and purpose nature unconcerned with the unknowable trivialities, focused
will vary greatly. Were they made with sapience in mind, or did on the here and now. Ironwrought most frequently have
they gain it later? Were they made for labor or war? pragmatic personalities that are inclined to logical outcomes.
Some Ironwrought will dwell on these questions and While as a sapient creature they are capable of understanding
what it means for them to exist outside of the boundary of emotion, they may not fully experience it, or not let it affect
their original purpose, but many simply move on, acquiring them to the degree of the more easily influenced fleshy
new parameters to live their life from those they interact fellows.
with, finding their purpose in life as any of their more fleshy
counterparts might. Quirks
How they are treated in society will vary based on how d6 Quirks
common the are. In settings where Ironwrought created
1 You provide one detail too many in any conversation.
for labor are common, they will generally be treated quite
neutrally, while they may be treated with greater fear or 2 You feel pity for fleshy creatures with their fleeting life
concern if Ironwrought were primarily created as war spans.
machines, though in both cases they might be mistaken for 3 You are inherently rational, and can be persuaded of
their last sapient cousins. anything with appropriate logic.
4 You have a programmed code of conduct that will
Self Aware never violate. You may or may not be aware of it.
Most Ironwrought that exist are not automations that lack 5 A vestige of a previously set task occasionally surfaces,
true self-awareness. This option is different, representing a compelling you to perform a strange action, such as
Ironwrought that has attained full sapience and is self-aware... sweeping a floor clean.
sometimes in a more rudimentary way, sometimes as self- 6 You have some fragments of the memories of another
aware as any human. How that occurred is often dependent creature, perhaps a past version of yourself, in your
on your origin. Here is a table of some origins of your self- mind.
awareness. You can roll on the following table, pick one that
suits your character, or select a different reason entirely based
on your game's setting and character's backstory. Ironwrought Names
Your name can be virtually anything. Many Ironwrought have
Origin of Sapience no real name, often either have acquired a nickname by which
d8 Origin they were referred to before or after gaining sapience. Some
take on human names, though more often they adopt simple
1 You existed without self awareness for years before a names, placing little importance on it:
magical accident rendered you self aware.
2 You were a new experiment, designed for more Ironwrought Names: Aegis, Chomper, Champ, Chump,
complicated tasks, and ended up more sapient than Bolts, Driver, Finder, Gears, Kaz, Mium, Rusty,
expected Sparky, Stomper, Tackler, Thing, Titan, Vel.
3 Left to a mindless task for hundreds of years in a long
abandoned location, you slowly developed a sense of
self until you abandoned your programmed task.
Ironwrought Traits
Your Ironwrought character has the following traits.
4 Your sapience is the result of the influence of a
supernatural being (celestial, fey, or even fiend)
Ability Score Increase. Your Constitution score increases
granting you self-awareness for their purposes (or
by 2, and one ability score of your choice increases by 1.
entertainment).
Age. Constructs do not age physically, though their mental
5 You awoke from a long hibernation changed, with abilities may change greatly through their life as they process
greater self awareness. You don't remember the past. new information and experiences.
6 The Inventor that created intentionally granted you full Alignment. Ironwrought tend to be inclined toward Lawful
sapience, trying to build a child, friend, or adventuring Neutral, following an internal logic and purpose, but player
companion. Ironwrought have gained full sapiance, and can make their
own decisions. Some opt to rebel entirely against their nature,
7 You are the consciousness of a moral imbued into a
acting in unpredictable chaotic patterns like any mortals.
metal shell, transferred to a Construct to save your life.
Speed. Your base walking speed is 30 feet.
8 You are the inventor that created yourself, transferring Living Construct. You are immune to disease. You do not
your consciousness to the Construct for reasons of need to eat, drink, or breathe. You do not need sleep, and
your own. magic can't put you to sleep.
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Languages. You can speak, read, and write Common and disadvantage. You can perform the somatic components of
one other language of your choice (usually the language of spells with one of your legs, however doing requires 15 feet of
your creator if they spoke a language other than common). your movement.
Power Down. You do not need to sleep. When you take a Natural Weapons. You gain a selection of natural weapons.
long rest, you must spend at least 4 hours during a long rest in You are considered to be holding natural weapons for the
a motionless lower power state. While in this state, you have purposes of abilities that require you to to hold a weapon.
disadvantage on Wisdom (Perception) checks, but remain Select two of the following:
aware of your surroundings. • Metal Chompers You have metal fangs suitable for
Construct. Your type is construct. chomping. On hit, they deal 1d10 piercing damage.
Arcane Life. You can absorb certain types of healing magic, • Razor Claws. You have two sets of razor claws integrated
allowing you to recover hit points from magical effects that do into your front limbs. On hit, they deal 1d6 slashing
not otherwise affect constructs (such as cure wounds). damage and have the light property.
Modular Design. You can select two of the following • Bladed Tail You have a lashing bladed tail. On hit, it deals
specialized traits representing the functionality built into your 1d4 slashing damage. It has the reach property.
chassis. Barding. You can only wear armor specially adapted to
• Integrated Armor. You gain a +1 bonus to Armor Class. your unique shape. This custom armor has the same price as
• Integrated Weapon. You have a simple or martial weapon normal armor, but may be harder to find or more expensive
handed weapon of your choice built into your frame. You when custom ordered.
gain proficiency with this weapon. This does not remove
the need for ammunition for weapons that have the
ammunition property. This weapon is typically integrated
Variant Large Constructs
At the discretion of your GM, a quadrupedal Ironwrought
into your limbs, and requires hands to use as normal.
onstruct can be large sized. It gains the following traits:
• Language Module. You learn one additional language,
Large Natural Weapons. The damage dice of your natural
and can cast comprehend languages without consuming
weapons increases by one size (from a d10 to a d12 or from
a spell slot. Once you cast this spell, you cannot cast it
a d6 to a d8). Your natural weapons without the light property
again until you finish a long rest. You can cast this spell
gain the heavy property.
using spell slots.
Bulwark. You count as three quarters cover for allied
• Natural Armor. You have built in armor, giving you a
creatures when you would normally count as half cover.
base AC of 16 (your Dexterity modifier doesn't affect
Barding. You cannot wear armor designed for normal
this number). You can use a shield and apply the shield's
sized creatures. Your armor has to be designed for large sized
bonus as normal.
creatures of your form, and generally costs four times the
• Night Mode. You can see in dim light within 60 feet of you
normal cost of armor.
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. Large Variant
A variant large Ironwrought is often designed in a configuration
• Rapid Movement. Your base walking speed increases by
that can serve as a mount for other creatures. Large humanoid
5 feet.
Constructs may exist, but are not recommended for Player
• Redundant Logic. You process all inputs twice to ensure Creatures without dedicated large PC rules.
they are logical. You have advantage on saving throws
against becoming frightened or charmed.
• Specialized Skill. You gain proficiency in one skill of your
choice.
• Specialized Tool. You gain one tool built into your frame.
You gain proficiency with this tool.
• Terrain Adaption. You gain a climbing or swimming speed
equal to your movement speed.
Chassis Configuration. Ironwrought come in many shapes
and sizes. Select one of the following configurations of your
chassis.
Humanoid
Your shape is roughly that of a bipedal humanoid. You gain the
following traits.
Adaptable Design. You can make one additional selection
from your modular design trait.
Quadrupedal
Your shape has four legs and no hands. You gain the following
traits.
Quadrupedal. You do not have hands. You can hold one or
grapple one thing using your mouth, but cannot speak when
you do so, and any weapons held in this way are wielded with
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Quirks Size. Most Farlings stand between 5 and 6 feet tall, with a
d6 Quirks slighter build than humans. Your size is Medium.
Aberration. Your creature type is Aberration, rather than
1 You ask blunt personal questions of strangers. humanoid.
2 You go to great lengths to try strange food. Your Speed. Your base walking speed is 30 feet. You have a
definition of food is unusually broad. swimming speed of 20 feet.
3 You don't like to sleep in the same place twice. Languages. You can speak, read, and write Common, Deep
Speech, and one extra language of your choice.
4 You place as little value on other's names as your
Adaptive Intuition. You gain proficiency in Insight,
own, calling them whatever springs into your
and have advantage on Wisdom (Insight) ability checks to
mind at the moment..
determine social cues or cultural customs.
5 You like to occasionally sing. Telepathically. Psionic Mind. You gain the Telepathy Discipline of the
6 You love to absorb particularly dangerous psion, though cannot use the Alternate Effects unless you gain
memories. this Discipline from another source. If you gain this Discipline
from another source, you gain 1 additional psi point.
Crystalized Memory. When you learn or experience
Names something, you can fix that memory, making it a permanent
Farling don't have traditional names, identifying each other memory you can always remember with crystal clarity. This
through psionic projections of certain thought patterns. memory can be anything that occurs within a 1 hour span (it
Those that interact with members of other races will adopt can be as short as a fleeting sensation, or as long as 1 hour of
an assumed name, running the gambit from common and events).
boring to outlandish and absurd. Their name often reflects the Once you do this, you cannot do so again until you complete
culture they most interacted with when finding they needed a a long rest. Absorbing these memories is how a Farling ages,
name that could be made with sounds. and you age one day for each memory you absorb in this way.
They rarely place great importance in their name, You can absorb a memory from a willing creature via your
occasionally changing it or accepting a new nickname without telepathy in this way.
much thought, as they don't particularly associate the name Broad Horizons. You have resistance to psychic damage.
with themselves - to them, that's merely what people call them. If you would take psychic damage from a critical hit and have
not used your Crystallized Memory for the day, you can choose
Farling Names: Blue, Dustin, Jonny, Lulu, Newbie, Pattern, to absorb that damage as a memory, taking no damage.
Purple, Rey, Sala, Stripes, Squid, Thomas, Uanqor, Quentin, Skill Absorption. Your rapid ability to learn new skills has
Yara, Yldel, Wis. grants one proficiency in one artisan tool and one skill of your
choice. At your GMs discretion, if your game allows for the
Completely Random. training in tools and skills, you may gain proficiency in them
If it seems like these names are random, it is because they are. twice as fast using your Crystalized Memory feature daily.
There is no pattern to Farling names beyond the nature of
creatures naming them, sometimes being simply descriptive.
Variant Farling
At the discrection of your GM, the following is an intended
Traits feature of Farlings that can be added in place of Skill
As a farling, your character has the following traits. Absorption. This is a recommended feature to allow additional
Ability Score Increase. Your Intelligence score, Wisdom options, but may not be suited for all games due to interacts
score, and Charisma score all increase by 1. with other custom rules at some tables:
Age. A Farling ages by absorbing memories. Each time Alien Mind. When you gain the Spellcasting or Psionics
they permanently absorb a memory, they age roughly one ability from any class or feature, you can change the
day. A young Farling can absorb dozens of memories a day, associated ability score to your choice of Intelligence,
aging rapidly. Once reaching adulthood (a process that often Wisdom, or Charisma. Any time that class references the
only takes a decade years), the rate at which they can absorb previous spell casting ability, you can replace it with your
memories begins to slow, they become more selective, aging selected score (for example, if you are playing a Psion and
far slower. change its associated ability score to Charisma, Empowered
Psiosnics would add Charisma instead of Intelligence).
Old Age
If a Farling can die of old age is unknown. They become far more Alien Possibilities
selective about absorbing memories as they grow older, often This feature is very unique. It means that Farlings can play
losing their curious nature and becoming withdrawn from society classes in new ways, and multiclass in ways that would not
after absorbing thousands of memories, ruminating on what their normally work, opening unique doors and possibilities that
have experienced. other races cannot share.
Templates Warped
The following are templates that can be placed over any race.
These are not races, rather members of other races that have Created Origin
been defined by To be added
Augmented Personality
To be added
The augmented are those of another race that have for
one reason or another been modified by adaptions that are
significant enough to merit them being represented by unique
Quirks
stats. Though they superficially inherent the appearance of d6 Quirks
another race, all mechanical benefits of that race are replaced 1
by the following properties. 2
Augmented can be treated as a modifier of that option - for
example, one might refer to an elf using this template as an 3
"augmented elf". 4
5
Created Origin 6
To be added
Personality Names
To be added
Traits
Quirks
d6 Quirks
1
2
3
4
5
6
Names
To be added
Traits
To be added
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You've honed your mind into a nonstop analytical machine. You have utilizing psionics in the midst of combat, learning
You can select an additional upgrade from your subclass list. techniques that grant you the following benefits:
The upgrade must be from the Unrestricted list. This upgrade
does not count against your class ugprade total. • You have advantage on Constitution saving throws that you
If a feature allows you to exchange upgrades, you can make to maintain your concentration on a psionic ability
exchange upgrades selected with this feat, but they must be when you take damage.
selected from the same (or lower) level requirement category • You can perform the somatic components of psionic
as the originally selected upgrade. abilities even when you have weapons or a shield in one or
both hands.
• When a hostile creature's movement provokes an
Magical Researcher opportunity attack from you, you can use your reaction
Prerequisite: Proficiency in the arcana skill. to use a psionic discipline power or spell targeting the
creature, rather than making an opportunity attack. The
You delve the secrets of magic. You can make scrolls of spells spell must have a casting time of 1 action and must target
you don't know, but each crafting check takes 8 hours (this can only that creature.
be completed incrementally). When you craft a scroll or make
a magic item that reproduces a spell that deals damage, you
can change the damage type of that spell it reproduces. Doing Tool Expert
so raises the difficulty of crafting it by +2. You have honed your proficinecy with particular tools, granting
Additionally, you can cast a spell from a scroll even if it is you the following benefits:
not on your spell list. If it higher level than you can normally • Increase one ability score of your choice by 1, to a
cast, you have advantage on the spell casting check to cast it. maximum of 20.
• You gain proficiency with one tool of your choice.
• Choose one tool in which you have proficiency. You gain
Mental Adaptability expertise with that tool, which means your proficiency
You've found ways to think outside the box, making bonus is doubled for any ability check you make with it.
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Ultimate Improviser
You find new ways to do anything. When you craft an item, you
Racial Feats
gain the following benefits: Mechanical Improvements
• Increase one ability score of your choice by 1, to a Prerequisite: Ironwrought
maximum of 20. You extend your functionality, giving you the following benefits:
• You can improvsie a replacement for any material that
costs a number of gold pieces less than or equal to your Increase one ability score of your choice by 1, to a maximum
character level. of 20.
• You can substitute any physical ability score modifier Select an additional option from the Construct racial trait
(Strength, Dexterity, Constitution) for any other physical Modular Design.
ability score modifier and any mental ability score modifier
(Intelligence, Wisdom, Charisma) for any other mental
ability score modifier when making crafting checks to craft Upgraded
an item. Prerequisite: Ironwrought
You can select a Golemsmith or Warsmith unrestricted
upgrade, applying it to yourself. You cannot select an upgrade
Wandslinger that increases your ability scores.
In Revision
Mind Library
Prerequisite: Farling
Adaptive Mimicry
Prerequisite: Farling
Aquatic Adaption
Prerequisite: Farling
Your aquatic adaptions are more extensive. You gain the
following traits:
• Your constitution score increases by 1
• You can breath under water.
• You can use your telepathy to communicate with any
creature that has a swim speed, even if you do not share a
language. A creature not normally capable of speech can
only convey simple ideas.
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Aether Storm
Spells 5th-level evocation
A line of freezing arctic wind 30 feet long and 5 feet wide Targeting a creature you can see within range, you attempt to
blasts out from you in a direction you choose. Each creature corrupt its blood. Creatures without blood are immune to this
in the line must make a Dexterity saving throw. On a failed effect. The target must make a Constitution saving throw. On
save, a creature takes 2d8 cold damage and their movement failure, they take 1d12 poison damage and become poisoned
speed is reduced by 10 feet until the end of their next turn. On for the duration.
a successful save, a creature takes half as much damage and At the end of each of its turns, the target can make another
isn't slowed. Constitution saving throw. On a success, the spell ends on the
At Higher Levels. When you cast this spell using a spell slot target, on failure; they take an additional 1d4 poison as the
of 2nd level or higher, the damage increases by 1d8 for each poison continues to ravage them.
slot level above 1st. At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional target for
each slot level above 2nd. The targets must be within 30 feet
Awaken Rope of each other when you target them.
1st-level transmutation
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target a chain instead of a rope.
It has the same available actions, but it has a DC 15, an AC
of 15, and resistance to slashing damage when taking the
Bind action. When cast with a spell slot of 3rd level or higher
targeting a rope, that rope is magically imbued for 1 minute,
gaining an DC of 15, an AC 20, and 20 hit points.
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You touch an item weighing no more than 100 pounds and You create three arcs of lightning which strike targets within
form a link between you and it. Until the spell ends, you can range. You can direct them at one target or several.
recall it to your hand as a bonus action. Make a ranged spell attack for each arc. On a hit, the target
If another creature is holding or wearing the item when takes 1d12 lightning damage. If three or more arcs hit a single
you try to recall it, they make a Charisma saving throw to target, they must make a Constitution saving throw or become
retain possession of the item, and if they succeed, the spell shocked, stunning them until the start of their next turn.
fails. They make this save with advantage if they have had At Higher Levels. When you cast this spell using a spell slot
possession of the item for more than 1 minute. of 3rd level or higher, you create one additional arc for each
slot level above 2nd.
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Crashing Wave creature automatically fails the saving throw against this spell
if they are prone.
1st-level conjuration
You emit a targeted burst of intense sonic energy at a target You channel lightning into your hands. The next time you
within range. The target must make a Constitution saving hit a creature with a melee attack (including a melee spell
throw. On failure, they take 3d8 thunder damage and become attack) before the start of your next turn, the target takes 1d10
deafened and stunned for the duration by the intense sound. lightning damage and must make a Constitution saving throw.
On a successful save, the target takes half as much damage On a failed save, the target becomes stunned until the start of
and is not stunned. their next turn.
At the end of each of its turns, the target can make another The spell ends after dealing damage, or at the start of your
Constitution saving throw. On a success, the spell ends on the next turn, whichever occurs first. For the duration of the spell,
target; on failurem they take an additional 1d8 thunder from you can cast the spell shocking grasp.
the echoes within their mind.
Entomb
Earth Ripple 1st-level transmutation
2nd-level transmutation
Classes: Wizard
Classes: Druid, Occultist, Sorcerer, Wizard Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 60 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 minute.
Duration: Instantaneous.
You attempt to encase a Medium or smaller creature you can
You cause the earth to deform and ripple, a target creature see within ice. The creature must make a Strength saving
must make a Dexterity saving throw or suffer one of the throw or become restrained by ice for the duration. At the end
following effects (your choice): of each of its turns, the target takes 1d8 cold damage and can
• It is pulled into the earth, taking 1d8 bludgeoning damage make another Strength saving throw. On success, the spell
and reducing its movement speed to zero until a creature ends on the target.
spends an action to dig it free. If the creature takes more than 5 fire or bludgeoning
• It is slammed 5 feet in a direction of your choice by a damage from a single damage roll while restrained, the ice
wave of earth, taking 2d8 bludgeoning damage and being breaks and the target is freed, ending the spell for the target.
knocked prone. At Higher Levels. When you cast this spell using a spell slot
• It is impaled by a spike of earth, taking 4d8 piercing of 2nd level or higher, the damage increases by 1d8 for each
damage. slot level above 1st.
Electrocute Erode
3rd-level evocation 3rd-level conjuration
A massive arc of lightning leaps from your hand to a target you You blast a target with a glob of acid. The target must make
can see within range. The target must make a Constitution a Dexterity saving throw. On failure, the target takes 8d4
saving throw. On a failed save, the target takes 4d12 lightning acid damage immediately and becomes covered in acid. On
damage and is stunned until the start of your next turn. On a success, the target takes half as much damage and is not
a successful save, the target takes half as much damage and covered in acid. While covered in acid, the target takes 2d4
isn't stunned. acid damage at the end of each of its turns. The target or a
At Higher Levels. When you cast this spell using a spell slot creature within 5 feet of it can end this damage by using its
of 4th level or higher, the damage increases by 1d12 for each action to clear away the acid.
slot level above 3rd. At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage (both initial and later)
increases by 1d4 for each slot level above 3rd.
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You alter gravity for yourself, causing you to reorient which You flourish a weapon weapon you are proficient with used
way is down for you until the end of your turn. You can pick in the casting and then vanish, instantly teleporting to and
any direction to fall as if under the effect of gravity, falling up striking up to 5 targets within range. Make a weapon attack
to 500 feet before the spell ends. against each target. On hit, a target takes the weapon damage
If you collide with something during this time, you take from the attack + 6d6 force damage.
falling damage as normal, but you can control your fall as You can then teleport to an unoccupied space you can see
you could under normal conditions by holding onto objects within 5 feet of one of the targets you hit or missed.
or move along a surface according to your new orientation as
normal until your turn ends and gravity returns to normal.
Fling
2nd-level transmutation
Fissure
5th-level transmutation Classes: Sorcerer, Wizard
Casting Time: 1 action.
Classes: Druid, Sorcerer, Wizard Range: 30 feet
Casting Time: 1 Action Components: V, S
Range: Self (60 foot line) Duration: Instantaneous
Components: V, S
Duration: Instantaneous You manipulate gravity around one large or smaller creature.
The target creature makes a Strength saving throw. On
You rend asunder the earth in a 60-foot-long 5-foot-wide line, failure, you can fling them 40 feet straight up or 20 feet in any
targeting an area of dirt, sand, or rock at least 10 feet deep. direction.
Creatures in that line must make a Dexterity save. On a If you fling them straight up they immediately fall, taking
failure, a creature falls into a suddenly opened crevice in the 4d6 damage falling damage, and fall prone. If you fling them
ground, falling into it before it snaps shut, crushing them. any other direction, they take 2d6 damage and fall prone.
From the fall and crush, creatures that fail the saving throw If their movement would be stopped early by a creature
take 6d10 bludgeoning damage. The creature is buried in or object, both the target and creature or object takes 3d6
10 feet of rubble, and creatures without a burrowing speed bludgeoning damage.
require 30 feet of movement to extract themselves from the
loose rubble to return to where they failed the saving throw. If
they end their turn while buried, they take an additional 1d10
Flash Freeze
3rd-level evocation
bludgeoning damage.
Classes: Sorcerer, Wizard
Flicker Casting Time: 1 action
1st-level psionic Range: Self(30-foot cone)
Components: V, S
Casting Time: 1 reaction, when you would take damage Duration: Instantaneous.
Range: Self A freezing wind ripples outward. Each creature in a 30-foot
Components: S cone must make a Constitution saving throw. On a fail save, a
Duration: 1 round creature takes 4d8 cold damage and is restrained by ice until
the start of your next turn. On a successful save, the target
You flicker between the material and ethereal plane. Until takes half as much damage and isn't restrained.
the start of your next turn, each time you would take damage, At Higher Levels. When you cast this spell using a spell slot
including the triggering attack, roll a d4. On a 2, you gain of 4th level or higher, the damage increases by 1d8 for each
resistance to that instance of damage. On a 4, you don't take slot level above 3rd.
any damage.
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Force Bolt made by a creature within 60 feet of you, until the dice are
exhausted or the spell ends. You must expend the die after the
evocation cantrip
roll is made, but before you know the outcome of the roll.
Classes: Sorcerer
Casting Time: 1 Action Gale Bolt
Range: 120 ft. 1st-level evocation
Components: V, S
Duration: Instantaneous Classes: Druid, Occultist, Ranger, Sorcerer, Wizard.
Casting Time: 1 Action
You hurl a mote of arcane energy at a creature or object within Range: 120 feet
range. Make a ranged spell attack against the target. On a hit, Components: V, S
the target takes 2d4 force damage. Duration: Instantaneous
This spell's damage increases by 2d4 when you reach 5th
level (4d4), 11th level (6d4), and 17th level (8d4). A blast of concentrated wind streaks toward a creature of your
choice within range. Make a ranged spell attack against the
Force Blade target. On a hit, the target takes 2d8 bludgeoning damage and
if it is Large or smaller is knocked 10 feet away from you.
4th level evocation
At higher levels. When you cast this spell using a spell lot
of 2nd level or higher, the damage increases by 1d8 for each
Classes: Sorcerer, Wizard
level above 1st.
Casting Time: 1 bonus action.
Range: Self (5 feet)
Components: V, S Geyser
Duration: Concentration, up to 1 minute. 4th-level conjuration
You create an oversized blade of pure scintillating force Classes: Druid, Sorcerer, Wizard.
energy in your hand. For the duration of the spell, as an action, Casting Time: 1 Action
you can sweep the blade through on target within reach, Range: 120 feet
dealing 2d12 force damage. Components: V, S
At Higher Levels. When you cast it using a 5th- or 6th-level Duration: Instantaneous
spell slot, the damage increases to 3d12. When you cast it
using a spell slot of 7th level or higher, the damage increases You cause a massive eruption of water to blast upwards from
to 4d12. the ground at a point within range. Creatures within 10 feet
of the point must make a Dexterity saving throw or take 4d6
Freezing Shell bludgeoning damage and be knocked 60 feet into the air. On a
successful save, creatures take half as much damage, and are
1st-level abjuration
instead knocked their choice of 10 feet away from the point or
10 feet upward.
Casting Time: 1 action.
Range: Self
Components: V, S Hurricane Slash
Duration: 1 hour 2nd-level evocation
A freezing shell shrouds you, covering you and your gear. You Classes: Druid, Occultist, Ranger, Sorcerer, Wizard.
gain 5 temporary hit points for the duration. If a creature hits Casting Time: 1 Action
you with a melee attack while you have these hit points, the Range: Self (30-foot line)
creature takes 5 cold damage. Components: V, S
At Higher Levels. When you cast this spell using a spell slot Duration: Instantaneous
of 2nd level or higher, both the temporary hit points and the
cold damage increase by 5 for each slot level above 1st. You condense wind into a razor sharp blast that shreds a
30-foot-long 5-foot-wide line. Creatures in the area must
Future Insight make a Dexterity saving throw. A creature takes 3d8 slashing
damage on a failed save or half as much on a success.
1st-level psionic
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can create an additional line of
Casting Time: 1 action
effect. A creature in the area of more than one slash is affected
Range: Self
only once
Components: S
Duration: 10 minutes.
Your roll 3d4 or 1d12 (your choice) and record the results.
During the duration, you can add or subtract the dice you
rolled from any attack roll, saving throw, or ability check
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a ranged spell attack roll against the target. On hit, the target
Ice Spike takes 4d12 lightning damage, and you can cause the spell to
4th-level evocation
jump to another target within 20 feet of the first target making
a new attack roll for each target. The spell cannot hit the same
Classes: Sorcerer, Wizard
target twice, or jump to a target out of the spells range. The
Casting Time: 1 action
spell can jump a maximum of five times.
Range: 60 feet
On a miss, the target takes half as much damage and the
Components: V, S
spell does not jump to a new target.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the starting damage increases by 1d12
You create a lance of ice that shoot up from the ground to
for each slot level above 4th.
impale a creature within range. The target must make a
Dexterity saving throw. The target takes 4d8 piercing damage
and 4d8 cold damage on a failed save. The target takes only Launch Object
the 4d8 cold damage on a successful save. 1st-level transmutation
At Higher Levels. When you cast this spell using a spell
slot of 6th or 7th level, you can create a second spike. When Classes: Inventor
you cast this spell using a spell slot of 8th or 9th level, you can Casting Time: 1 action
create a third spike. Additional spikes can target the same or Range: 60 ft.
different creatures. Components: S
Duration: Instantaneous
Invested Competency Choose one object weighing 1 to 5 pounds within range that
5th-level psionic
isn’t being worn or carried. The object flies in a straight line
up to 90 feet in a direction you choose before falling to the
Casting Time: 1 action
ground, stopping early if it impacts against a solid surface. If
Range: Touch
the object would strike a creature, that creature must make a
Components: S
Dexterity saving throw. On a failed save, the object strikes the
Duration: Concentration, up to 1 hour
target and stops moving. When the object strikes something,
the object and what it strikes each take 3d8 bludgeoning
You touch a willing creature imbuing psionic competency
damage.
into them. Until the spell ends, they gain expertise in on skill
At Higher Levels. When you cast this spell using a spell
of your choice, adding double their proficiency bonus to that
slot of 2nd level or higher, the maximum weight of objects that
skill.
you can target with this spell increases by 5 pounds, and the
damage increases by 1d8, for each slot level above 1st.
Invest Life
3rd-level psionic
Lightning Charged
Casting Time: 1 action
2nd-level evocation
Range: Touch
Components: S
Classes: Inventor
Duration: Instantaneous
Casting Time: 1 action
Range: Touch
You sacrifice some of your health to mend another creature's
Components: V, S, M (a piece of once used lightning rod)
injuries. You take 4d8 necrotic damage, which can't be
Duration: 10 minutes
reduced in any way, and one creature of your choice that you
can see within range regains a number of hit points equal to
You channel lightning energy into a creature. The energy is
twice the necrotic damage you take.
harmless to the creature, but escapes in dangerous bursts to
At Higher Levels. When you cast this spell using a spell slot
other nearby creatures.
of 4th level or higher, the damage increases by 1d8 for each
Every time that creature strikes another creature with
slot level above 3rd.
a melee attack, a spell with a range of touch, is struck by
another creature with a melee attack, or ends their turn while
Jumping Jolt grappling or being grappled by another creature, they deal
4th-level evocation 1d6 lightning damage to that creature.
Once this spell has discharged 6 times (dealing up to 6d6
Classes: Sorcerer, Wizard damage), the spell ends.
Casting Time: 1 action At Higher Levels. The spell can discharge damage 2
Range: 60 feet additional times (dealing 2d6 more total damage) before the
Components: V, S spell ends for each slot level above 2nd.
Duration: Instantaneous.
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard Classes: Druid, Occutlist, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action Casting Time: 1 Action
Range: 20 feet Range: Self
Components: V, S, M (a twig from a tree that has been struck Components: V, S, M (something from an extinct animal)
by lightning) Duration: Concentration, up to 10 minutes.
Duration: Concentration, up to 1 minute.
You manipulate the nature of your body with magic
Crackling beams of blue energy leap from your hands. For the temporarily giving it new properties. You can select three of
duration of the spell, as an action, you can direct them toward the following properties:
a creature within range, dealing 1d12 lightning damage to
that creature. • Your body becomes malleable and amorphous. You have
At Higher Levels. When you cast this spell using a 3rd- or advantage on saves and checks against grapples and
4th-level spell slot, the damage increases to 2d12 and the the restrained condition, you do not suffer disadvantage
range increases to 30 feet. When you cast it using a 5th- or from squeezing into smaller spaces, and you can squeeze
6th-level spell slot, the damage increases to 3d12 and the through openings two sizes smaller than you.
range increases to 60 feet. When you cast it using a spell slot • You grow one additional appendage. This appendage
of 7th level or higher, the damage increases to 4d12 and the serves as an arm and a hand, though it can take the shape
range increases to 120 feet. of an arm, tentacle, or similar appendage.
• You extend the length of your limbs, giving you a 10
foot reach on melee attacks, touch spells, and object
interactions.
Pressure Cutter • Your flesh hardens, your base AC becomes 14 + your
5th-level conjuration
dexterity modifier if it is not already higher.
• You grow more resilient, adapting against one external
Classes: Sorcerer, Wizard.
threat. You gain advantage on one type of saving throw of
Casting Time: 1 Action
your choice.
Range: Self (60 foot line)
• You adapt your body to an aquatic environment, sprouting
Components: V, S
gills and growing webbing between your fingers. You can
Duration: Instantaneous
breathe underwater and gain a swimming speed equal to
your walking speed.
You unleash a blast of highly pressurized water in a 60-foot-
• Your body grows ablative armor. You gain temporary hit
long 15-foot-wide line, slashing through everything in its path.
points equal to your spellcasting modifier at the start of
Each creature in the line must make a Dexterity saving throw,
each of your turns.
taking 10d6 slashing damage on a failure. On a successful
• You can grow one size larger or smaller.
save, a creature takes half as much damage.
• You sprout wings. You gain a flying speed of 30 feet.
At Higher Levels. When you cast this spell using a spell
• You grow a natural weapon; this weapon can have the
lot of 6th level or higer, the damage increases by 1d6 for each
statistics of any martial melee weapon and takes on a form
level above 5th.
vaguely reminiscent of it without the thrown property. You
have proficiency with this weapon, and are considered
Mind Blast holding it. You can use your spellcasting modifier in place
6th-level psionic of your Strength modifier for attack and damage rolls with
this natural weapon. The natural weapon is magic and you
Casting Time: 1 action have a +1 bonus to the attack and damage rolls you make
Range: Self(60-foot cone) using it.
Components: S
Duration: Instantaneous For the duration of the spell, you can use an action to change
one or all of the properties, losing the benefits of your
You emit a blast of psychic energy. Each creature in a 60-foot previously selected properties and gaining the benefits of the
cone must make an Intelligence saving throw. A creature takes new selected properties.
6d8 Psychic damage and is stunned until the end of their next At Higher Levels. When you cast this spell using a spell slot
turn on a failed save. A creature takes half as much damage of 4th or higher, you can select one additional property from
and is not stunned on a successful save. the list of options, with one additional property per spell level
above 3rd.
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You shroud your hand, a weapon you are holding, or a natural You conjure a dart of pure poison and hurl it at a creature
weapon in dark ichorous miasma. The next time you hit a you can see within range. Make a ranged spell attack. On a
creature with a melee attack (including a melee spell attack) hit, the target takes 3d12 poison damage and must succeed a
before the start of your next turn, the attack deals an extra Constitution saving throw or become poisoned until the start
1d12 poison damage and the target must succeed on a of your next turn.
Constitution saving throw or be poisoned until the end of your At Higher Levels. When you cast this spell using a spell slot
next turn. of 3rd level or higher, the damage increases by 1d12 for each
The spell ends after dealing damage, or at the start of your slot level above 2nd.
next turn, whichever occurs first.
Poison Puff
Nullify Effect 4th-level transmutation
2nd-level psionic
Classes: Druid, Occultist, Warlock, Wizard
Casting Time: : 1 reaction, which you take when you are Casting Time: 1 action
forced to make an Intelligence, a Wisdom, or a Charisma Range: Self (30-foot cone)
saving throw Components: V, S
Range: Self Duration: 1 round.
Components: S
Duration: 1 round. You exhale a cloud of poison that magically expands to fill a
30 foot cone. Creatures in that area must make a Constitution
You gain advantage on Intelligence, Wisdom, and Charisma saving throw. On a failure, they take 4d12 poison damage
saving throws until the start of your next turn. You also gain and become poisoned until the start of their next turn. On
resistance to Psychic and Force damage until the start of your a success, the target takes half as much damage and is not
next turn. poisoned.
At Higher Levels. When you cast this spell using a spell The area is lightly obscured until the start of your turn, and
slot of 4th level or higher, you can roll an additional d20 as any creature that ends their turn within the area takes 2d4
part of your advantage roll. If you cast this at the 5th level or poison damage.
higher, it grants immunity to Psychic and Force damage for
the duration.
Psychic Drain
2nd-level psionic
Orbital Stones
4th-level transmutation Casting Time: 1 action
Range: 60 feet
Classes: Druid, Sorcerer, Wizard Components: S
Casting Time: 1 action Duration: Instantaneous
Range: Self
Components: V, S You draw on the psychic energy of another creature to sustain
Duration: Concentration, Up to 1 Minute. yourself. The target must make a Charisma saving throw. On
failure it takes 3d8 psychic damage and you gain temporary
You lift three inanimate Small or Medium sized rocks or hit points equal to half the amount of psychic damage dealt
similar objects from within 10 feet of you, causing them and regain one expended psi point.
to defy gravity and slowly circle you. With all three stones At Higher Levels. When you cast this spell using a spell slot
orbiting, you have three quarters cover. With at least one stone of 3rd level or higher, the spell deals an additional 1d8 psychic
remaining, you have half cover. damage.
As a bonus action while at least one stone remains in
orbit, you can magically fling a stone at target within 60 feet.
Make a ranged spell attack roll. On hit, the target takes 3d10
bludgeoning damage and is knocked backward 5 feet.
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melee spell attack against a creature within reach. On a hit, swarm enters another creature's space, it stops and swarms
the target takes 4d12 poison damage and must succeed on a them, stinging repeatedly, and cannot be moved until the start
Constitution saving throw or becoming poisoned for 1 minute. of your next turn. The creature takes 2d4 piercing damage
At the end of each of its turns, the target can make another and must make a Constitution saving throw, taking 2d12
Constitution saving throw. On a success, the target is no poison damage on failure.
longer poisoned.
If you miss your melee attack roll, you can concentrate (as
if concentrating on a spell) to maintain the attack for another
Stone Fist
1st-level transmutation
attempt until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
of 4th level or higher, the damage increases by 1d12 for each
Casting Time: 1 action
slot level above 3rd.
Range: Self
Components: V, S
Sonic Shriek Duration: 1 round.
5th-level evocation
You turn your hand and forearm (or similar appendage) to
Classes: Bard, Occultist, Sorcerer, Wizard stone until the start of your next turn. As part of casting the
Casting Time: 1 action spell, you can make a melee spell attack against one creature
Range: Self(120-ft cone) you can reach. On a hit, the target takes 2d10 bludgeoning
Components: V, S damage.
Duration: Instantaneous. Until the start of your next turn, you can use your reaction
when you take slashing or piercing damage from an attack to
You emit a sonic blast covering a huge area. Each creature in gain resistance to damage from that attack.
a 120 foot cone must make a Constitution saving throw. On At Higher Levels. When you cast this spell using a spell slot
a failed save, a creature takes 6d8 damage and is deafened of 2nd level or higher, the damage increases by 1d10 for each
if they are within 60 feet of you, or 3d8 damage if they are slot level above 1st.
further than 60 feet from you. On a successful save, a creature
takes half as much damage. The spell emits a ringing shriek
audible out to 300 feet in the direction cast.
Suffocate
4th-level transmutation
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, the damage increases by 1d8 for each
Classes: Occultist, Sorcerer, Wizard.
slot level above 5th.
Casting Time: 1 Action
Range: 60 feet.
Star Dust Components: V, S
2nd-level evocation Duration: Concentration, up to 1 minute.
Classes: Sorcerer, Wizard You create a whirling sphere of air around a target that
Casting Time: 1 Action causes them to struggle to breathe. The target must make a
Range: Self (30-foot cone) Constitution saving throw. On a failure, the target loses 5d8
Components: V, S hit points due to lack of air, has disadvantage on all ability
Duration: Instantaneous checks, and cannot speak. On a success, the target takes
half as much damage and suffers no other effects. For the
You evoke a burst of brilliant particles of force energy duration, as an action, you can force the creation to make a
sweeping out in a 30-cone originating from you. Creatures saving throw against the ability again.
in the radius take 3d4 force damage and the next attack roll If a target fails their saving throw against this spell 3 times
made against them before the start of your next turn has in a row, they become incapacitated until they succeed on a
advantage. save or the spell ends. If you don’t use your action to force the
target to make a save, it counts as a success.
A creature that does not breathe is unaffected by this spell
Stinging Swarm
4th-level conjuration
Thunder Pulse
Classes: Druid, Occultist, Warlock, Wizard 3rd-level evocation
Casting Time: 1 action
Range: 60 ft Classes: Sorcerer, Wizard
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute. Range: Self(15-foot cone)
Components: V, S
You conjure a magical swarm of flying insects that fill a 5 foot Duration: Concentration, up to 1 minute.
cube within range. For the duration of the spell, the swarm is
magically replenished and cannot be destroyed. As a bonus You gather sonic energy and can expel it in shockwaves for
action, you can direct the swarm to move up to 30 feet. If the the duration. Until the spell ends, you can use an action to
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emit a shockwave in a 15-foot cone. Each creature in that area within 5 feet of where they were. On success they take half as
must make a Constitution saving throw, taking 3d8 thunder much damage and are not teleported.
damage and being knocked 10 feet away from you on a failed You can also teleport one willing creature of your size or
save, or half as much damage and not being knocked away on smaller who is carrying gear up to its carrying capacity. The
a successful one. creature must be within 5 feet of you when you cast this spell,
At Higher Levels. When you cast this spell using a spell slot and there must be an unoccupied space within 5 feet of your
of 3rd level or higher, the damage increases by 1d8 for each destination space for the creature to appear in; otherwise, the
slot level above 2nd. creature is left behind.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 2d4 for each
Thunder Punch slot level above 3rd.
1st-level evocation
You create a sudden violent vortex that blasts outwards Make an attack with a weapon with the ammunition or thrown
in a cone, tossing characters and objects within the area. property as part of the action used to cast this spell, turning it
Creatures take 2d6 bludgeoning damage and must succeed a into a ranged spell attack. This attack ignores cover. On hit, it
Strength saving throw or be knocked 20 feet backward and 40 deals 1d8 damage of the weapon's damage type.
feet upward. At Higher Levels. This spell's damage increases by 1d8
At Higher Levels. When you cast this spell using a spell slot when you reach 5th level (2d8), 11th level (3d8), and 17th
of 4th level or higher, the damage increases by 1d6 for each level (4d8).
slot level above 3rd.
Water Blast
1st-level conjuration
Water Cannon
3rd-level evocation
Simple Script
Ancient Sentinel Here’s a simple script the you can follow to get an effective use
from the Ancient Sentinel.
Legend speaks of ancient constructs built to hold back a
terribly calamaity of untold horrors from beyond. Posted • The sentinel should always move when possible, ideally
as eternal guards over ancient lost portals, these construct trampling any smaller creatures in its path and smashing
sentinels were thought to be immune to whispers of madness buildings of possible. Move for maximum destruction
that seeped through... a theory that has proved tragically unless it has a specific objective.
misguided. Now twisted by the forces beyond, the sentinels • Move towards something that can be smashed.
have warped into eldritch engines of destruction, completely • During the advance, unleash a Bladed Trunk attack at
mad and not truly aware of their own actions. something into or out of its path. It can use bladed trunk.
Awakening from ancient forgotten sites, often long lost • Move through a target using Trampling Advance.
vaults and shrines, these can appear without warning and • If it knocks a target prone or is is moving through its last
wreck terrible destruction in a maddened rampage. target, use stomp.
These sentinels are massive creatures from an ancient era, • Lastly, it should lash out with its tentacles against any target
towering 30 feet tall, easily crushing anything built to a human that is attacking it, either grabbing or flinging things at the
scale with ease. attacks.
• If a target is bothering it with ranged attacks, it can fling
creatures or objects it is grappling at it.
Deployment
The Ancient Sentinel is intended primarily a solo encounter, Considerations
and particularly excels as an event. A rampaging gigantic
mechanical elephant is most dramatic when it has plenty of While the sentinel lacks ranged abilities, it can use fling as
buildings (and maybe some villagers) to trample (and for the a ranged offensive tool quite effectively if needed simply by
players to save). It is a siege monster that excels at engaging picking up objects and flinging them. While its movement
many targets. It can even enter a campaign a little earlier then speed is not particularly high, its Unstoppable Advance and
its CR might suggest as a set piece encounter where the PCs Trample legendary action mean its effective movement can be
are rallying a defense against it. quite substantial.
If you do need some more chaos, you can have the Ancient The sentinel may not care about the party at all. If they are
Sentinel be the harbriger to a wave of psionic monsters that insufficiently powerful to stop it, it may simply rampage
broken through in its wake. It’s immunity psychic damage through a city before wandering off to rampage elsewhere.
makes it largely immune to many of their effects, making it a Only if players prove a danger to it will it focus on them.
devastating pairing. While a very challenging monster, the dynamic nature of the
fight will come from what the sentinel is destroying.
Immutable Form. The sentinel is immune to any spell or effect that Fling. One Large or smaller object held or creature grappled by the
would alter its form. sentinel is thrown up to 60 feet in a direction of the sentinel’s choice
and knocked prone. If a thrown target strikes a solid surface, the target
Legendary Resistance (3/Day). If sentinel fails a saving throw, it can takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If
choose to succeed instead. the target is thrown at another creature, that creature must succeed
on a DC 16 Dexterity saving throw or take the same damage and be
Siege Monster. The sentinel deals double damage to objects knocked prone.
and structures.
Bladed Trunk. Melee Weapon Attack: +14, reach 10ft., one target. Hit
Scale Immunity. The sentinel resistance to the damage of any spell that 27 (3d12 + 8). On hit, the target must make a DC 16 Strength saving
does not target and area of effect, and suffers no other conditions or throw, or be knocked 10 feet in a direction of the sentinel’s choice.
effects from them.
Legendary Actions
Trampling Advance. Any Large or smaller creature in a space the
The sentinel can take 3 legendary actions, choosing from the options
sentinel passes through must make a DC 16 Dexterity saving throw or
below. Only one legendary action option can be used at a time and
take 13 (2d12) bludgeoning damage and be knocked prone.Unstoppable
only at the end of another creature’s turn. The sentinel regains spent
Advance. The sentinel’s advance cannot be stopped. If the sentinel’s
legendary actions at the start of its turn.
speed would be reduced to zero, it is reduced to half its movement
Unstoppable Trample. The sentinel moves up to half of its movements
speed instead. Any obstacle or building that would stop its advance takes
speed. This movement does not provoke attacks of opportunity.
39 (6d12) bludgeoning damage. The sentinel treats magical barriers
that would stop its movement as difficult terrain.
Tentacle Attack or Fling. The sentinel makes one tentacle attack or
uses its Fling.
Whispering Madness. The sentinel is steeped in eldritch madness. If a
creature starts its turn while within 5 ft of the sentinel or while grappled
by it, it must pass a DC 16 Wisdom saving throw, or take 3d6 psychic
damage and roll a d4, suffering an additional condition until the start of
their next turn.
d4 Condition
1-2 Frightened
3 Blinded
4 Paralyzed
Tactics
Clockwork Drake The Clockwork Drake is in many ways a variant of a dragon
fight. It has high mobility, dangerous area of effect, and relies
Clockwork Drakes, sometimes improperly called Clockwork
Dragons (or informally called metal danger birbs), are flying on it’s flight and ability to get into the air and move around.
metal constructs of intricate machinery and magic. Most often The Clockwork Drake is a target of moderate intelligence, and
created by Wizards or Inventors, they have a distrust of other will generally attack creatures based on their perceived or
magic users, and the ability to nullify magic through blasts of demonstrated threat to it if it does not have an objective target.
their own power. Typically serving as guardians, seekers, or Clockwork Drakes favor open areas, and will generally avoid
shock troops, many that exist now have long since outlived the a fight in enclosed areas without room to fly about unless
creators developing esoteric behavior. forced to fight in such conditions by their objective or purpose.
Bladed Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Armor Class 18 (natural armor)
Hit: 16 (2d8 + 7) slashing damage.
Hit Points 225 (18d12 + 108)
Speed 40 ft., fly 80 ft.
Crushing Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft. one
Medium or smaller target. Hit 13: (1d12 + 7) bludgeoning damage.
STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 23 (+6) 12 (+1) 15 (+2) 8 (-1) Arcane Nullification. The drake ends one spell effect within 30 feet
of it. If the spell is 6th level or higher, the drake must succeed an
Saving Throws Dex +4, Con + 11, Wis +7, Cha +4 Intelligence (Arcana) check equal to 10 + the level of the spell to end it.
Skills Arcana +6, Athletics +12, Perception +7
Damage Resistances fire, lightning; bludgeoning, piercing, and slashing Flaming Tar Breath (Recharge 5–6). The drake unleashes a blast of
from nonmagical attacks that aren’t adamantine flaming tar in a 30-foot cone. Each creature in the area must make a DC
Damage Immunities poison, psychic 19 Dexterity saving throw. On a failed save, a creature takes 45 (13d6)
Condition Immunities charmed, exhaustion, frightened, paralyzed, fire damage and becomes covered in a thick layer of flaming tar. On a
petrified, poisoned successful save, a creature takes half as much damage and isn’t covered
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 in tar. While a creature is covered in tar, its speed is halved and it takes
Languages understands the languages of its creator but can’t speak 10 (3d6) fire damage a the start of each of its turns. A creature can
Challenge 16 (15,000 XP) Proficiency Bonus +5 spend an action clearing the flaming tar from itself or another creature
within 5 feet of it.
Adamantine Weapons. The drake’s weapon attacks are adamantine.
Crushing Descent. If the drake flies at least 20 feet downward before Reactions
making a Crushing Stomp attack, on hit the target takes an additional 6 Windy Flapping. The drake adds 5 to its AC against one ranged weapon
(1d12) damage and must succeed on a DC 19 Strength saving throw, or attack that would hit it. To do so, the dragon must see the attack and be
be knocked prone and grappled by the drake (escape DC 22). Until the flying.
grapple ends, the target is restrained and has disadvantage on Strength
checks and Strength saving throws, and the drake can’t use the same Legendary Actions
claw on another target.
The drake can take 3 legendary actions, choosing from the options
Immutable Form. The drake is immune to any spell or effect that would below. Only one legendary action option can be used at a time and
alter its form. only at the end of another creature’s turn. The drake regains spent
legendary actions at the start of its turn.
Legendary Resistance (3/Day). If drake fails a saving throw, it can
choose to succeed instead. Arc. All creatures within 60 feet of the drake take 2 (1d4) lightning
damage. Once the drake uses Arc, it can’t use it again until the start of its
Lightning Powered. If the drake takes at least 10 lightning damage next turn.
from any source, it regains 1 spent legendary action.
Tail Attack. The drake makes a Bladed Tail attack.
Usage
Tactics Silver sentries can be deployed as a threat against a low level
In combat, a silver seeker will generally apply their apply their group guarding a location of importance, but are most often
heat ray if they are not currently frying a target with it, and deployed as potent support minions for a higher level advanced
then move to attack a target that looks like it will be a threat to construct threat.
them. If they are defending a location, they will focus the first • At levels 1-4 these are minor solo threat. They can pause
person to enter, while if they are hunting a target they will lock a small challenge to a party due to their all around hit
onto it with unreasonable dedication. If they detect a magical statistics (high AC, +hit, and resistance to damage), but
or adamantine weapon, they will frequently target that with their inability to do large amounts of damage will general
their heat ray first, trying to eliminate it as a threat. They will make them not a deadly threat.
never consider self preservation unless it helps they accoplish • At levels 5-17+ these remain a significant minion due to the
their objective. targeting lock ability, a will always be a minion that players
will be encouraged to focus down and eliminate first, and a
thorn in the side of stealthy operations.
Usage
These can be deployed in a wide range of cases, and are often Silver Soldier
the first hint of something strange afoot, as these can range
Golems that few would recognize as such, somewhere between
further abroad. Created by mages, advanced societies, or parts
a human and a skeleton, slender and sleek. The move with
of ancient tech, these are an uncommon foe, but one that
swift smooth movements.
pose a significant threat early on, and remain a relevant threat
These were likely once common foot soldiers in a time and
througout the game as a minion due to their hit hit chance and
place long forgotten, any remaining units find themselves
guarenteed damage of heat ray. It’s excessive stealth, survival,
deadly weapons in an age un prepared for them.
and perception make it a useful tool throughout the game, as it
is difficult to evade, even with magic.
Tatics
• At levels 1-4 this is a solid solo threat that will pause a diffi- These are most effective at range, and will attempt to engage
cult and dangerous challenge to a party. from range. Even at close range they will often used their
• At levels 5-10 it is no longer a solo threat, but can be a rele- ranged attack, relying on their excessively high hit chance.
vant and dangerous factor to an encounter. It is capable of They can determine the AC of creatures, and will use this
significant damage but will likely die rapidly and should be knowledge to pick their targets efficiently.
deployed with numbers.
Usage
• At levels 11+ is a relevant minor. Due to its heat ray and Serving as a ranged threat, their damage is high. The make
hit hit chance, it will remain a threat that has to be dealt excellent ranged threats at higher level, or a challenge to
with, even if its damage and hit points render it more of a overcome in specialized situations where they have cover and
nuisance than a threat, and it’s high dexerity means it has positioning.
a better chance of surviving area of effect than many lower • At levels 1-4, these are exceedingly dangerous. Their
level threats. damage is very high, and they have few weaknesses to
exploit.
• At levels 5-10, these are significant threat, dealing high
Silver Sentry damage. They serve as artillery that need to be dealt with,
but will be somewhat fragile as a solo encounter.
Small floating contraptions, an unwary observe might deem
• At levels 11+ these make excellent artillery threats that
these small insect like things a minor threat, but they can
need to be dealt with. Their long range and hit hit means
provide a vexing foe. Most notable for their excellent perceptive
they will remain a significant threat.
abilities and ability to highlight targets for their allies, they
Actions Actions
Multiattack. The Silver Stalker makes two attacks, or uses heat ray and
Multiattack. The Silver Sentry uses Laser Beam twice.
makes one attack.
Laser Beam. Ranged Spell Attack: +6 to hit, range 60/180 ft, one target.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 1d6 + 3
Hit: 2d4 fire damage.
slashing damage.
Targeting Lock. The Silver Sentry locks onto a target it can see,
Ark. Ranged Spell Attack: +6 to hit, range 30 ft, one target. Hit: 2d4
holographically illuminating it. Until the start of the Silver Sentries
lightning damage.
next turn, any Attack roll against an affected creature or object has
advantage if the attacker can see it, and the affected creature or object Heat Ray. The silver stalker casts heat metal without expending a spell
can’t benefit from being Invisible. slot or requiring verbal or somatic components. When cast this way, the
spell ends early if the target ends their turn out of range or sight of the
silver stalker.
Silver Soldier Advanced Technology. The silver stalker applies double its proficiency
Medium construct, unaligned. bonus to proficient attack rolls, ability rolls, and saveing throws
(included in stat block).
Armor Class 18
Hit Points 8d8 + 18 Short Circuit. The silver stalker takes an additional 1d12 damage when
it takes lightning damage.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 1(-5) Actions
Multiattack. The Silver Soldier uses Laser Beam three times.
Saving Throws Dexterity +9, Wisdom +8
Skills Perception +8 Laser Beam. Ranged Spell Attack: +9 to hit, range 150/600, one target.
Damage Resistances bludgeoning, piercing, and slashing from Hit: 3d4 fire damage.
nonmagical attacks that aren’t adamantine
Damage Immunities poison, psychic Calculated Shot. Ranged Spell Attack: +18 to hit, range 150/600 ft, one
Condition Immunties exhaustion, charmed, frightened, petrified, target. Hit: 3d4 fire damage.
poisoned.
Senses darkvision 120 ft, passive Perception +8 Reactions
Languages Understands one language of its creator but can’t speak
Overwatch. The Silver Soldier can make a single ranged attack against a
Challange 7 Proficiency +3
creature that moves without cover within range of it.
Silver Guardian
Larger, more advanced, and more dangerous than other
silver relics, these hulking creatures are dangerous threats.
These may either lead other silver relic golems, or serve as a
standalone threat.
Tactics
These excell a durability and control. They will engage and
attempt to control the most dangerous threats. While highly
intelligent, their intelligence is a robotic logic that can be
fooled by player characters behaving in irregular ways.
Usage
These tend to serve as mid to high level threats, rarely taking
a minion role. They are can make an excellent companion to a
squishier threat however, excelling in durability and control.
Coming Soon
Lurking Maw A creature grappled in this way takes 7 (3d4) piercing damage at the start
of each of its turns. If a creature the lurking maw is grappling in this way
Huge aberration, chaotic evil has 0 hit points at the start of the lurking maw’s turn, that creature is
swallowed (no action required), and the grapple ends. While swallowed,
Armor Class 15 (natural armor) the creature is blinded and restrained, it has total cover against attacks
Hit Points 115 (11d12 + 44) [55—176] and other effects outside the lurking maw, and it takes 14 (4d6) acid
Speed 30 ft., climb 30 ft., swim 30 ft. damage at the start of each of the lurking maw’s turns. If the lurking
maw takes 20 damage or more on a single turn from a creature inside
STR DEX CON INT WIS CHA it, the lurking maw must succeed on a DC 18 Constitution saving throw
at the end of that turn or regurgitate all swallowed creatures, which fall
20 (+5) 12 (+1) 18 (+4) 8 (-1) 16 (+3) 9 (-1) prone in a space within 10 feet of the lurking maw. If the lurking maw
dies, a swallowed creature is no longer restrained by it and can escape
from the corpse using 15 feet of movement, exiting prone, or be cut
Saving Throws Con +8, Wis +7
out of the lurking maw by a creature dealing 10 slashing damage to
Skills Athletics +9, Perception +7, Stealth +5
the corpse.
Damage Resistances poison, psychic
Condition Immunities charmed, frightened, paralyzed Tentacle. Melee weapon attack: +9 to hit, reach 20 ft., one target. Hit: 9
Senses blindsight 120 ft. (blind beyond this radius), passive Perception (1d8 + 5) bludgeoning damage, and the target is grappled (escape DC
17 13). Until this grapple ends, the target is restrained. The lurking maw
Languages — has four tentacles, each of which can grapple one target.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Legendary Resistance (2/Day). If the lurking maw fails a saving throw, Tentacle Attack. The lurking maw makes a single tentacle attack.
it can choose to succeed instead.
Mind Terrors (Recharge 5—6). Up to five creatures within 60 feet
Lurk. While in darkness, the lurking maw can take the Hide action as a of the lurking maw must make a DC 12 Wisdom saving throw, with
bonus action, hiding one of its tentacles. disadvantage if the creature is in darkness. On a failed save, the creature
becomes frightened for 1 minute. If the saving throw fails by 5 or more,
Radiant Weakness. Whenever the lurking maw takes fire or radiant the creature is stunned until the end of its next turn.
damage, or any damage while it’s in direct sunlight, it takes an extra 3
(1d6) damage of that type.
Lair Actions
When fighting inside its lair, a lurking maw can invoke the ambient magic
Bloodied and terrain around it to take lair actions. On initiative count 20 (losing
Hungering Abyss. The hungering maw’s wounds bleed a .black, inky, initiative ties), the lurking maw can take one lair action to cause one of
magical smoke that boils up into a haze of magical darkness when it is the following effects:
bloodied (reduced to less than half its maximum hit points),filling the
area within a 60-foot radius of it. This obscurement lasts for 2 (1d4) Grasping Darkness. A new maw tendril appears in a patch of darkness
rounds. This magical darkness is treated as a magical effect caused by that is a 5-foot cube or larger. It has AC 15, 15 hit points, immunity to
a 4th-level spell slot. It also immediately gains 1 additional legendary poison and psychic damage, and uses a single tentacle attack as if it is
action. It does not regain this additional legendary action at the start the lurking maw. Roll initiative for the tendril. It makes one tentacle
of its turn. attack immediately when it appears and again on each of its turns until it
is killed or its spawning point is fully illuminated.
Actions
Inky Pool. A 5-foot sphere of magical darkness (as if by the darkness
Multiattack. The lurking maw makes three attacks: one with its bite and
spell) appears at a point of the lurking maw’s choice within 120 feet of
two with its tentacles.
it. This magical darkness grows by 5 feet every round (at initiative 20)
Bite. Melee weapon attack: +9 to hit, reach 20 ft., one target. Hit: 9 (1d8 until it reaches a 20-foot sphere.
+ 5) bludgeoning damage, and the target is grappled (escape DC 13).
Until this grapple ends, the target is restrained.
Armor Class 5
Armor Class 10
Hit Points 71 (13d8 + 13)
Hit Points 115
Speed 5 ft.
Speed 30 ft., climb 20 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 14 (+2) 18 (+3) 16 (+3) 18 (+4)
10 (+0) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 1 (-5)
Saving Throws Intelligence +6, Charisma +7
Skills Deception +6, Stealth +6, Insight +4
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Damage Immunities psychic
Damage Immunities bludgeoning, piercing, and Sslashing from
Condition Immunities exhaustion, frightened, grappled, paralyzed,
nonmagical attacks
petrified, poisoned, prone, restrained.
Condition Immunities exhaustion, frightened, grappled, paralyzed,
Senses Blindsight 60 ft., passive Perception 11
petrified, poisoned, prone, restrained
Languages --
Senses Blindsight 60 ft.
Challenge 5
Languages --
Challenge 5
Adaptive AC. The slime assumes an AC equal to the highest AC
creature within 60 feet of it, it’s form taking on a rough somewhat
Flicker. Whenever the abhorrent abstraction would take damage, roll a
amorphous fascimile of that creature’s defenses.
d4. On a 4, it takes no damage.
Adaptive Resistance. After taking damage from a damage type, the
Unstable Location. At the start of its turn, it teleports to within 5 ft. of
slime gains resistance to that damage type for 1 minute.
a random creature that is not an aberration within 120 feet.
Amorphous. The slime can move through a space as narrow as 1 inch
Cause Madness. Whenever a creature starts their turn within 10 feet of
wide without squeezing.
the aborrent abstraction, they must make a DC 15 Wisdom saving throw
or take 2d10 psychic damage and be under the effect of the confusion
spell until the start of their next turn. Actions
Multiattack. The slime makes two Amorpheous Weapon attacks or
True Form. Seeing this creature with truesight requires non- uses Adaptive Improvisation to mimic another creature’s turn.
aberration observers to make a DC 18 wisdom saving throw or become
stunned for 1 minute. A creature can repeat this saving throw at the Amorpheous Weapon. Melee Weapon Attack: +7 to hit, 10 ft reach,
end of their turns, doing so with disadvantage if it can still see the one target. Hit: 1d10 + 5 bludgeoning, piercing or slashing damage
abhorrent abstraction. (monster’s choice).
Actions Adaptive Improvisation. The slime mimics all of the spells, features,
weapons, and other abilities used during the turn of one creatures of
Shred Reality. The abhorrent abstraction deals 5d4 force damage to all
its choice within 300 feet of it since the start of the Adaptive Slime’s
non-aberration creatures within 5 feet.
last turn. It uses its own spell attack (+7), DC (15), and weapon attack
(+7) modifiers for these abilities, and chooses targets of its choice the
abilities used. The Adaptive Slime cannot mimic spells above 5th level.
Rampaging Imprint Tantrum. When the psionic imprint is below full hit points, it deals an
additional 1d8 damage when dealing damage.
Medium undead, unaligned
Death Burst. When the psionic imprint dies, it explodes in a burst of
Armor Class 14 power. Each creature within 10 ft. of it must make a DC 13 Strength
Hit Points 16 (3d8 +3) saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or
Speed 30 ft. half as much damage on a successful one.
Eldritch Foes
Mind Lurker
An eldritch foe that shows a surprising mimicry of true
thought, these twisted lurker seems to capable of some degree
of patience and planning, slowly infilrating the mind of the
vicitems, twisting them to madness and sewing chaos while
lurking the darkness. If any have learned their name and
retained their sanity, records do not indicate.
Usage. These make excellent solo threats at low levels,
usually tied to a plot point or quest. Beyond that, they serve as
mind meddling minions.
Madness Regurgitator
Called Sargurkthul by ancient texts, these are a pure example
of the twisted imitation of life spouted out by the intersection
where the very idea of life is a twisted mockery, these
creatures devour (and violently regurgitate) the emotions and
psionic energy of living creatures.
Usage. These can serve as an artillery unit for any
abherattion fight that needs more damage and debuffing. Not
particularly dangerous as a solo threat.
Nightmare Stalker
Also known as Urktathlin by the rare scholar that has studied
beings of the beyond and not gone immediately mad. These
creatures seem drawn to creatures descending into madness,
stalking and devouring as their mind deterioates, savoring that
tenous last grasp of sanity slipping away beneath their fangs.
Usage. A low level solo threat that can become an excellent
pack minion at higher levels.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 19 (+4) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 4 (-3) 8 (-1) 6 (-2)
Saving Throws Dexterity +3, Intelligence +7, Wisdom +6 Damage Resistances acid, cold
Skills Deception +5, Insight +6, Perception +6 Damage Immunities psychic
Damage Resistances acid, cold Condition Immunities charmed, exhausted, frightened
Damage Immunities psychic Senses darkvision 90 ft, passive Perception 9
Condition Immunities charmed, exhausted, frightened Languages --
Senses darkvision 120 ft., blindsight 60 ft., passive Perception 16 Challenge 5 Proficiency Bonus +3
Languages deep speech, telepathy (1 mile).
Challenge 7 Proficiency Bonus +3 Actions
Parasitic Madness. Once per day, the Mind Lurker targets a creature Vomit Madness. Targeting a point within 90 feet, the aberration
within 1 mile, preferring creatures with one or more levels of madness. discharges a glob of far realm matter. Non-aberration creatures within
When they target falls asleep, its dreams are filled with maddening 10 feet must make a DC 15 dexterity saving throw. On failure, they take
nightmares, and when it wakes it must succeed a DC 14 Wisdom saving 4d4 acid damage and 2d8 psychic damage. On success, they take half as
throw, or take 2d6 psychic damage suffer a new long term madness. much acid damage and no psychic damage. Creatures that take psychic
damage have disadvantage on Wisdom, Intelligence, and Charisma
Innate Spellcasting (Psionics). The telepath’s innate spellcasting saving throws until the start of abherrations next turn.
ability is Intelligence (spell save DC 15). It can innately cast the following
spells, requiring no components: Tail Lash.
Actions
Multiattack. The lurker uses an innate psionic ability and then uses
terror pulse
NPCs
While Psionic or Inventor NPCs can be built with the class
rules, here’s some simple versions that can serve as foes, allies,
or some mix of both in a simple drag and drop applications.
Psion (Telepath)
Medium humanoid, lawful neutral
Actions
Telepathic Intrusion. The telepath forces one creature within 60 feet
to make a Intelligence saving throw. On failure, the creature takes 3d8
psychic damage, and has disadvantage on all attacks against the telepath
until the start of the telepath’s next turn.
Reactions
Empathatic Rebuke. When the Psion takes damage from a creature
within 60 feet of it, it can use its reaction to deal 2d8 psychic damage to
that creature.
Crafting
Crafting has long been a major focus of the game, and
something countless players have sought to engage with since
the early days - after all, what adventurer wouldn’t want to be
better outfitted, better equipped and more prepared... and what Who can craft?
adventurer wouldn’t want the chance to put their personal Anyone! Who can succeed in making something useful?
mark on their gear? Perhaps a bit of a different story. Crafting is not inherently tied
The core principle of this crafting system is simplicity and to class, though in some cases some classes may give benefits
specificity. Everything works with simple easy to follow rules, to it (like Artificer); crafting may come from your background in
but has enough depth to lift the burden from a GM having to fill the form of a tool proficiency, or it may be something you learn
in every blank by giving specific details for everything. While a during your adventures following the old adage of necessity
GM is always the arbiter of what exists and if a crafting recipe being the mother of invention.
works, by and large, this system can be run with as much or Crafting is mostly about the time, effort, knowledge and
as little input as a GM wants to add - it’s a complete package materials. As such, most of crafting is knowing the recipe
that provides all the necessarily details for your player’s to get and having the time and materials needed... but a skilled
started - and plenty of tables and guides for GMs as well. craftsman works quicker and is more successful, and in
this business practice makes perfect, so there are various
Why do you need Crafting? progression modifiers that apply. Your DM can determine if
your background would merit starting your adventure with any,
Some people may wonder - why do you need a crafting otherwise guidelines for how to gain them are included.
system? Isn’t that what loot is for? The truth is, in some games,
that’s true. Not every adventurer is going to want to pursue
crafting. But with a crafting system, not only can you craft what What can I craft?
you need without finding it in a dragon hoard, what you find in Anything! But this guide is made by a mere mortal, and is
that dragon hoard can be so much more. thus limited in scope. This guide will provide the principles
In a game with a robust crafting system, there is no junk, of crafting for many fields - from alchemy to engineering to
there is just more opportunities and fresh possibilities. A +1 woodworking.
shortsword that no one can use could be the valuable basis of
a new spear. Gems, gold, relics, and recyclables... all valid entry The basis of how crafting works is similar between each
points for the crafter’s creativity. field, but the recipes, material, and most important results will
Adventurers are inherently innovative folks on a quest for be radically different... After all, a healing potion, a catapult,
creative solutions to difficult problems. Crafting gives them and a magic sword are all things you can craft, but the process
that toolbox. for each varies quite a bit.
So... why do you need crafting? You don’t. But you should The goal of this document is to teach you how to get started,
probably want it. and provide the basics that will get you a long way into your
adventure, but not make a complete codex of everything that
• You can add a gem worth 985 gold pieces to the materials
when crafting it, resulting in 15 gold pieces + 985.
• You could raise the checks to 5 and the DC to 20.
• You could spend 250 gold of materials, raise the DC to
19, and spend 6 checks making it resulting a sword worth
1,103 gold pieces.
• This cases are largely something you only need to consider
when making items for enchanting, and it’s all quite a bit
simpler than it might might seem, as it’s just expressions of
the formula presented in Appendix A.
Use of these items is optional, the exist to flesh out the lists,
show how to extend the system, and because their stuff is cool!
Expertise
Features that grant tool expertise (the ability to add twice
Purchasing
Rarely will everything you need to craft what you want fall
into you hands without the assistance of the oldest and most
powerful tool of any craftsman - money. When you don’t have
what you need, frequently you can buy it. For some professions,
there will be a lot more materials that can be purchased, while
others will rely more on the other routes.
Magical Ink
Selling and Buying Materials While ink has many uses, crafting is mostly concerned with
In general, the buying price of a material is it’s listed value, and its magical ink which has the power to hold the arcane words of
selling price is usually half of that to an interested property. scrolls. This is synthesized by alchemists from the magical
Between negotiation, market fluctuation, and DM moods, you may properties of reagents - as it is concerned with extracting their
get better or worse prices. Note that many materials are simply junk to
magical properties, the exact nature of the reagents used do
a party that does not have a use for them, and will only sell to interested
parties that can use or resell them.
not effect the final ink beyond its potency.
Threatening to burn down a merchant’s shop because they will Magical ink is not typically found or harvested on its own,
not offer you the listed price may result in an Intimidation check, though it may be found as loot, and in some instances a DM
but does not change market realities and is typically not beneficial to could rule that some blood collected from a fiend, celestial or
your reputation - most merchants that have the gold to buy and sell dragon could be counted as such. It is generally created from
expensive materials have dealt with adventurers before and are not reagents or purchased from alchemists that create it from
easily intimidated. reagents.
Magical Ink cannot be salvaged once they have been
The sources of materials are tied to the pillars of the game. combined into another form (such as potions, essences, or
Looting and Harvesting are tied into the combat pillar, ink).
Salvaging and Gathering are tied into the exploration pillar,
and purchasing and rewards are tied into the social pillar. This
provides a lot of routes to add these materials to your game Essences
based on what works best for your group. While reagents are substances that contain a glimmer of
magical power that can be harnessed through refinement,
Essences are more purified forms of magical power.
Types of Materials These come in three types: Arcane, Divine and Primal as well
as in the five normal rarities (common, uncommon, rare, very
rare, and legendary). These essences are the pure stuff of
magic that makes things work.
Reagents You can get these by rendering down magical reagents,
Reagents are huge range of things; most often they are salvaging magic items, harvesting them from magical
plants that contain some magical essence, but almost as monsters, or through the hard work of spell casters. Or you
frequently they are harvested from various magically inclined can find them as loot from people that have already done one
monsters. The exact source of a reagent usually does not of those harder steps. The rules for rendering them down from
Making Essences
Another potential source of an Essence is being created by
a spellcaster. This process is long and arduous, and typically
only suited to downtime. A creature with the spell casting
feature can create 1 essence during 1 workweek (5 days, 8
hours a day); this process cannot be completed faster and for
the duration they are considered to have spent all of their spell
slots.
At 1st level or higher can make a common essence in this
way, a caster 5th level or higher can make an uncommon
Parts
The term “parts” is used to refer to gears, wires, springs,
windy bits, screws, nails, and doodads. Parts can be either
found or salvaged or forged from metal scraps (or even straight
from ingots by a Blacksmith for those that really want to be
industrial about it). The exact nature of each item making up
this collection is left abstracted.
In addition, metal scraps are collections of salvaged material
that generally fall into the category of things “too small to
track” which can than be used for the creations of tinkerers.
In addition to all of this, occasionally tinkers will use ingots...
particularly ones of tin (which is their namesake, after all).
Like other crafting branches, there are also named
components for more iconic pieces of gear - the stock of a
crossbow, for example, or other items. The cost for these
items can be found on the common component table, and are
Ingots generally minor.
Ingots are chunks of metal that can be used to craft things. Lastly, Tinkerers use essences when constructing things that
They are assumed to be relatively pure weigh 2. The default push beyond the mundane principles of plausibility, crafting
ingot listed in all the crafting tables is an ingot of Steel. These magical properties into their inventions.
cost 2 gp per ingot. There are cheaper metals (such as Iron);
pure Iron cannot be used to craft weapons and armor, but Named Components
can be used for other items, resulting in a cheaper item. On In almost all cases, named components (such as a “wooden stock”
the other end of the spectrum, more advanced metals such for a crossbow) can be simply abstracted out in the a minor cost,
as Mithral and Adamantine can be used conferring special but, as always, the level of abstraction is up to the DM.
properties, but being far more difficult to work with and costing
more. Salvaging parts
The other main way to acquire parts is to salvage it. This
Salvaging Ingots can be determined by your DM what can be salvaged, but in
Metal items can be converted back to ingots quite efficiently, general common items provide parts, uncommon or expensive
but require a forge to do so. With a forge and 2 hours per item, items may provide fancy parts, and esoteric parts is found only
a metal item can be rendered down into its component ingots. from esoteric sources at your DMs discretion. Tools, vehicles,
Advanced metals may require special tools to smelt. and complex items generally return 1d4 metal scraps and 1d4
parts for a small or smaller item, 2d6 metal scraps for medium
sized item, and 3d8 metal scraps for large sized item. and
Hides & Leathers more for larger items, though may return less of rare types of
Hides, scales, and carapaces all tend to be harvested from parts.
monsters. Leather is a product of hides that can be processed
from what it is harvested from the monster.
The GM determines if a monster provides hide, scale, or
Wood
carapace. Hides do not come in different sizes, rather larger Commonly available in its lowest quality (firewood), higher
creatures simply provide more hides, and monsters that are quality woods are often found rather or in exotic locations.
not large enough to produce one hide provide only hide scraps. Wooden branches (including wood scraps) are assumed to be
Scales are likewise abstracted - each increment is simply an of a useful wood that can be worked, while firewood covers
arbitrary unit of scales that the unit of scales covers - scales everything else, with more useful woods falling into categories
can be much larger or small from different sized creatures. such as “quality branches” or rarer options. Wooden scraps
The system does not attempt to say how many scales a are assumed to be scraps of wooden branch quality wood, and
creature provides or how many literal actual scales makes consequently cannot be salvaged from firewood.
up scalemail, but rather provides a number that is then
consistently used. Salvaging
Creatures are harvested using a Survival check, with its DC For the most part, wood cannot be easily salvaged. Wood
listed below. If the DC check is failed, the harvest does not fail carving is not necessarily a reversible process, and wood
entirely, but instead they get 1d4 hide scrapes in place of any cannot be smelted down.
hides, carapaces of one size smaller, and half as many scales. You can render wooden crafted product into wooden scraps
equal to 4 x the number of branches used to create it.
Processing Hides
The process of turning hide into leather takes quite awhile (as per Quality Branch
the crafting table), and is often something adventurers can delegate A quality branch refers to one that can be made it use more precious
to NPCs (delivering hides to be processed) or do during downtime. objects, particularly bows. It is nonmagical in nature, but typically
If you would like a more expeditated system, there is no balance yew when dealing with bows, though ash, mulberry, elm, okay,
reason for this, and you can short the leather crafting process to hickory hazel, and maple can be used under broader definitions.
taking 2 hours, it just won’t be exceedingly realistic.
Cooking
Materials Rarity Used For Price
Supplies (Salt, Staples, etc) Trivial Cooking 1 gp
Uncommon Supplies (Uncommon spices, Common Cooking 10 gp
oils, rare seeds, etc)
Rare Supplies (Hard to luxury goods) Uncommon Cooking 100 gp
Metals
Materials Rarity Used For Price
Metal Scraps Trivial Tinkering, Blacksmithing 1 sp
Silver Scraps Trivial Jewelcrafting 1 sp
Gold Scraps Common Jewelcrafting 1 gp
Iron Ingot Common Blacksmthing 1 gp
Steel Chain (2 ft) Common Blacksmthing, Tinkering 1 gp
Steel Ingot Common Blacksmithing 2 gp
Mithril Ingot Uncommon Blacksmithing 30 gp
Adamant Ingot Uncommon Blacksmithing 40 gp
Adamantine Ingot Uncommon Blacksmithing 60 gp
Wood
Materials Rarity Used For Price
Firewood Trivial Cooking, Wood Working 1 cp
Wood Scraps Trivial Tinkering, Wood Working 2 cp
Quality Branch Common Wand Whittling, Wood Working 2 gp
Wooden Branch Common Wand Whittling, Wood Working 1 sp
Wooden Stock Common Tinkering 5 sp
Short Haft Common Blacksmithing 1 sp
Uncommon Branch Uncommon Wand Whittling 25 gp
Rare Branch Rare Wand Whittling 80 gp
Very Rare Branch Very Rare Wand Whittling 800 gp
Legendary Branch Legendary Wand Whittling 2,000 gp
Magical Materials
Materials Rarity Used For Price
Common Reagent Common Alchemy, Poisoncraft 15 gp
Glass Vial Common Alchemy, Poisoncraft 1 gp
Glass Flask Common Alchemy, Poisoncraft 1 gp
Crystal Vial Common Alchemy 10 gp
Normal Ink Common -- 5 gp
Parchment Common Scroll Scribing 1 sp
Alchemy, Enchanting, Scroll
Common Essence Common 45 gp
Scribing, Wand Whittling
Common Magical Ink Common Scroll Scribing 15 gp
Uncommon Reagent Uncommon Alchemy, Poisoncraft 40 gp
Alchemy, Enchanting, Scroll
Uncommon Essence Uncommon 150 gp
Scribing, Wand Whittling
Uncommon Magical Ink Uncommon Scroll Scribing 40 gp
Uncommon Parchment Uncommon Scroll Scribing 40 gp
Rare Reagent Rare Alchemy, Poisoncraft 200 gp
Alchemy, Enchanting, Scroll
Rare Essence Rare 700 gp
Scribing, Wand Whittling
Rare Magical Ink Rare Scroll Scribing 200 gp
Rare Parchment Rare Scroll Scribing 200 gp
Very Rare Reagent Very Rare Alchemy, Poisoncraft 2,000 gp
Alchemy, Enchanting, Scroll
Very Rare Essence Very Rare 7,000 gp
Scribing, Wand Whittling
Very Rare Magical Ink Very Rare Scroll Scribing 2,000 gp
Very Rare Parchment Very Rare Scroll Scribing 2,000 gp
Legendary Reagent Alchemy, Poisoncraft Alchemy, Poisoncraft 5,000 gp
Alchemy, Enchanting, Scroll
Legendary Essence Legendary 25,000 gp
Scribing, Wand Whittling
Legendary Magical Ink Legendary Scroll Scribing 5,000 gp
Legendary Parchment Legendary Scroll Scribing 5,000 gp
Misc
Materials Rarity Used For Price
Buckle Trivial Leatherworking 2 sp
Fletching Trivial Wood Working 5 cp
Length of String Trivial Wood Working 5 cp
Armor Pading Common Blacksmithing, Leatherworking 5 gp
Parts Common Tinkering 2 gp
Fancy Parts Common Tinkering 10 gp
Esoteric Parts Uncommon Tinkering 100 gp
Common
Materials Rarity Used For Price
Wooden Branch Common Wand Whittling, Wood Working 1 sp
Short Haft Common Blacksmithing 1 sp
Wooden Stock Common Tinkering 5 sp
Glass Vial Common Alchemy, Poisoncraft 1 gp
Glass Flask Common Alchemy, Poisoncraft 1 gp
Parchment Common Scroll Scribing 1 sp
Scales Common Leatherworking 1 gp
Parts Common Tinkering 2 gp
Quality Branch Common Wand Whittling, Wood Working 2 gp
Gold Scraps Common Jewelcrafting 1 gp
Iron Ingot Common Blacksmthing 1 gp
Steel Chain (2 ft) Common Blacksmthing, Tinkering 1 gp
Steel Ingot Common Blacksmithing 2 gp
Hide Common Leatherworking 2 gp
Rawhide Leather Common Leatherworking 2 gp
Tanned Leather Common Leatherworking 3 gp
Boiled Leather Common Leatherworking 3 gp
Medium Carapace Common Leatherworking 4 gp
Armor Pading Common Blacksmithing, Leatherworking 5 gp
Normal Ink Common -- 5 gp
Uncommon Supplies (Uncommon spices,
Common Cooking 10 gp
oils, rare seeds, etc)
Fancy Parts Common Tinkering 10 gp
Crystal Vial Common Alchemy 10 gp
Common Reagent Common Alchemy, Poisoncraft 15 gp
Common Magical Ink Common Scroll Scribing 15 gp
Large Carapace Common Leatherworking 30 gp
Alchemy, Enchanting, Scroll
Common Essence Common 45 gp
Scribing, Wand Whittling
Uncommon
Materials Rarity Used For Price
Uncommon Branch Uncommon Wand Whittling 25 gp
Mithril Ingot Uncommon Blacksmithing 30 gp
Uncommon Reagent Uncommon Alchemy, Poisoncraft 40 gp
Uncommon Magical Ink Uncommon Scroll Scribing 40 gp
Uncommon Parchment Uncommon Scroll Scribing 40 gp
Adamant Ingot Uncommon Blacksmithing 40 gp
Adamantine Ingot Uncommon Blacksmithing 60 gp
Rare Supplies (Hard to luxury goods) Uncommon Cooking 100 gp
Esoteric Parts Uncommon Tinkering 100 gp
Alchemy, Enchanting, Scroll
Uncommon Essence Uncommon 150 gp
Scribing, Wand Whittling
Tough Leather Uncommon Leatherworking 600 gp
Rare
Materials Rarity Used For Price
Rare Reagent Rare Alchemy, Poisoncraft 200 gp
Rare Branch Rare Wand Whittling 80 gp
Rare Magical Ink Rare Scroll Scribing 200 gp
Rare Parchment Rare Scroll Scribing 200 gp
Alchemy, Enchanting, Scroll
Rare Essence Rare 700 gp
Scribing, Wand Whittling
Very Rare
Materials Rarity Used For Price
Very Rare Branch Very Rare Wand Whittling 800 gp
Very Rare Reagent Very Rare Alchemy, Poisoncraft 2,000 gp
Very Rare Magical Ink Very Rare Scroll Scribing 2,000 gp
Very Rare Parchment Very Rare Scroll Scribing 2,000 gp
Alchemy, Enchanting, Scroll
Very Rare Essence Very Rare 7,000 gp
Scribing, Wand Whittling
Legendary
Materials Rarity Used For Price
Legendary Reagent Legendary Alchemy, Poisoncraft 5,000 gp
Legendary Magical Ink Legendary Scroll Scribing 5,000 gp
Legendary Parchment Legendary Scroll Scribing 5,000 gp
Legendary Branch Legendary Wand Whittling 2,000 gp
Alchemy, Enchanting, Scroll
Legendary Essence Legendary 25,000 gp
Scribing, Wand Whittling
Basic Harvesting
Beasts, Dragons, and Monstrosities can be harvested using
Wisdom (Survival) for meat and hides. As a DMs discretion, a
Plant type creature can be harvested for food using the same
DC and amount, but providing common fresh ingredients
instead of meat. Basic Harvesting takes 10 minutes. At your
DMs discretion, it may take longer for larger creatures.
• Special materials can replace up to half of the materials harvested based on the qualifications of the monster.
Special Materials
Modifier Minimum CR Harvesting Difficulty Additional Requirements Effect
Harvested from a creature with AC Armor crafted has +1
Tough Hide/Scales 8 +4
16 or higher AC
Harvested from a creature with Armor crafted has
Resistant Hide/Scales 8 +5 resistance to an elemental damage related elemental
type resistance
Armor crafted has +1
Dragon Scales 14 +8 Harvested from a Dragon. AC and Resistance to
related element.
Uncommon Meat 5 +3 -- --
Rare Meat 10 +5 -- --
Very Rare Meat 17 +7 -- --
Legendary Meat 21 +9 -- --
• If the difficulty modifier is not meet, the material is harvested without the modifier, it’s special property ruined during
harvesting.
Loot
Individual Treasure (CR 0-4)
Equivalent Monetary
d100 Materials Found Coinage
Value
01-15 1d6 Wood Scraps, 1 Length of String 2d4(5) cp 18 cp
16-30 1d4 Metal Scraps 1d4(3) sp 6 sp
31-40 1d4 Leather Scraps, 1 Hide Scraps 1d4(3) sp 6 sp
41-60 Supplies 1d6(4) sp, 2d4(5) cp 1 gp, 5 sp
61-70 1d2 Parts 1d6(4) gp, 2d4(5) sp 6 gp, 5 sp
71-75 Uncommon Supplies 1 gp, 1d10(5) sp 10 gp
76-80 Common Poisonous Reagent 2d4(5) sp 15 gp, 5 sp
81-85 Common Curative Reagent 2d4(5) sp 15 gp
86-90 Common Reactive Reagent 2d4(5) sp 15 gp
91-94 Common Magical Ink 1d6 gp, 1d10 sp 18 gp, 5 sp
95-96 Common Divine Essence 1d6 sp, 1d10 cp 46 gp
97-98 Common Primal Essence 1d6 sp, 1d10 cp 46 gp
99-00 Common Arcane Essence 1d6 sp, 1d10 cp 46 gp
Replacing Hoards
Note that crafting materials found as part of a Hoard replace coinage, gems, or art objects of equal Equivalent Gold Value. You can use the same
d100 roll for both the Treasure Hoard table and the crafting replacement.
Gather Reagents
d100 DC Forest Desert Grasslands Marsh Mountains
01-10 -- -- -- -- -- --
common curative common poisonous
11-30 10 -- -- --
reagent reagent
common curative common reactive common curative common poisonous common reactive
31-50 10
reagent reagent reagent reagent reagent
common poisonous common curative common reactive common curative common curative
51-60 10
reagent reagent reagent reagent reagent
common reactive common poisonous common poisonous common reactive common poisonous
61-70 10
reagent reagent reagent reagent reagent
1d4 common 1d2 common 1d2 common 1d4 common 1d2 common
71-80 10
curative reagents reactive reagents curative reagents reactive reagents reactive reagents
uncommon curative uncommon reactive uncommon curative uncommon uncommon reactive
81-90 10
reagent reagent reagent poisonous reagent reagent
uncommon uncommon
uncommon reactive uncommon reactive common curative
91-95 10 poisonous poisonous
ingredient ingredient ingredient
ingredient ingredient
common primal common arcane common divine common primal common primal
96-00 10
essence essence essence essence essence
Gather Materials
d100 DC Forest Desert Grasslands Marsh Mountains
01-20 10 1d4 x 10 firewood -- 1d4 firewood 1d4 firewood 1d4 firewood
1d12 wooden
21-40 10 1d12 scales 1d12 wood scraps 1d12 wood scraps 1d12 fletching
branch
1d4 quality 1d4 medium 1d4 quality
41-60 10 uncommon supplies adamant ore
branches carapace branches
61-80 10 uncommon branch large carapace 1d4 hides supplies mithril ore
1d2 uncommon
80-95 10 rare supplies rare suppplies uncommon branch uncommon branch
branch
common primal common arcane common divine common primal common primal
96-00 10
essence essence essence essence essence
Hunt Game
d100 DC Forest Desert Grasslands Marsh Mountains
fresh fresh
01-30 10 -- -- --
ingredients ingredients
1d4 fresh fresh 1d4 fresh
31-60 10 supplies supplies
ingredients ingredients ingredients
1d4 fresh
1d4 fresh 1d4 fresh
61-90 10 ingredients 1 supplies 1d4 supplies
ingredients hide ingredients
hide
1d8 fresh 1d6 fresh 1d8 fresh
1d4 fresh
91-00 10 ingredients 1d4 ingredients 1 ingredients 1d4 1d6 fresh ingredients 1 large carapace
ingredients
hides large carapace hides
Gather Reagents
d100 DC Caves Underdark Graveyards Shore Tundra
01-10 -- -- -- -- -- --
common
common common common
11-30 12 poisonous common reactive reagent
reactive reagent curative reagent curative reagent
reagent
common common common
common
31-50 12 poisonous poisonous poisonous common curative reagent
reactive reagent
reagent reagent reagent
1d4 common 1d4 common 1d4 common
1d4 common
51-60 12 poisonous curative curative 1d4 common reactive reagents
reactive reagent
reagents reagents reagents
uncommon
uncommon uncommon uncommon
61-70 12 poisonous uncommon curative reagent
reactive reagent curative reagent reactive reagent
reagent
uncommon uncommon uncommon uncommon
71-80 12 uncommon reactive reagent
curative reagent curative reagent reactive reagent reactive reagent
common primal common arcane common divine common primal
81-90 12 common primal essence
essence essence essence essence
uncommon uncommon
uncommon uncommon
91-95 12 poisonous poisonous uncommmon reactive reagent
reactive reagent reactive reagent
reagent reagent
uncommon uncommon uncommon uncommon
96-00 12 uncommon primal essence
primal essence arcane essence divine essence primal essence
Gather Materials
d100 DC Caves Underdark Graveyards Shore Tundra
01-10 12 -- -- -- -- --
discarded armor
11-20 12 parts wooden branch shoft haft wood scraps
padding
21-40 12 1d12 scales 1d4 supplies 1d4 firewood medium carapace firewood
41-60 12 adamant ore mithril ore -- rare supplies supplies
1d4 wooden
61-80 12 large carapace uncommon branch -- uncommon supplies
branches
slighty rusty fancy
80-95 12 1d4 mithril ore large carapace uncommon branch 1d4 icesteel ore
parts
common primal common arcane common divine common primal common primal
96-00 12
essence essence essence essence essence
Gather Reagents
Elemental
d100 DC Feylands Shadowlands Lower Plane Upper Plane Outer Plane
Plane
common common common common common
01-20 14 curative poisonous reactive poisonous curative common reactive reagent
reagent reagent reagent reagent reagent
common common common common common
21-40 14 reactive reactive curative reactive reactive common reactive reagent
reagent reagent reagent reagent reagent
1d4 common 1d4 common 1d4 common 1d4 common 1d4 common
41-60 14 curative poisonous reactive poisonous curative 1d4 common reactive reagent
reagent reagent reagent reagent reagent
uncommon uncommon uncommon uncommon uncommon
61-80 14 curative poisonous reactive reactive curative uncommon reactive reagent
reagent reagent reagent reagent reagent
uncommon uncommon uncommon uncommon uncommon
81-99 14 primal arcane primal arcane divine uncommon arcane essence
essence essence essence essence essence
rare primal rare arcane rare primal rare arcane rare divine
00 14 rare arcane essence
essence essence essence essence essence
Magical Dust
Name Materials Crafting Time Checks Difficulty Rarity Value
1 handful of sand
1 common arcane essence
Dust of Disappearance 4 hours 2 DC 15 uncommon 130 gp
2 common reactive reagent
1 common curative reagent
1 handful of sand
1 common primal essence
Dust of Dryness 4 hours 2 DC 14 uncommon 100 gp
1 common reactive reagent
1 common poisonous reagent
1 uncommon poisonous reagent
Dust of Sneezing and
1 common reactive reagent 4 hours 2 DC 14 uncommon 95 gp
Choking
1 common poisonous reagent
Explosives
Name Materials Crafting Time Checks Difficulty Rarity Value
1 flask of alcohol
Dwarven Alcohol 1 common reactive reagents 8 hours 4 DC 12 Common 20 gp.
1 sturdy metal flask
Packet of Blasting
2 common reactive reagent 2 hours 1 DC 14 common 40 gp
Powder
Smoke Powder 2 common reactive regent 2 hours 1 DC 15 common 40 gp
2 packets blasting powder
Simple Explosive 2 hours 1 DC 15 common 120 gp
1 common reactive reagent
4 packets blasting powder
Potent Explosive 2 hours 1 DC 17 uncommon 250 gp
1 common reactive reagent
3 parts
Nail Bomb 2 uncommon reactive reagent 2 hours 1 DC 17 uncommon 275 gp
1 packet of blasting powder
8 packets blasting powder
Powerful Explosive 4 hours 2 DC 19 rare 750 gp
1 rare reactive reagent
Oils
Crafting
Name Materials Checks Difficulty Rarity Value
Time
2 common reactive reagents
Burning OilK 2 hours 1 DC 13 common 40 gp
1 glass vial
1 common reactive reagents
Frost OilK 1 common primal essence 2 hours 1 DC 14 common 75 gp
1 glass vial
4 silver scraps
Silver OilK 1 common reactive reagent 2 hours 1 DC 12 common 20 gp
1 glass vial
2 uncommon reactive reagents
Flametongue OilK 1 common arcane essence 2 hours 1 DC 16 uncommon 170 gp
1 glass vial
1 rare poisonous
2 very rare reactive
Oil of Sharpness 4 hours 2 DC 19 very rare 5,200 gp
300 gold of precious metal flakes.
1 crystal vial
Misc.
Name Materials Crafting Checks Difficulty Rarity Value
Time
1 common divine essence
Restorative Ointment 2 uncommon curative reagent 8 hours 4 DC 15 uncommon 250 gp
3 common curative reagents
1 legendary curative reagent
16 hours
Sovereign Glue 1 legendary reactive reagent 8 DC 22 legendary 25,000 gp
(2 days)
1 very rare divine essence
1 legendary poisonous reagent
16 hours
Universal Solvent 1 legendary reactive reagent 8 DC 22 legendary 25,000 gp
(2 days)
1 very rare primal essence
Potions
Draught of DamnationK
Potion, rare
Potion, rare This stick red liquid has a living viscosity to it,
churning slow within the flask. When you drink this potion, you
become a fiend (as if by shapechanged for 1 hour). The type of
fiend you become is determined by your level. The new form
is a random fiend with a Challenge Rating equal to your level,
up to a maximum of 10. If there are multiple options at that
Challenge Rating, roll to determine which option is selected).
When the effect ends and revert to your normal form, you
take 1d6 necrotic damage equal to the CR of the fiend who’s
form you assumed as the toxins of pure evil attempt to destroy
your body before relinquishing control of it. If this damage
kills you, your soul is dragged to the realm of the fiends by
malignant will of the fiend.
Healing Potion
Potion, common
You regain 2d4 + 2 Hit Points when you drink this potion. The
potion’s red liquid glimmers when agitated. Potion of Climbing
Potion, uncommon
Quality Rarity Hit Points Restored
Common Common 2d4 + 2 When you drink this potion, you gain a climbing speed equal
Greater Uncommon 4d4 + 4 to your walking speed for 1 hour. During this time, you have
advantage on Strength (Athletics) checks you make to climb.
Superior Rare 8d4 + 8
The potion is separated into brown, silver, and gray layers
Supreme Very Rare 10d4 + 20 resembling bands of stone. Shaking the bottle fails to mix the
colors.
PanaceaK
Potion, legendary
Potion of Diminution
When you drink this potion, you regain all lost hit points, all Potion, rare
status effects are removed, all reductions to ability scores
are removed, any missing limbs are restored, all diseases are When you drink this potion, you gain the “reduce” effect of the
cured, all curses are removed, and all levels of exhaustions enlarge/reduce spell for 1d4 hours (no concentration required).
are removed, and you cease to age for 1 year. This potion can The red in the potion’s liquid continuously contracts to a tiny
remove effects that can otherwise only be removed by wish. bead and then expands to color the clear liquid around it.
If you ever drink a second panacea potion, make a DC 30 Shaking the bottle fails to interrupt this process.
Constitution saving throw. On failure, you gain no benefits from
it and die.
Potion of Flying
Potion, very rare
Potion of Animal Friendship
Potion, uncommon When you drink this potion, you gain a flying speed equal to
your walking speed for 1 hour and can hover. If you’re in the air
When you drink this potion, you can cast the animal friendship when the potion wears off, you fall unless you have some other
spell (save DC 13) for 1 hour at will. means of staying aloft. This potion’s clear liquid floats at the
A murky, muddy potion, it leaves various animal shapes and top of its container and has cloudy white impurities drifting in
tracks on the side of the container as it swirls. it.
Potion of Fire Breath
Potion of Clairvoyance Potion, uncommon
Potion, rare
After drinking this potion, you can use a bonus action to exhale
When you drink this potion, you gain the effect of the fire at a target within 30 feet of you. The target must make a
clairvoyance spell. An eyeball bobs in this yellowish liquid but DC 13 Dexterity saving throw, taking 4d6 fire damage on a
vanishes when the potion is opened. failed save, or half as much damage on a successful one. The
Potion of Poison
Potion, uncommon
Concoctions
Alchemical AcidK
Concoction, common
Alchemical FireK
Concoction, common
Oils Explosives
Burning OilK Blasting Powder
Oil, common Explosive, common
As an action, you can coat a weapon in this oil and ignite it. For A fine grey powder with large grains and the faint smell of
1 minute, the ignited weapon burns, dealing an additional 1d4 sulfur and charcoal that comes in small packets weighing 1/2
fire to attacks made with it, and providing bright light in a 20- pound.
foot radius and dim light for an additional 20 feet. When ignited by 1 or more fire or lightning damage, it
explodes violently. All creatures within 10 feet of it must
make a DC 14 Dexterity saving throw. On failure, they take
Flametongue OilK 1d4 fire + 1d4 thunder damage, or half as much on a success.
Oil, uncommon The amount of damage increases by 1d4 (both the fire and
thunder) and the radius increases by 5 feet for each additional
As an action, you can coat a weapon in this oil and ignite it. For packet of Blasting Powder detonated in the same spot, up to
1 minute, the ignited weapon burns, dealing an additional 2d6 a maximum of five packets. Deals double damage to buildings
fire to attacks made with it, and providing bright light in a 20- and structures. Creatures in range of more than one stack of
foot radius and dim light for an additional 20 feet. up to 5 explosives at the same time take damage only from the
highest damage effect.
Frequently used for mining and other responsible things...
Oil of Sharpness until adventurers get their hands on it.
Oil, very rare
Nail Bomb
This clear, gelatinous oil sparkles with tiny, ultrathin silver Explosive, uncommon
shards. The oil can coat one slashing or piercing weapon or up
to 5 pieces of slashing or piercing ammunition. Applying the oil A brutal instrument, this mixes explosive powder and nails
takes 1 minute. For 1 hour, the coated item is magical and has to create a devastating fragmentation device. An exceedingly
a +3 bonus to attack and damage rolls. dangerous device. Heavier and more deadly than other
explosives, the primary damage comes from the metal
shrapnel (nails) flung in all directions. It can be detonated
Silver OilK by dealing 1 fire or lightning damage to it. As an action, a
Oil, common
packet of this explosive can be accurately thrown 20 feet, but
will not detonate on impact (usually). When it detonates, all
A sparkling chromatic oil. The oil can coat one slashing or
creatures within 20 feet (for common) of the target point must
piercing weapon or up to 5 pieces of slashing or piercing
make a Dexterity saving throw with a DC equal to the crafter’s
ammunition. Applying the oil takes 1 minute. For 1 hour, the
Alchemy DC. On failure, they take 8d4 piercing damage, or half
coated item is considered silvered.
as much on a success.
You can fuse your explosives. When fused, intentionally
dealing fire damage to the explosives (or otherwise lighting
the fuse) causes it to detonate on a delay, selected from: short
(the end of your turn), medium (the start of your next turn), and
long (2 rounds, at the start of your turn).
Dwarven Alcohol
Explosive, common
A fine grey powder with large grains and the faint smell of Magical Ink
sulfur and charcoal that comes in small packets weighing 1/2 Component, common/uncommon/rare/very rare/legendary
pound.
When ignited by 1 or more fire or lightning damage, it Magical ink that is used by Enchanters to create scrolls, made
releases a blast of thick black smoke that fills a 20 foot radius. by rendering down magical alchemical ingredients.
Everything in this smoke is heavily obscured for 2d4 rounds.
At the start of your next turn after the number of rounds rolled,
the smoke begins to fade leaving everything within the radius
lightly obscured, and it clears completely at the start of your
next after that.
Additionally uses of the smoke powder extend the duration
of heavy obscurement for an additional 1d4 rounds.
Simple/Potent/Powerful Explosive
Explosive, common/uncommon/rare
Grenade Casing
Explosive, uncommon
Alchemy Modifiers
The following are alchemical modifiers that can applied to potion. All alchemical modifiers require approval from the DM if the
modifier will work with a given potion or creation.
Difficulty
Modifier Effect
Modifier
Require two additional reactive reagents of equal rarity to the rarest reagent of the
Aerosol +8 potion. Rather than drinking it, when uncorked or broken (as an action) it effects all
creatures in a 5 foot radius as if they’d consumed it.
Requires an common divine essence. Adds the effect of lesser restoration to the
Celestial +3
potion.
Divine +6 Requires an rare divine essence. Adds the effect of greater restoration to the potion.
Endothermic +4 Any fire damage the potion does becomes frost damage
Requires an additional reactive reagent. Expands the area of effect of any area of
Expansive +5
effect the potion has by 5 feet.
The effect of the potions becomes shrouded from magic such as identify. You can
Insidious +3 make the potion appear as another potion of the same rarity. Another alchemist can
indentify it by making an Alchemy Check against your Alchemy DC
Additional Materials
You can simply load more reagents into any potion, increasing its potency in different ways, though it increases the difficulty. You
can make a “custom potion” simply by using these modifiers with no base potion. When you do so, the base DC is 8.
Common Curative +2 The potion restores +1d4 hit points when consumed.
Common Reactive +2 The potion deals +1d4 fire damage when shattered (or consumed).
Common Poisonous +2 The potion deals +1d4 poison damage when consumed
Uncommon Curative +3 The potion restores +2d4 hit points when consumed.
Uncommon Reactive +3 The potion deals +2d4 fire damage when shattered (or consumed).
Uncommon
+3 The potion deals +2d4 poison damage when consumed
Poisonous
Rare Curative +4 The potion restores +3d4 hit points when consumed.
Rare Reactive +4 The potion deals +3d4 fire damage when shattered (or consumed).
Rare Poisonous +4 The potion deals +3d4 poison damage when consumed
Very Rare Curative +5 The potion restores +4d4 hit points when consumed.
Very Rare Reactive +5 The potion deals +4d4 fire damage when shattered (or consumed).
Very Rare Poisonous +5 The potion deals +4d4 poison damage when consumed
Legendary Curative +6 The potion restores +5d4 hit points when consumed.
Legendary Reactive +6 The potion deals +5d4 fire damage when shattered (or consumed).
Legendary Poisonous +6 The potion deals +5d4 poison damage when consumed
Crafting Roll
Poisoncraft Putting that together that means that when you would like to
create potion, your crafting roll is as follows:
A subdomain of alchemy, the profession of poisoncraft is often
seen as the “dark side” of Alchemy. While Alchemy often deals
in poisonous reagents, typically speaking they aim to tame Poisoncraft Modifier = your Poisoner’s Kit proficiency bonus
the poison, channeling it into useful effects. While capable of + your Intelligence or Wisdom modifier (your choice).
making crudely poisonous potions, such things are generally
considered failures to an alchemist. To a poisoner, they are Poisoncraft Saving Throw
considered the art itself.
When a poison requires a saving throw, the following is the
Poisoncraft shares Self Life and Reagents with Alchemy; for
formula for calculating the saving throw. The saving throw
details regarding those, see Alchemy.
is calculated at the time of creation based on the creators
attributes and proficiency, and does not change once it is
Quick Reference created.
While each step will go into more depth, the quick reference
Poison DC = 8 + your Poisoner’s Kit proficiency bonus + your
allows you to at a glance follow the steps to make a potion in
Intelligence or Wisdom Modifier (your choice).
its most basic form:
• Select a poison that you would like to craft from the Success and Failure
“Poison Crafting Table”. For Poisoncraft, after you make the crafting roll and succeed
• Acquire the items listed in the materials column for that marks your progress on a crafting project. If you succeed, you
potion. make 2 hours of progress toward the total crafting item (and
• Use your Poisoner’s Kit tool to craft the option using the have completed one of the required checks for making an
number hours listed in the Crafting Time column, or during item). Checks for Enchanting do not need to be immediately
a long rest using the crafting camp action if the crafting consecutive. Failure means that no progress is made during
times is 2 hours or less. Poisoncraft items must be crafted that time. Once an item is started, even if no progress is made,
in a single session. the components reserved for that item can only be recovered
• For every 2 hours, make a crafting roll of 1d20 + your via salvage.
Intelligence or Wisdom modifier (your choice) + your If you fail three times in a row, all progress and materials are
proficiency bonus with a Poisoner’s Kit. You can abort the lost and can no longer be salvaged.
craft after a bad crafting roll if you wish, this counts as a
failure.
• On success, you mark 2 hours of completed time. Once Poisons
the completed time is equal to the crafting time, the magic Given their insidious and deadly nature, poisons are illegal in
item is complete. On failure, the crafting time is lost and most societies but are a favorite tool among assassins, drow,
no progress has been made during the 2 hours. If you fail 3 and other evil creatures.
times in a row, the crafting is a failure and all materials are Poisons come in the following four types.
lost.
Contact. Contact poison can be smeared on an object and
remains potent until it is touched or washed off. A creature that
Related Tool & Ability Score touches contact poison with exposed skin suffers its effects.
Poisoncraft works using Poisoner’s Kit. Attempting to craft
a potion without these will almost always be made with Ingested. A creature must swallow an entire dose of ingested
disadvantage, and proficiency with these allows you to add poison to suffer its effects. The dose can be delivered in food
your proficiency to any poisoncraft crafting roll. or a liquid. You might decide that a partial dose has a reduced
Poisoncraft uses your choice of your Intelligence or Wisdom effect, such as allowing advantage on the saving throw or
modifier, representing your path of knowledge to the art of dealing only half damage on a failed save.
making deadly things deadlier.
Inhaled. These poisons are powders or gases that take
effect when inhaled. Blowing the powder or releasing the gas
Applying the Poison subjects creatures in a 5-foot cube to its effect. The resulting
To apply an Injury to a weapon or a Contact poison to an
cloud dissipates immediately afterward. Holding one’s breath
object, you must have a poisoner’s kit and proficiency with it
is ineffective against inhaled poisons, as they affect nasal
to apply poison to a weapon. To do so without requiring a DC
membranes, tear ducts, and other parts of the body.
15 dexterity check, on failure the poison is lost, and if you fail
by 5 or more you suffer the effect of the poison. No check is
Injury. Injury poison can be applied to weapons, ammunition,
required when using a poisoner’s kit with proficiency.
trap components, and other objects that deal piercing or
slashing damage. An injury poison typically lasts 1 minute
on a weapon, and lasts for up to 5 hits. A creature that takes
piercing or slashing damage from an object coated with the
poison is exposed to its effects.
Applied to a melee weapon or up to 5 pieces of ammunition. When released, this poison fills a 5 foot radius around the
A creature subjected to this poison must make a Constitution source. You can accurately throw a vial up of it (shattering on
saving throw with a DC equal to crafter’s Poison DC. impact) at a point up to 30 feet away, or release it by other
On failure, the target becomes poisoned for 1 minute. While means. A creature subjected to this poison must make a
poisoned this way, a creature takes 1d6 fire damage at the Constitution saving throw with a DC equal to crafter’s Poison
end of each of its turns, and any hit points regained is reduced DC.
by half. At the end of each of their turns, they can repeat the On failure, the craeture becomes Poisoned for 8 hours. The
saving throw, ending the effect on success. Poisoned creature is Unconscious. The creature wakes up if it
Once applied, the poison retains potency for 1 minute takes damage or if another creature takes an action to shake it
before drying, and wears off of a weapon after that weapon has awake.
delivered the effect 5 times. If stored as powder, you can throw this powder 5 feet. If
stored in a vial, you can throw 20 feet.
Crawler Mucus (Contact)
Poison, uncommon Fainting Fumes (Inhaled)K
Poison, rare
Applied to an object. The first creature that touches must make
a Constitution saving throw a DC equal to crafter’s Poison When released, this poison fills a 10 foot radius around the
DC or be Poisoned for 1 minute. The Poisoned creature is source. You can accurately throw a vial up of it (shattering
Paralyzed. The creature can repeat the saving throw at the end on impact) at a point up to 30 feet away, or release it by
of each of its turns, Ending the Effect on itself on a success., other means. A creature subjected to this poison must make
after which the poison is rubbed off. a Constitution saving throw a DC equal to crafter’s Poison
DC. On failure, the target becomes poisoned for 1 hour.
If the saving throw fails by 5 or more, the creature is also
Dizzying Touch (Contact) unconscious while poisoned in this way. The creature wakes
Poison, common up if it takes damage or if another creature takes an action to
shake it awake.
Applied to an object. The first creature that touches must make
a Constitution saving throw with a DC equal to crafter’s Poison
DC. On failure, the creature becomes poisoned for 1 minute. Grievous Poison (Injury)K
While poisoned in this way, the must succeed a Wisdom saving Poison, very rare, harvested
throw at the end of each of their turns or fall prone.
Applied to a melee weapon or up to 5 pieces of ammunition.
A creature subjected to this poison must make a Constitution
Endless Dreams (Ingested)K saving throw with a DC equal to crafter’s Poison DC, taking
Poison, legendary 6d6 poison damage on a failed save, or half as much damage
on a successful save.
Applied to food or beverage. A creature that consumes this Once applied, the poison retains potency for 1 minute
poison must make a Constitution saving throw with a DC equal before drying, and wears off of a weapon after that weapon has
to crafter’s Poison DC. On failure, the next time the creature delivered the effect 5 times.
falls asleep they enter endless slumber in stasis. They do not
wake and cannot roused by any normal means. A creature
sleeping in this way does not require food or drink, and does
not age.
This effect can only be ended by greater restoration cast at
7th level or higher, or wish.
Applied to a melee weapon or up to 5 pieces of ammunition. Applied to a melee weapon or up to 5 pieces of ammunition.
A creature subjected to this poison must make a Constitution A creature subjected to this poison must make a Constitution
saving throw with a DC equal to crafter’s Poison DC. saving throw with a DC equal to crafter’s Poison DC.
On failure, the target becomes poisoned for 1 hour. If On failure, they take 2d6 Poison damage and become
the saving throw fails by 5 or more, the creature is also Poisoned for 1 hour. At the end of a poisoned creature’s turn, it
unconscious while poisoned in this way. The creature wakes can repeat the saving throw, ending the condition on success.
up if it takes damage or if another creature takes an action to Once applied, the poison retains potency for 1 minute
shake it awake. before drying, and wears off of a weapon after that weapon has
Once applied, the poison retains potency for 1 minute delivered the effect 5 times.
before drying, and wears off of a weapon after that weapon has
delivered the effect 5 times.
Potent Inhaled Poison (Inhaled)K
Poison, uncommon
Paralyzing Poison (Injury)K
Poison, rare When released, this poison fills a 10 foot radius around the
source. You can accurately throw a vial up of it (shattering on
Applied to a melee weapon or up to 5 pieces of ammunition. impact) at a point up to 30 feet away, or release it by other
A creature subjected to this poison must make a Constitution means. A creature subjected to this poison must make a
saving throw with a DC equal to crafter’s Poison DC. Constitution saving throw with a DC equal to crafter’s Poison
On failure, the target becomes poisoned for 1 minute. A DC.
creature is paralyzed while poisoned this way. At the end of On failure, they take 2d4 Poison damage and become
each of the creature’s turns, it can repeat the saving throw, Poisoned for 1 hour. At the end of a poisoned creature’s turn, it
ending the effect on success. can repeat the saving throw, ending the condition on success.
Once applied, the poison retains potency for 1 minute This effect lingers in the area it was released for 1d4
before drying, and wears off of a weapon after that weapon has rounds. A strong wind will clear away and disperse the poison.
delivered the effect 5 times. A creature that enters the area for the first time must save
against the poison.
Malice (Inhaled)
Poison, rare Potent Contact Poison (Contact)K
Poison, uncommon
When released (be throwing powder or breaking a vial of it),
this poison affects a 5 radius from where it was released. A Applied to an object. The first creature that touches that object
creature subjected to this poison must make a Constitution after it is applied must make a Constitution saving throw with
saving throw with a DC equal to crafter’s Poison DC. a DC equal to crafter’s Poison DC.
On failure, the creature becomes Poisoned for 1 hour. The On failure, they take 4d4 Poison damage and become
Poisoned creature is Blinded. Poisoned for 1 hour. At the end of a poisoned creature’s turn, it
If stored as powder, you can throw this powder 5 feet. If can repeat the saving throw, ending the condition on success.
stored in a vial, you can throw 20 feet.
Potent Ingested Poison (Ingested)K
Mightnight Tears (Ingested) Poison, uncommon
Poison, uncommon
A creature subjected to this poison must make a Constitution
A creature that ingests this poison suffers no Effect until the saving throw with a DC equal to crafter’s Poison DC. On
stroke of midnight. If the poison has not been neutralized failure, they take 3d6 Poison damage and suffer the poisoned
before then, the creature must succeed on a Constitution condition for 1 hour.
saving throw with a DC equal to crafter’s Poison DC, taking 31
(9d6) poison damage on a failed save, or half as much damage
on a successful one.
Simple Ingested Poison (Ingested)K
Poison, common
Old Reliable (Injury)K Applied to food or beverage. A creature that consumes this
Poison, uncommon poison must make a Constitution saving throw with a DC
equal to crafter’s Poison DC. On failure, they take 2d6 Poison
Applied to a melee weapon or up to 5 pieces of ammunition. damage and suffer the poisoned condition for 1 hour.
This poison is exceptional durable, lasting on a weapon for 1
hour and an unlimited number of hits during that time. On hit,
weapons with this poison applied deal 1d4 additional poison
damage.
Applied to a melee weapon or up to 5 pieces of ammunition. A Applied to an object. The first creature that touches must make
creature subjected to this poison must succeed a Constitution a Constitution saving throw a DC equal to crafter’s Poison DC.
saving throw with a DC equal to crafter’s Poison DC or take On failure, the character becomes poisoned for 10 minutes,
2d4 Poison damage. and rolls on the short term madness table. They are under the
Once applied, the poison retains potency for 1 minute effect of the rolled madness while poisoned.
before drying, and wears off of a weapon after that weapon has
delivered the effect 5 times.
Withering Soul (Injury)K
Poison, uncommon
Simple Inhaled Poison (Inhaled)K
Poison, common Applied to a melee weapon or up to 5 pieces of ammunition.
A creature subjected to this poison must make a Constitution
When released, this poison fills a 10 foot radius around the saving throw with a DC equal to crafter’s Poison DC.
source. You can accurately throw a vial up of it (shattering on On failure, they become Poisoned for 1 minute. While
impact) at a point up to 30 feet away, or release it by other poisoned in this way, a creatures takes 1d4 necrotic damage
means. A creature subjected to this poison must make a at the start of their turn, and are under the effect of bane. At
Constitution saving throw with a DC equal to crafter’s Poison the end of a poisoned creature’s turn, it can repeat the saving
DC. On failure, they take 2d4 Poison damage. throw, ending the condition on success.
Once applied, the poison retains potency for 1 minute
before drying, and wears off of a weapon after that weapon has
Simple Contact Poison (Contact)K delivered the effect 5 times.
Poison, common
Blacksmithing • Select the item that you would like to craft from any of the
Blacksmithing is a popular professional interest of two sorts Blacksmithing Crafting Tables.
of adventurers: those that want to hit things with heavy metal • Acquire the items listed in the materials column for that
objects, and those that want a heavy metal object between item.
them and the thing hitting them. • Use your Blacksmithing Tools tool to craft the option using
While often relying on the town blacksmith to do their work the number hours listed in the Crafting Time column.
for them is a fine option, rolling up your sleeves and doing the • For every 2 hours, make a crafting roll of 1d20 + your
work yourself can allow you to express your creativity... and Strength modifier + your proficiency bonus with a
may save you a few coins in the process. Blacksmithing Tools.
Blacksmithing is slow hard work, but has a higher tolerance • On success, you mark 2 hours of completed time. Once
for failure than most, and is more dependent on knowing your the completed time is equal to the crafting time, the item is
material, as the templates you work from tend to be common complete.
across many of them. • On failure, the crafting time is lost and no progress has
been made during the 2 hours. If you fail 3 times in a row,
the crafting is a failure and all materials are lost.
Related Tool
Blacksmithing works using Blacksmithing Tools. Attempting Magical Forges
to craft an blacksmithing item without will often be impossible, The world of D&D is a fantastical place with many wonders;
though a DM may let you use makeshift tools to make a check sometimes you may find locations that have been constructed
with disadvantage. Proficiency blacksmith’s tools allows you to in such a way as to leverage powerful primal powers in the
add your proficiency to any Blacksmithing crafting roll. forging technique - a forge at the heart of volcano or atop an
ever frozen glacial, which might imbue items crafted there with
While Blacksmiths can benefit from their skills in small special properties.
ways such as sharpening their weapons and retrofitting their
gear on the go, many of their crafting options require a fully Crafting Roll
equipped Forge; a fully equipped Forge entails forge, anvil, and
blacksmith’s tools. Putting that together that means that when you would like to
smith an item, your crafting roll is as follows:
Simple Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Dagger 0.5 ingot 2 hours 1 DC 10 Common 3 gp
1 ingots
Handaxe 2 hours 1 DC 11 Common 5 gp
1 short haft
1 ingot
Javelin 2 hours 1 DC 9 Common 3 gp
1 short haft
1 ingots
Light Hammer 2 hours 1 DC 9 Common 3 gp
1 short haft
2 ingots
Mace 2 hours 1 DC 9 Common 5 gp
1 short haft
1 ingot
Sickle 2 hours 1 DC 10 Common 4 gp
1 short haft
1 ingot
Spear 2 hours 1 DC 9 Common 3 gp
1 long haft
Martial Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
3 ingot
Battleaxe 4 hours 2 DC 12 Common 10 gp
1 short haft
2 ingots
Flail 1 short haft 4 hours 2 DC 12 Common 10 gp
1 short chain
4 ingot
Glaive 4 hours 2 DC 13 Common 20 gp
1 long haft
8 ingots
Greataxe 4 hours 2 DC 13 Common 30 gp
1 short haft
Greatsword 10 ingots 4 hours 2 DC 15 Common 50 gp
4 ingot
Halberd 4 hours 2 DC 13 Common 20 gp
1 long haft
Longsword 4 ingot 4 hours 2 DC 14 Common 15 gp
8 ingots
Maul 4 hours 2 DC 12 Common 25 gp
1 short haft
4 ingot
Morning Star 4 hours 2 DC 14 Common 15 gp
1 short haft
3 ingot
Pike 4 hours 2 DC 12 Common 15 gp
1 long haft
Rapier 1 ingot 4 hours 2 DC 15 Common 25 gp
Scimitar 2 ingot 4 hours 2 DC 14 Common 25 gp
Shortsword 2 ingot 4 hours 2 DC 12 Common 10 gp
2 ingot
War Pick 4 hours 2 DC 12 Common 10 gp
1 short haft
4 ingot
War Hammer 4 hours 2 DC 12 Common 15 gp
1 short haft
Armor
Name Materials Crafting Time Checks Difficulty Rarity Value
Chain Shirt 5 ingots 14 hours 7 DC 13 common 50 gp
8 ingots
Scale Mail 14 hours 7 DC 12 common 50 gp
1 armor padding
Breastplate 10 ingots 16 hours 8 DC 16 common 400 gp
16 ingots
Half Plate 28 hours 14 DC 17 common 750 gp
1 armor padding
4 ingots
Ring mail 10 hours 5 DC 11 common 30 gp
1 armor padding
9 ingots
Chain mail 14 7 DC 13 common 75 gp
1 armor padding
12 ingots
Splint 28 hours 14 DC 14 common 200 gp
1 armor padding
30 ingots
Plate 56 hours 28 DC 17 common 1,500 gp
1 armor padding
Defensive Items
Name Materials Crafting Time Checks Difficulty Rarity Value
Shield 2 ingots 6 hours 3 DC 10 common 10 gp
Tower Shield K
8 ingots 10 hours 5 DC 13 common 50 gp
Spiked Shield K
3 ingots 8 hours 4 DC 14 common 40 gp
BracersK 2 ingots 4 hours 2 DC 13 common 15 gp
Misc Gear
Name Materials Crafting Time Checks Difficulty Rarity Value
Bell 2 metal scraps 2 hours 1 DC 9 common 1 gp
Bucket 4 metal scraps 2 hours 1 DC 5 common 3 sp
Ring 1 ingot 2 hours 1 DC 8 common 2 gp
Horseshoe (4) 2 ingots 4 hours 2 DC 10 common 5 gp
Chain (5 ft) 1 ingot 4 hours 2 DC 10 common 3 gp
Caltrops 1 iron ingot 2 hours 1 DC 8 common 1 gp
Ball Bearings 1 iron ingot 2 hours 1 DC 8 common 1 gp
Iron Pot 1 iron ingot 2 hours 1 DC 9 common 2 gp
20 x Pitons 1 iron ingot 2 hours 1 DC 8 common 1 gp
10 x Iron Spike 2 iron ingot 2 hours 1 DC 8 common 1 gp
2 ingots
Manacles 1 lock 2 hours 1 DC 12 common 20 gp
1 chain (5 feet)
Helmet* 2 ingots 8 hours 4 DC 12 common 12 gp
The effects of a helmet are included in armor, this entry is largely to allow for standalone helmet creation for enchanters.
Tools
Name Materials Crafting Time Checks Difficulty Rarity Value
4 ingots
Blacksmithing Tools 8 hours 4 DC 11 common 20 gp
2 parts
2 ingots
Carpenter’s Tools 6 hours 3 DC 12 common 8 gp
1 parts
Firearms*
Name Materials Crafting Time Checks Difficulty Rarity Value
10 x Thunder Cannon
2 ingots 2 hours 1 DC 15 common 20 gp.
Ammo
20 x Firearm 2 lead ingots
4 hours 2 DC 15 uncommon 80 gp
ammunition 1 packet of blasting powder
3 ingots
Pistol 4 parts 16 hours 8 DC 16 uncommon 250 gp
2 fancy parts
6 ingots
Musket 4 parts 16 hours 8 DC 17 uncommon 400 gp
2 fancy parts
8 ingots
4 parts
Shotgun 32 hours 16 DC 19 uncommon 2,425 gp
2 fancy parts
2 esoteric parts
6 ingots
2 uncommon primal essence
2 uncommon arcane essence
Thunder CannonK 8 hours 4 DC 17 uncommon 1,000 gp
4 parts
2 fancy parts
1 esoteric part
*Firearms & Thunder Cannons are not found in all settings. Consult your GM
Martial Weapons
Weapon Cost Damage Weight Properties
War SpearK 5 gp 1d8 piercing 2 lbs. Versatile (1d10).
Long Chain FlailK 15 gp 1d6 piercing 12 lbs. Reach.
Versatile (1d6), Reach,
Finesse GlaiveK 25 gp 1d4 slashing 5 lbs
Finesse.
SaberK 15 gp 1d8 slashing 2 lbs. Finesse
BroadswordK 8 gp 2d4 slashing 3 lbs. --
Katana K
15 gp 1d6 slashing 2 lbs. Versatile (2d4), Finesse
Cestus K
2 gp 1d6 bludgeoning 1 lb. Light
Simple Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
1 ingot 1 long
Finesse SpearK 2 hours 1 DC 14 Common 13 gp
haft
Sturdy 10-Foot
1 extra long haft 0 hours 0 DC 0 Common 1 sp
PoleK
ChainK 2 ingots 2 hours 1 DC 14 Common 5 gp
Heavy 2 ingot 3 short
2 hours 1 DC 13 Common 12 gp
GreatclubK hafts
Brass
1 ingot 2 hours 1 DC 13 Common 10 gp
KnucklesK
Martial Weapons
Name Materials Crafting Time Checks Difficulty Rarity Value
4 ingots long
War SpearK 4 hours 2 DC 17 Common 110 gp
haft
Long Chain 2 ingots short
4 hours 2 DC 17 Common 110 gp
FlailK haft chain
1 ingot 1 long
Finesse GlaiveK 4 hours 2 DC 20 Common 450 gp
haft
SaberK 2 ingot 4 hours 2 DC 18 Common 170 gp
Broadsword K
3 ingots 4 hours 2 DC 15 Common 42 gp
KatanaK 3 ingots 4 hours 2 DC 19 Common 175 gp
CestusK 2 ingots 4 hours 2 DC 16 Common 70 gp
• Custom Weapons are a good bit more expensive than normal weapons. This is a reflection of their customization and greater
difficulty to craft, is derived from their crafting DC.
Material Modifiers
Metal Difficulty Weapon Effect Armor Effect
Modifier
Armor forged from Bronze is inferior,
Weapons forged from Bronze are inferior, having -1 to attack and
Bronze -3 having -1 to its AC. Gains the Fragile
damage rolls. Gains the Fragile property.
property.
Cold Iron
(Meteoric -2 Gains the Fragile property. Gains the Fragile property.
Iron)
Gains the “Special: Critical Strikes with this weapon
permanently damage nonmagical weapons, shields or armor While you’re wearing it, any critical hit
Adamantine +8
of the defending creature that are not forged from Adamantine against you becomes a normal hit.
(reducing the attack roll of a weapon or the AC of armor by 2)”.
A weapon with the heavy property forged from it loses the If the armor normally imposes
heavy property. If the weapon didn’t have the heavy property, it disadvantage on Dexterity (Stealth)
Mithral +6 gains the light property. The DC of an Enchanter applying an checks or has a Strength requirement,
Enchantment to it is reduced by 6, and it always counts has the mithral version of the armor doesn’t.
having 1 common essence of any type as part of the craft Easier for Enchanters to Enchant.
Perception checks relying on sight have
You have advantage on attack rolls while in darkness wielding disadvantage against you when you are in
Dark Steel +6
Darksteel weapons. dim light or darkness while wearing this
armor.
A weapon forged from icesteel deals an additional 1d4 cold Wearing armor forged from icesteel
Ice Steel +6
damage on hit. grants resistance to Fire damage.
A weapon forged from firesteel deals an additional 1d4 fire Wearing armor forged from firesteel
Fire Steel +6
damage on hit. grants resistance to Cold damage.
Crafting Modifiers
Modifier Difficulty Weapon Effect Armor Effect
Modifier
The weapon gains the Thrown (10/30) property if it Your falling speed increases to 520
Aerodynamic +5 does not have the Thrown property. If it has the Thrown feet per round while wearing this
property, the range increases by 10/30 feet instead. armor.
The weapon’s damage die is reduced be d2. Adds the
“Special: You can use a bonus action immediately after
Double Bladed +10 --
to make a single melee attack with it. This attack deals
1d4 slashing damage on a hit”
If an Effect moves you against your
will along the ground while wearing
A weapon with the light property forged from it loses
Weighted this armor, you can use your Reaction
+5 the light property. If the weapon didn’t have the light
(Dwarven) to reduce the distance you are moved
property, it gains the heavy property.
by up to 10 feet. The weight of the
armor is increased by 50%
You are considered proficient with
Elven +7 The weapon gains the Finesse property.
this armor even if you lack proficiency
A Fragile weapon breaks on an attack roll of 1 against A Fragile set of armor is destroyed
an armored target (a target wearing armor or with the when you take a critical strike from a
Fragile N/A
natural armor property) if that armor does not have the creature wielding a weapon without
Fragile property. the Fragile property.
The weapon’s Quality Die when maintained becomes a The armor’s Quality Die when
Hardened +4
d12 maintained becomes a d12.
Requires two-handed weapon with reach. The weapon
becomes one handed and its base damage die increases
Lance +2 by d2, but you have disadvantage when you use a lance --
to attack a target within 5 feet of you. Also, a lance
requires two hands to wield when you aren’t mounted.
A set of Masterwork armor gains
A Masterwork weapon gains +1 to attack rolls. Removes a Damage ReductionDR value of
Masterwork +8MW
the fragile property if present. 2. Removes the fragile property if
present.
The armor can be donned or doffed in
Segmented +5 --
half as much time
This weapon can hold 1 magical gem crafted by an This armor can hold 1 magical gem
Slotted +2
Enchanter crafted by Jewelcrafter.
Attackers that strike you with
unarmed strikes or natural weapons
If a weapon deals bludgeoning damage, it now deals
Spiked +4 take 1d4 piercing damage. A creature
piercing damage.
that ends its turn while grappling you
takes 1d4 piercing damage.
• MW
Masterwork: Failing a crafting roll for Masterwork does not cause a failure, but the resulting weapon is only a Masterwork
if all crafting roll successes pass the DC of Masterwork. An item is automatically masterwork if every roll qualified for a
Masterwork version.
• DR Damage Reduction: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from
nonmagical weapons is reduced by the value of your Damage Reduction to a minimum of 1.
Supplimental Modifiers
Modifier Materials Needed Difficulty Modifier Weapon Effect Armor Effect
2 common arcane essence Weapon adds +1 to attack and damage Armor AC is
Magical +10Magic
2 uncommon essence* rolls. increased by +1.
This weapon is considered silvered for
This armor is
SilveredSI +5 silver scraps* +2 the purposes of overcoming damage
shiny
resistance.
• Supplimental Materials are doubled for weapons with the two-handed property or armor.
• Magic Magic: Difficulty modifier is reduced to +4 if combined with Mithral or Adamantine material modifiers.
Thunder Cannon
Requires attunement
The principle weapon of a Thundersmith. Deals 1d12
piercing damage, and has the Ammunition (60/180), Two-
Handed, Loud, and Stormcharged properties.
1 legendary meat
1 very rare reagent (any)
Legendary Meat
3 rare supplies 6 hours 3 DC 20 legendary 3,000 gp
FeastK
3 uncommon supplies
1 common supplies
1 legendary fresh ingredient
1 very rare reagent (any)
Legendary FeastK 3 rare supplies 6 hours 3 DC 20 legendary 3,000 gp
3 uncommon supplies
1 common supplies
Quick Reference
Enchanting While each step will go into more depth, the quick reference
Enchanting is a hard and expensive profession, but one eagerly allows you to at a glance follow the steps to make a magic item
pursued by many all the same. The makers of miracles, the in its most basic form:
craftsmen of wonder, no other profession holds the fascination
of adventurers quite like Enchanter, for their domain Select the magic item that you would like to craft from any of
encompasses the large majority of magical items. the Magic Item Tables.
An item need not pass through an enchanter’s hands to be Acquire the items listed in the materials column for that item.
magical, indeed many a blacksmith has forged a magical blade Use your Arcana skill to infuse the option using the number
with the right materials, but the true wonder of enchantment is hours listed in the Crafting Time column, or during a long rest
to turn the mundane magical. An enchanter can turn even the using the crafting camp action if the crafting times is 2 hours
most base and commonplace item into something wonderful or less.
and powerful, and when given the head start of working with For every 2 hours, make a crafting roll of 1d20 + your
an already well crafted item can craft things of legend. Intelligence modifier + your Arcana proficiency.
Many enchanters further specialize in subdomains such as On success, you mark 2 hours of completed time. Once the
Scroll Scribing or Wand Whittling for more specialized good completed time is equal to the crafting time, the magic item is
that require more specialized tools, with many even pursuing complete. On failure, the crafting time is lost and no progress
such things as Jewelery Crafting in order to create the precious has been made during the 2 hours. If you fail 3 times in a row,
items that most easily enchant, but the general field of the crafting is a failure and all materials are lost.
Enchanting still covers a large swath of the wondrous. Related Tool & Ability Score
Scrolls are heavily featured as component of nearly Rather than any one tool, Enchanting primarily off the Arcana.
all magical items forming the basis for the powerful Due to the subdomains of scrolls (Scroll Scribing) and runes
enchantments that imbue them with their magic - templates of (Runecraft) being part of enchanting Enchanting, proficiency in
sort, and thus the ability to craft scrolls with Scroll Scribery is Calligraphy Tools is often useful.
often the most desired of the subdomains for an Enchanter.
Enchanting uses your Intelligence modifier. While magic
comes in many forms (Arcane, Primal, Divine) and many
casters are able to control it with other aspects of their talent,
the ability to systematically bind it into magic items requires
Crafting Roll
Putting that together that means that when you would like to
enchant an item, your crafting roll is as follows:
1 gloves
Gloves of Missile 1 scroll of attract/repel
8 hours 4 DC 15 uncommon 365 gp
Snaring 1 uncommon arcane essence
1 common primal essence
1 gloves
Gloves of Swimming 1 scroll of enhance ability
8 hours 4 DC 14 uncommon 225 gp
and Climbing 1 common arcane essence
1 common primal essence
1 hat
1 scroll of disguise self
Hat of Disguise 1 scroll of minor illusion 8 hours 4 DC 14 uncommon 340 gp
1 uncommon arcane essence
1 common arcane essence
1 handband worth at least 25 gp
Headband of 1 scroll of enhance ability 12 days
6 DC 14 uncommon 540 gp
Intellect 2 uncommon arcane essence (1.5 days)
1 common divine essence
boots worth at least 50 gp
1 scroll of fly 1 scroll of levitate
16 hours
Winged Boots 1 scroll of featherfall 8 DC 15 uncommon 1000 gp
(2 days)
1 uncommon arcane essence
1 uncommon primal essence
1 cloak
Cloak of the Manta 1 scroll of water breathing
8 hours 4 DC 14 uncommon 600 gp
Ray 1 scroll of alter self
2 common primal essence
Robe of Useful 1 robe 100 gold pieces 8 hours 4 DC 14 uncommon 3,560 gp
Items* 1 silver coffer worth 500 gp
1 iron door 10 gems worth 100 gp
each
1 wooden ladder
1 picture of a horse worth 75 gp
1 saddle bag
1 scroll of create holeK
4 potions of healing
1 rowboat
1 1st level scroll
1 picture of mastiffs worth at least 25
gp
1 window
1 portable ram
13 common arcane essences
Rope of Climbing 1 60-foot long rope 4 hours 2 DC 14 uncommon 300 gp
1 scroll of awaken rope
1 uncommon arcane essence
1 common arcane essence
Slippers of Spider 1 slippers 8 hours 4 DC 14 uncommon 225 gp
Climbing 1 scroll of spider climbing
1 common arcane essence
1 common primal essence
Bag of Holding 1 bag 1 scroll of secret chest 2 16 hours 8 DC 16 uncommon 1,000 gp
uncommon arcane essence (2 days)
Broom of Flying 1 broom 1 scroll of levitate 1 scroll 16 hours 8 DC 16 uncommon 1,050 gp
of fly 1 scroll of animate object 2 (2 days)
uncommon primal essence
Luckstone 1 polished agate worth 50 gp 8 hours 4 DC 15 uncommon 415 gp
1 scroll of imbue luckK
1 uncommon divine essence
1 common primal essence
1 quiver worth 25 gp
Efficient Quiver 1 scroll of secret chest 8 hours 4 DC 15 uncommon 430 gp
1 common arcane essence
1 figurine of a raven worth at least 10
gp
Figurine of
1 scroll of find familiar
Wondrous Power 8 hours 4 DC 13 uncommon 270 gp
1 scroll of animal messanger
(Silver Raven)
1 common primal essence
1 common arcane essnece
1 helm worth at least 25 gp
Helm of
1 scroll of comprhend languages 16 hours
Comprehending 8 DC 14 uncommon 280 gp
1 common arcane essence (2 days)
Language
1 common divine essence
1 helm worth at least 50 gp
1 scroll of detect thoughts
16 hours
Helm of Telepathy 1 scroll of suggestion 8 DC 15 uncommon 575 gp
(2 days)
1 uncommon arcane essence
1 common arcane essence
1 lantern
1 scroll of light
Lantern of Revealing 1 scroll of see invisible 8 hours 4 DC 15 uncommon 500 gp
1 uncommon arcane essence
1 uncommon divine essence
1 pipes worth at least 25 gp
1 scroll of cause fear
Pipes of Haunting 8 hour 4 DC 15 uncommon 485 gp
1 uncommon arcane essence
1 uncommon divine essence
1 pipes worth at least 25 gp
1 scroll of animal friendship
Pipes of the Sewers 8 hours 4 DC 14 uncommon 345 gp
1 uncommon primal essence
1 common primal essence
1 shawm worth 50 gp
1 scroll of thunderwave
Shawm of 1 scroll of shatter
8 hours 4 DC 14 uncommon 600 gp
SunderingDS 1 scroll of lightning bolt
1 uncommon primal essence
2 common arcane essence
1 thieves’ tools
1 scroll of enhance ability
Yve’s Thieves’ ToolsDS 8 hours 4 DC 15 uncommon 440 gp
1 uncommon arcane essence
2 common arcane essence
1 cloak worth 50 gp
Cloak of 1 scroll of mirror image 12 hours
6 DC 16 rare 1,270 gp
Displacement 1 rare arcane essence (1.5 days)
1 uncommon arcane essence
1 cloak worth at least 50 gp
1 scroll of form of the familiarK
1 scroll of darkness 12 hours
Cloak of the Bat 6 DC 15 rare 1,500 gp
1 scroll of fly (1.5 days)
1 rare primal essence
1 uncommon arcane essence
1 set of manacles
1 scroll of hold monster
16 hours
Dimension Shackles 1 scroll of forbiddence 8 DC 17 rare 4,900 gp
(2 days)
1 rare divine essence
1 rare arcane essence
1 fletching
1 scroll of entangle
Feather Token
1 scroll of web 6 hours 3 DC 15 rare 435 gp
(Anchor)
1 scroll of binding curseK
1 uncommon arcane essence
1 fletching
1 scroll of conjure animals
Feather Token (Bird) 6 hours 3 DC 17 rare 770 gp
2 scrolls of enlarge reduce
1 uncommon primal essence
1 fletching
1 scroll of gust of wind
Feather Token (Fan) 1 scroll of animate objectK 6 hours 3 DC 15 rare 525 gp
1 uncommon arcane essence
1 uncommon primal essence
1 fletching
Feather Token (Swan 1 boat 50 feet long and 20 feet wide
8 hours 4 DC 16 rare 4000 gp
Boat) 1 scroll of dimension door
1 uncommon arcane essence
1 fletching
Feather Token (Tree) 1 scroll of plant growth 6 hours 3 DC 15 rare 475 gp
1 uncommon primal essence
1 fletching
Feather Token 1 whip
6 hours 3 DC 14 rare 275 gp
(Whip) 1 scroll of animate objects
1 uncommon arcane essence
1 figurine of a griffon worth at least
Figurine of 20 gp
16 hours
Wondrous Power 1 scroll of summon greater steed 8 DC 17 rare 2,700 gp
(2 days)
(Brozne Griffon) 1 rare divine essence
1 uncommon divine essence
1 figurine of a fly worth at least 20 gp
Figurine of
1 scroll of giant insect
Wondrous Power 8 hours 4 DC 15 rare 1,300 gp
1 rare primal essence
(Ebony Fly)
1 uncommon primal essence
2 figurines of a lion worth at least 20
Figurine of gp
12 hours
Wondrous Power 1 scroll of conjure animals 6 DC 15 rare 730 gp
(1.5 days)
(Golden Lions) 1 uncommon primal essence
1 uncommon divine essence
3 figurines of a goat worth at least 20
gp
Figurine of
1 scroll of conjure animals
Wondrous Power 16 hours 8 DC 16 rare 1,700 gp
1 rare arcane essence
(Ivory Goats)
1 uncommon divine essence
1 uncommon arcane essence
1 figurine of an elephant worth at
Figurine of least 20 gp
Wondrous Power 1 scroll of conjure animals 8 hours 4 DC 15 rare 600 gp
(Marble Elephant) 1 scroll of enlarge reduce
1 uncommon primal essence
1 figurine of a dog worth at least 20
Figurine of
gp
Wondrous Power 8 hours 4 DC 15 rare 515 gp
1 scroll of conjure animals
(Onyx Dog)
1 uncommon primal essence
1 mace
1 scroll of dispel construct
12 hours
Mace of Smiting 1 rare arcane essence 6 DC 16 rare 1,500 gp
(1.5 days)
1 uncommon arcane essence
1 uncommon divine essence
1 weapon worth at least 100 gp
1 scroll of magic weapon
16 hours
Dragon Slayer 2 rare primal essence 8 DC 17 rare 3,000 gp
(2 days)
1 rare divine essence
2 uncommon arcane essence
1 mace
1 scroll of fear 12 hours
Mace of Terror 6 DC 17 rare 1,680 gp
1 rare arcane essence (1.5 days)
2 uncommon arcane essence
1 sword hilt worth 200 gp
1 scroll of holy weapon
1 scroll of shadowblade
24 hours
Sun Blade 1 scroll of daylight 12 DC 17 rare 5,500 gp
(3 days)
3 rare divine essence
2 uncommon arcane essence
2 uncommon primal essence
1 sword
Sword of Life 1 scroll of vampiric touch 12 hours
6 DC 17 rare 1,550 gp
Stealing 1 rare arcane essence (1.5 days)
2 uncommon arcane essence
1 sword
1 scroll of rotting curseK
Sword of 1 scroll of inflict wound 12 hours
6 DC 16 rare 1,600 gp
Wounding 1 rare arcane essence (1.5 days)
3 uncommon arcane essences from an evil
source
1 weapon
Vicious Weapon 1 scroll of vorpal weapon 8 hours 4 DC 16 rare 1,650 gp
3 uncommon arcane essence
1 sword worth at least 200 gp
Sword of Life 1 scroll of vampiric touch 12 hours
6 DC 16 rare 1,800 gp
Stealing 1 rare arcane essence (1.5 days)
2 uncommon arcane essence
1 sword worth at least 200 gp
1 scroll of decaying touch
Sword of 1 scroll of rotting curse 12 hours
6 DC 17 rare 5,000 gp
Wounding 2 rare arcane essence (1.5 days)
2 very rare poisonous reagent
1 rare poisonous reagent
1 javalin worth at least 100 gp
Javelin of the 1 scroll of returning weapon 12 hours
6 DC 16 rare 1,300 gp
Harpy EagleDS 1 rare primal essence (1.5 days)
1 uncommon arcane essence
1 weapon worth at least 1,000 gp
1 scroll of magic weapon
1 scroll of elemental weapon
24 hours
+3 Weapon 1 scroll of vorpal weaponK 12 DC 18 very rare 26,000 gp
(3 days)
1 very rare arcane essence
1 very rare divine essence
1 very rare primal essence
1 arrow
Arrow of 1 scroll of bestow curse
6 hours 4 DC 18 very rare 2500 gp
Slaying 2 rare primal essence
2 uncommon primal essence
Magical Jewelry
Name Materials Crafting Checks Difficulty Rarity Value
Time
1 necklace worth 50 gold
Periapt of 1 scroll of purify food and drink 12 hours
6 DC 12 uncommon 325 gp
Health 1 scroll of lesser restoration (1.5 days)
2 common divine essence
Amulet of
Proof against 1 amulet
8 hours 4 DC 14 uncommon 350 gp
Detection and 1 scroll of nondetection
Location
1 brooch or amulet worth 10 gp
Brooch of 1 scroll of magic missile
6 hours 3 DC 14 uncommon 444 gp
Shielding 1 scroll of shield
1 scroll of protection from energy
circlet worth at least 25 gold
Circlet of
1 scroll of scorching ray 6 hours 3 DC 12 uncommon 280 gp
Blasting
1 uncommon primal essence
1 medallion worth 25 gold
Medallion of 1 scroll of detect thoughts
8 hours 4 DC 15 uncommon 500 gp
Thoughts 1 uncommon arcane essence
1 uncommon psionic essence
1 necklace worth at least 25 gold
Necklace of
1 scroll of protection from poison 6 hours 3 DC 12 uncommon 170 gp
Adaption
1 common divine essence
1 amulet worth 200 gp 16 hours
Amulet of Heath 8 DC 18 rare 2500 gp
1 rare divine essence 1 rare primal essence (2 days)
6 gems worth 50 gold pieces each
1 scroll of planar ally
1 scroll of wind walk
1 scroll of branding smite
Necklace of 12 hours
1 greater restoration 6 DC 16 rare 10,000 gp
Prayer Beads* (1.5 days)
1 cure wounds
1 scroll of lesser restoration
1 scroll of bless
6 rare divine essence
1 amulet worth 650 gp
Amulet of 1 scroll of plane shift 24 hours
12 DC 18 very rare 23,400 gp
Planes 1 rare arcane essence (3 days)
1 very rare divine essence
1 scarab shaped medallion worth at least 500
Scarab of gp 24 hours
12 DC 19 legendary 25,000 gp
Protection 1 scroll of holy aura (3 days)
1 very rare divine essence
1 talisman woth at least 1,000 gp
1 legendary divine essence from a Good-
Talisman of 40 hours
aligned source 20 DC 21 legendary 88,000 gp
Pure Good (5 days)
1 scroll of fissure
1 scroll of gate
1 talisman woth at least 1,000 gp
1 legendary divine essence from an Evil-
Talisman of 40 hours
aligned source 20 DC 21 legendary 88,000 gp
Ultimate Evil (5 days)
1 scroll of fissure
1 scroll of gate
Talisman of the 1 talisman woth at least 1,000 gp 24 hours
12 DC 22 legendary 37,000 gp
Sphere 1 legendary arcane essence (3 days)
1 +2 quarterstaff
1 diamond worth 500 gp
1 legendary arcane essence
1 scroll of cone of cold
1 scroll of fireball
1 scroll of globe of invulnerability
32 hours
Staff of Power 1 scroll of hold monster 16 DC 20 very rare 50,000 gp
(4 days)
1 scroll of levitate
1 scroll of lightning bolt
1 scroll of magic missile
1 scroll of ray of enfeeblement
1 scroll of wall of force
10 rare arcane essence
1 +3 quarterstaff 16 hours
Staff of Striking 8 DC 18 very rare 37,000 gp
10 rare arcane essence (2 days)
1 very rare branch
Staff of Thunder 1 very rare primal essence 16 hours
8 DC 16 very rare 9,300 gp
and Lightning 1 scroll of lightning bolt (2 days)
1 scroll of thunder pulseK
1 legendary branch
2 legendary arcane essence
Staff of the 40 hours
1 Wizard’s spellbook containing all the spells 20 DC 22 legendary 114,000 gp
Magi (5 days)
of a staff of magi
4 very rare arcane essence
Ioun Stones
Name Materials Crafting Crafting Difficulty Rarity Value
Time Checks
1 rose gem worth at least 200 gp
Ioun Stone 1 scroll of mage armor 16 hours
8 DC 17 rare 3,800 gp
(Protection) 3 rare arcane essnece (2 days)
1 rare divine essence
1 dark blue gem worth at least 200 gold
Ioun Stone 1 scroll of enhance ability 16 hours
8 DC 17 rare 2260 gp
(Awareness) 1 rare primal essence (2 days)
1 rare arcane essence
1 clear gem worth at least 200 gold
Ioun Stone 1 scroll of create food and water 16 hours
8 DC 16 rare 2,290 gp
(Sustenance) 2 rare divine essence (2 days)
1 uncommon arcane essence
1 purple gem worth at least 200 gp
Ioun Stone 16 hours
5 rare arcane essence 8 DC 17 rare 5,100 gp
(Reserve) (2 days)
4 uncommon arcane essence
1 pale blue gem at least 500 gold
Ioun Stone 24 hours
1 scroll of enhance ability 12 DC 19 very rare 33,000 gp
(Strength) (3 days)
4 very rare primal essence
1 pale lavender gem worth at least 500 gold
Ioun Stone 1 scroll of dispel magic 24 hours
12 DC 19 very rare 18,000 gp
(Absorption) 1 very rare arcane essence (3 days)
1 very rare divine essence
1 deep red gem worth at least 500 gold
Ioun Stone 1 scroll of enhance ability 24 hours
12 DC 19 very rare 33,000 gp
(Agility) 2 very rare primal essence (3 days)
2 very rare divine essence
1 pink gem worth at least 500 gold
Ioun Stone 1 scroll of enhance ability 24 hours
12 DC 19 very rare 33,000 gp
(Fortitude) 2 very rare divine essence (3 days)
2 very rare primal essence
1 incandescent blue worth at least 500 gold
Ioun Stone 1 scroll of enhance ability 24 hours
12 DC 19 very rare 33,000 gp
(Insight) 2 very rare divine essence (3 days)
2 very rare primal essence
1 incandescent blue worth at least 500 gold
Ioun Stone 1 scroll of enhance ability 24 hours
12 DC 19 very rare 33,000 gp
(Intellect) 3 very rare arcane essence (3 days)
1 very rare primal essence
1 pink gem at least 500 gold
Ioun Stone 24 hours
1 scroll of enhance ability 12 DC 19 very rare 33,000 gp
(Leadership) (3 days)
4 very rare divine essence
1 lavender gem worth at least 500 gp
Ioun Stone 1 green gem worth at least 500 gp
32 hours
(Greater 2 very rare divine essence 16 DC 20 legendary 50,000 gp
(4 days)
Absorption) 2 very rare arcane essence
1 scroll of antimagic sphere
Infused Gems
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Brilliant 1 diamond worth at least 25 gp
4 hours 2 DC 14 Common 95 gp
Diamond 1 common arcane essence
Effervescent 1 emerald worth at least 25 gp
4 hours 2 DC 13 Common 70 gp
Emerald 1 common primal essence
1 ruby worth at least 50 gp
Flickering Ruby 4 hours 2 DC 14 Common 125 gp
1 common primal essence
Sparkling 1 sapphire worth at least 100 gp
6 hours 3 DC 15 Uncommon 320 gp
Sapphire 1 uncommon arcane essence
1 garnet worth at least 100 gp
Glittering
1 common divine essence 6 hours 3 DC 16 Uncommon 420 gp
Garnet
1 uncommon arcane essence
1 diamond worth at least 100 gp
Magic Diamond 6 hours 3 DC 16 Uncommon 370 gp
1 uncommon arcane essence
1 cut gem worth at least 50 gp
Perfect Infusion 1 common arcane essence 6 hours 3 DC 18 Uncommon 400 gp
1 common primal essence
Captain’s CoatDS
Armor (studded leather), rare (requires attunement)
Shawm of SunderingDS
Wondrous item, uncommon (requires attunement by a bard)
Squall CollarDS
Wondrous item, rare (requires attunement)
This cold steel choker is forged into the shape of a roiling
storm. It gives you a static shock when touched. It has 3
charges. While wearing the collar, you can use an action and
expend 1 charge to cast sleet storm (save DC 15) from it. The
Squall Collar regains all expended charges daily at dawn.
Squall CallerDS
Weapon (battleaxe), uncommon (requires attunement)
This battleaxe has the thrown property with a normal range
of 20 feet and a long range of 60 feet. It has 3 charges. While
holding the battleaxe, you can use an action and expend 1
charge to cast gust of wind (save DC 13) from it. The Squall
Caller regains all expended charges daily at dawn.
You gain a +1 bonus to attack and damage rolls made with this
magic weapon. In addition, it has 5 charges. While holding it,
you can expend 1 charge as an action and draw the bowstring,
causing two gleaming arrows of magical force to materialize.
You immediately fire each arrow at a creature that you can see
within 600 feet. You can direct the arrows at one creature or
multiple, and each arrow automatically hits its target, striking
simultaneously. You can choose to expend additional charges
as part of the same action to fire one extra arrow per charge
expended. Each arrow deals force damage equal to 1d6 + your
proficiency bonus. The bow regains 1d4 + 1 expended charges
daily at dawn. If you expend the bow’s last charge, roll a d20.
On a 1, the bow retains its +1 bonus to attack and damage rolls
but loses all other properties.
Item created by TAG (The Arena Guy) of Spectre Creations
Doodle RingGS
Ring, common
Helm of HeroesGS
Wondrous item, rare (requires attunement)
Glittering Garnet
Gemstone, uncommon
This blood red gem glitters like blood in the dark. When socket
into a melee weapon, any time a creature deals more than 10
slashing or piecing damage to a target with blood, the wielder
regains 1 hit point. When socketed into a ring or necklace, the
wearer regains and additional hit point when they spend a hit
die.
Magic Diamond
Gemstone, uncommon
This diamond gives off 5 feet of bright light and 5 feet of dim
light when not socketed. When socketed into a weapon, the
weapon becomes magical for the purposes of overcoming
resistance. When socketed into a ring or necklace, a creature
wearing that piece of jewelry can use their action to cast the
force bolt cantrip.
While each step will go into more depth, the quick reference Uncommon Parchment 40 gp
allows you to at a glance follow the steps to make a scroll in its Rare Magical Ink 200 gp
most basic form: Rare Parchment 200 gp
Very Rare Magical Ink 2,000 gp
• Select the a spell you know that you would like to craft
from spells you are able to cast, or through Alternate Very Rare Parchment 2,000 gp
Methods (see “Magic Formula”). Legendary Magical Ink 5,000 gp
• Acquire the items listed in the materials column for a
Legendary Parchment 5,000 gp
scroll of that level and type.
• Use your Calligraphy Tools to write the scroll using the
number hours listed in the Crafting Time column, or during Crafting Roll
a long rest using the crafting camp action if the crafting
Putting that together that means that when you would like to
times is 2 hours or less.
enchant an item, your crafting roll is as follows:
• For every 2 hours, make a crafting roll of 1d20 + your
Intelligence modifier + your proficiency with Calligraphy
Scrollcrafting Modifier = your Calligrapher’s Tools
Tools.
proficiency bonus + your Intelligence modifier.
• On success, you mark 2 hours of completed time. Once
the completed time is equal to the crafting time, the magic
item is complete. On failure, the crafting time is lost and Crafting Without Essence
no progress has been made during the 2 hours. If you fail 3 A crafter that is capable of casting magic can replace the
times in a row, the crafting is a failure and all materials are essence when crafting a spell scroll with the ability to cast
lost. that spell, but when doing so they must cast that spell for each
crafting check they make on that item. This is an exhausting
process, draining their magic far more deeply than normal
Related Tool & Ability Score casting, and confers a level of exhaustion for each crafting
Scrollscrafting works using Calligraphy Tools. Attempting to check made this way.
craft a scroll without these is impossible.
The related ability score is Intelligence. While spellcasters of A Difficult Process
any stripe can make scrolls of the spells they know, the process This is intentionally a difficult process, as stockpiling spell scrolls is
is one of systematic application of magical theory to lay down something that should be challenging, otherwise magic can end up
the spell in a function that can later be used. trivializing many encounters, and this method of crafting removes a
Additionally, like it’s kin Wand Whittling and Enchanting, large potential cost barrier.
proficiency in Aranca is required; without proficiency in
arcana, you cannot add your Tool proficiency to the crafting
rule. Magical Formula
To craft a spell scroll, you must know the Magic Formula of
Scriptures the spell you want to make a Spell Scroll of. The easiest way
A DM can choose to allow a Cleric to use Wisdom in place of to do this is to be able to cast the spell. You always know the
Intelligence and require proficiency in Religion instead of Arcana. Magic Formula of a spell you know how to cast. Otherwise, you
Scrolls produced this way are called Scriptures and can only be used need to have deep knowledge of the spell to be able to make
by others of the same faith. a scroll of it. The following are some ways you can gain that
knowledge:
Materials: Ink & Parchment • Have it in your spellbook as a Wizard.
The Materials for Scrollcrafting are Ink and Parchment. Ink • Have it in your spellmanual as an Infusionsmith Artificer.
and Parchment used in scrolls is typically purchased, and • Have it your ritual book as a ritual caster.
below are the table prices. Some types of rare parchment may • Have a spell scroll of it (DC +2)
be processed from rare alchemical ingredients by an alchemist • Study its magical formula and record it. To learn a spell in
or from the hides of magical creatures by a leatherworker. If this way requires proficiency in arcana and 1 day (8 hours
they are found as part of treasure, they are calculated as any per day) of study per level of the spell, as well as access
other precious non-currency treasure would be calculated. to a teacher or book that records the spell. Once learned,
The ink used to create scrolls must be a special formulation you can record it in a Magical Formula book and can
that allows it to contain the magical essence behind the glyphs, subsequently make scrolls of it.
1 scroll of polymorph
Wand of 2 very rare arcane essence 24 hours
12 DC 18 very rare 25,000 gp
Polymorph 1 very rare primal essence (3 days)
1 very rare branch
1 legendary arcane essence
1 very rare primal essence
Wand of the 48 hours
1 very rare divine essence 24 DC 21 very rare 50,000 gp
Warmage +3 (6 days)
1 jewel worth 500 gp
1 very rare branch
This wand has 3 charges. While holding it, you can use an This wand has 6 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast the spell action to expend 1 of its charges to cast message. You need to
infused in it it. For 1 charge, you cast the base version of the point the wand at the target to cast it in this way.
spell. You can increase the spell slot level by one for each The wand regains 1d4 + 2 expended charges daily at dawn.
additional charge you expend (if applicable for the spell). The If you expend the wand’s last charge, roll a d20. On a 1, the
DC of spell is crafter’s Wand DC. wand breaks, making a loud bang audible up to 100 feet.
The wand does not regain charges naturally, but can be
recharged (see recharge rules for Lesser Wands).
Lesser wands that cast 3rd level spells or higher require
attunement to use.
Goodberry DispenserK
Wand, Common
Magician’s WandK
Wand, Common
This wand has has 6 charges. While holding, you can use an
action to expend 1 of its characters to cast minor illusion.
When you cast minor illusion using this wand, you have
advantage on Dexterity (Sleight of Hand) checks involving
tricks or illusions until the end of your turn.
The wand regains 1d4 + 2 expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1, the
wand breaks, dumping the last 10 instances of filth it has
cleaned up.
Wand of ChoresK
Wand, Common
This wand has 6 charges. While holding it, you can use an
action to expend 1 of its charges to cast prestidigitation.
The wand regains 1d4 + 2 expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1, the
wand breaks.
Quick Reference
While each step will go into more depth, the quick reference
Crafting Roll
allows you to at a glance follow the steps to work items from Putting that together that means that when you would like to
leather. make an item, your crafting roll is as follows:
• Select the item that you would like to craft from any of the Leatherworking Modifier = your Leatherworking Tools
Leatherworking Crafting Tables. proficiency bonus + your Dexterity modifier
• Acquire the items listed in the materials column for that
item. Success and Failure
• Use your Leatherworking Tools tool to craft the option For Leatherworking, after you make the crafting roll and
using the number hours listed in the Crafting Time column, succeed, mark your progress on a crafting project. If you
or during a long rest using the crafting camp action if the succeed, you make 2 hours of progress toward the total
crafting times is 2 hours or less. crafting item (and have completed one of the required checks
• For every 2 hours, make a crafting roll of 1d20 + your for making an item). Checks for Leatherworking do not need to
Dexterity + your proficiency bonus with a Leatherworking be immediately consecutive. Failure means that no progress is
Tools. made during that time.
• On success, you mark 2 hours of completed time toward Once an item is started, even if no progress is made, the
the total crafting time. components reserved for that item can only be recovered
• On failure, the crafting time is lost and no progress has via salvage. If you fail three times in a row, all progress and
been made during the 2 hours. If you fail 3 times in a row, materials are lost and can no longer be salvaged.
the crafting is a failure and all materials are lost.
Leatherworking Tables
Armor
Crafting
Name Materials Checks Difficulty Rarity Value
Time
3 rawhide leather
Leather Armor 4 hours 2 DC 12 Common 10 gp
2 buckles
3 rawhide leather
Studded
6 metal scraps 6 hours 3 DC 14 Common 45 gp
Leather Armor
2 buckles
2 rawhide leather
Hide Armor 1 hide 4 hours 2 DC 10 Common 10 gp
2 buckles
25 scales
12 hours
Scale Mail 5 leather scraps 6 DC 12 Common 50 gp
(1.5 days)
1 armor padding
Carapace 1 large carapace
Breastplate 2 leather (any) 8 hours 4 DC 12 Common 50 gp
(-1 breastplate)* 2 buckles
1 large tough carapace
Tough Carapace 12 hours
2 leather (any) 6 DC 15 Common 400 gp
Breastplate (1.5 days)
2 buckles
1 medium carapace
Carapace
1 leather piece 4 hours 2 DC 10 Common 10 gp
Shield
4 leather scraps
2 boiled leather
Leather Buckler 4 hours 2 DC 10 Common 10 gp
2 leather scraps
Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Whip 1 tanned leather 4 hours 2 DC 9 Common 4 gp
Scourge K
1 tanned leather 3 metal scraps 6 hours 3 DC 14 Common 40 gp
Miscellaneous
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Rawhide* 1 hide 8 hours 4 DC 6 Common 2 gp
16 hours
Tanned Leather 1 hide or rawhide (halved for 8 DC 6 Common 3 gp
rawhide)
16 hours
Boiled Leather 1 hide or rawhide (halved for 8 DC 6 Common 3 gp
rawhide)
20 x Leather
1 leather(any) 2 hours 1 DC 4 Common 2 gp
Scraps
Hide 20 hide scraps 2 hours 1 DC 10 Common 2 gp
20 x Hide
1 hide 2 hours 1 DC 4 Common 2 gp
Scraps
Belt 4 leather scraps 1 buckle 2 hours 1 DC 9 Common 1 gp
Quiver 5 leather scraps 2 hours 1 DC 9 Common 1 gp
Sheath 4 leather scraps 2 hours 1 DC 9 Common 6 sp
Holster 2 leather scraps 2 hours 1 DC 9 Common 5 sp
ScourgeK
Martial Weapon, Reach, Special
Throwing BandolierK
This is a quick access bandolier that can old weapons with
the thrown property. It can be configured to hold 2 javalins,
handaxes, or light hammers, or 4 daggers or darts. Weapons
held in it can drawn as part of making an attack with them
without using an object interaction to draw them as long as
you have a free hand to draw them.
Quick Reference
While each step will go into more depth, the quick reference Crafting Roll
allows you to at a glance follow the steps to tinker up an item Putting that together that means that when you would like to
in its most basic form: smith an item, your crafting roll is as follows:
• Select the item that you would like to craft from any of the Tinkering Modifier = your Tinkering Tools proficiency
Tinkering Crafting Tables. bonus + your Intelligence modifier
• Acquire the items listed in the materials column for that
item. Success and Failure
• Use your Tinkering Tools tool to craft the option using the
For Tinkering, after you make the crafting roll and succeed,
number hours listed in the Crafting Time column, or during
mark your progress on a crafting project. If you succeed, you
a long rest using the crafting camp action if the crafting
make 2 hours of progress toward the total crafting item (and
times is 2 hours or less.
have completed one of the required checks for making an
• For every 2 hours, make a crafting roll of 1d20 + your
item). Checks for Tinkering do not need to be immediately
Intelligence + your proficiency bonus with a Tinkering
consecutive. Failure means that no progress is made during
Tools.
that time. Once an item is started, even if no progress is made,
• On success, you mark 2 hours of completed time. Once
the components reserved for that item can only be recovered
the completed time is equal to the crafting time, the item
via salvage.
is complete. On failure, the crafting time is lost and no
If you fail three times in a row, all progress and materials are
progress has been made during the 2 hours. If you fail 3
lost and can no longer be salvaged.
times in a row, the crafting is a failure and all materials are
lost.
Tinkering Saving Throw
Related Tool & Ability Score Some gadgets a Tinkerer creates require a saving throw, the
following is the formula for calculating the saving throw. The
Tinkering works using *Tinkering Tools. Attempting to
saving throw is calculated at the time of creation based on the
tinker item without these will almost always be made with
creators attributes and proficiency, and does not change once
disadvantage, and proficiency with these allows you to add
it is created. A saving throw does not include any expertise or
your proficiency in them to any Tinkering crafting roll.
other bonuses a crafter has to the crafting roll.
Most of the time tinkers need only the minimal heat of a
basic fire and their tools to work, though any craft that requires
Tinkering DC = 8 + your Tinkering Tools proficiency
an ingot may require a forge at the discretion of the DM.
bonus + your Intelligence modifier
Adventuring Gear
Crafting
Name Materials Checks Difficulty Rarity Value
Time
3 metal scraps
Lantern
2 parts 4 hours 2 DC 11 common 10 gp
(Bullseye)
1 glass flask
3 metal scraps
Lantern
1 parts 4 hours 2 DC 9 common 5 gp
(Hooded)
1 glass flask
Lamp 2 metal scraps 4 hours 2 DC 10 common 5 sp
2 metal scraps
Lock 8 hours 4 DC 17 common 10 gp
3 parts
1 rope
Grappling Hook 2 metal scraps 2 hours 1 DC 12 common 7 gp
1 parts
10 pitons
50 feet rope
Climber’s Kit 2 hours 1 DC 12 common 25 gp
4 parts
1 fancy parts
Merchant’s 1 metal scraps
2 hours 1 DC 10 common 5 gp
Scale 2 parts
1 metal scraps
Tinderbox 2 hours 1 DC 10 common 2 gp
1 parts
2 metal scraps
12 hours
Spyglass 2 fancy parts 6 DC 18 common 1,000 gp
(1.5 days)
5 esoteric parts
2 metal scraps
Wind Up Timer 2 hours 1 DC 12 common 5 gp
1 parts
2 metal scraps
Clockwork Toy 2 hours 1 DC 12 common 10 gp
3 parts
1 metal scraps
3 parts
Pocket Watch 8 hours 4 DC 14 common 150 gp
1 fancy parts
1 esoteric parts
Underwater 4 metal scraps
Breathing 3 common primal essence 8 hours 4 DC 16 uncommon 300 gp
Apparatus 2 fancy parts
2 metal scraps
Drill 2 hours 1 DC 12 common 5 gp
1 parts
Miscellaneous
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Miscellaneous
5 metal scraps 4 hours 2 DC 12 common 2 gp
parts
2 metal scraps
Autoloader 2 parts 8 hours 4 DC 17 uncommon 250 gp
5 fancy parts
Traps
Crafting
Name Materials Checks Difficulty Rarity Value
Time
2 metal scraps
Noise Trap 2 hours 1 DC 13 common 10 gp
2 parts
4 metal scraps
Hunting Trap 2 hours 1 DC 13 common 10 gp
2 parts
2 metal scraps
Trip Wire 2 hours 1 DC 12 common 5 gp
1 parts
Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
1 wooden stock
Light Crossbow 4 metal scraps 4 hours 2 DC 13 common 25 gp
6 parts
1 wooden stock
4 metal scraps
Hand Crossbow 8 hours 4 DC 16 common 75 gp
2 parts
3 fancy parts
1 wooden stock
Heavy 8 metal scraps
6 hours 3 DC 13 common 50 gp
Crossbow 6 parts
2 fancy parts
1 shield
1 hooded lantern
Lantern Shield 1 +1 shortsword
1 esoteric parts
2 fancy parts
1 hand crossbow
Originary
1 quarterstaff
Walking Stick
3 parts
1 +2 heavy crossbow
Rapid Fire
1 autoloader
Crossbow
2 fancy parts
Advanced Ammunition
Crafting
Name Materials Checks Difficulty Rarity Value
Time
1 piece of ammunition
Whistling Shot 2 hours 1 DC 12 common 8 gp
2 parts
1 piece of ammunition
Bola Shot 1 net 2 hours 1 DC 14 common 15 gp
2 parts
1 piece of ammunition
Payload Shot 1 item weighing less than 1 lb 2 hours 1 DC 16 common 35 gp
1 parts
10 pieces of ammunition
10 x Propelled
1 Packet of Blasting Powder 2 hours 1 DC 15 common 80 gp
Shot
5 parts
1 piece of ammunition
1 fancy parts
Spell Shot (a) 1 scroll of fog cloud or 2 hours 1 DC 15 uncommon 80 gp
(b) 1 scroll of entangle or
(c) 1 scroll of multishot
1 piece of ammunition
Adaptable Shot 2 hours 1 DC 14 common 13 gp
1 parts
1 piece of ammunition
Bouncing Shot 2 hours 1 DC 15 common 30 gp
1 fancy parts
1 piece of ammunition
Richochet Shot 2 hours 1 DC 16 common 40 gp
1 fancy parts
Mechanical Prosthetics
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Basic Leg 8 metal scraps
4 hours 2 DC 10 common 5 gp
Prosthetics 1 parts
6 metal scraps
4 parts
Mechanical Arm 8 hours 4 DC 14 common 125 gp
2 fancy parts
1 common arcane essence
8 metal scraps
4 parts
Mechanical Leg 8 hours 4 DC 14 common 125 gp
2 fancy parts
1 common arcane essence
1 one handed melee weapon
8 metal scraps
Weaponized
4 parts 8 hours 4 DC 15 common 180 gp
Arm
2 fancy parts
1 esoteric parts
1 tool of your choice
6 metal scraps
Specialized
4 fancy parts 8 hours 4 DC 15 uncommon 270 gp
Mechanical Arm
1 esoteric parts
1 common arcane essence
8 metal scraps
Spring Loaded 4 parts
8 hours 4 DC 16 uncommon 300 gp
Leg 2 esoteric parts
1 common arcane essence
Vehicles
Crafting
Name Materials Checks Difficulty Rarity Value
Time
1 boat (not inluded in cost)
10 parts
16 hours
Folding Boat 3 esoteric parts 8 DC 17 Rare 1,800 gp
(2 days)
2 uncommon primal essence
1 rare arcane essence
1 cart (not inluded in cost)
10 parts
16 hours
Folding Cart 3 esoteric parts 8 DC 15 Rare 1,500 gp
(2 days)
2 uncommon arcane essence
1 rare arcane essence
An attachment to crossbows. When equipped, the crossbow This is a special shot that contains a dangerous rocket
no longer has the loading property, though gains a “reload 5” like propellant accelerating to greater speed and distance.
feature, and must be reloaded as an action or a bonus action This shot can be fired at a weapons long range without
after firing 5 times. disadvantage, and does an additional weapon die of damage
on hit. However, targets gain twice the bonus to AC from cover
against this shot as they are difficult to arc.
Basic Leg Prosthetic
Item, Common
Watch
A functional replacement leg. While using this in replacement Item, Common
for one of your legs, your movement speed is reduced by 10
feet and you have disadvantage on Dexterity saving throws and A small time piece that accurately tracks time. Must be wound
Dexterity (Acrobatics) skill checks. up every day or it will cease to track time.
This toy is a clockwork animal, monster, or person, such as A functional mechanical leg that can replace a missing one.
a frog, mouse, bird, Dragon, or Soldier. When placed on the While attuned it in this way, it functions the same as the limb
ground, the toy moves 5 feet across the ground on each of your it replaces. Additionally, it can absorb a great deal of impact
turns in a random direction. It makes Noises as appropriate to when falling and spring to new heights. You can reduce
the creature it represents. all falling damage by 20 feet, and your jumping distance
is doubled. After falling, your jumping distance is further
increased by a quarter of the distance fell.
Bola Shot
Item, Ammunition, Common
Specialized Mechanical Arm
This special piece of ammunition entangles a target it hits. On Wondrous Item, Common
hit, the target must make a DC 12 Dexterity saving throw, or
become restrained, as if by a net. A functional mechanical arm that can replace a missing one.
This works for either a biological creature or a construct. This
item follows the rules for attunement, but does not require an
Drill attunement slot once attuned. While attuned it in this way, it
Item, Common
functions the same as the limb it replaces. Additionally, this
arm can house a tool of your choice.
Can make holes in things. Can destroy a lock with a DC of 14
or lower to pick or break with 10 minutes of work.
Underwater Breathing Apparatus
Wondrous Item, Uncommon
Mechanical Arm
Wondrous Item, Common
The wearer can breath underwater for up to 1 hour. You cannot
(intelligibly) speak or perform verbal spell components while
A functional mechanical arm that can replace a missing one.
wearing this device.
This works for either a biological creature or a construct. This
item follows the rules for attunement, but does not require an
attunement slot once attuned. While attuned it in this way, it Weaponized Arm
functions the same as the limb it replaces. Wondrous Item, Common
A small timer that can be set to accurate count down time, up This shot can be fired at half the normal range of the weapon
to 4 hours, making a clanging noise at the end of the time. firing it. You can deliever any object less than 2 inches in any
dimension weighing less than 2 lbs to a target creature or point
Advanced Timers within that range.
If players wish to make a timer that does something other than make
a noise at the completion, they likely can, but the DM can determine When you recover this arrow, roll a d6. On a 1 is broken.
if additional challenge is involved (such as a timer that lites a fuse
upon completion).
Whistling Shot
Item, Common
Spell Shot
Item, Uncommon When fired, this shot emits a shill whistle that can be heard
from up to 500 feet from where it is fired and it’s target point.
A magically infused arrow. It comes in three different types,
based on what kind of magic is infused in it.
Adaptable Shot
Item, Common
You can select a different damage type for the attack from
bludgeoning, piercing, slashing, acid, cold, fire, or lightning
when firing this shot.
Bouncing Shot
Item, Common
You can attack a target out of line of sight of with it if you know
their location by bouncing it off a surface. They have the benefit
of half cover instead of full cover when firing this shot.
Ricochet Shot
Item, Common
If you hit an attack roll with it, you can make another attack
roll against another target within 10 feet of the first as part of
the same attack when firing this shot.
When you recover this arrow, roll a d6. On a 1 is broken.
Lantern Shield
Armor (shield), very rare
You can use a bonus action to twist the shaft of this quarterstaff
and deploy or retract the limbs of a light crossbow built into
its head. It is indistinguishable from a walking stick while
the limbs are retracted. It functions as a quarterstaff in either
mode, however it only functions as a crossbow when the limbs
are deployed. This crossbow lacks the loading property and
is fitted with an internal magazine that can hold up to six
crossbow bolts. It automatically reloads after firing until the
magazine runs out of ammunition. Reloading the magazine
takes an action. You are proficient with this magical weapon if
you are proficient in either light crossbows or quarterstaffs.
Item created by Dungeon Strugglers
Materials: Wood
Woodworking is a bit more straight forward than other types
of crafting in that it primarily has only category of material:
wood. This can come in several different form factors, but is
measured as a
Crafting Roll
Putting that together that means that when you would like to
make an item, your crafting roll is as follows:
Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
1 quality branch
Shortbow 1 leather scraps 12 hours 6 DC 12 common 25 gp
1 length of string
1 quality branch
Longbow 1 leather scraps 14 hours 7 DC 13 common 50 gp
1 length of string
1 wooden branch
Composite Bow 4 leather scraps 24 hours 12 DC 12 common 50 gp
1 length of string
Quarterstaff 1 wooden branch 2 hours 1 DC 10 common 2 sp
Armor
Crafting
Name Materials Checks Difficulty Rarity Value
Time
4 wooden branches
Wooden Shield 1 metal scraps 8 hours 4 DC 12 common 10 gp
1 leather scraps
Musical Instruments
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Flute 1 quality branch 8 hours 4 DC 9 common 4 gp
16 hours
Harp 3 quality branches 4 lengths of string 8 DC 12 common 35 gp
(2 days)
2 quality branches 2 lengths of string 1 fancy 16 hours
Lute 8 DC 13 common 35 gp
parts (2 days)
Drum 4 wooden branches 1 rawhide leather 1 parts 8 hours 4 DC 8 common 6 gp
2 quality branches 2 lengths of string 1 fancy
Dulcimer 8 hours 4 DC 11 common 25 gp
parts
2 quality branches 2 lengths of string 1 fancy
Lyre 10 hours 5 DC 12 common 35 gp
parts
Pan Flute 1 quality branch 8 hours 4 DC 11 common 12 gp
Shawm 1 quality branch 8 hours 4 DC 8 common 2 gp
3 quality branches 2 lengths of string 1 fancy
Viol 8 hours 4 DC 12 common 30 gp
parts
Ammunition
Name Materials Crafting Checks Difficulty Rarity Value
Time
10 x Arrow 1 wooden branch 1 metal scraps 1 fletching 2 hours 1 DC 10 common 5 sp
10 x Bolt 1 wooden branch 1 metal scraps 1 fletching 2 hours 1 DC 10 common 5 sp
10 x Dart 2 x wooden scrap 1 metal scraps 1 fletching 2 hours 1 DC 11 common 5 sp
10 x Blowgun
2 x wooden scraps 1 fletching 2 hours 1 DC 8 common 1 sp
Needles
Miscellaneous
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Short Haft 1 wooden branch 2 hours 1 DC 8 common 1 sp
Long Haft 1 wooden branch 2 hours 1 DC 8 common 2 sp
Wooden Stock 1 wooden branch 2 hours 1 DC 9 common 5 sp
10 Foot Pole 1 wooden branch 2 hours 1 DC 8 common 3 sp
1 quality wooden branch 1 parts 3 lengths of
Fishing Pole 4 hours 2 DC 8 common 5 gp
string
Carved Figurine 1 wood scraps 8 hours 4 DC 8 common 4 sp
Quality Figurine 1 quality branch 8 hours 4 DC 14 common 50 gp
Superb Figurine 1 rare branch 8 hours 4 DC 18 common 400 gp
5 x Wooden
1 wood branch 2 hours 1 DC 5 common 1 sp
Scraps
Carved Branches
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Quality Branch Wooden Branch 4 hours 2 DC 9 common 2 gp
Uncommon
Quality Branch 4 hours 2 DC 14 uncommon 25 gp
Branch
Rare Branch Uncommon Branch 6 hours 3 DC 15 rare 70 gp
Very Rare 12 hours
Rare Branch 6 DC 19 very rare 800 gp
Branch (1.5 days)
Legendary 12 hours
Very Rare Branch 6 DC 20 legendary 2,000 gp
Branch (1.5 days)
The material used cannot be the result of carving a branch of a lower quality.
Exotic Wood
Modifier Effect Difficulty Modifier
Instruments made from these special types of wood provide +1 Spell Save DC when
Resonant +8
used as a casting focus.
This inferior type of wood causes weapons made of it to break when rolling a 1, or
Brittle +0
armor made of it to break when you are struck by a critical hit
This unique light but sturdy wood reduces the weight of things made of it by half.
Featherlight +4
Ammunition does not have disadvantage when attacking at long range
Crafting Roll
Runecarving Ancient Tradition Runecarver Modifier =
your Mason’s Tools or Painter’s Supplies (your choice)
Rune carving is the art of marking special magical
enhancements in the form of magical runes. These are proficiency bonus + your Wisdom modifier
symbolic representations that channel and focus power to
confer a special magical effect to the item they are marked on. Academic Tradition Runecarver Modifier =
your Calligrapher’s Supplies or Woodcarving Tools (your
choice) proficiency bonus + your Intelligence modifier
Quick Reference
The following is a quick reference to follow for each step of Success and Failure
carving runes:
For Runecarving, after you make the crafting roll and succeed,
mark your progress on a crafting project. If you succeed, you
• Select a basic item you would like to mark a rune on. This
make 2 hours of progress toward the total crafting item (and
can be an mundane item, gem, non-magical weapon, or
have completed one of the required checks for making an
non-magical armor.
item). Checks for Runecarving do not need to be immediately
• Select a rune you would like to mark on that item from the
consecutive. Failure means that no progress is made during
table based on the item type.
that time. Once an item is started, even if no progress is made,
• Acquire the materials listed in the materials column for that
the components reserved for that item.
rune.
• Use your Related Tool (based on your Runecraving
If you fail three times in a row, all progress and materials are
tradition) to craft the option using the number of hours
lost and can no longer be salvaged.
listed in the crafting time column. You can make progress
in 2 hour increments.
• For every 2 hour increment, make a crafting roll of 1d20 + Runecarving Saving Throw
your Intelligence + your Proficiency with bonus with your
Some runes require a saving throw, the following is the
related tool.
formula for calculating the saving throw. The saving throw
• On success, you mark 2 hours of completed time. Once
is calculated at the time of creation based on the creators
the completed time is equal to the crafting time, the item
attributes and proficiency, and does not change once it is
is complete. On failure, the crafting time is lost and no
created. A saving throw does not include any expertise or other
progress has been made during the 2 hours. If you fail three
bonuses a crafter has to the crafting roll.
times in a row, the crafting is a failure and all materials are
lost.
Rune DC = 8 + your related tool proficiency bonus + your
Wisdom or Intelligence modifier (based on your Tradition).
Related Tool & Ability Score
Rune Attack Roll Modifier = 10 + your related tool proficiency +
Rune carving comes in two different traditions; you can mark
your Wisdom or Intelligence modifier (based on Tradition).
runes from either tradition, but they require different tool
proficiency and ability modifiers.
Placing a Rune
Ancient Tradition You can place a rune a nonmagical weapon, set of armor, or
The runes of the Giants, Dwarves, and other ancient traditions. item. When you place an rune on an item, that item requires
Your ability modifier for this tradition is Wisdom, and you attunement. When a creature is attuned to it, the rune grants
can select your related tool from Mason’s Tools or Painter’s the wielder certain benefits as defined by the rune.
Supplies.
Ancient Tradition
Crafting
Name Materials Checks Difficulty Rarity Value
Time
1 common primal essence
Light 4 hours 2 DC 12 common 70 gp
1 common magical ink
1 uncommon primal essence
Fire 1 uncommon magical ink 6 hours 3 DC 14 uncommon 320 gp
2 uncommon reactive reagents
1 uncommon primal essence
1 uncommon magical ink
Lightning 6 hours 3 DC 14 uncommon 330 gp
1 common primal essence
1 common arcane essence
1 uncommon primal essence
Frost 1 uncommon magical ink 6 hours 3 DC 14 uncommon 330 gp
2 common primal essence
1 uncommon primal essence
1 uncommon magical ink
Vision 6 hours 3 DC 14 uncommon 330 gp
1 common arcane essnece
1 common divine essence
1 uncommon primal essence
Size
1 uncommon magical ink
1 rare primal essence
1 uncommon magical ink
Vigor 12 hours 6 DC 15 rare 1,900 gp
4 rare curative reagents
1 uncommon divine essnece
Academic Tradition
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Color 1 common magical ink 2 hours 1 DC 13 common 20 gp
1 uncommon arcane essence
Power 1 uncommon magical ink 4 hours 2 DC 15 uncommon 335 gp
2 common arcane essence
1 uncommon arcane essence
Protection 1 uncommon magical ink 4 hours 2 DC 15 uncommon 305 gp
1 scroll of shield
1 uncommon arcane essence
Gravity 1 uncommon magical ink 4 hours 2 DC 15 uncommon 320 gp
1 scroll of levitate
1 rare arcane essence
Blood 1 scroll of vampiric touch 8 hours 4 DC 16 rare 1,400 gp
1 rare magical ink
1 very rare arcane essence
Speed 1 very rare magical ink 12 hours 6 DC 17 very rare 10,500 gp
1 scroll of haste
Protection
Rune, Uncommon (requires attunement)
Gravity
Rune, Uncommon (requires attunement)
Blood
Rune, Rare (requires attunement)
Quarrying Stone
Engineering Quarrying Stone is significantly harder and at the edge of
the what this system attempts to define. As a rule of thumb,
Engineering is an academic art of turning labor and materials
if quarry that can produce stone is available, 1 laborer can
into grand creations. At it’s smallest scale, it is used for
produce 1 unit of stone in 8 hours of hard labor (1 unit per
pratical applications like siege equipment, but scales up to
day). A laborer with 18 strength or more can produce twice as
building bridges, buildings, and even ships. An engineer is
much stone in the same time period.
a deeply sought after resource for any lord or kingdom, but
Setting up quarry exceeds the scope of this system, but
has knowledge that savvy advantures can put to great use on
would take days or weeks.
occasion.
Bulk Materials Table For colossal projects, you need one laborer for every
Material Price additional 10 square feet of the project beyond 40 by 40. For
Unit of Lumber 1 gp example, to build a bridge that was 200 by 40 feet, you would
be five times more laborers (20 laborers) to maintain a 2 hour
Unit of Stone 1 gp crafting check.
Cement (Mortar) 1 sp Every laborer requires their own set of crafting tools, though
they do not need proficiency with them. At a DMs discretion,
Masonry Tools or Woodcarving Tools can replace Carpentry
Harvesting Trees tools for laborers where appropriate.
You can convert trees that are at least 20 feet tall into units of
lumber. A 20 foot tall tree will product 1 unit of lumber, and
ad additional unit of lumber for each 10 feet of tree height. At
your DM’s discrection, some trees may not be suitable lumber.
It takes 4 hours of work by a laborer to convert trees to units of
lumber.
A unit of lumber can be converted to 10 wooden branches.
Siege Weapons
Crafting
Name Materials Checks Difficulty Rarity Value
Time
2 unit of lumber
4 quality branches
Ballista (Large) 8 hours 4 DC 16 Common 150 gp
10 parts
5 leather scraps rope (20 ft)
4 unit of lumber
4 quality branches
Mangonel
20 parts 8 hours 4 DC 17 Common 300 gp
(Large)
2 fancy parts
4 rawhide leather rope (40 ft)
4 unit of lumber
10 rawhide leather
Ram (Large) 8 hours 4 DC 14 Common 65 gp
10 parts
2 ingots rope (20 feet)
8 unit of lumber
Trebuchet 20 parts
16 hours 8 DC 16 Uncommon 750 gp
(Huge) 2 fancy parts
10 leather scraps rope (60 feet)
10 unit of lumber
Siege Tower
20 parts 8 hours 4 DC 16 Common 120 gp
(Gargantuan)
10 rawhide leather rope (60 feet)
Fortifications
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Low Stone Wall 1 unit of stone
8 hours 4 DC 10 Common 8 gp
(per 10 ft) 1 bucket of cement
Stone
5 units of stone 24 hours
Battlements 12 DC 14 Common 140 gp
5 bucket of cement (3 days)
(per 10 ft)
Palisade (per
2 unit of lumber 2 hours 1 DC 10 Common 2 gp
10 ft)
8 unit of lumber
Watch Tower 16 hours 8 DC 12 Common 50 gp
5 parts
Wooden 5 unit of lumber
Battlement (per 4 parts 4 hours 2 DC 12 Common 50 gp
10 ft) 4 metal scraps
Bridges
Crafting
Name Materials Checks Difficulty Rarity Value
Time
Narrow Wooden
1 unit of lumber
Bridge (per 10 4 hours 2 DC 14 Common 25 gp
2 parts
ft)
Large Wooden
3 unit of lumber
Bridge (per 10 8 hours 4 DC 14 Common 55 gp
6 parts
ft)
Huge Wooden
5 unit of lumber 16 hours
Bridge (per 10 8 DC 15 Common 165 gp
10 parts (2 days)
ft)
Narrow Stone
1 unit of stone
Bridge (per 10 8 hours 4 DC 15 Common 80 gp
1 bucket of cement
ft)
Large Stone
3 units of stone 16 hours
Bridge (per 10 8 DC 15 Common 160 gp
3 buckets of cement (2 days)
ft)
Huge Stone
5 units of stone 32 hours
Bridge (per 10 16 DC 16 Common 520 gp
5 buckets of cement (3 days)
ft)
Buildings
Name Materials Crafting Checks Difficulty Rarity Value
Time
Vehicles
Crafting
Name Materials Checks Difficulty Rarity Value
Time
3 units of lumber
2 quality branch
Carriage (Large) 1 tanned leather 16 hours 8 DC 13 Common 100 gp
5 parts
2 fancy parts
2 units of lumber
4 metal scraps
Cart (Large) 4 hours 2 DC 12 Common 15 gp
4 leather scraps
2 parts
2 units of lumber
2 quality branches
Chariot (Large) 2 tanned leather 20 hours 10 DC 14 Common 250 gp
4 parts
2 fancy parts
2 units of lumber
2 wooden branches
Sled (Large) 8 hours 4 DC 11 Common 20 gp
2 parts
4 leather scraps
3 units of lumber
2 quality branches
Wagon (Large) 10 hours 5 DC 12 Common 35 gp
4 parts
4 leather scraps
Ships
Name Materials Crafting Time Checks Difficulty Rarity Value
100 units of lumber
Galley 20 quality branches 160 hours (20 days)
80 DC 16 Common 30,000 gp
(Gargantuan) 100 parts With 10 laborers
10 fancy parts Rope (600 ft)
20 units of lumber
Keelboat 20 parts 40 hours (5 days)
15 DC 14 Common 3,000 gp
(Gargantuan) 5 fancy parts With 10 laborers
10 rawhide leather Rope (200 ft)
40 units of lumber
Longship 10 quality branches 80 hours (10 days)
40 DC 15 Common 10,000 gp
(Gargantuan) 100 parts With 10 laborers
5 fancy parts Rope (500 ft)
Rowboat 3 units of lumber
8 hours 4 DC 13 Common 50 gp
(Large) 8 parts
60 units of lumber
Sailing Ship 10 quality branches 80 hours (10 days)
40 DC 15 Common 10,000 gp
(Gargantuan) 100 parts With 10 laborers
10 fancy parts Rope (2,000 ft)
80 units of lumber
Warship 20 quality branch 80 hours (10 days)
40 DC 17 Common 25,000 gp
(Gargantuan) 100 parts With 10 laborers
10 fancy parts Rope (2,000)
Cobbling
Minor Branches Cobbling is the art of making shoes and boots, typically from
leather. A narrow but occasionally useful art of crafting - after
Some branches of crafting tend to overlap with the needs of
adventurers more than others. The ones that do not are listed all, most adventurers and common folk alike prefer to wear
here as minor branches. These are no less important to a shoes. Often the best route of making boots fit for magical
world and an economy, but provide more basic necessities, enchantment.
materials, and valuable goods. The primary use of these
branches of crafting are to produce valuable goods. Cobbling Modifier = your Cobbler’s tools proficiency
bonus + your Dexterity modifier
One common interaction with these branches of crafting is
with enchanting - magic has expensive taste, and it might be Materials Value
hard to find, for example, boots worth 250 gold pieces - those
Scraps of Leather 1 sp
are some fancy boots! You can use these branches of crafting
to make or calculate how such things might be made. Buckles 2 sp
Tanned Leather 3 gp
The following provides tool and ability score for each minor
branch of crafting, as well as some examples of materials and Produced
produced items, but keep in mind that minor branches exist Materials Checks DC Value
Items
primarily for value added crafting, the provided examples are
just reference points (instances) of the value added formula. 8 scraps of leather
Shoes 1 9 2 gp
1 buckle
1 tanned leather 1
Weaving Boots
buckle
1 10 5 gp
Weaving allows you to create textiles from raw material. This 1 tanned leather 1
is rarely within the scope of what adventurers will pursue, Nice Boots 3 16 100 gp
buckle
but occasionally useful. This largely exists as a background
explaination for textiles. Shares a tool proficiency with 1 tanned leather
tailoring. Fancy 1 buckle
4 16 240 gp
Boots 50 gold of rare
Weaving Modifier = your Weaver’s tools proficiency materials
bonus + your Dexterity modifier
Masonry
Materials Value
Masonry is the art of working of stone. They can provide
Spool of Thread 1 cp skilled labor for large scale stoneworking projects, or create
Raw Wool 1 cp statues and small stonecarvings.
Raw Cotton 1 cp
Masonry Modifier = your Mason’s tools proficiency
Raw Silk 1 sp bonus + your Strength modifier
Glassblowing Brewing
Glassblowingis the art of working glass with blown air to Brewing primarily the art of fermenting things into alcoholic
create bottles, vials, and small glass arts. Glassblowing substances, most often forms of ales. While of little practical
typically requires glassblowers tools and a source of great use, it is an art of personal enthusiasm for many of the
heat (generally a specific heat source, or a forge, or a magical adventuring sorts and layfolk of the world.
source).
Brewing Modifier = your Brewer’s supplies proficiency
Glassblowing Modifier = your Glassblower’s tools bonus + your Wisdom modifier
proficiency bonus + your Dexterity modifier
Materials Value
Materials Value Supplies 1 gp
Glass 1 sp Barrel 1 sp
Oak Barrel 5 sp
Produced
Materials Checks DC Value Uncommon Supplies 10 gp
Items
Glass Vial 1 glass 1 DC 9 1 gp
Produced Items Materials Checks DC Value
Fancy Parts
1 glass 3 DC 11 10 gp Barrel of Swill 1 supplies water 2 8 12 sp
(Lenses)
1 barrel
Esoteric 2 glass 6 DC 15 100 gp
Parts Barrel of Beer 1 supplies water 2 12 10 gp
(Lenses) 1 barrel
Barrel of Mead 1 supplies 3 14 50 gp
1 uncommon
supplies
Painting 1 water
Painting is an artistic pursuit of making art and portraits, 1 oak barrel
typically on canvas. It can be used for a wide range of other
purposes, such as making signs, disguises, and illustrations. Brewing Time
Some magic items require valuable art as a basis. While brewing only takes a few hours, common beer takes 3 days
to ferment, and fancier ones may take weeks or months. As a very
Painting Modifier = your Painter’s supplies proficiency simple rule of thumb:
bonus + your Wisdom modifier • Beer worth less than 5 gp a barrel takes 3 days.
• Beer worth more than 5 gp takes 2 weeks.
• Particularly fancy or exotic beverages may take longer;
Materials Value
up to months.
Paint 1 cp
Canvas 1 cp
Jewelcrafting Carpentry
The art of making jewelry of all forms, from cutting gems, Carpentry makes furniture and small scale construction. Often
setting them, or creating fine metal works. used to make simple mundane objects or modifications.
Jewelcrafting Modifier = your Jeweler’s tools proficiency Carpentry Modifier = your Carpenter’s tools proficiency
bonus + your Dexterity modifier bonus + your Dexterity modifier
Misc
Name Materials Checks Difficulty Value
Basic 2 parts
2 DC 12 10 gp
Glasses 1 metal scraps
Quality 2 fancy parts
3 DC 14 50 gp
Glasses 1 silver scraps
Tailoring
The art of turning textiles into clothes and clothe based
accessories, from utilitarian to ornate gowns. Ornate clothing
sometimes serves as the basis of magic gear.
Materials Value
Cloth Scraps 1 cp
Spool of Thread 1 cp
Bolt of Cloth 1 sp
Bolt of Silk 1 gp
Desert Locale
Name Rarity Description Properties Purchase Price
Waterdrop Cactus Common A tiny cactus containing a single drop of water. Curative 15 gp
Lighting Sand Common Glassy sand struck by lightning. Reactive 15 gp
Dry Cough Common A gnarled point that looks inedible. Poisonous 15 gp
A cactus that produces little white flowers in
Morninglord Uncommon Curative 40 gp
the dawn’s light
Oasis Bane Uncommon A small root sucks up water and looks edible. Poisonous 40 gp
A strange black sand, particularly find grains
Blacksand Uncommon Reactive 40 gp
with an odd smell
Forest Locale
Name Rarity Description Properties Purchase Price
Elfmarks Common Small twisting vines with pale flowers. Curative 15 gp
Fairy Steps Common Tiny white flowers in the shape of fairy wings. Curative 15 gp
King’s Salvation Common A golden brown root. Curative 15 gp
King’s Damnation Common A reddish brown root. Poisonous 15 gp
Catfern Common Green cattail fern. Exotic 15 gp
Silverscale Uncommon Silvery tree bark with a scale like texture. Curative 40 gp
Sweetpetal Uncommon Rose-like flower petals found on the forest floor Poisonous 40 gp
Dyradtears Rare Small blue flowers that grow near dead trees. Curative 200 gp
Divine Laurel Very Rare Golden leaves that glimmer as if gilded. Curative 2,000 gp
Mountains/Caves Locale
Name Rarity Description Properties Purchase Price
Goldbane Common Clumpy yellow powder. Reactive 15 gp
Rare Earth
Common Dirt with traces of rare vitamins. Curative 15 gp
Powders
Dragongrass Uncommon Red leafy grass. Reactive, Exotic 40 gp
Minebane Uncommon Long black roots that give off smoke. Reactive 40 gp
Crystal Spider
Uncommon Crystalline Webs Poisonous 40 gp
Webbing
Plains Locale
Name Rarity Description Properties Purchase Price
Lightning Roots Common Still living roots from a tree hit by lightning Reactive 15 gp
Small snaring weeds with an unpleasant
Hoof Thistle Common Curative 15 gp
thistle
Humming Berries Common Small red berries the hum slightly when held Reactive 15 gp
Dried Tar Common Black flakes of sludge like substance Reactive 15 gp
Goldshine Grass Uncommon Strange grass that looks like it is gilded Poisonous 40 gp
Centaur Droppings Uncommon Strange foul smelling mud. Curative 40 gp
Burned Belladonna Uncommon A strange plant that looks like it is burned. Reactive, Poisonous 60 gp
Swamps Locale
Name Rarity Description Properties Purchase Price
Drooping Death Common Drooping dead looking ferns. Curative 15 gp
Wartflower Common A sickly yellow flower with strange growths Curative 15 gp
Swamp Oil Common A rainbow sheened oily substance Reactive 15 gp
Hag Trail Uncommon Wilted plants that grow on corpses Poisonous 40 gp
Sad Salvation Uncommon A brilliantly blue flower that grows in decay Curative 40 gp
Watery sludge that seems is burning hot and
Burning Sludge Uncommon Reactive 40 gp
slightly smokes
A pleasantly apple looking fruit that grows on
Hag Fruit Rare Poisonous 200 gp
gnarled trees
A seedling that sprouted on a shambling
Shambling Seedling Rare Curative 200 gp
mound.
Fetid Gas Rare Rare swap gas that smells of sulfur. Reactive, Poisonous 300 gp
Coastal Locale
Name Rarity Description Properties Purchase Price
Merweed Common Always damp blue leaves. Curative 15 gold
Seaweed like weeds that give off an
Rotweed Common Poisonous 15 gold.
unpleasant smell.
Oyster shaped white and blue flowers with an
Oyster Flowers Uncommon Curative 15 gold.
odd smell.
Exotic Locale
Name Rarity Description Properties Gathering Locale Purchase Price
Elemental Earth Rare Loose soil Poisonous Plane of Earth 200 gold
Elemental Fire Rare Ever burning fire Reactive Plane of Fire 200 gold
Elemental Water Rare Water Curative Plane of Water 200 gold
Curative,
Apple of Arborea Legendary A golden apple. Arborea 5,000 gold
Exotic
Spider Queen’s
Legendary Dark purple flowers. Poisonous Underdark 5,000 gold
Steps
Elementals
Purchase
Monster Rarity Organ Description Properties
Price
Mud Mephit Common Foul Dust The crusty dried remains of it’s head Poisonous 15 gp
Smoke Mephit Common Swirling Soot Little flecks of ash that never quite settle. Reactive 15 gp
Stream Mephit Common Steaming Droplets Droplets of water that are never quite cool. Reactive 15 gp
Stream Mephit Common Frozen Droplets Droplets of water that never quite thaw. Curative 15 gp
Small rock chips that are painfully hot to
Magma Mephit Common Burning Rocks Reactive 15 gp
the touch.
Magmin Common Magmin Charcoal Small pieces of ever warm charcoal. Reactive 15 gp
Small red scales that are warm to the
Fire Snake Common Fire Snake Scales Reactive 15 gp
touch.
Flaming Beard Small beard hairs made of fire. Smells
Azer Common Reactive 15 gp
Hairs faintly like burning hair.
Gargoyle’s Stone
Gargoyle Common A gem like heart. Exotic 15 gp
Heart
Essence of Tainted
Water Weird Common Brackish water with high surface tension. Poisonous 15 gp
Water
Uncommon Primal Primal
Air Element Uncommon An eddy of every swirling wind magic. 40 gp
Essence Essence
Uncommon Primal Primal
Earth Element Uncommon An unremarkable looking stone. 40 gp
Essence Essence
Uncommon Primal Primal
Fire Element Uncommon Small sourceless fires. 40 gp
Essence Essence
Uncommon Primal
Water Element Uncommon A cup of water that never dries. Essence 40 gp
Essence
Salamander’s
Salamander Uncommon A long leathery tongue. Exotic 40 gp
Tongue
Xorn’s Stomach Reactive,
Xorn Uncommon A burbling very acidic substance. 40 gp
Acid Poisonous
A strange rock with veins of crystal
Galeb Duhr Uncommon Duhrian Heart Curative 40 gp
throughout.
Invisible Uncommon Primal An eddy of wind that always swirls toward Primal
Uncommon 40 gp
Stalker Essence you. Essence
Primal
Dao Rare Heart A heart shaped stone with dark veins. 200 gp
Essence
Primal
Djinni Rare Heart A floating blue heart that slowly spins. 200 gp
Essence
Primal
Efreeti Rare Heart An ever burning coal the size of a fist. 200 gp
Essence
Primal
Marid Rare Heart A flabby heart that never stops oozing. 200 gp
Essence
Dragons
Purchase
Monster Rarity Organ Description Properties
Price
Pseudodragon
Pseudodragon Common A small sharp barb Poisonous 15 gp
Stringer
Reactive,
Wyrmling Common Wyrmling Heart A heart in the color of the wyrmling 30 gp
Essence
Faerie Dragon
Faerie Dragon Common A small sparkling liver. Poisonous 15 gp
Heart
Wyvern Uncommon Wyvern Stinger Pieces of the wyvern’s tail singer. Poisonous 40 gp
Reactive,
Young Dragon Rare Dragon Heart A large heart flaring with elemental power Primal 300 gp
Essence
Shadow Shadow Dragon An ethereal heart that casts a pitch black Arcane
Rare 200 gp
Dragon Heart shadow. Essence
Reactive,
Adult Dragon Very Rare Dragon Heart A huge heart flaring with elemental power Primal 3,000 gp
Essence
Dragon Turtle
Dragon Turtle Very Rare The rubbery flesh from the lung tubes Curative 2,000 gp
Lungs
Reactive,
Ancient A massive heart flaring with elemental
Legendary Dragon Heart Primal 7,500 gp
Dragon power
Essence
Gritty Realism
For games that move at a more deliberate pace.
Exotic Ingredients & Potions When added to a Custom Potion that would deal damage to a
While standard potions are made from curative, reactive, or target area, it allows you to instead drink the potion and breath
poisonous ingredients, exotic ingredients have specialized of a 15 foot cone of the damaging effect the potion would have
effects. When making a potion from these ingredients, the had.
potions effect is a combination of the effect of the exotic
ingredients added. Basilik Eye
An Exotic Potion (potion brewed entirely from exotic Common, Exotic, Difficulty +3
ingredients) does not need a recipe and has a crafting time of 1
hour, and a difficulty of the difficulty of all the exotic ingredients At first glance, it looks like a stone.
used added together, with 1 check needed per exotic ingredient
added. When this and 1 common divine essence is added to any
healing potion, that healing potion also removes the Petrified
An exotic ingredients can be combined with a standard potion condition when used.
by adding the DC of the standard potion to the combined
difficulty of the exotic ingredients. This can result in very Gargoyle’s Heart
powerful potions, but will frequently result in unattainable high
difficulty to make it work, as adding random new components Common, Exotic, Difficulty +3
to potions typically wrecks the effect.
A gem like heart that forms inside gargoyles that have been
Exotic Effects animated for a certain number of years.
Apple of Arborea
When you add this to a potion, any creature that consumes the
Legendary, Exotic, Difficulty +6 potion develops are tough rock-like skin. Their AC can’t be less
than 16, regardless of what kind of armor they are wearing,
Consuming this apple has the effect of greater restoration and they become immune to critical strikes. These effects fade
cast upon the person that consumes it. If the creature that when the effects of the potion fade, or last 1 hour if the potion
consumes it is Good aligned, they gain the of death ward until would otherwise not have duration.
they complete a long rest.
Mimic Heart
Adding it to a potion makes that potion confer the effects of
eating it, but has no alignment restrictions. Common, Exotic, Difficulty +2
Catfern This strange ever shifting fleshy organ has potent shifting
properties that can make the following Exotic Potions.
Common, Exotic, Difficult +1
When added to a Potion of Climbing, it turns it into a Potion
A light and airy fern that tends to get easily caught in the wind of Alter Self, granting the effect of the spell alter self for 1 hour
and slightly glows. (no concentration required).
When added to any potion you consume, you gain 30 feet of When added to a Potion of Growth along with at least
darkvision for the duration of the potion effect. If you already one other rare reactive ingredient, it becomes a Potion of
have darkvision, the range of your darkvision increases by 30 Polymorph granting the effect of the polymorph spell for 10
feet for the duration of the effect. minutes (no concentration required).
Dragongrass
This is a strange grass that burns very hot and tastes terrible.