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Kibbles' Compendium of

Craft and Creation

A Collection of Advanced Options


for Classes, Crafting, & More
Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
2

Credits
Designer: [To Be Detailed]

Editors: [To Be Detailed]

Artists: [To Be Detailed]

Special Thanks: [To Be Detailed]

Introduction | Gadgetsmith | Golemsmith | Infusionsmith | Potionsmith


Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
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Thundersmith | Warsmith | Fleshsmith | Cursesmith | Runesmith | Relicsmith


Chapter 3 | More Stuff
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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
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Madness Regurgitator.............................................................. 152 Weaving.......................................................................................... 268


Nightmare Stalker..................................................................... 152 Cobbling......................................................................................... 268
NPCs............................................................................................... 155 Masonry......................................................................................... 268
Crafting.......................................................................................... 156 Glassblowing................................................................................. 269
Quick Summary......................................................................... 157 Painting.......................................................................................... 269
Quick Reference......................................................................... 158 Brewing.......................................................................................... 269
Reference Prices........................................................................ 158 Jewelcrafting.................................................................................. 270
Valuable Gear............................................................................. 158 Carpentry....................................................................................... 270
Making Your Own Items........................................................... 159 Tailoring......................................................................................... 271
Item Tag Key............................................................................... 159 Appendix A: Calculating New Items..................................... 272
Crafting Time.............................................................................. 160 Labor Cost Table........................................................................ 272
Crafting During a Rest.............................................................. 160 Appendix B: Optional Detailed Names................................ 273
Crafting Rolls.............................................................................. 160 Specific Harvesting Results..................................................... 275
Materials....................................................................................... 161 Appendix C: Variant Rules....................................................... 278
Types of Materials...................................................................... 161 Old School................................................................................... 278
Reagents...................................................................................... 161 Assistance.................................................................................... 278
Magical Ink.................................................................................. 161 Actual Blacksmithing................................................................ 278
Essences...................................................................................... 161 More Common Magic............................................................... 278
Ingots............................................................................................ 163 Crafting Skill............................................................................... 278
Hides & Leathers....................................................................... 163 Innovation System..................................................................... 279
Parts.............................................................................................. 163 Gritty Realism............................................................................. 280
Wood............................................................................................. 163 Appendix E: Exotic Materials.................................................. 281
Purchasing Tables by Type...................................................... 164 Exotic Ingredients & Potions.................................................. 281
Purchasing Table by Rarity...................................................... 166
Harvesting & Looting................................................................ 168
Basic Harvesting........................................................................ 168
Exotic Creature Harvesting..................................................... 168
Exotic Remnants........................................................................ 168
Loot............................................................................................... 172
Gathering Tables........................................................................ 175
Alchemy......................................................................................... 178
Potions......................................................................................... 184
Concoctions................................................................................. 186
Oils................................................................................................ 187
Miscellaneous............................................................................. 188
Alchemy Modifiers..................................................................... 189
Additional Materials.................................................................. 189
Poisoncraft................................................................................... 190
Poisons......................................................................................... 190
Blacksmithing............................................................................. 195
Maintenance & Modifications................................................. 196
Custom Weapon Guide............................................................. 200
Weapon Creation Template..................................................... 200
Additional Items......................................................................... 204
Beyond the System.................................................................... 204
Cooking......................................................................................... 205
Enchanting................................................................................... 209
Scrollscribing.............................................................................. 239
Wand Whittling........................................................................... 241
Lesser & Greater Wands.......................................................... 242
Leatherworking.......................................................................... 246
Tinkering...................................................................................... 249
Woodcarving................................................................................ 257
Runecarving................................................................................. 260
Ancient Tradition........................................................................ 262
Academic Tradition.................................................................... 263
Engineering.................................................................................. 264
Quick Reference........................................................................... 264
Related Tool & Ability Score...................................................... 264
Materials........................................................................................ 264
Crafting Roll.................................................................................. 264
Labor.............................................................................................. 264
Minor Branches.......................................................................... 268
Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
6

Part I : Character Options

Contents:
-Inventor
-Psion
-Class Toolbox
-Subclasses
-Feats
-Spells
-Races

Introduction | Gadgetsmith | Golemsmith | Infusionsmith | Potionsmith


Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
7

Thundersmith | Warsmith | Fleshsmith | Cursesmith | Runesmith | Relicsmith


Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
8

Balance Kibbles' Note for GMs


At the end of the day, you have all the power when it comes
to balancing the game. I have put a great deal of effort into
The content of this book has is something I've extensively
worked to make as balanced as possible, but I think it's worth making that as easy as possible, but if you find something
talking about here in this forward about what that means, doesn't fit in your game, you know your game better than I do.
why it might or might not matter, and what to do if your I would offer some things to consider, the foremost of which
experiences differ. is that 5e is not a perfectly balanced game. I have put in a
The point of balance in a cooperative game is that two-fold. great deal of effort to make sure that nothing contained in the
First, so that the GM can run the game within the parameters book eclipses the default options, but at the same time, the
of the base content without having to tailor and rebalance default options are very wide spectrum of content in terms of
the experience. Second, so that players can feel free to make balance.
the choices they want to make about their character without If you find an option that seems like it is too much, it
feeling they are placing them at a disadvantage. might be that you need to adjust it, but it also might be that a
The content in this book is different than the default content confuence of events that will solve itself. If a player is doing
of the game, but a great deal of care and testing has gone into more damage than other members of the party, will they still
making sure that it can play along side the default content. in a few levels? Have they invested more heavily in doing
Everything between these covers has been used in games, and damage?
reviewed by many eyes... but that guarentees little. Certain kinds of druids find great power early in the game.
Content can be used in many ways. Expectations can Certain feats allow for a lot of power. This is in no way a
differ. Rolled stats, crazy luck, creative uses, and clever suggestion that nothing should be changed (I change many
combinations of abilities can always result in varied things within my own game) just a reminder to consider
experience... particularly when there as many options as is everything in context and the potential ramifications down the
presented here. road of making changes.
My intention of writing this the content of this book is that
content will feel at home among the default options of this
game and its first expansion. That is what I use in my game in
Crafting & Balance
addition to my own content, and that's what I've compared the One the biggest considerations for balance exists not in the
options presented here to throughout the process of creating player options at all, but in the crafting options. While the
it. crafting system aims to fairly tightly replicate the traditional
rate of acquisition using the presented rules, it is undeniable
that the synergy between character options (both default
Kibbles' Note for Players options and ones presented here) and magic items that the
Using character options creativity is encouraged - not only players can select exists.
is creativity in the title, but everything contained has many The magic items and their present recipies are presented
options. This book holds a vast amount of options that can be as tool to make playing the game more fun. It is a tool for both
arranged and rearranged. the player and GM, but like any tool, consideration should be
But you are not playing against your GM. At the end of placed into how it is used.
the day, the GM has the final say on how any ability works, Not all magic items exist in all settings. The rules present
and what is an option. Your GM has allowed this book, and as wide a selection as possible to lower the burden on the
ultimately anything in it is up for them to allow. GM, but they always have the ability to define which items can
The way to have to most fun with these options is to work or cannot be made (or need to be tweaked) on a case by case
collaboratively with what you want to do with your GM on the basis.
character you want to make, and how the presented options
here will play into that.
The more consideration you put into making sure that your
Closing Thoughts
character will fit with the GMs expectations, the more you can I do not run everything in this book as written. I run what
count on them feeling good about you allowing to use the full works for my game. I have written things in this book in my
breadth and depth of content - not just this book, but the wide attempt to capture an experience as close as possible to the
expanse of options out there. The more they have to double default assumptions of the game, but those are nothing more
check and vett everything to ensure that all the players have or less than assumptions - a best fit line for as many games as
fun at the table, the less they will be able to allow to be used possible.
in the game - quite possibly even content that would otherwise As much as possible feel free to stand on these rules and
be perfectly balanced. build on them as a foundation, but never let what is written
Balance is a collaboration between players and their GM. here be a shackle. My only goal in writing this book was to
Look for combinations that are cool. Look for ways to use the provide a set of tools that were useful to you in running a
rules that are fun. Look even for ways to make your character game that you and your player enjoy. If any part of these rules
feel powerful and strong! But if you think you see something contradict that goal for you, purge them with fire.
that would make your character broken, talk to your GM Lastly, there is a large community of folks that use this
- you're going to need to rely on them to allow it anyway, content. While they cannot be found in the pages of this book,
and both of you are going to be happier to know if it will be feel free to reach out and seek opinions, thoughts, and help
allowed before you decide to play it. with anything presented within!

Introduction | Gadgetsmith | Golemsmith | Infusionsmith | Potionsmith


Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
9

Psionics in your setting.


Setting Notes [To be Added]

Inventors in your setting.


[To be Added]

Thundersmith | Warsmith | Fleshsmith | Cursesmith | Runesmith | Relicsmith


Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
10

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.

Introduction | Gadgetsmith | Golemsmith | Infusionsmith | Potionsmith


Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
11

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 -- -- -- -- -- -- --

2nd +2 Spellcasting, Arcane Retrofit, Tool Expertise 3 2 -- -- -- -- --

3rd +2 Inventor Specialization Feature, Specialization Upgrade 4 3 -- -- -- -- 1

4th +2 Ability Score Improvement 4 3 -- -- -- -- 1

5th +3 Inventor Specialization Feature 5 4 2 -- -- -- 2

6th +3 Arcane Reconstruction, Cross Disciplinary Knowledge 5 4 2 -- -- -- 2

7th +3 Wondrous Item Proficiency 6 4 3 -- -- -- 3

8th +3 Ability Score Improvement 6 4 3 -- -- -- 3

9th +4 -- 7 4 3 2 -- -- 4

10th +4 Improved Magical Crafting, Wondrous Item Recharge 7 4 3 2 -- -- 4

11th +4 Study of Magic 8 4 3 3 -- -- 5

12th +4 Ability Score Improvement 8 4 3 3 -- -- 5

13th +5 -- 9 4 3 3 1 -- 6

14th +5 Inventor Specialization 9 4 3 3 1 -- 6

15th +5 -- 10 4 3 3 2 -- 7

16th +5 Ability Score Improvement 10 4 3 3 2 -- 7

17th +6 -- 11 4 3 3 2 1 8

18th +6 Wondrous Item Mastery 11 4 3 3 3 1 8

19th +6 Ability Score Improvement 12 4 3 3 3 2 9

20th +6 Peerless Inventor 12 4 3 3 3 2 9

Creating an Inventor Class Features


• Hit Dice: 1d8 per Inventor level
When creating an Inventor character, think about your
• Hit Points at 1st Level: 8 + your Constitution
character’s background and drive for adventure. Does the
modifier
character have a rival? What drove your character down the • Hit Points at Higher Levels: 1d8 (or 5) + your
path of being an Inventor? Is it about curiosity and invention,
Constitution modifier per Inventor level after 1st
or about the power their inventions bring? Did you character
learn from another Inventor, or receive a vision or flash of Proficiencies
inspiration to learn their craft? Armor: Light armor, medium armor
Consider how your character interacts with the world, and Weapons: Simple weapons, hand crossbows, heavy crossbows.
what they represent. Consult with your DM regarding guilds Tools: Thieves’ tools, one other tool of your choice
or societies your character might belong to. Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History, Investiga-
tion, Medicine, Nature, Religion, Sleight of Hand
Quick Build
You can make an Inventor quickly by following these Equipment
suggestions. For the Gadgetsmith, Thundersmith, Cursesmith, You start with the following equipment, in addition to the equip-
or Relicsmith paths, make your highest attribute Dexterity, ment granted by your background:
followed by Intelligence. For Golemsmith, Infusionsmith,
• (a) a light crossbow and quiver of 20 bolts or (b) any two
Potionsmith, or Runesmith, Intelligence followed by
simple weapons.
Constitution or Dexterity, and for Warsmith or Fleshsmith,
• (a) scale mail, (b) leather armor, or (c) chain mail.
choose either Strength or Intelligence, with Constitution • thieves’ tools and a dungeoneer’s pack
as your second highest attribute. Second, choose the guild
artisan background. If you forgo this startering equipment as well as the items offered
by your background, you start with 4x4 x10 gp to buy your equip-
ment.

Thundersmith | Warsmith | Fleshsmith | Cursesmith | Runesmith | Relicsmith


Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
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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,

Introduction | Gadgetsmith | Golemsmith | Infusionsmith | Potionsmith


Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
13

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.

Cross Disciplinary Knowledge Peerless Inventor


At 6th level, you can expand on your knowledge across At 20th level, your mind is always thinking of new options and
fields. You can craft one of the following: a Thundersmith’s clever solutions. After a short or long rest, you can create a
Stormforged Weapon, an Infusionsmith’s Animated Weapon, temporary version of an Upgrade from your subclass you are
Blasting Rod, or Infused Weapon, a Potionsmith’s Alchemical qualified to take but do not have. This upgrade must have a
Reagent Pouch and Alchemical Fire or Alchemical Acid, or an level requirement of 11th level or lower. You have this upgrade
Unrestricted Gadgetsmith Upgrade. until you complete a short or long rest, which time you can
If you select a Stormforged Weapon, you gain proficiency select a temporary Upgrade with this feature again.
with that weapon and knowledge of how to make ammunition
for it (if required). You cannot apply Infused Weapon to Magical or Mechanical?
another weapon granted by this class. One of the core debates that arises around an Inventor is if they are
If this selection is lost or destroyed, you can remake a “Magical Engineer” or what a magical engineer would even mean.
it following the rules for remaking the select item in the Do they tinker with mechanics and gears or with magic and runes?
subclass. The answer is, of course, whatever suits your world, game, and the
vision of the player.

Wondrous Items Proficiency


At 7th level, your familiarity with the workings of magical
items means that you ignore all class requirements on the use
and of magic items.
Additionally, you can now attune to 4 magical items at once.

Improved Magical Crafting


At 10th level, your experience in creating your own wondrous
invention makes you more adept at crafting a magic item than
a normal spellcaster. Creating a non-consumable magic item
takes you half the time it would normally take.

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Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
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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:

• Grappling Hook. As an attack or as an action, you may


target a surface, object or creature within 20 feet. If the
target is Small or Smaller, you can make a Strength
(Athletics) grappling check to pull it to you and grapple
it. Alternatively, if the target is Medium or larger, you can
choose to be pulled to it, however, this does not grapple it.
Attacks of opportunity generated by this movement have
disadvantage.
• 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 Recycle Gadgets
modifier and does not require concentration. When you
Starting at 3rd level, during a long rest and taking effect when
cast fog cloud in this way, you can set the radius at 5, 10,
you complete it, you can disassemble your gadgets and create
15, or 20 feet.
different ones. When you do this, remove any upgrade you
• Gadgetsmith Weapon. Pick one of Impact Gauntlets,
would like, and pick a new upgrade.
Lightning Baton, Repeating Hand Crossbow, Ricocheting
You still must select upgrades that are valid for the level you
Weapon, or Shock Generator from the upgrade section.
gained the upgrade at (e.g. at 9th level, you can only have one
You receive this upgrade and it does not count against your
upgrade that has a prerequisite of 9th level).
upgrade total.
Additionally, if a gadget is destroyed, you can use this
feature to recreate it for materials worth 20 gold pieces.
Unlimited Smoke Bombs?
If you or your GM is concerned about the unlimited use of Smoke Extra Attack
Bombs, consider adding a Proficiency bonus number of uses per Beginning at 5th level, you can attack twice, instead of once,
short rest. This should not mechanically impact their usage, but whenever you take the Attack action on your turn.
the reason they do not have the limit is to encourage players to feel
free to use them in non-combat situations. With limits, even ones
that are not usually hit, players tend to treat their Smoke Bomb as Combat Gadgets
exclusively a combat feature. Beginning at the 14th level, when you take the Attack action,
you can replace one attack with using any gadget that requires
Additional Upgrade an action to use.
At 3rd level, you’ve mastered the essential tools, and have
begun to tinker with ways to expand your arsenal. The number
of upgrades you have for your class level is increased by one.
The number of additional upgrades you get increases by one
more at 5th level to two more than the class table.

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15

Gadgetsmith Upgrades Gravity Switch


You build a switch that turns off gravity. You can use it to
cast fall without expending a spell slot. Once you use this
Unrestricted Upgrades gadget, you cannot use it again until you complete a short or
long rest.
Airburst Mine
You create a mechanical device capable of producing a Gliding Cloak
devastating blast. You can use this device to cast shatter or You make a cloak that allows you to glide when falling.
thunderburst mine without expending a spell slot. Once used, When you fall more than 10 feet and aren’t incapacitated,
the gadget cannot be used again until you complete a short or can spread this cloak to reduce your falling speed to 30 feet
long rest. a round take no falling damage. While falling in this manner
toward the ground under normal gravity, you can move
Ricocheting Weapon horizontally 2 feet for every 1 foot you descend.
You create a ranged weapon enchanted or engineered
to ricochet of its targets and return to your hand. You have Impact Gauntlet
proficiency in this weapon, and it has the Finesse, Thrown You create a magic weapon capable of amplifying the impact
(30/90), and Special properties, and deals 1d8 bludgeoning, of your blows. You have proficiency in this weapon, and it
piercing or slashing damage (chosen at the time you select has the Finesse, Light and Special properties. It deals 1d6
this upgrade). You can Arcane Retrofit this weapon. bludgeoning damage.
Special: When this weapon is thrown you can target two Special: When you make an attack roll, you can choose to
creatures within 10 feet of each other, making a separate forgo adding your Proficiency bonus to the attack roll. If the
attack roll against each target; the damage dealt is halved for attack hits, you can add double your Proficiency bonus to the
each target hit after the first. damage roll.
This weapon returns to your hand after you make an attack You can apply this upgrade up to 2 times, making a separate
with it using the Thrown property. weapon each time.

Belt of Adjusting Size Variant: Power Fist


You create a belt with a creature size dial on it. While you Your DM may allow you to take the Power Fist upgrade of
are wearing this belt, you can use an action to cast Enlarge/ the Warsmith in place of an Impact Gauntlet, which is similar
Reduce on yourself without expending a spell slot. Once you but deals 1d8 damage but lacks the Finesse property. For the
use this gadget, you cannot use it again until you complete a purposes of upgrades, Impact Gauntlets and Power Fists should be
short or long rest. considered interchangeable.

Element Eater Jumper Cable Prerequisite: Requires Shock Generator.


You create a device capable of absorbing incoming Once per turn, when dealing lightning damage with a
elemental damage. You can activate this device and cast cantrip from your Shock Generator, you can add you can add
absorb elements without expending a spell slot, but the gadget your Intelligence modifier to the damage dealt.
cannot be used again until you complete a short or long rest. Additionally, as an action you can make a DC 10 Intelligence
(Medicine) to revive an unconscious companion. If you
Enhanced Grappling Hook succeed this check, they can regain consciousness with 1
You enhance your grappling hook, increasing its range to 30 hitpoint and a number of temporary hit points equal to your
feet. Additionally, the enhanced power of the grappling hook Inventor level, but they gain 1 level of exhaustion.
means that when pulling yourself to a Large or larger creature
or object, you can drag one medium or smaller willing or Lightning Baton
grappled creature within 5 feet of you with you. You create a baton that channels lightning, creating a magic
weapon. You have proficiency in this weapon.
Fire Spitter It has the Finesse and Light properties. It deals 1d4
You create a gadget that creates a quick blast of fire. As an bludgeoning damage and 1d4 lightning damage on hit. On an
action, you can cast Aganazzar’s Scorcher with this gadget attack roll of 20 with this weapon, the target must succeed
without expending a spell slot, but the gadget cannot be used a Constitution saving throw against your spell save DC or
again until you complete a short or long rest. become stunned until the start of your next turn.
You can apply this upgrade up to 2 times, making a separate
Flashbang item each time.
You create a high luminary discharge device. As an action,
you can target a point within 30 feet. Any creature within 20 Mechanical Arm
feet of the targeted point must make a Dexterity saving throw You create a mechanical arm, giving you an extra hand.
or be blinded until the end of its next turn. Once you use this This mechanical arm only functions while it is mounted on
gadget, you cannot use it again until you complete a short or gear you are wearing, but can be operated mentally without
long rest. the need for your hands. This mechanical arm can serve any
function a normal hand could, such as holding things, making
attacks, interacting with the environment, etc, but does not
give you any additional actions.

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Mechanical Familiar Steelweave Nets


You can create the blueprint for a small mechanical You thread your nets with metal reinforcement, making
creature. At the end of a long rest, you can choose to create a them tougher and more conductive. The net gains an AC of
mechanical familiar based on it, and cast find familiar without 15 and resistance to slashing damage. Whenever a creature
expending a spell slot. The familiar’s type is Construct. This restrained by the net takes Lightning damage, it takes an
construct stays active until you deactivate it or it is destroyed. additional 1d6 lightning damage.
In either case, you can choose to reactivate it at the end of a When a net is turned into a Steelweave Net, only you have
long rest. proficiency with it. You can have a number of them equal to
your Intelligence modifier, replenishing your supply over the
Jumping Boots course of a long rest by forging normal nets into Steelweave
You modify your boots with arcane boosters. While wearing Nets.
these boots, you are under the effects of the jump spell. Trick Shots
At the end of a short or long rest, you can add one of the
Net Launcher following effects to a piece of ammunition or thrown weapon,
You build a device capable of delivering nets to their targets turning it into a trick shot.
more effectively. While you have this upgrade, nets have a
range of 20/60 for you. • Special Tip: You can select a different damage type for the
attack from bludgeoning, piercing, slashing, acid, cold, fire,
Repeating Hand Crossbow or lightning.
You build an improved hand crossbow. You have proficiency • Bouncing: You can attack a target out of line of sight of with
in this weapon, and it has the Ammunition (range 30/120), it if you know their location by bouncing it off a surface.
Light, and Special properties and deals 1d6 piercing damage. They have the benefit of half cover instead of full cover.
Special: This weapon does not require a free-hand to • Ricochet: If you hit an attack roll with it, you can make
load, as it has a built-in loader. Once per turn, if you make an another attack roll against another target within 10 feet of
attack with this weapon as part of the Attack action, if you do the first as part of the same attack.
not have disadvantage on that attack, you can give yourself • Smoke Shot: You can use the shot to deploy your smoke
disadvantage to make a single additional weapon attack with bomb feature on impact at a point or target.
this weapon as a bonus action (also at disadvantage). • Arcane Trick: You can imbue a cantrip or 1st level spell
you know into the shot, casting it on impact where the shot
Shock Generator lands. If the spell has a target, the target of the attack is the
You create a device capable of generating potent shocks. You target.
can use this to cast shocking grasp . When you cast shocking
grasp with this feature, you can use either your Dexterity or You can only have one modified shot at a time, and it is
Intelligence modifier for the melee spell attack roll. expended on use. You can take this upgrade multiple times to
gain multiple uses of trick shots.

Shocking Hook Prerequisite: Requires Shock Generator Quick Essential Gadget


You can integrate your Shock Generator and your Grappling You set modify your essential gear for quickened use. You
Hook. If the target of your Grappling Hook is a creature, you can use your Grappling Hook or Smoke Bomb as a bonus
can cast shocking grasp using your Shock Generator on that action. Once you use either this way, you cannot use either of
creature as a bonus action when pulling it to you or being them this way again until completing a short or long rest.
pulled to it.

Sight Lenses 5th Level Upgrades


You create a set of lenses you can integrate into a set of
goggles, glasses, or other vision assistance that allow you to Antimagical Shackle.
see through darkness and obscurement. You can see through You create an antimagical shackle. When you are adjacent
fog, mist, smoke, clouds, and non-magical darkness as normal to a creature, as an action you can attempt to shackle them
sight up to 15 feet. to yourself or a nearby object using these shackles. The
you make a Dexterity (Sleight of Hand) check contested
Smoke Cloak by a Strength (Athletics) or Dexterity (Acrobatics) check.
You create a cloak that causes you to blend in with smoke. On failure, they are shackled to the creature or object you
When you start your turn lightly or heavily obscured by smoke, attempted to shackle them to, and can move only by moving it
you are invisible until your turn ends, you cast a spell, make an if they are able to.
attack, or damage an enemy. Additionally, while shackled by these shackles, they cannot
teleport, planeshift, polymorph, shapechange, dematerialize,
Striding Boots or turn into an amorphous form. As an action they can make a
You modify your boots with amplified striding speed. Strength saving throw against your spell save DC to break the
While wearing these boots, you are under the effects of the shackles once shackled, otherwise these shackles last until
longstrider spell. you remove them.
This shackles have no effect on creatures immune to being
grappled or restrained.

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Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
17

Crossbow Spider Vanishing Trick


You modify a crossbow to be able to aim and fire on its own. When you use a Smoke Bomb you can cast misty step without
As an action, you can deploy a tiny construct. Once deployed, expending a spell slot. Once you do this, you cannot do this
the tiny construct can be fired as a bonus action making again until you complete a short or long rest.
an attack from where it is deployed with a range of 30/120
feet. You make a ranged spell attack, and if the attack hits it 9th Level Upgrades
deals 1d6 + your Intelligence modifier piercing damage. The
construct becomes inactive after 1 minute has passed, or after Arcane Nullifier
it has fired 10 times. You make a device that nullifies the arcane through means you
Once you have activated it, you cannot activate it again assure everyone else you understand. As an action, you can
until you complete a long rest. If it was not destroyed, you use this device to cast dispel magic without expending a spell
can activate it again early by expending a 1st level or higher slot.
spell slot (if it was destroyed, you cannot activate it again until Once you use this gadget, you cannot use it again until you
repairing or recreating it during a long rest). complete a short or long rest.

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.

STR DEX CON INT WIS CHA Stinking Gas


2 (-4) 14 (+2) 10 (+0) 1 (-5) 1 (-5) 1 (-5) You make a more potent compound for your Smoke Bomb.
When you use a Smoke Bomb, you can choose to cast stinking
Damage Immunities poison cloud rather than fog cloud, following the same rules. You
Condition Immunities charmed, exhaustion, frightened, paralyzed, cannot cast stinking cloud in this way again until you complete
petrified, poisoned
a short or long rest.
Senses passive Perception 5
Languages —
Stopwatch Trinket
You create a magical stopwatch that manipulates time magic.
Actions As an action, you can cast haste or slow using the stopwatch
Fire Crossbow. Ranged Weapon Attack: your spell attack modifier to
without expending a spell slot.
hit, range 30/120 ft., one target you can see. Hit: 1d6 + your Intelligence
modifier piercing damage.Binding Rope
Once you use this Upgrade, you cannot use it again until you
complete a long rest.

Binding Rope 11th Level Upgrades


You create a rope that is capable of animating and binding a
target. As an action, choose a target creature within 30 feet.
Flying Gadget
The target must make a Dexterity saving throw against your
You build a device that allows you to fly, such as deployable
spell save DC or become restrained until the end of your next
artificial wings. You can activate this device as a bonus action,
turn. If you are currently grappling the target, it makes the
or as a reaction to falling. Whatever form it takes, when
Dexterity saving throw with disadvantage. The rope can only
activated it gives you a flying speed of 30 feet.
restrain one target at a time.
Lightning Generator Prerequisite: Requires Shock Generator
Explosive Gauntlet Prerequisite: Impact Gauntlet
You upgrade your shock generator with additional lightning
Your gauntlets can exert massive kinetic force when striking.
capabilities. You can cast lightning lure at-will using it, and can
When you make an attack with your Impact Gauntlet, you can
overload it to cast lightning bolt without expending a spell slot.
choose to be knocked 10 feet in the opposite direction, or, as a
Once you overload it, you cannot use it to cast lightning bolt
bonus action, force the target to make a Strength saving throw
again until you complete a short or long rest.
or be knocked 10 feet backward. This movement does not
provoke attacks of opportunity.
Additionally, once per turn when dealing Lightning damage
You can expend an attack to use the movement effect of this
with a spell, you can add your Intelligence modifier to one roll
gauntlet even if not attacking the target, in which case you can
of the damage dealt.
use the movement in any direction (including upwards).
Truesight Lenses Prerequisite: Sight Lenses
Smoky Images
You upgrade and fine-tune your sight lenses, granting you
When you use a Smoke Bomb, you can use a bonus action to
Truesight up to 15 feet.
cast mirror image without expending a spell slot. Once you
do this, you cannot do this again until you complete a short or
long rest.

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Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
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Useful Universal Key


You create a Universal Key to obstacles, transmuting them
into not-obstacles. As an action, you can apply this key to a
surface to cast knock or passwall without expending a spell
slot.
Once you use this ability, you cannot use it again until you
complete a long rest.

15th Level Upgrades


Bracers of Empowerment
You create bracers that can empower you. You can use this to
cast arcanist’s transformation without expending a spell slot.
Once you use this ability, you cannot use it again until you
complete a long rest.

Bee Swarm Rockets


You design a type of tiny firecracker-like device, which can
release rockets in large numbers. You have a maximum
number of rockets equal to your Inventor level. As an action,
you can release 1 to 10 of these rockets. Each rocket targets
a point you can see within 40 feet. Creatures within 10 feet of
the point must make a dexterity saving throw.
Creatures in the area of effect of multiple rockets make one
for all rockets that would hit them. Creatures that fail take
2d6 + 1 fire damage per rocket that affects the area they are
standing in, or half as much on a successful one.
You rebuild your stock to your maximum during 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.

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19

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:

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Golem Chassis Autonomous Action


When you create your golem, you can add one prefix to its Starting at 5th level, you no longer need to spend your
type in the form which basic chassis you use for golem. For action or reaction to direct the golem to use its action
example, if you select Warforged, your golem becomes a or reaction, and it can act following mental commands
Warforged Golem, and gains the Warforged modifications to communicated while it is within 60 feet of you.
its base statistics.
If the Golem is not directed to take any action, it will take
Warforged the Dodge action in combat.
Your golem is roughly humanoid, and comes with the robust
flexibility and options that this form provides. Its base strength Magical Nature
becomes 16(+3) and it gains proficiency in shields, simple Additionally at 5th level, your golem’s natural weapons
weapons, and martial weapons. count as magical for the purposes of overcoming resistance
Its natural weapon is: Slam: +5 (Strength + Proficiency) to and immunity to nonmagical attacks and damage.
hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning
damage.
Perfected Design
Starting at 14th level, your golem can add your Intelligence
Quadrupedal
modifier to all of its attack rolls, skill checks, and saving
Your golem takes on a quadrupedal design. Larger and more
throws.
sturdy, it is more suitable to launch into the fray or carry its
creator. Its base size becomes Large, its base Strength and
Constitution become 16(+3), its natural armor becomes 16, Variant Golem Option: Flesh Golem
When selecting your golem, some distrubed minds think “by what
and its speed becomes 35 ft.
if I want it be a fleshy-monsterousity against sanity?” Well, as usual,
Its natural weapon is: Bite: +5 (Strength + Proficiency) to
the Inventor is here for you:
hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing
damage.
Flesh Golem?
Your golem is roughly humanoid, a lumbering terror of stitched
Winged flesh, with an odd smell. Its base strength becomes 16(+3) and it
Your Golem is modeled off a flying creature. Smaller and gains proficiency in shields, simple weapons, and martial weapons.
lighter than most golems, it is kept aloft by intricate wings. Its Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach
base size becomes Small and it gains a flying speed of 30 ft. 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning damage.
Its natural weapon is: Talon: +4 (Strength + Proficiency)
to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) slashing Additional Changes
damage. • Replace your Smith’s Tool proficiency with Leatherworking
Tools proficiency.
• The upgrades the same, but with “...but from some gross
Launcher fleshy organ.”
Your Golem becomes akin to a mobile turret, taking the frame • Fleshy Upgrades
of a ballista or other launching device. Its base Dexterity
becomes 16(+3) and its speed becomes 25 ft. At your GMs discretion, you can apply Fleshsmith upgrades to your
Its natural weapon is: Shoot +5 (Dexterity + Proficiency) Golem. This has the potential to have balance issues, so assume
to hit, reach 60/240ft., one target. Hit 1d10 + 3 (Dexterity) the DM will say no unless it’s not and you can explain how it’s not.
piercing damage.

Specialized Golemsmith Upgrades


Your Golem defies all expectations, its design fueled by your
own rampant creativity. A little less robust and stable, it is far Unrestricted Upgrade
more extensible to your visionary plans. Your Golem starts
with the basic statistics, but you can select 2 free upgrades Arcane Barrage Armament.
that do not count against your upgrade total. You install an mounted armament to your golem, taking
Its natural weapon is: Slam: +4 (Strength + Proficiency) to whatever form is most appropriate, charged with arcane
hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) bludgeoning power. As an action, the golem can cast magic missile without
damage. expending a spell slot. When cast this way, it has no Verbal or
Somatic components.
Intelligent Oversight Once used, this armament cannot be used again until the
Starting at 3rd level, you can take the Help action as a Inventor completes a short or long rest.
bonus action when assisting your golem. When the Golemsmith reaches 5th level, the level of the
Additionally, when you take the Help action to aid an ally magic missile spell cast increases to 2nd level. It increases
(including your golem) in attacking a creature, the target of again at 11th level (to 3rd) and 17th level (to 4th).
that attack can be within 30 feet of you, rather than 5 feet of
you, if the allied creature can see or hear you.

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Arcane Resonance. Structural Constitution.


You craft a magical essence connector and install it into You have reinforced your Golem with layers of protection and
your golem’s core, allowing you and it to share certain magical redundant systems. Its Constitution ability score increases
effects. You can make any spell you cast that targets only you by 2, increasing its stability and durability. If, after taking
also target your golem. this skill, the golem’s Constitution is 16 or greater, it gains
proficiency with Constitution saving throws. If, after taking
Defender Protocol. this skill, the golem’s Constitution is 18, it gains advantage on
You build in a protocol response into your golem to defend Death Saving Throws.
its master. The golem gains the Protection fighting style.
You can take this upgrade more than once. A golem’s
Ether Heart maximum Constitution ability score is 18.
You install a magical ether heart into your golem, because
that seems like a good idea. Your golem gains 2 charges. It Systematic Strength.
can use 1 charge to cast any first level spell you know. These You build an improved frame and power source for your
changes are restored at the end of a long rest. golem. Your golem’s Strength ability score increases by 2, and
increases its ability at tasks requiring raw strength. If, after
Flamethrower Armament. taking this skill, the golem’s Strength is 16 or greater, it gains
You install an armament to your golem, taking whatever proficiency with Strength saving throws. If, after taking this
form is most appropriate, capable of reproducing powerful skill, the golem’s Strength is 18, it gains proficiency with the
flames. As an action, the golem can cast burning hands. The Athletics skill.
spell save DC is equal to your spell save DC. When cast this
way, it has no Verbal or Somatic components. Once used, this You can take this upgrade more than once. A golem’s
armament cannot be used again until the Inventor completes maximum Strength ability score is 18.
a short or long rest.
When the Golemsmith reaches 5th level, the level of the Warfare Routines.
burning hands spell cast increases to 2nd level. It increases
again at 11th level (to 3rd) and 17th level (to 4th). You advance the control routines for your golem, allowing it to
fight more effectively. Your Golem gains one Fighting Style of
Fine Tuned Dexterity. your choice from Archery, Dueling, or Great Weapon Fighting.
You craft improved gears and joints for your golem. Your
golem’s Dexterity ability score increases by 2, increasing its 5th Level Upgrade
ability at tasks requiring fine motor skills. If, after taking this
skill, the golem’s Dexterity is 16 or greater, it gains proficiency
Cloaking Device.
with Thieves’ Tools. If, after taking this skill, the golem’s
You install an Arcane Cloaking device on your Golem. Your
Dexterity is 18, it gains proficiency with the Stealth skill.
golem can use this device to cast invisibility on itself without
You can take this upgrade more than once. A golem’s
expending a spell slot.
maximum Dexterity ability score is 18.
Once used, this device cannot be used again until the
Inventor completes a short or long rest.
Grappling Appendages
You install an additional pair of grappling appendages
Expanded Frame.
taking a form of your choice. For the purposes of grappling,
You enlarge your golem, increasing its size category by
these serve as two additional free hands for your Golem.
one if possible, up to a maximum size of Large. If your golem
Additionally, your golem gains a climbing speed equal to its
is Large after taking this upgrade, it gains advantage on
movement speed so long as it is not using these appendages
Strength checks and Strength saving throws and your golem’s
to grapple.
maximum hit points become 5 + ([Golem’s Constitution
Modifier + 6] * Inventor Level).
Heavy Armor Plating
During the process, you can determine if your golem will
You can incorporate a suit of Heavy Armor into your golem
have the appropriate physiology to serve as a mount. You can
allowing it to equip that suit of armor. Your golem’s Armor
take this upgrade multiple times, but cannot make a golem
Class becomes the Armor Class granted by the equipped
larger than Large.
armor. While incorporated with your golem in this way, the
golem has Proficiency with that armor. You can change or
Iron Fortress. Prerequisite: Medium or Larger Golem, Golem
remove the incorporated armor at any time once you have
Constitution of 18.
taken this upgrade, but it takes twice as long as normally
You extend your golems shielding and stationary stability.
equipping or unequipping the chosen armor type.
Your Golem now counts as three quarters cover for creatures
While equipped with Heavy Armor, your Golem has
within 5 feet (as long as it is between them and the attacker)
disadvantage on Dexterity (Stealth) checks.
or riding it. Additionally, it cannot be moved against its will
while in contact with the ground.
Magical Essence.
You infuse a fragment of magical essence into your golem,
allowing it to attune to one magical item. This follows all
normal attunement rules.

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Reciprocity Programming Multiattack Protocol.


If you use your bonus action to take the Help action to grant When your Golem uses the Attack action, it can attack twice
your golem advantage on attacking a creature, your golem can instead of once.
take the Help action as a bonus action to take the Help action
to grant you advantage on attacking a creature. Thundering Stomp. Prerequisite: Golem of Large size
Your golem can leverage its increased size and magical
Shielding Bond nature to unleash a crushing stomp of magical energy when it
After studying the arcane fundamentals of Shield Golems, brings down its foot. Your golem can replace any attack with
you have gained insight on how they shield their controllers, the thunderclap spell using the Inventors level and spell save
and can implement it in your own golem. Your golem gains DC for casting the spell.
the ability to cast warding bond without expending a spell
slot. When cast in this method, it does not require material Transforming Golem.
components. You install clever multifunctional components allowing your
Once the golem casts warding bond in this way, it cannot golem to reduce its size. Your golem can collapse its size back
use this feature to cast it again until it completes a short or down to one size smaller, but while in the collapsed mode any
long rest. movement speed it has is reduced by 10 feet. The process
takes 1 minute to invoke or revert.
9th Level Upgrades
Powered Charge. You may select this upgrade twice. 15th Level Upgrade
You improve your golem’s charging speed, increasing its Artificial Learning. Prerequisite: Mark of Life.
movement speed by 5 feet. If your golem’s speed is 40 feet Your Warforged Companion begins to apply its abilities
or more after taking this upgrade, it gains the ability to use a to learn new things, gaining a class level in a class of your
Forceful Slam after moving 20 feet or more in a straight line choosing. Your Warforged Companion gains all the first level
toward it before attacking; if the attack hits, the target must features of the chosen class. This does not include HP, hit
make a Strength saving throw with a DC of 8 + the golem’s dice, or class proficiencies (for example, selecting Fighter
proficiency + the golem’s strength modifier, being knocked grants only Fighting Style and Second Wind).
prone on. You can select this Upgrade multiple times, granting
another level of features or the first level features of another
Mark of Life. Incompatible: Launcher Chassis. class each time it is selected.
You have attained the understanding of magic and you
craft a Mark of Life on the forehead of your Warforged Brutal Armaments.
Golem, turning it into a Warforged Companion. It gains You increase the effectiveness of your Golem’s natural
an Intelligence score of 10, a Wisdom score of 10 and a weapons, allowing it to strike with lethal strikes. When your
Charisma score of 8. This allows it to follow more complex golem makes an attack, you can subtract its proficiency from
commands without direct input, speak, and remember things. the attack roll. When you do so, if the attack hits, you can add
It gains proficiency in Intelligence and Wisdom saving double its proficiency bonus to the damage roll of the attack.
throws.
Shared Power.
Roleplaying a Warforged Companion You bind your golem’s power source to your own soul,
If you choose the Mark of Life upgrade, your Warforged golem allowing you to tap its power and it to tap your power.
becomes a sentient companion, capable of learning, thinking, and As its action, your golem can expend one of your spell slots
having opinions. Consider how this may impact your interactions. to cast a spell you know.
Fundamentally, a Warforged Companion is still entirely loyal to their As an action, you can drain a number of hit points from
creator, but they develop a personality and thoughts of their own. the golem up to twice your Inventor level, gaining that many
temporary hit points.
Overdrive. Either you or your golem can give up your action to allow
You build in a special mode allowing your golem to go the other to take an additional action. This additional action
beyond its limitations. As your action, you can overcharge can only be used to Attack (one weapon attack only), Dash,
your golem with energy, granting it the effects of haste for a Disengage, Hide, or Use an Object.
number of rounds equal to your Intelligence modifier. Once
used, you cannot use this again until you complete a long rest. Titan Slayer.
You build into your golem one oversized weapon. This
11th Level Upgrade weapon weapon can be an martial melee weapon, or an
Airborne Propulsion. improved version of any natural weapon the golem has.
You add new method of propulsion to your golem, allowing This weapon has doubled damage dice. The golem can only
it to fly, such as intricate mechanical wings or propellers. It attack with this oversized weapon once per turn (making any
gains a flying speed of 30 feet. additional attacks it can make with other weapons),

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but gains the following property: you can apply your


Infusionsmith Intelligence modifier to the to attack and damage roll of the
An Infusionsmith is, in some ways, perhaps the most weapon where you usually apply your Strength or Dexterity
quintessential type of Inventor. While other Inventors may modifier.
delve into mechanics and tinkering, an Infusionsmith is an When you infuse a weapon if it has a single damage die,
Inventor that tinkers with magic itself. increase the die by one step to a maximum of a d12 (e.g. an
These are cutting edge of magical engineering, Infused dagger’s damage type increases from a d4 to a d6).
understanding the principle applications of magic. An
Infusionsmith would have ground to stand on in calling a
wizard an impulsive spell slinger, for these are the Inventors Spell Manual
that work their magic through careful and meticulous At 3rd level, you have a Spell Manual containing two 1st-
method, laying down magic they may not use for hours, or level wizard spells of your choice. Your Spell Manual is the
painstakingly crafting a long lasting enchantment. repository of any non-Inventor spell you know.
An Infusionsmith can be a magical swordsman, a You cannot cast these spells and they do not count against
wandslinger, or bookish supporting character with a bag full your spells known, but when you would learn a new Inventor
of tricks that never quite runs dry. Some will stand within a spell, you can select that spell from a spell in Spell Manual
maelstrom of animated blades while others will plink away instead of the Inventor spell list, at which point you can cast it
with a crossbow that seems unerringly accurate, but their as normal. You can choose to scribe any Inventor spell you can
common theme is using their prowess of infusion to make cast into the Spell Manual, as if copying from a written spell.
themselves formidable.
Learning Spells of 1st Level and Higher
Infusionsmith’s Proficiency Each time you gain an Inventor level, you can add one wizard
When you choose this specialization at 1st level, you gain Spell of your choice to your Spell Manual for free. Each of
proficiency with jeweler’s tools and calligrapher’s supplies. these spells must be of a level for which you have Spell Slots,
Your knowledge of infusion magic gives you a natural affinity as shown on the Inventor table.
for scribing spell scrolls. Creating a magic spell scroll only On your adventures, you might find other Spells that you
takes you half the time it would normally take. can add to your Spell Manual. For each level of the spell, the
process takes 2 hours and costs 50 gold pieces.

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,

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Infuse Magic This attack deals weapon damage + your Intelligence


modifier on hit. The weapon requires ammunition, and can
Additionally at 3rd level, you can use your Spell Manual to
carry up 30 pieces of ammunition at a time, after which it
infuse magic items, such as wands, storing the power for later
needs to be reloaded as an action.
use. In a special ritual taking 1 minute, you can expend a spell
slot to cast a spell as normal, but the spell does not take effect,
Arcane Armament
and is stored in the item for later use.
You master armoring yourself with magical enchantments.
Subsequently, any creature holding the item with an
You learn the mage armor spell. While under the effect of
Intelligence of 6 or higher that is aware there is magic infused
mage armor, you can add your Intelligence modifier to your
in it can expend the stored magic to cast the spell.
AC instead of your Dexterity modifier. You can only do this
The spell uses your spellcasting modifiers, but is in all other
if you are not adding your Intelligence modifier to your AC
ways treated as if the creature holding it cast the spell. The
from another source. Additionally you gain resistance to force
magic infused in the item fades if you complete a long rest
damage.
without expending the stored spell.
Loyal Weapon
Extra Attack You can cast the returning weapon spell without expending
Beginning at 5th level, you can attack twice, instead of once, a spell slot, but if you cast it on a second weapon with this
whenever you take the Attack action on your turn. feature, the spell immediately fades from any previous use of
this feature.
Empowered Infusions Magical Wand of...
Additionally at 5th level, your Infused Armament grows You create a new Wand that you can infuse with a spell
more powerful. If you Infuse or Animate a weapon, you can of 1st level or higher that you have recorded in your Spell
Infuse or Animate an additional weapon (having two infused Manual. This wand does not require attunement, but can only
weapons, two animated weapons, or one of each). If you be used by you. The spell must be of a level that you can cast
have multiple animated weapons, you can attack the same or as an Inventor (as of when you would get this upgrade). This
different targets with them. wand has three charges.
If you cast a spell using an item from Infuse Magic or from You can expend a charge to cast the selected spell at its
a wand (from the Magical Wand upgrade or a normal wand), base level. The wand regains all charges at the end of a long
you can cast the cantrip with your Blasting Rod as a bonus rest.
action. You can select this upgrade multiple times, selecting a
different spell each time you take this upgrade.
Benefits of Flexibility?
If you choose to have an Animated and Infused weapon, you can
Magic Wand Spell Level
attack twice with either, but will limit yourself to being able to only
A Magical Wand created using an upgrade slot at level 3 can always
attack one target if you solely rely on the animated weapon. If you
only ever cast 1st level spells. For example, at level 5 if you have
animate two weapons, you can split your attacks like normal using
two Magical Wand upgrades, you will have one that can cast 1st
one to attack a different creature. Alternatively, you can animate a
level spells, and one that can cast 2nd level spells. Even if you later
short range heavy weapon and a long range light weapon giving you
swap the upgrade, the Wand is still an Upgrade from level 3, and
more options at different ranges, but limiting your ability to target
selected as if you are level 3 and only able to cast 1st level spells.
multiple targets at any optimal range.
Skilled Animation
Infused Focus You manage to make the magic of your Animated Weapons
Starting at 14th level, you can anchor a powerful spell into so potent that attacks made with them gain a fighting style.
an item. When you cast a concentration spell, you can anchor Attacks made with one handed melee weapons gain Dueling,
it to an item (such as a staff, wand or weapon), and do not attacks made with two-handed melee weapons gain Great
need to maintain concentration. The spell lasts a number of Weapon Fighting, and attacks made with ranged weapons
rounds equal to your intelligence modifier, after which the gain Archery.
spell ends.
Once you use this ability, you must complete a short or long Soul Saving Bond
rest before using it again. You set up a special magical bond between you and another
creature. When either creature bound by these abilities fails
a Wisdom, Intelligence, Charisma, or Death saving throw, the
Infusionsmith Upgrades other character can make their own saving throw, replacing
the failed save with their own roll. If this ability is used on a
Unrestricted Upgrades death saving throw, the replacement roll is a 20. Once a roll
is replaced by this feature, it cannot be used again until both
Animated Archer creatures in the bond have completed a short or long rest.
You master animation enchantments allowing you to use This bond can be set up with a different creature at the end
your Animate Weapon feature on a ranged weapon and a of a long rest.
quiver of ammunition. An animated ranged weapon hovers
near you, and can target anything inside the weapon’s normal
range with a ranged spell attack.

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Warding Stone Lesser Ring of Protection


You learn how to weave a protective enchantment on an You make a prototype Ring of Protection. Any creature
item. That item gains a pool of temporary hit points equal to wearing it can add +1 to their armor class.
your Inventor level. Whoever is carrying this item gains any
temporary hit points remaining in this pool, but these are lost Malicious Infusion.
when that creature is no longer carrying this item. As a reaction to being hit with a metal weapon, you can cast
This pool of temporary hit points refreshes when the heat metal targeting the weapon that struck you. Additionally,
Inventor that created it completes a long rest. you learn the spell heat metal.

Worn Enchantment Ring of Reaction


You can enchant an item you are wearing, such as a scarf You make a minor magic ring. Any creature wearing it can
or cloak to animate and assist you with a task, be it climbing add your Intelligence modifier to their Dexterity saving throws
a wall, grappling an enemy, or picking a lock. You can expend and initiative rolls.
a 1st level spell slot to gain proficiency in a Strength or
Dexterity skill until you complete a long rest. You can use up Translocation Binding
all the magic in the item to additionally gain advantage on As a bonus action while attacking with an Infused or
one check of that skill, immediately ending the effect after the Animated melee weapon, you can expend a first level spell
check is complete. slot and teleport to an unoccupied location within 5 feet of it
before it returns to you. You can invoke this even if the attack
5th Level Upgrades misses the target.

Animated Shield Weapon Enchantment Resonance


You apply your animating magic to a shield. At the end of When you cast arcane weapon, magical weapon, elemental
a long rest, you can touch a shield, causing it to spring to life weapon, or vorpal weapon on a weapon Animated or Infused
and protect you until you complete your next long rest. While by you it affects all weapons Animated or Infused by you.
it is protecting you, you gain the benefit if you had the shield Additionally, you can target a weapon with any arcane weapon,
equipped. You cannot benefit from both an animated shield magical weapon, or elemental weapon even if the weapon is
and an equipped shield. already magical.
While you have an animated shield, you can use your
reaction to send it to defend an ally within 30 feet who is Weapon Enchantment Expertise
being attacked. You can impose disadvantage on that attack, When you cast arcane weapon, magical weapon or vorpal
but do not gain the benefits of having an animated shield until weapon on a weapon, that weapon deals an additional 1d4
the start of your next turn. force damage. The damage of elemental weapon is increased
by 1d4.
Arcane Ammunition Additionally, when you make a Constitution save to maintain
You infuse a ranged weapon with special magic granting concentration on arcane weapon, magical weapon, elemental
it magical ammunition. The weapons damage becomes weapon, or vorpal weapon, you have advantage on that saving
force damage and it no longer requires ammunition to fire. throw.
If the weapon had the Loading property, it no longer has the
Loading Property. 9th Level Upgrades
Detonate Armament Prerequisite: Arcane Armament.
Deflecting Weapon As a reaction to taking damage, you can end the effect of
While you have an animated melee weapon, if you are mage armor to cast thunder step without expending a spell
attacked by a weapon attack you can use your reaction to slot. When you cast thunder step in this manner, it deals force
attempt to block the attack, rolling a d8 and adding it to your damage instead of thunder damage.
AC. You can decide to block after the attack is rolled, but Once you do this, you cannot use this ability again until the
before the outcome is determined. If you successfully block a end of your next short or long rest.
melee weapon attack like this and the attack misses, you can
immediately make one weapon attack against the target. Dimensional Pockets
If you attempt to use a weapon to block an attack in this way You enchant a pocket on your gear to contain far more than
until the end of your next turn if you take the Attack action, it would appear. That pocket can hold any object that can fit
you can only make a single weapon attack, and you cannot through a 6 inch diameter opening, and up to 50 pounds. The
make attacks with the animated weapon you used to block the pocket otherwise behaves in the same manner as a bag of
attack. holding.

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.

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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).

11th Level Upgrades Third Animated Weapon


Your mastery of weapon animation expands to a greater
Enchanted Broom breadth of control. If you have two animated weapons, you can
You can enchant a broom (or broom like object) into a animate a third weapon with your Animate Weapon feature.
Broom of Flying. You set the command word for the broom, When you take the attack action with your other two animated
and the Broom only obeys you. weapons, you can make a single spell attack with your third
animated weapon as part of the same action.
Empower Weapon
When you hit a creature with a weapon, you can infuse High Level Wands & Rods
the weapon with arcane energy as a bonus action to deal While it may appear Infusionsmiths lack high level upgrades, high
3d4 additional force damage. When infusing the weapon in level wand and rod upgrades can be very valuable options.
this way you can expend a 1st level spell slot to increase the
damage further. The extra damage is 3d4 for a 1st-level spell
slot, plus 2d4 for each spell level higher than 1st.

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.

Magical Rod of...


You create a new Rod that you can infuse with a spell of 5th
level or higher you have recorded in your Spell Manual. This
rod does not require attunement, but can only be used by you.
The spell level must be equal to half or less of your Inventor
level (as of when you would get this upgrade), rounded down.
This rod has one charge. You can expend the charge to cast
the selected spell at its base level. The rod regains all charges
at the end of a long rest.

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Potionsmith Alchemists and Potions


A potionsmith is an Inventor who has pursued the secrets of Immediately on making a Potionsmith, one may think of the
alchemy. While many a village has an apothecary grinding odd magic potions that exist in most settings, from the simple Healing
herbs and roots into potent (or not so potent) concoctions, Potion to the legendary Potion of Storm Giant Strength, however,
the careful process of mixing and brewing is just one way to someone does not need to be an Potionsmith to make these, as
achieve results. Through the use of the intricate secrets of the crafting rules for them are open to all classes.
craft and direct infusions using magical rituals, a potionsmith An alchemist with their proficiency will certainly have the edge in
can come up with explosive results in the blink of an eye... potion crafting, but these potions are not fundamental to the class.
sometimes literally.
An potionsmith can be a scholar who has delved into the Alchemical Reagents Pouch
knowledge the world has to offer or an explorer that has At 1st level, you’ve acquired a pouch of useful basic
unlocked the secrets of the wilderness. Their knowledge could reagents, much as a wizard might carry a component
come from being friends of the fey, or from unfettered access pouch. You’ve tucked away things that will come in handy,
to the royal library. As such, potionsmith’s can be good or evil, and can retrieve them as part of using an ability that might
lawful or chaotic. require them. As long as you have this pouch on, you use the
potionsmith’s features. This pouch is considered as alchemy
Potionsmith’s Proficiency supplies for the purposes of crafting.
When you choose this specialization at 1st level, you If you lose your reagent pouch, you can spend 50 gold
gain proficiency with Blowguns, Alchemist’s supplies and pieces to reacquire the various stocks you need, or spend 1
Herbalism kit. full day gathering them from a natural environment without
Your knowledge of alchemy gives you a natural affinity for expense.
brewing potions. Creating a potion through normal crafting
takes you only half the time would normally take. Instant Reactions
At 1st level, you know how to get instant reactions to occur
without the niceties of grinding, simmering and brewing
required for more refined concoctions.
Moreover, you know enough ways to do these that with just
a few standard supplies, you can get these results out of a
wide range of things you can gather in almost any locale and a
pinch from your reagent pouch.
Pick three instant reactions from the following: Alchemical
Acid, Alchemical Fire, Fortifying Fumes, Healing Draught, and
Poisonous Gas. These reactions do not count against your
maximum Upgrades known.

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.

Spell Level Infusion Spells


1st cure wounds, fog cloud, grease, heroism
2nd barkskin, shatter, lesser restoration, web
3rd blink, water breathing, stinking cloud, haste
4th stoneskin, confusion
5th cloudkill, skill empowerment

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
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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).

Explosive Reaction Instant Reaction (upgrade only)


Empowered Alchemy You formulate a new instant reaction, a devastating minor
Starting at 5th level, when you deal damage, grant temporary explosion. Targeting a point within 20 feet, as an action,
hit points, or restore health with an instant reaction you cause an explosion. Creatures within 10 feet of the
or alchemical infusion on your turn, you can add your target point must make a Constitution saving throw against
Intelligence modifier to the damage dealt or health restored. your spell save DC, or take 1d10 thunder damage from the
shockwave of the explosion.
Infusion Expertise The damage increases by 1d10 when you reach 5th level
Starting at 14th level, when you create an Alchemical Infusion (2d10), 11th level (3d10), and 17th level (4d10).
at end the end of a short or long rest, the first alchemical Alternatively, you can use a bonus action to prepare it as a
infusion you create does not require a spell slot to infuse, ranged weapon you have proficiency lasting until the end of
and you can select an alchemical infusion that you would your turn with the Thrown (20/60) and Finesse property that
otherwise not have a spell slot of high enough level for when deals damage equal to failing the save against the effect (but
making this infusion. does not add your Strength or Dexterity modifier).

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

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29

attack, and have advantage on their next Constitution saving Inoculations


throw. Any remaining benefits fade at the end of your next You gain resistance to poison damage.
turn. Additionally, at the end of a long rest you, you can select
Both the temporary hit points and damage bonus increase up to five people (including yourself) that are inoculated
by 1d4 when you reach 5th level (2d4), 11th level (3d4), and against the poisonous effects you can produce that require
17th level (4d4). a Constitution saving throw (such as the Poisonous Gas
instant reaction or the cloudkill infusion), allowing them to
Delivery Mechanism automatically pass the saving throw until the end of your next
You modify the stability of your reagents and develop a long rest.
better delivery mechanism. You can target a point within 40
feet for your instant reactions (including ones gained from Long Acting
Upgrades, such as Explosive Reaction) that target a point. The Your consumed Alchemical Infusions for spells that require
additional precision allows you to better target the effects, concentration have their duration increased by a number of
allowing creatures of your choice within the target area to rounds equal to your Proficiency bonus.
automatically pass a Dexterity saving throw against your
effects. Persistent Reactions
Additionally, when making attack rolls using Infused Your reactions that affect a target area persist in that area
Potions or Instant Reactions, you can use your Intelligence in until the start of your next turn. Creatures entering the effect
place of your Dexterity for the attack roll. or ending their turn there have to repeat the saving throw
against the effect. You can choose to make a reaction not
Frostbloom Reaction Instant Reaction (upgrade only) persist at the time of taking the action to cause it.
You develop an endothermic reaction, a devastating
localized cold snap that creates an instant bloom of ice. Poisonous Gas Instant Reaction
Targeting a point within 20 feet, as an action, you cause the As an action you can produce a reaction causing noxious
area to erupt in frost. fumes. At a point within 20 feet, you can toss a quick
The area within 5 feet of the target point becomes difficult combination of reagents that will cause a whiff of poisonous
terrain until the end of your next turn, and any creature in the gas to erupt spreading to a radius of 10 feet. Creatures in
area must make a Dexterity saving throw against your Spell that area have to make a Constitution saving throw against
Save DC, or be caught by the ice taking 1d6 cold damage; a your Spell Save DC, or take 1d4 poison damage and become
creature entirely in the area of effect that fails also becomes poisoned until the end of their next turn.
restrained until the end of their next turn. They can use their The damage increases by 1d4 when you reach 5th level
action to make a Strength saving throw to break free of the ice (2d4), 11th level (3d4), and 17th level (4d4).
early.
The damage increases by 1d6 when you reach 5th level Poisoner’s Proficiency.
(2d6), 11th level (3d6), and 17th level (4d6). You delve into the secrets of the darkest secrets of herb lore,
learning the potent secrets of poison. You gain Proficiency in
Healing Draught Instant Reaction poisoner’s kits; if you already have proficiency in them, you
As a bonus action, you can produce a combination that will gain expertise in them and can add twice your proficiency to
provide potent magical healing. After creating the draught, ability checks using them. Additionally, during a long rest, you
you or another creature can use their action to consume it or can create one of the three following poisons.
administer it to a creature within 5 feet before the start of your
next turn. The draught restores 1d8 hit points. If you have the • Contact poison. You can apply this to a melee weapon or
Practiced Quaff feature, you can consume a healing draught up to ten pieces of ammunition, that weapon or ammunition
as part of the bonus action used to make it. deals an additional 1d4 and poison damage; the weapon can
A creature can benefit from a number of these healing deal poison damage 10 times before the poison wears off.
draughts equal to their Constitution modifier (minimum • Ingested Poison. This a simple flavorless powder. If a
1), after which they provide no additional benefit until they creature consumes a full dose of this poison before the
complete a long rest. A Healing Draught that is not consumed end of your next long rest they must make a Constitution
by the start of your next turn loses its potency. saving throw with disadvantage against your spell save DC.
The healing increases by 1d8 when you reach 5th level After one minute, if the saving throw was a failure then
(2d8), 11th level (3d8), and 17th level (4d8). the creature takes poison damage equal to a d10 per your
artificier level, and becomes poisoned until they complete a
Homunculus Familiar long rest.
You learn the alchemical process for creating a homunculus • Inhaled poison. This poison can be used to modify your
minion. You can cast find familiar without expending a spell poisonous gas reaction. You can use this dose of poison to
slot or requiring material components beyond your alchemical make your poisonous gas instant reaction have a radius of
reagents and blood (as described in the spell). The familiar’s 20 feet and deal twice as much damage on a failed save.
type becomes construct or monstrosity, and can appear in any
tiny shape you want, but uses the statistics of any creature that A poison that has not been used by the time you complete
can normally be summoned. your next long rest loses its potency and has no effect if used.

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Secrets of Acid. Weapon Coating.


You learn the secrets of infusing acid into your Alchemical You learn how to coat a weapon or piece of ammunition
Infusions. You can add the following spells to your list of with one of your instant reactions to take effect on hit. As
available spells for alchemical infusions: a bonus action, you can apply your instant reaction to a
Spell Level Infusion Spells melee weapon or piece of ammunition. Until the end of your
turn, the next hit with that weapon or with a coated piece
1st caustic brew of ammunition will cause the effect of the instant reaction
2nd acid arrow to the target. The creature automatically takes the damage
3rd erodeK or healing associated with the reaction, but makes a saving
throw as normal against any additional effects.
You can create one infused potion of caustic brew at the end
of a long rest without expending a spell slot. The Implications
There is an Instant Reaction that restores health, rather than deals
Secrets of Flight damage. This can be applied via weapon coating as well, though
You learn the secrets of infusing the ability to escape the the weapon damage of the implement is not negated, perhaps your
allies will forgive a blowgun dart coated in a healing draught... if you
shackles of gravity into your Alchemical Infusions. You can
hit the attack.
add the following spells to your list of available spells for
alchemical infusions:
Spell Level Infusion Spells
5th Level Upgrades
1st feather fall
Adrenaline Serum
2nd levitate You create a potent serum. As a bonus action on your
3rd fly turn, you can consume a dose of this serum. Consuming this
concoction increases your Strength and Dexterity ability
You can create one infused potion of feather fall at the end score modifier by your Intelligence ability score modifier
of a long rest without expending a spell slot. (up to a maximum of +5) for a number of rounds equal to
your Constitution modifier. While you are under the effect of
Secrets of Fire. Adrenaline Serum, you gain the benefits of heroism. After
You learn the secrets of infusing fire into your Alchemical which all effects of the serum fade at the start of your next
Infusions. You can add the following spells to your list of turn. When the effect ends, your speed is reduced by half and
available spells for alchemical infusions: you cannot benefit from Adrenaline Serum until the start of
your next turn.
Spell Level Infusion Spells
1st faerie fire Explosive Powder Prerequisite: Explosive Reaction
2nd dragon’s breath You’ve manage to stabilize and refine your Explosive
Reaction. You can prepare up to your Intelligence modifier
3rd fireball
in Explosive Reactions that do not detonate instantly. They
will only detonate when exposed to fire. These Explosive
You can create one infused potion of faerie fire at the end of
Reactions last 1 minute before losing potency. The maximum
a long rest without expending a spell slot.
damage a creature can take from the detonation of multiple
Explosive Reactions is twice the damage of an Explosive
Secrets of Frost.
Reaction, but structures take the full damage of multiple
You learn the secrets of infusing frost into your Alchemical
Explosive Reactions.
Infusions. You can add the following spells to your list of
available spells for alchemical infusions:
Spell Level Infusion Spells
9th Level Upgrades
1st freezing shellK Aroma Therapies.
2nd cold snapK You expand your alchemical knowledge to be able to
3rd flash freezeK produce incense and simmering reagents that grant effects to
those that inhale their fumes. If creatures spend a long rest
You can create one infused potion of freezing shell at the inhaling fumes from a concoction you devise with this feature,
end of a long rest without expending a spell slot. creatures regain an extra 2d4 hit dice, recover from 1d4 levels
of exhaustion and are cured of any non-magical diseases they
are suffering from.
Secrets of...
Almost any set of three spells, a 1st level, 2nd level, and 3rd level
spell of either short term buffs or area of effect damage spells can Infusion Stone.
work, so long as there is a thematic connection between the spells. You use the secrets of Alchemy to create an Infusion Stone.
Consult with your DM about additional options if you don’t see what You can use this stone in the process of infusing potions in
you want present here. place of a spell slot level less than or equal to the highest level
spell slot you can cast.
You can use this stone to replace a spell slot for an infusion
once. It regains this charge after you complete a long rest.

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Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
31

Mana Potion. Mutation Mixture Prerequisite: 13th level Artificer


During a short rest, you can create a mana potion. A mana You concoct an infused potion that warps your body, rapidly
potion loses its potency if it is not consumed within 1 hour. As and temporary mutating it in extreme ways. You gain the
an action, a creature can consume a mana potion to restore a polymorph spell as an option for Alchemical Infusion, and
spell slot of its choice, up to third level. when when you consume this Infused Potion, the duration
of the potion is one hour, though it can be ended early by the
Potent Reactions. creature that consumed it as an action.
You refine your reactions increasing their potency. The A creature cannot undergo the effect of this Infused Potion
die you roll to determine the damage or healing effect of again until they complete a long rest.
your reactions is increased by one. A d4 becomes a d6, a d6
becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.
15th Level Upgrades
Rocketry
Adrenaline Rush Prerequisite: Adrenaline Serum
Prerequisite: Explosive Reaction, Delivery Mechanism
While under the effect of Adrenaline Serum, you can attack
Combining the knowledge of explosive with advances in
twice, instead of once, whenever you take the Attack action on
delivery and stabilization, you produce the logical extreme
your turn.
- powering the payload and delivery with your devastating
knowledge.
Mad Alchemy
You can select any instant reaction you know as the
You can combine the effects of two Infused Potions into a
payload of your rocket. Rockets must be prepared ahead
single potion.
of time, and you can prepare a number of equal to your
Intelligence modifier at the end of a short or long rest; any
Philosopher’s Stone.
rockets not used must be remade during a rest due to volatile
You create a philosopher’s stone allowing you to recreate
components, though an alternate payload used to create them
wonders of alchemy. So long as you have a supply of non-gold
can be salvaged.
metal, you can create up to one pound of gold a day (50 gold
A rocket targets a point within 500 feet, but the DC of the
pieces worth). Additionally, the Philosopher’s Stone can be
saving throw is reduced by 2 for each 100 feet it travels; the
used in place of a diamond costing 500gp or less as spell’s
rocket then has the effect of the instant reaction selected as a
Material Component, and is not consumed when used in such
payload at the target point.
a way, but loses its powers for 24 hours.
You can load alternative payloads of up to one pound into
You can brew a special potion using your Philosopher stone
your rocket, replacing the effect of instant reaction.
called an Elixir of Life. Brewing this potion takes 8 hours and
requires crushing a diamond worth at least 2,000 gold pieces.
11th Level Upgrades An Elixir of Life causes a creature that drinks it ceases to age
for 4d4 years. A creature drinks this Elixir gains a death ward
True Homunculus Prerequisite: Homunculus Familiar effect that lasts until triggered.
As your expertise grows, you can create a true wonder of A more potent elixir can be created, adding an additional
alchemy. Instead of casting find familiar you can cast create 1d4 years for regained for each diamond spent.
homunculus, but when casting in this way it requires material
components as normal.

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

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Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
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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.

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Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
33

Thunder Cannon Devastating Blasts


You use the power of thunder to launch a projectile with Beginning at 5th level, when you miss an attack with your
terrible power, if limited accuracy, over long distances. Ringing Thundering Weapon, you can apply Thundermonger damage
out with a booming crash, it brings fear to the battlefield. to the target creature you missed, but it deals only half the
bonus damage. Dealing damage this way counts as applying
Hand Cannon Thundermonger damage.
Forgoing the guiding barrel, this pack uses the thundering
power to launch a projectile with all the force of a Cannon,
though its effective range is far more limited.
Unleashed Power
Starting at 14th level, when rolling damage for
Thundermonger or your Stormforged Weapon, you can
Firearms In a Campaign Setting
expend a spell slot to reroll a number of the damage dice up
A lot of campaign settings do not feature firearms, and in some of
to your Intelligence modifier (minimum of one) and maximize
these the Thundersmith variant of Inventor might not be the right
choice, but consider that the Inventor is fundamentally someone a number of dice equal to the level of the spell slot expended.
that tinkers with and explores boundaries of magic as much as or You must use the new rolls.
more so than technology.
A Thunder Cannon need not be a gunpowder powered device, even Thundersmith Upgrades
in a setting where gunpowder exists, but can be powered by harnessing
elemental powers, bound through various carefully researched magical
techniques. In most cases, the wonders of an Inventor are more an
engineering marvel of magic than technology, but that balance can shift
Unrestricted Upgrades
depending on what is best for your setting.
Adaptable Weapon.
Kinetic Hammer You can adapt a weapon without the Ammunition property
Rather than launching a projectile with the thundering force, to have a secondary attack type giving it the functionality
you keep that force imbued in the weapon, allowing for of a Hand Cannon, or give a weapon with the Ammunition
devastating force to be applied to the attack. Property a secondary attack with the properties of a Charged
Blade.
Charged Blade How to merge your weapons.
You create a bladed weapon that channels the harnessed
If you want to call it a gunblade, I’m not here to stop you, but it
power of the elemental storm power directly into the blade, can be any range of configuration, from a bayonet to something
causing it to lay waste to all it strikes. This weapon deals more exotic.
Lightning damage when applying Thundermonger.
Lightning Magic
Lightning Pike After a long study of the internal workings of your
You create a charged blade and stick it to the end of a pole, Stormforged Weapon, your mastery of lightning and thunder
making it slightly more unwieldy, but giving it devastating magic is such that you learn the following spells at the
reach. This weapon deals Lightning damage when applying following levels and can cast them as Inventor Spells.
Thundermonger. Inventor Level Spell
3 lightning tendrilK
Thundermonger 5 crackleK
At 3rd level, the elemental might of your weapon is so
powerful its strikes deal bonus thunder damage. 9 lightning bolt
When you hit a target with your Stormforged Weapon, you 13 jumpin joltK
can deal an extra 1d6 thunder damage. After discharging this
15th sky burstK
bonus damage, you cannot deal this bonus damage again until
the start of your next turn.
You can cast lightning tendril without expending a spell slot,
This extra damage increases by 1d6 when you reach certain
after which you must complete a long rest before you can cast
levels in this class: 5th level (2d6), 7th level (3d6), 9th level
it without expanding a spell slot again. Starting at 5th level,
(4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th
you can choose to cast crackle without expending a spell slot
level (8d6), and 19th level (9d6).
instead.
Stormcharged vs. Thundermonger
Extended Range
A common question is why does the Stormcharged Property
You extend the reach of your weapon. If your weapon has
exist and how does it interact with Thundermonger? Functionally,
the stormcharged property (like the previous loading property) the Ammunition property, its range is extended normal range
has no effect on a single classed Thundersmith, it just exists to by 30 feet, and maximum range by 90 feet. If your weapon has
make Stormforged Weapons interact better with Extra Attack for the Two-Handed property, it gains the Reach property.
multiclassing and Cross Disciplinary Knowledge.

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Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
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Lightning Burst 5th Level Upgrades


You upgrade your Stormforged Weapon to discharge
its power within a 5-feet wide and 60-feet long line. If you Echoing Boom. Incompatible with Silencer.
have not dealt Thundermonger damage since the start of You pack extra power into your Thundermonger, increasing
your turn, as an action, you can make a special attack. Each the damage it deals by 1d6.
creature must make a Dexterity saving throw against your
Spell Save DC or take damage equal to the bonus damage of Harpoon Reel
Thundermonger as lightning damage on a failed save, half as You devise a secondary attack method that launches a
much on a successful save. harpoon attached to a tightly coiled cord. This attack has a
This counts as discharging your Thundermonger damage. normal range of 30 feet and a maximum range of 60 feet,
Firing in this way does not consume ammo. and it deals 1d6 piercing damage. This attack does not apply
Thundermonger damage. This attack can target a surface,
Point Blank. Prerequisite: Hand Cannon object, or creature.
Being within 5 feet of a hostile creature doesn’t impose A creature struck by this attack is impaled by the Harpoon
disadvantage on your ranged attack rolls. Additionally, can use unless it removes the Harpoon as an action, which causes it
your Hand Cannon when making opportunity attacks. to take an additional 1d6 damage. While the Harpoon is stuck
in the target, you are connected to the target by a 60 foot cord.
Silencer. Incompatible with Echoing Boom. Dragging the connected party via the attached cord causes the
You upgrade your Stormforged Weapon with a sound creature moving to move at half speed unless they are a size
dampening module. Your Stormforged Weapon loses the Loud category larger.
property. Additionally, you can expend a 2nd level spell slot to While connected in this manner, you can use your bonus
overcharge the Silencer, casting the spell silence. action to activate the Reel action, pulling yourself to the
location if the target is Medium or larger. A Small or smaller
Note: Sound - and consequently Thunder Damage - cannot pass creature is pulled back to you, ending the connection.
through silence or effect a creature inside its area of effect. Alternatively, you can opt to disconnect the cord.
This attack cannot be used again until the Reel action is
Shock Absorber. taken.
You add a reclamation device to your Stormforged Weapon
to gather energy from the surroundings when it is present. As Connected... by a Rope.
a reaction to taking Lightning or Thunder damage, you can Note that Harpooning a creature means that there is a rope
cast absorb elements without expending a spell slot. When connecting you to them. While you can use this to move them
absorbed in this method, you can apply the bonus damage as per the ability, they can also use this to move you, particularly
granted by absorb elements to your next weapon attack even if if they are substantially larger. Many Thundersmiths were last
you make a ranged weapon attack. seen saying “I got this” and then Harpooning a dragon. User
discretion is advised.
Sonic Movement. Prerequisite: Stormforged weapon that can Terrifying Thunder. Prerequisite: Echoing Boom.
deal Thunder damage. You add an additional amplifier to maximize the shock and
You reclaim and rebalance your weapon to leverage the awe value your cannon blasts. The first time a target takes
backdraft of the force it exerts. When you make an attack with damage from Thundermonger, they are deafened until the end
your Stormforged weapon that would deal thunder damage on of their next turn.
your turn with your Stormforged weapon, you are knocked 5 Additionally, they must make a Wisdom saving throw
feet away from the target you attacked. This movement does against your Spell Save DC or become frightened of you for
not provoke attacks of opportunity. one minute. They can repeat this saving throw at the end of
each of their turns.
Twin Thunder. If a creature’s saving throw is successful or the effect ends
You can attune to two one-handed Stormforged Weapons for it, the creature is immune to Terrifying Thunder for the
at the same time, so long as they either share the same next 24 hours.
Upgrades, or have total Upgrades equal to your maximum
Upgrade count between them. If you make an attack with Storm Blast.
one of them while holding the other, you can attack with the You can make a special attack with your Stormforged
other as a bonus action, however, both share the same use Weapon, unleashing a storm blast in a 30-foot cone as an
of Thundermonger. You don’t add your ability modifier to the action. Each creature must make a Strength saving throw, or
damage of the bonus attack, unless that modifier is negative or take 1d6 + half the bonus damage of Thundermonger and be
you have the Two Weapon Fighting Fighting Style. knocked prone.
While dual wielding Stormforged Weapon, you can load a This counts as discharging your Thundermonger damage.
Stormforged Weapon without a free hand. Firing in this way does not consume ammo.

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.

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9th Level Upgrades Transforming Weapon Prequisite: Adaptable Weapon


Select 3 of Thunder Cannon, Lightning Pike, Kinetic
Hammer, Hand Cannon, and Charged Blade. As a bonus
Elemental Swapping. action, you can transform your Stormforged Weapon between
You upgrade the firing chamber for more adaptable damage. them.
When you take the attack action with your Stormforged
Weapon you can adjust the firing chamber, causing any bonus
11th Level Upgrades
damage granted by Thundermonger to deal fire, cold, acid, or
lightning damage instead of thunder damage. Alternatively,
Backblast
you can use a Vial of Holy Water to cause your next
After dealing Thunder damage on your turn, you can cast
Thundermonger bonus damage to deal radiant damage.
thunder clap as a bonus action. You can do this a number of
times equal to your Intelligence modifier, regaining all uses
Mortar Shells. Prerequisite: Stormforged weapon with the
after a long rest.
Ammunition property.
You build a secondary fire mode allowing you to fire your
Blast Radius
cannon like a mortar. Pick a target point within range, and
Your Devastating Blasts now deals half your weapon
make an attack roll. Apply the attack roll to all creatures
damage (including your modifier) in addition to half your
within a 5 foot radius of the target point. Creatures hit take
Thundermonger damage when you apply it to a missed target
weapon damage plus half of Thunder monger bonus damage.
that is within 30 feet of you.
Dealing damage this way counts as applying Thundermonger
damage for the turn.
Stabilization
Creatures do not benefit from cover against this fire mode
When making a ranged weapon attack, if neither you nor
unless they have overhead cover as well.
your target has moved since your last ranged attack against
them, then you gain advantage on the attack. Also, being prone
Ride the Lightning. Prerequisite: Lightning Burst
no longer causes you to have disadvantage when making a
When you use the Lightning Burst ability, you can opt to
ranged weapon attack with your Stormforged Weapon.
expend a spell slot of the first level or higher to infuse yourself
into the burst of power. When you do so you are teleported
up to 60 feet in the direction of the Lightning Burst (ending 15th Level Upgrades
early if the Lighting Burst is blocked by an obstacle). You can
stop anywhere along the path of the Lighting Burst, but the Massive Overload. Prerequisite: Storm Blast or Lightning
Lightning Burst will stop where you do. Burst
Before taking a shot, you can expend a 3rd level or higher
Shock Harpoon Prerequisite: Harpoon Reel spell slot to use Storm Blast or Lightning Burst at the same
After hitting a creature with the Harpoon fire mode, you time as making an attack; in this case the Storm Blast or
can use a bonus action to deliver a shock. If you have not Lightning Burst is powered by the spell slot and does not
dealt Thundermogner damage since the start of your turn, count as applying Thundermonger for that turn. The direction
you can deal damage equal to your Thundermonger bonus of this secondary ability is the same as your attack.
damage as lightning damage. This counts as discharging your Doing this damages your Stormforged Weapon and you
Thundermonger damage. Additionally, the target must make must spend an action to repair it before you can fire again. You
a Constitution saving throw against your spell save DC or be must have the secondary ability unlocked as an upgrade to use
stunned until the end of its next turn. it.
Once used, the Harpoon must be reeled in before this can
be used again. Masterwork Weapon. Prerequisite: Weapon Improvement
The bonus to attack and damage rolls for your Stormforged
Synaptic Feedback. Weapon increases by +2 (stacking with any existing bonus
You install a feedback loop into your cannon, allowing you from Weapon Improvement or Arcane Retrofit), up to a
to siphon some energy from your Stormforged Weapon to maximum of +4.
empower your reflexes.
Whenever you deal Lightning damage with your
Stormforged Weapon your walking speed increases by 10ft
and you can take the Dash or Disengage actions as a bonus
action. This effect lasts until the end of your turn.

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.

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Warsmith Warsmith’s Armor


A Warsmith is an Inventor that has turned their wondrous At 3rd level, you’ve attained the knowledge of forging
talent of invention to a singular goal: making themselves and arcane tinkering sufficient to create a set of armor that
a juggernaut of war. The reasons behind this could be augments and expands your abilities from a standard, non-
benevolent or nefarious. Some Warsmiths seek to turn their magical, set of heavy armor using resources you’ve gathered.
invention into a machine of death and terror; others become This process takes 8 hours to complete, requiring the use
the arbiter of justice and order, and others still perhaps merely of a forge, foundry or similar and it incorporates a Warplate
seek to refine their craft in pursuit of pure innovation. Gauntlet (they do not require separate attunement).
Because few individuals would pursue such a wondrous While wearing your armor, your Strength ability score
invention without a driven purpose to their endeavor, increases by 2, and your maximum Strength ability score
Warsmiths tend to be Lawful, usually driven to their actions becomes 22.
by a greater purpose they seek the power to accomplish, be it You can create a new set of armor by forging it from a set
righting the wrongs of the world, or bringing it to heel beneath of gathered and purchased materials in a process that takes
their ironshod boot. 2000 gold pieces and eight hours.
You can create multiple sets of armor, but you can only
be attuned to one of them at a given time, and you can only
Warsmith’s Proficiency change which one you are attuned to during a long rest. If
At 1st level, you gain proficiency with heavy armor, tinker’s you create a new set of Warplate, you can apply a number of
tools and smith’s tools. Upgrades equal to the value on the class table, applying each
at the level you get it on the class table.
Warplate Gauntlet When you create your armor, you can create a heavy plated
Warplate, a magically enhanced set of gear, Warsuit, or you
At 1st level, when you take this specialization, you construct
can integrate your changes directly into your body as an
a Warplate Gauntlet. This is a specialized Wondrous Item that
Integrated Armor.
only you can attune to. When you create a Warplate Gauntlet,
If your armor is Warplate or Integrated Armor, you gain the
you can add one of the following upgrades to it: Power Fist,
Powerful Build trait. Powerful Build means you count as one
Force Blast, or Martial Grip. This upgrade does not count
size larger when determining your carrying capacity and the
against your upgrade total. You can make multiple gauntlets
weight you can push, drag, or left. Integrated armor cannot be
with different upgrades, but can only be attuned to one at a
removed, but does not confer any penalty when resting in it.
time.
Additionally, if you are small, you become medium while
If you lose your Warplate Gauntlet, you can remake it during
wearing Warplate.
a long rest with 25 gold worth of materials, or can scavenge
for materials and forge it over two days of work (eight hours a
Warsmiths & Magical Armor
day) without the material expense.
By the rules laid out here, using magical armor as a base for your
While wearing a Warplate Gauntlet, you can engage Warsmith’s armor has no additional effect. This is intentionally the
Artificial Strength. rules-as-written rules, but there is certainly some flexibility here.
• Using Adamantine or Mithral, the properties carry over to the
Artificial Strength Warsmith’s armor.
When you don your Warplate Gauntlet or as an action • Using +1/+2/+3 armor carries over, but counts as taking a free
while wearing it, you can dedicate some of your intelligence “Armor Class” upgrade for each +1 the armor has, meaning that
to fully controlling the power of the gauntlet. You can reduce upgrade cannot be taken to make the armor +4 or better.
your current and maximum Intelligence score to increase • Armor of Resistance carries over, counting as taking “Resistance”
your current Strength ability score by the same amount, upgrade for that damage type for free.
Other cases can be handled on a case by case basis. Consult with
but you can only raise your Strength ability score up what
your DM and work something out that would be reasonable to combine
your Intelligence ability score was before engaging Artificial making receiving magic armor a cool bonus, but not something that
Strength. You can stop using Artificial Strength at any time, breaks the game!
and it automatically ends if your gauntlet is removed.

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.

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Extra Attack Collapsible Incompatible with Integrated Armor


Your Warsmith’s armor can collapse into a case for
Beginning at 5th level, you can attack twice, instead of once,
easy storage. When transformed this way the armor is
whenever you take the Attack action on your turn.
indistinguishable from a normal case and weighs 1/3 its
normal weight. As an action you can don or doff the armor,
Fully Customized Gear allowing it to transform as needed.
Starting at 14th level, you’ve mastered the customization of
your Warsmith’s armor. You can add one additional upgrade to Construct Constitution Prerequisite: Integrated Armor
your armor that does not count against your Upgrade total. You gain resistance to poison damage and immunity
Additionally, during a long rest, you can now swap out any to the poisoned condition. You have advantage on saving
one upgrade for any other upgrade of the same level, so long throws against diseases as well as spell effects that require a
as you don’t have an upgrade that requires the upgrade you “humanoid” target.
are removing as a prerequisite, or an incompatible upgrade.
Flame Projector
What Does Your Armor Look Like? You gain the ability to unleash fire energy. While wearing
Nothing in this document specifies the visual appearance of your your Warplate Gauntlet, you can cast fire bolt, and gain access
armor beyond the type of armor, but it very likely does not look like to the following spells at the following levels while wearing
a standard set of armor. Consider what the visual differences are - your Warplate Gauntlet:
are you enhancements more mechanical in nature or more magical
in nature? Does it have geared joints, glowing runes, or both?
Inventor Level Spell
Consider how your setting might react to someone standing around 3th burning hands
in such armor. In all but the highest magical settings, such a set of 5th scorching ray
armor is likely to attract some curiosity or concern.
9th fireball
13th wall of fire
Warsmith Upgrades
17th immolation

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.

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Grappling Hook Prerequisite: Warsuit Sentient Armor


Your Warsuit’s gains an integrated grappling hook set into You create an artificial personality integrated into your
your gauntlet. As an attack or as an action, you may target a armor, giving it limited sentience. This sentience assists you
surface, object or creature within 20 feet. If the target is Small in many ways. While wearing your armor, your Intelligence
or Smaller, you can make a Strength (Athletics) grappling ability score and maximum Intelligence ability score are
check to pull it to you and grapple it. Alternatively, if the target increased by 2. Your armor can speak understand and
is Medium or larger, you can choose to be pulled to it, however, speak any language you can speak. You can communicate
this does not grapple it. Attacks of opportunity generated by telepathically with it while wearing it.
this movement have disadvantage.
Wire Acrobatics Prerequisite: Grappling Hook
Lightning Channel You can take your movement using your grappling reel
You are able to funnel your suits’ power into your attacks. instead of using it as an attack or action; you can only move
You can use this upgrade to cast lightning chargedInventor as yourself when using the grappling reel in this way.
a bonus action without expending a spell slot. Once used, this The first time you use your Grappling Hook to move on a
upgrade cannot be used until you complete a short or long turn, the movement does not provoke attacks of opportunity.
rest.
Additionally, you can apply the damage from lightning Level 5 Upgrades
charged on your Force Blast ranged spell attacks.
Artificial Guidance Prerequisite: Sentient Armor
Lightning Projector
You upgrade the artificial personality integrated into your
You gain the ability to unleash lightning energy. While
armor to assist with a new skill. While able to communicate
wearing your Warplate Gauntlet, you can cast shocking grasp,
with your armor, you can gain the effect of guidance when
and gain access to the following spells at the following levels
making an Intelligence or Wisdom ability check.
while wearing your Warplate Gauntlet:
Active Camouflage
Inventor Level Spell As an action, you can activate active camouflage causing
3rd lightning tendrilK your suit to automatically blend into its surroundings. This
5th lightning chargedK lasts until deactivated. While this is active, you are considered
lightly obscured, and can hide from a creature even when they
9th lightning bolt have a clear line of sight to you. Wisdom (Perception) checks
13th jumping joltK to find you that rely on vision are made with disadvantage.
17th sky burstK
Emergency Protocol Prerequisite: Sentient Armor
Martial Grip The intelligence in your armor will attempt to preserve
Your Warplate Gauntlet grants the ability to wield a wide your life. If you are Incapacitated or Unconscious and cannot
variety of powerful weapons. You gain proficiency with martial take your action, it will cast a spell or take the dodge action.
weapons while wearing your Warplate Gauntlet. It can only cast spells using your armor’s upgrades. It can act
in this way up a number of turns equal to your Intelligence
Power Fist You can apply this upgrade twice. modifier, but this control strains its abilities, and it cannot
Your Warplate Gauntlet becomes melee weapon while take control again until you complete a short or long rest.
you aren’t holding anything in it. You have proficiency in this You automatically resume control if you are no longer
weapon, and it has the Light and Special properties. It deals Incapacitated or Unconscious.
1d8 bludgeoning damage.
Special: When you make an attack roll, you can choose to Force Accumulator Prerequisite: Force Blast
forgo adding your Proficiency bonus to the attack roll. If the Every time you expend a spell slot of 1st level or higher,
attack hits, you can add double your Proficiency bonus to the you accumulate charges to your Force Blast equal to the
damage roll. level of spell slot spent, up to a maximum number of Charges
You can apply this upgrade up to 2 times, making a separate equal to half of your Intelligence modifier (rounded down).
weapon with the same properties the second time. When you deal damage with Force Blast, you can expend the
accumulated charges to deal an additional 1d6 damage or to
move the target 5 feet directly away away from you, per charge
Variant: Impact Gauntlet
spent
Your DM may allow you to take the Impact Gauntlet upgrade
of the Gadgetsmith in place of a Power Fist, which is similar Charges not expended within 1 minute of being
but deals 1d6 damage and has the Finesse property. For the accumulated are lost.
purposes of upgrades, Impact Gauntlets and Power Fists should be
considered interchangeable. Mechanical Enhancement Prerequisite: Integrated Armor
You improve every aspect of yourself ever so slightly. You
Reinforced Armor You can apply this upgrade up to 3 times. gain +5 feet of movement, one additional hit point per Inventor
You reinforce the structure and materials that make up your level, and +1 to Strength, Dexterity, and Constitution saving
Warsmith’s armor. Your Warsmith’s armor Armor Class (AC) throws.
increases by 1.

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Reactive Plating Prerequisite: Warplate Ether Reactor


Your armor partially deflects incoming blows. You can use You construct an ether reactor that feeds your armor,
your reaction when hit by an attack that deals bludgeoning, powering its upgrades with arcane energy. The Ether Reactor
piercing, or slashing damage to reduce the damage of that has 6 charges, and can be used to power upgrades that cast
attack by an amount equal to your proficiency bonus. spells, even upgrades that would normally only recharge after
a rest can cast instead using charges, spending 1 charge
Resistance per level of the spell you are casting. You can cast spells at a
You tune your armor against certain forms of damage. higher level by expending more charges. It regains all charges
Choose acid, cold, fire, force, lightning, necrotic, radiant, at the end of a long rest.
or thunder damage. While wearing your armor you have If your Ether Reactor has no charges left, you can overdraw
resistance to that type of damage. If you apply this upgrade your Ether Reactor for one last burst of power, but your armor
more than once you must choose a different damage type. is temporarily immobilized and your speed while wearing your
armor becomes zero for a number of rounds equal to the level
Sealed Suit Prerequisite: Warplate of the spell cast. Once you do this, you cannot do this again
As a bonus action on your turn you can environmentally seal until you complete a long rest.
your Warplate, giving you an air supply for up to 1 hour and
making you immune to poison (but not curing you of existing Heads Up Display Prerequisite: Arcane Visor, Sentient Armor
poisoned conditions). You can delegate displaying and tracking things in your sight
In addition to the above, you are also considered acclimated to your Sentient armor, granting you the following benefits:
to cold and hot climates while wearing your armor, and you’re When a creature attempts to take the Hide action against
also acclimated to high altitude while wearing your armor. you, you can make an active Wisdom (Perception) check to
contest its Dexterity (Stealth) check as a reaction.
Level 9 Upgrades When making an Dexterity saving throw against an attack
you can see, you can make an Intelligence saving throw
instead.
Assume Control Prerequisite: Emergency Protocol, 9th level
When a creature hits you with a ranged attack roll, you can
Artificer
cast true strike as a reaction targeting that creature.
You expanded the control available to your armor’s
Brute Force Style
sentience. You can set additional conditions when your armor
The strength imparted by your armor gives the force of
will take control of your movement and actions, and can
blows the devastating power of a more skilled combatant.
maintain this control of up to a 1 minute.
You can select a Fighting Style from Duelist, Great Weapon
While acting in this mode, it can take any action you could
Fighting, or Two Weapon Fighting and gain the effect of that
take (including attacking), but can only cast spells granted by
Fighting Style while wearing your armor.
Upgrades. It uses your ability scores.
The triggering event can by a preset condition, a verbal
Phase Suit Prerequisite: Warsuit
command, or a specified time. Your armor is immune to
You gain the ability to cast misty step and blink while
the charmed, blinded, frightened, paralyzed, and poisoned
wearing your Warsuit. Additionally, as an action, you can
conditions, and does not suffer from exhaustion, ignoring
become intangible, and move through creatures or objects
these effects if you are under them.
until the end of your turn. If you end your turn inside a
If you have Warplate, it can act in this way even when you
creature or object, you are forced to the nearest unoccupied
are not wearing it (or dead). When doing so, it uses the game
location, taking 10 force damage for each foot you are forced
statistics of animated armor with the following modifications:
to move. Once you become intangible using this upgrade, you
• It has an intelligence of 12.
cannot do so again until you complete a short or long rest.
• It can cast any spells that come from Upgrades with a DC
equal to your spell save DC.
Recall.
This counts as a use of your Emergency Protocol, and
When not being worn you can hide your Warsmith’s armor
it cannot control the armor again (in either way) until you
in a pocket dimension. As an action you can magically
complete a short or long rest.
summon the armor and don it. You can use a bonus action to
In non-combat situations in which you are not wearing your
return the armor to the pocket dimension.
armor, it can exert a lesser control of the armor to move it
While in the pocket dimension the armor cannot be affected
about and perform simple tasks. During this time it has the
by other abilities and cannot be interacted with in any way.
statistics of an unseen servant, though it looks like your suit of
armor. It’s ability to do this is not limited, but it takes 1 minute
to assume this kind of control of your armor, and it can only
do so while you are not wearing it.

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”).

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40

Level 11 Upgrades Level 15 Upgrades


Cloaking Device Prerequisite: Active Camouflage Iron Grip Prerequisite: Iron Muscle. Incompatible with
If you do not move during your turn with active camouflage Integrated Attack.
engaged, you can use your reaction to take the Hide action You improve your grip strength and control of one of your
using an Intelligence (Stealth) check. You make this check gauntlets beyond the limits of flesh. While wearing your suit,
with disadvantage if you are within 5 feet of another creature you gain the following benefits:
or you attacked during your turn. You can wield Large sized weapons without a penalty as a
You can overload your camouflage to cast greater invisibility medium sized creature.
without expending a spell slot. Once you do this, you cannot One handed weapons you wield count as if being wielded
do this again until you complete a long rest. with two hands.
Phase Engine Prerequisite: Warsuit
Lightning Rod Prerequisite: Lightning Channel When you are attacked, you can use your reaction to
Whenever you cast lightning chargedInventor, you can treat become intangible, causing that attack to miss if it is a
the spell as if it was cast by a spell slot one level higher. nonmagical attack, or to have disadvantage if it is a magical
attack. Once you do so, you cannot do so again until you
Flash Freeze Capacitor Incompatible with other Capacitors. complete a short or long rest. This upgrade is refreshed every
You can store arcane energy, releasing it in a torrent of time you teleport or enter the ethereal plane.
freezing energy. As an action, you can cast cone of cold
without expending a spell slot or charges. The affected area Heavy Plating Prerequisite: Warplate
becomes difficult terrain until the end of your next turn. You install special heavy plating, giving you resistance to
Once you use this upgrade, you cannot use it again until you bludgeoning, piercing, and slashing damage from non-magical
complete a long rest. sources while wearing your Warplate.

Flight Sun Cannon.


You integrate a magical propulsion system into your You install a sun cannon into your Warsmith’s armor,
Warsmith’s armor. While wearing your Warsmith’s armor you allowing you to unleash devastating solar laser blasts. As an
have a magical flying speed of 30 feet. action, you can cast sunbeam without expending a spell slot.
Once you use this ability, you can not use it again until you
Integrated Attack. Prerequisite: Integrated Armor or complete a long rest.
Warplate Incompatible with Iron Grip.
You integrate a melee weapon into your Warsmith’s Armor. Virtual Interface. Prerequisite: Sentient Armor
When you apply this upgrade you must have a weapon to When you use Artificial Strength to raise your Strength
integrate, and you must choose where on your armor the ability score, you no longer lower your Intelligence ability
weapon is located. The weapon cannot have the Heavy score below your natural maximum (not counting Sentient
property. You are proficient with this weapon. As a bonus Armor).
action you can activate the weapon.
You must treat it as though you are wielding it with one
hand, but you cannot be disarmed of it. Once activated, you Large Suits
can use this weapon when you take the attack action, and it Some players will want to build a larger suit, the Piloted
does not require the use of a hand or your Warplate Gauntlet. Golem option below allows you to do that. The player and
You can apply this upgrade multiple times, selecting a new the DM should give some consideration to the consequences
weapon and new location on your armor to install it. of being a large sized creature. It has advantages but
When you activate your integrated weapon, you can considerably drawbacks that should not be ignored.
immediately make one attack with it. While it is active, if you
take the attack action on your turn, you can make an one Large Inconvenience
additional weapon attack with your integrated weapon using This is an optional route that can offer substantial benefits; it
your bonus action. would generally be advisable to not pull punches on the drawbacks
of being a large sized creature (inability to gain cover, difficulty
Iron Muscle Prerequisite: Integrated Armor or Warplate. in tight areas, etc). Discuss what sort of challenges you might
face with this. Consider if a Piloted Golem - essentially a walking
You reinforce the structure of your armor, giving it the
war tank - would have trouble interacting with things created for
strength of giants. While wearing your armor, your current
medium sized creatures - ladders, potion bottles, and more.
Strength ability score is increased by 2, and your maximum
Strength ability score becomes 24.
Piloted Golem Prerequisite: Warplate, Incompatible with
Collapsible and Flight. Prerequisite: 9th level Artificer
Power Slam Capacitor Incompatible with other Capacitors.
You enlarge your Warplate, turning it into a piloted
You store up kinetic energy, and unleash it in a mighty
mechanical golem. Your size category when wearing the
bound. As an action, you can jump up to your entire movement
armor increases by one.
speed and cast destructive wave without expending a spell slot
You have advantage on Strength saving throws and Strength
or charges upon landing.
checks against creatures the same size as you or smaller
Once you use this upgrade, you cannot use it again until you
than you, but you You have disadvantage on Dexterity savings
complete a long rest.
throws and ability checks (including initiative checks). At the

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end of a short or long rest, your Warplate gains temporary hit
points equal to your Artificer level.
You are no longer a valid target for spells that require a
humanoid target, but can be targeted by spells that require a
construct target while wearing this armor.

Self-Repair Matrix Prerequisite: Piloted Golem


Your at the start of each turn you gain temporary hit points
equal your proficiency modifier.

Shield Arm Prerequisite: Piloted Golem


You integrate a shield into one of your armor’s arms. You
have proficiency with that shield, and can deploy it as a bonus
action. It requires the use of that arm while deployed.
Additionally, when shove a medium or smaller creature
while you have the shield deployed, you can shove it by
slamming it with the attached shield causing it to take damage
equal to your Strength modifier.

Iron Fortress Prerequisite: Piloted Golem


You count as three quarters cover for creatures within
5 feet (so long as you are between them and the attacker).
Additionally, you cannot be moved against your will while in
contact with the ground.

Iron Aura Prerequisite: Iron Fortress


Building defensive systems into your armor, you project
a deflecting aura. Creatures of your choice within 20 feet of
you gain half cover against ranged attacks that originate from
outside the range of this aura.

Sentry Mode Prerequisite: Piloted Golem


As a bonus action deploy stablizers, reducing your speed to
zero but granting your better stability and focus. Until you end
the effect as an action, you can make an attack of opportunity
against a creature that moves more than 5 feet within range of
one of your equipped weapons (melee or ranged).

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it does not count against your upgrade total.


Fleshsmith Your Adorable Critter gains temporary hit points equal
A Fleshsmith is the sort of person that makes people to your Artificer level + Intelligence modifier each time you
uncomfortable. Even when encountered in the most ideal complete a short or long rest. Your Adorable Critter gains
circumstances, they simply have the sort of gaze that makes a natural weapon dealing 1d6 + your Intelligence modifier
one think they may be thinking “how could I improve that” as piercing damage, though as normal it cannot normal take the
they look at you. attack action. As a bonus action, you can cause your Familiar
A particular path of Inventor that has turned their creative to move up to 10 feet and take an attack action (requiring no
talents... inward. They seek to understand and improve the action from the familiar).
limitations of flesh. All too frequently they place a slightly
different value on aesthetic than others might, tending to find Perfection of Technique
beauty primarily in efficiency. Others may call themselves flesh smiths or flesh crafters,
A Fleshsmith tends to be more eccentric than but you are a flesh artist. Flaying, dicing, deboning, you’ve
inclined to any particular alignment, though even the most mastered it all. When you select this thesis option, you gain
benevolent one may find that the only reason their activities proficiency with martial weapons and gain the Flaying Hook
wouldn’t be illegal is that no one considered them possible. upgrade, and it does not count against your upgrade total.
You can integrate your Flaying Hook into another weapon,
Fleshsmith Proficiency. attaching it’s heavy chain to the hilt of your weapon, allowing
When you choose this specialization at 1st level, you gain you to attack with either weapon, and being considered to be
proficiency in the Medicine skill, as well as proficiency with carrying both when carrying one. Any magical bonus to attack
Leatherworker’s tools (it’s best if you don’t think about the and damage rolls the attached weapon has are also applied to
details on that one too much...) the Flaying Hook (if higher).
Additionally, you can make all Medicine checks as When you using your Flaying Hook to pull a target or pull
Intelligence (Medicine) check. When you take an Intelligence yourself toward a target, you use your bonus action to make a
(Medicine) check to stabilize a creature, they regain 1 hit single weapon attack against it. You can do this a number of
point. times equal to your Artificer level and you regain all uses at
the end of a long rest.
Thesis of Flesh
At first level, you select an approach to your work, a
specialization to your art form. Select one the following
options:

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

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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.

Acid Gland Crushing Grip


Realizing that putting something that oozes acid inside You don’t let things go once you have them in your grip.
yourself could not possible go wrong, you do just that. As Creatures that are grappled or restrained by you have
an action, you can spew acid, making a ranged spell attack disadvantage on attempting to escape the condition.
against a target within 30 feet. On hit, you deal 3d8 acid Additionally, you can choose to apply damage equal to your
damage. Alternatively, you can spray all creatures in a 30 foot Strength modifier to any creature that starts its turn grappled
cone. Each creature in the area must make a Dexterity saving or restrained by you.
throw, taking 3d4 acid damage on failed save. Once you use
either option, you cannot use this upgrade again until you Death Flail Prerequisite: Perfection of Technique
complete a short or long rest. The damage increased by one Rather than cast out the Flaying Hook, you master the
die at 5th level (4d8 or 4d4), 11th level (5d8 or 5d4), and 17th art of spinning your attacked martial weapon by the chain
level (6d8 or 6d4). in windmill of death. Your weapon gains the Reach property
when used in this way.
Adorable Critter Additionally, instead of attacking at target with it normally,
You experiment on creating an adorable critter. You create as an action, you can spin the weapon wildly in giant deadly
- or modify - a CR 0 tiny creature. This creature serves as a sweeps. Creatures within 10 feet (select four if there are more
familiar as per the find familiar spell, but does not disappear than four) must make a Dexterity saving throw against a DC
when reduced to zero hit points, and simply becomes of 8 + your Strength modifier + your proficiency bonus. On
Unconscious. It cannot fully die unless destroyed. If it starts failure they take damage equal to your weapon damage dice +
its turn unconscious, it regains its full hit points and regains your Strength modifier of your weapons damage type.
consciousness. It can do this a number of times equal to your If you have the Spiked Chain upgrade and hit one or more
Intelligence modifier. targets, you can select one of them to be effected by the
You can resuscitate it (or rebuild it, as necessary) at the end special property of Spiked Chain.
of a short or long rest should anything untoward happen to
it without expending a spell slot or material component. It’s
creature type is Construct.

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Fleshcrafted Enhancement Prerequisite: Applicable


Fleshcrafted Mutation
You use the knowledge of inhuman anatomy or twisted
powers you gain from to formulate an unnatural enhancement
of your Fleshcrafted Mutation, granting it an additional power.
The table below shows which enhancements can be applied to
which mutations.
Each enhancement has an empowered effect. An
empowered effect automatically occurs when you roll a
20 to hit with your natural weapon on an attack with the
enhancement, or once per turn on your turn, you can manually
activate the empowered condition by expending a 1st level or
higher spell slot.

One Enhancement
Note that unless otherwise specified, an upgrade can be take
only once. In this case, all the enhancements are effectly
mutually exclusive.

Empowered Relentless Attacks:


Your Empowered Relentless attack will deal either the natural
weapon die of the natural weapon, or the weapon die of a weapon
held in an extra arm. This can be a two handed weapon only if you
have two extra arms.

Enhancement Qualified Mutations Effect Empowered Effect


Vampiric Extra Fangs Once per turn, on your turn, when dealing You add your Constitution
damage with your Extra Fangs, you can modifier to the hit points
drain the life from your victim adding 1d4 regained.
necrotic damage roll. If the target is a
living creature over CR 1/4, you regain hit
points equal to the necrotic damage dealt.
Infernal Extra Fangs, Extra Claws Once per turn, on your turn, when dealing You deal an additional 1d6 fire
damage with your Fangs or Claws you damage.
can ignite your claws with infernal flames,
the attack deals an additional 1d6 fire
damage.
Venomous Extra Fangs, Extra Claws Once per turn, on your turn, when you The target must make a
hit a creature with your natural weapon Constitution saving throw
you can inject venom, the attack deals an against your Spell Save DC or
additional 1d8 poison damage. become poisoned for 1 minute.
They can repeat their saving
throw at the end of each of their
turns.
Razor Extra Fangs, Extra Claws The damage die of your natural weapon You can maximize one damage
becomes one step higher (for example, die of your choice from damage
Extra Fangs go from 1d10 to 1d12). dice of the damage roll.
Relentless Extra Arm, Extra Tentacle You gain an additional reaction you can You can make an additional
only use to make an attack of opportunity single attack with your
with that Fleshcrafted Mutation. Fleshcrafted addition. This
attack only deals the weapon
damage of the attack, and does
not add your modifier to the
damage dealt.

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Extra Eyes Fix Flesh
Why only see one direction? You add extra eyes. You gain Your expertise in the working of flesh makes you an artisan
proficiency in the Perception skill. If you are already proficient of fixing broken creatures. When you cast cure wounds
in the skill, you add double your proficiency bonus to checks you restore an additional amount of health equal to your
you make with it. In addition, you have advantage on Wisdom Intelligence modifier.
(Perception) checks that rely on sight.
Forbidden Knowledge
Fleshcrafted Mutation You can add this upgrade multiple You deliver into the arcane mechanics of how bodies work.
times Otherwise known as Necromancy. You learn additional spells
You enhance your body by crafting or mutating a new as shown on the table below:
part through grotesque experimentation. Select one of the Inventor Level Spells Learned
following mutations:
3 inflict wound
Mutation Description
5 blindness/deafness, gentle repose
Extra Arm This arm is capable of doing things
an arm can do, like holding and hitting 9 life transference, vampiric touch
things. 13 blight
Extra Claws You gain a natural weapon that deals
1d8 slashing damage, and counts a You can cast inflict wound without expending a spell slot,
finesse weapon. You are proficient with after which you must complete a long rest before you can cast
these new claws. it without expanding a spell slot again. Starting at 5th level,
you can choose to cast blindness/deafness without expending
Extra Fangs Your mouth becomes a natural weapon a spell slot instead.
that deals 1d10 piercing damage. You are
proficient using these fangs as a weapon. Horrifying Abomination Prerequisite: At least 5 upgrades
Extra You gain a tentacle appendage that modifying your body.
Tentacle is a natural weapon the deals 1d6 The perfect form you have crafted intimidates inferior
bludgeoning damage with the reach beings. You gain proficiency in Intimidation skill, and you are
property. You are proficient with this already proficient in it, you can add twice your proficiency
natural weapon. Using this tentacle, you bonus.
can make a Strength (Athletic) check or
object interaction with a reach of 10 feet. Massive Mutation
You develop a method to suddenly mutate. As a bonus
Extra Arm & Perfection of Form action, you can become a large sized creature. Creatures of
When attacking with a Perfection of Form with an extra arm, you your choice within 30 feet of you that witnesses this must
can make an attack with a weapon held in that arm. You only make make a Wisdom Save against your Spell Save DC or become
a weapon attack with two hands if you have two or more extra arms frightened of you until the end of their turn.
to use for it. While you are large, you deal an 1d4 damage with your
natural weapons and weapons sized for medium creatures,
Flaying Hook and you have advantage on Strength (Athletics) checks. You
A metal hook attached to a chain. You a proficient with this can revert to normal size as bonus action.
weapon, and it has the Special property. It deals 1d6 piercing You can spend a number of rounds equal to your
damage. Constitution modifier + Intelligence modifier as a large
Special: This weapon has a range of 20 feet. When you hit creature before you must revert and can not become large
at a target that is more than 5 feet away from you, if the target until you complete a short or long rest. After a short or long
is medium or smaller, you can make a Strength (Athletics) rest, you regain all rounds of duration you can remain as a
check contested by its Strength(Athletics) to pull the target large creature.
toward you. On a successful check, a smaller or smaller
target is pulled to you, and a medium target is pulled half Mutating Mastery
the distance (rounding up) toward you. The creature takes 1 After so many little adjustments, you find that your form is
additional damage for each 5 feet it is pulled. quite flexible to your needs. You gain the ability to cast alter
If the creature is medium or larger, when hit a target more self without expending a spell slot. Once you cast in this way,
than 5 feet away from you you can pull yourself up to 10 feet you cannot cast it again with this upgrade until you complete a
toward the target. short or long rest.

Field Surgery Secondary Life Organs


Some say that not all medical problems require surgery. Realizing the fragility of mortal life, you modify yourself with
Not you. As an action, you can repair a body to its natural additional necessary functions. You are no longer take extra
limits far more quickly than its natural limits. You can repair damage from critical strikes.
a willing creature within 5 feet, allowing them to expend hit Additionally, when you make a Death Saving Throw, you can
dice up to half Inventor level (rounded up). Each hit dice spent replace the results of that roll with a 20. Once you do this, you
is rolled as normal, but you can add the higher value of their cannot do this again until you complete a long rest.
Constitution modifier or your Intelligence modifier.

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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

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11th Level Upgrades Best Eyes Prerequisite: Better Eyes


...Adorable Critter? Prerequisite: 11th level, Perfect of Despite your high quality eyes, you’ve noticed somethings
Creation still see better than you, so you take their eyes and use those
As an action, your familiar can become small, medium, or instead. You gain truesight of 30 feet in addition to your
large. It can revert to its normal size as a bonus action. While normal vision.
Medium or larger, it’s natural weapon deals 1d12 + your
intelligence modifier piercing damage. Its strength ability Flesh Shaper
score increases by 4 for each size category large it becomes, You gain the ability to cast clone without expending a spell
to a maximum of 18. slot. You still require material components. Once you cast this
spell, you cannot cast it again until you complete a long rest.

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.

Wings Seem Useful Undying Fortitude


You decide that wings seem useful, and install a pair on your When you drop to zero hit points, rather than falling
back. You can shape them like any naturally functional wings, conscious, you make a Constitution saving throw equal to
such as a bird, bat, or insect. These grant you a flying speed the amount of damage over your current hit points taken. On
equal to your movement speed, so long as you are not wearing success, your hit points become 1 instead of zero, and you
heavy armor. remain conscious.

Vivisection Prerequisite: Perfection of Mind


When dissecting a creature using an Intelligence
(Medicine) check granted by Perfection of Mind, if the
creature’s remaining hit points is lower than the result of your
Intelligence (Medicine) check, you can choose to vivisect the
creature, killing it instantly instead of dealing damage.
If you kill a creature in this manner, you have advantage on
an Medicine check to harvest organs, ingredients, or other
items from it.

15th Level Upgrades

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.

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Cursesmith Twisting Reach


Your Forbidden Artifact stretches and flexes unnaturally in
A Cursesmith’s power is invariably marked by the dark seeking its targets. It’s range increases by 5 feet.
decisions they’ve made; some ignore this lingering darkness,
pursuing the heights of power their reckless creation allows.
Others leverage the twisted side effects themselves, believing Necrotic Rot
there are no mistakes, only opportunities. Darker still are The weapon is enshrouded in dark energy. Each time you
those that truly embrace the darkness of their twisted hit a creature with it, it inflicts a stack of necrotic rot on the
creations, becoming twisted creations themselves. creature. At the end of a creature’s turn it takes a 1d4 damage
A Cursesmith is not always evil, but they walk a path that per stack of necrotic rot on it and makes a Constitution saving
dangles precariously over evil, making it an easy thing to fall throw against your spell save DC. On a success, the stacks on
into. They may be Lawful, but the laws they respect are rarely removed. On a failure, they remain. You can have a maximum
those of normal mortal society that might get in the way of number of stacks on a creature equal to your proficiency
their dark delving. modifier.

Tracking Necrotic Rot


Cursesmith’s Proficiency My favorite way to track this is just place the d4 next to the
When you choose this specialization at 1st level, you gain creature each time it gets a stack as it gives a great feeling of
proficiency with one crafting tool of your choice, and learn one impending doom, but if you have a less absurd collection of d4s on
language of your choice from Infernal, Abyssal, Deepspeech, hand, simple tic marks can suffice.
or Primordial.
Additionally, you have advantage on any check to determine Eldritch Eruption
the nature of a curse. You can release magical blasts of power from the weapon that
deal damage equal to the weapons damage dice. Select from
Forbidden Artifact cold, fire, lightning or necrotic for its damage type when you
At 1st level, you set yourself apart from other Artificers by select this upgrade. In place of making an attack with this
seizing power that others dare not wield. You partake a dark
ritual investing enormous power and a part of your soul into a
weapon. The weapon becomes permanently bound to you. You
have proficiency with the weapon.
When you perform the rite, select two of the following of the
following upgrades: Empowered Artifact, Abhorrent Life,
Grasping Form, Twisting Reach, Necrotic Wounding, or
Eldritch Eruption. You can select additional properties as
Upgrades, but your Forbidden Artifact can have a maximum
number of these Upgrades equal to your proficiency bonus
(meaning the first time you can select an additional property is
5th level).

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.

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weapon, you can release this energy as a ranged spell attack. slashing damage (selected when you gain this feature), and
The ranged spell attack has a range of 60 feet. You can apply 1d4 necrotic damage. You gain a natural melee weapon. All
your Intelligence modifier to damage done with this attack. effects that apply to a Forbidden Artifact apply to this natural
weapon.
You can awaken the power gained from the weapon to your
Soul Investiture natural weapon as well as the effect of the Forbidden Artifact
Due to your unique bond to your Forbidden Artifact, you
curse. You can additionally absorb any item you create with
can feed part of your soul into the weapon to empower it,
this subclass, innately gaining its effect and curse. At the
weakening you and empowering it. While weakened in this
start of your turn while you are not incapacitated you regain
way, you are under the effect of bane. While empowered, the
temporary hit points equal to 1 + the number of curses you
weapon deals an additional 1d6 necrotic damage on hit.
are currently afflicted with. If you are under the effect of bane,
You can make a DC 10 Charisma saving throw as an action
this becomes 1d4 + the number of curses you are currently
to reclaim the invested soul, ending the investiture on success.
afflicted with.
If you complete a long rest while your soul is invested into the
Additionally, when you gain temporary hit points from this
weapon, the number of hit dice you regain is halved.
feature, you can instead regain hit points, regaining hit points
equal to the temporary hit points you have gained. You can
Drawbacks of Investiture do regain hit points this way a number of times equal to your
Soul Investiture is usually not a good idea, and forms only part of
proficiency bonus, regaining all uses on a long rest.
the power budget of the weapon. When interacting with various
upgrades it can be quite powerful, but is is a risky and high
cost option. Damned Affinity
Additionally at 3rd level, magical items granted by this
Cursed Path subclass that require attunement do not count against your
Starting at 3rd level, the path you’ve chosen begins to claim attunement total if that item is cursed.
your body and soul - some could call it a curse, some could
call further opportunity. Select a path from the following. Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
Curse Bearer whenever you take the Attack action on your turn.
You soul can carry great burdens. When you are under the
effect of bane, you can chose to ignore the effect for a roll. Unlimited Power
Once you choose to ignore the effect, you cannot do so again
Starting at 14th level, when you use Soul Investiture, you
until the start of your next turn.
can double the amount of damage dealt bonus gained, but
Additionally, when you suffer the effect of any curse effect
take Necrotic damage equal to the penalty taken at the end of
of one of the upgrades granted by this class, you can suppress
each of your turns as it continues to consume your soul. This
the effect ignore the negative consequence of the effect. You
damage bypasses immunity and cannot be resisted in anyway.
can do this a number of times equal to your proficiency bonus,
regaining all uses on a long rest. If the curse is an ongoing
effect, suppressing it suppressing it until the start of your next Unrestricted Upgrades
turn.
Abhorrent Split: Prerequisite: Forbidden Artifact with
Other Curses damage die of d8 or higher
At your DMs discretion, you may be able to use this feature to When awakened, your Forbidden Artifact splits into multiple
shrug off the effects of other lesser curses. writhing branches. The weapons damage dice convert to
smaller increments based on the table below:
Curse Bringer Damage Dice Awakened Damage Dice
When spread the burdens you carry. When you make an attack
roll while under the effect of bane, if you hit the creature after 1d12 or 2d6 3d4
rolling a 3 or 4 on bane, the target suffers the effect of bane 1d10 1d6 + 1d4
until the end of your next turn. This effect is extended if you 1d8 2d4
hit them your Forbidden Artifact again while they are afflicted
(regardless if of the roll of the bane die) It can attack other creatures even while grappling or
Additionally, when you suffer the effect of any curse effect of restraining a creature with the Abhorrent Grip mutation
one of the upgrades granted by this class, as a reaction, you from this upgrade, but loses one damage die (starting with its
can force another creature within 30 feet to make a Charisma smallest) for each creature it is grappling or restraining.
saving throw or suffer the same effect. You can do this a
number of times equal to your proficiency bonus, regaining all Blood Rites
uses on a long rest. Delving your dark path, you formulate a way to form
temporary containers of magical power using blood. Select
Curse Eater three ritual spells from the Wizard spell list; you gain the
You consume your forbidden artifact, destroying it and ability to cast these spells as Ritual Spells. You can only take
afflicting yourself with a terrible curse. On hit, this weapon spells of a level you could normally cast at the level you take
deals 1d8 damage of your choice of bludgeoning, piercing, or this talent.

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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.

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You assume the hit points of your new form. When you points until the start of the of its next turn. Additionally, you
reverts to your normal form, you returns to the number of hit have advantage against any check or save that would disarm
points you had before you transformed. If you reverts as a you.
result of dropping to 0 hit points, any excess damage carries While wearing these gauntlets, you can cast the grip of the
over to your normal form. As long as the excess damage dead spell.
doesn’t reduce your normal form to 0 hit points, you aren’t Curse: The death grip these gloves have make it difficult
knocked unconscious. to let go of things. You have disadvantage on attacks made
You do not gain any spells the form can cast, legendary throwing weapons or with weapons with the ammunition
actions, or legendary resistances it might have. Your gear property. Additionally, you have disadvantage on any ability
melds into the new form. The creature can’t activate, use, check to throw an item.
wield, or otherwise benefit from any of its equipment.
Spell Slot Level Fiend Options Soul Transfer Token
You create a dark magic object that allows you cast possess
1st Imp corpse. Once you use this upgrade, you cannot do so again
2nd Spined Devil until you complete a long rest.
3rd Bearded Devil
Soul Ring
4th Babau
You create a ring to store your soul. While wearing this ring,
5th Barlgura you have advantage on death saving throws. If you another
creature dons the ring. You can absorb yourself your body and
equipment into the ring. When you do so, it gains weight equal
5th Level Upgrades
to one tenth of your weight (including your equipment).
While another creature is wearing the ring, you can attempt
Eldritch Magic Prerequisite: Artifact with the Eldritch
to posses them. They make a Charsima saving throw. Your
Eruption upgrade
body vanishes and you become incapicated for the duration,
Select a spell with a spell attack roll from the Wizard spell
and they become under the effect of dominate monster. A
list that deals the same damage type as your weapon (when
creature can choose to fail their save against this.
awakened). Once per turn, you can apply the secondary effect
of that cantrip to your weapon’s attack roll (for example,
Vicious Effigy
applying chill touch’s secondary effect to a weapon that deals
You learn the cruel puppetry spell and can cast it once
necrotic damage).
without expending a spell slot. Once you use this upgrade, you
cannot do so again until you complete a long rest.
Ghostgrasp Gloves You can only wear 1 set of Gauntlets at a
time
Cursed, Attunement 9th Level Upgrades
When you pull on these pale white gloves, your hands
become ethereal, ghostlike appendages that drift and float Amulet of Exiling
from your wrists. You can interact with objects with you hands You forge a magical amulet that causes creatures to phase
with a range of 10 feet, including picking up objects, opening from reality to varying degrees of permanency. You can use
doors, or grappling foes; you can attack with these hands at this amulet to cast banish or blink without expending a spell
range only if wielding light weapons. slot. Once you use the amulet to cast a spell, you cannot use it
Curse: You have disadvantage on grappling checks and to cast a spell against until you complete a long rest.
the amount you can lift or drag with your hands is halved as
things slip through them. Aspect of the Damned Prerequisite: Curse Eater, 2 upgrades
consumed
Mantle of the Beast The powers you have pilfered for your soul have tainted
Attunement, Cursed it... naturally this gives you great power. In addition to the
You forge magical mantle by seeping it in the blood beasts. powers you have gained from your upgrades, select two of the
By dripping it in the blood of a beast slain within the past following powers to permanently gain:
week, you can gain one trait of that beast for an hour while • Aberrant Life: You no longer count as a humanoid
wearing the mantle (such as Keen Senses or Spiderclimb). creature, your creature type becomes aberration.
Curse: When you activate it’s power by dipping it in the • Creature of Darkness: Your eyes become inky black pools.
blood of a beast, the languages you can speak become the You can see normally in darkness, both magical and
languages the beast could speak (you still can understand any nonmagical, to a distance of 120 feet.
language you could previously understand) until the effect • Hungering Soul: Once per turn on your turn while you are
ends. grappling or grappled by another creature, you can inflict
1d8 necrotic damage on them as you sap their life force
Skeletal Gauntlets You can only wear 1 set of Gauntlets at a through the contact. Any healing they receive that turn is
time reduced by half.
You forge a pair of gauntlets that cause your hands to • Physical Mutation: The darkness within warps your body,
appear as skeletal appendages of dark metal. While wearing you can choose an unrestricted Fleshsmith upgrade (it
these gauntlets, if you grapple a creature, at the start of its must be one that affects your body).
turn it takes 1d6 necrotic damage, and cannot regain hit • Unlife: You have found yourself in an odd half living state.

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You gain resistance to necrotic damage, and you no longer


need to consume food. Weapon Apotheosis
When you awaken your weapon, it deals an additional 1d6
Spell Eating Ring necrotic damage on damage rolls.
You make a magical item that consumes magic around you.
You can activate the item, casting counterspell or dispel magic Ghost Cloak You can only wear 1 cloak at a time.
against a target within 15 feet of you. Any spell you that is Attunement, Cursed
stopped or ended by the effect, you can choose to consume, You forge an item that chips away at your bounds to the
restoring 1d4 hit points to you per level of the spell, or gain material world around you. At the start of your turn while
the effect of the spell stopped or ended yourself until the carrying the item, you can choose to slip those bonds entirely,
end of your next turn if it could effect a creature and had a stepping in the etheral plane. Moving through creatures does
duration other than instantaneous. A spell stolen in this way not impose a movement penalty, and you can move through
does not require concentration to maintain, but lasts only a objects up to 5 feet thick as difficult terrain. If you end your
number of turns equal to your Intelligence modifier or the turn in another creature or objects space, you are moved to
spells duration, whichever is shorter. the nearest available space taking 1d10 force damage per five
Once you use this ability, you cannot use it again until you feet moved.
complete long rest. Once you activate this item, you cannot activate it again
until you complete a short or long rest.
Ring of Nightmares Curse: After leaving the Ethereal plane, until the start of
Attunement, Cursed your next turn you appear vaguely translucent, all damage you
You forge a ring of, well, pure evil. It can bring the deal is reduced by half and you have resistance to non-magical
horrifying nightmares to life in reality in a way that you bludgeoning, piercing and slashing damage.
don’t quite understand, but is very effective. When you
invoke a nightmare, you can cast hunger of hadar, rain of Blood Cloak You can only wear 1 cloak at a time.
spiders, summon lesser demons, or enemies abound without Attunement, Cursed
expending a spell slot. Once you use the ring to invoke a You forge a blood red cloak that drinks blood to empower
nightmare, you cannot use it until you complete a long rest. you. Unfortunately mostly your blood. When you take damage
Curse: You cannot choose the nightmare invoked. When from bludgeoning or piercing damage while below half of your
you invoke a nightmare, roll 1d4 (1: hunger of hadar, rain of maximum hit points, you gain temporary hit points equal to
spiders, 3 summoner lesser demons, 4 enemies abound) half the damage taken. If you hit a creature while you have
these temporary hit points, you can add them to your damage
Shadow Vessel roll.
You create a container filled with an inky shadow. You can Curse: If you ar healed while you have these temporary
open the container to cast summon shadowspawn without hit points, the temporary points are lost and the healing is
expending a spell slot. You can expend a spell slot of a higher reduced by the amount of temporary hit points lost.
level to cast the spell at the level of the expended spell slot
plus one level. Once you use this ability, you cannot use it 15th Level Upgrade
again until you complete long rest.
Curse Numbnes Prerequisite: Curse Bearer
11th Level Upgrades You become immune to the effects of bane, hex, and bestow
curse even when self inflicted.
Consuming Power
Attunement, Cursed Undying Creature Prerequisite: Curse Eater
You create a worn magical item - such as a set of bracers, You gain twice as many temporary hit points at the start
bands or a ring - that leverages a dark bargain. Souls for of your turn from Curse Eater (or recover twice as many hit
power... starting with bits of your own. points when recovering hit points with it). You gain temporary
As a bonus action, you allow it feed its consumption from hit points from the feature even when incapacitated.
your own soul. You can decrease your Charisma ability score
by up to your Proficiency modifier, increasing your Strength Pandemic of Despair Prerequisite: Curse Bringer
ability score by an amount equal to your decreased Charisma. If a target becomes effected by bane (either the spell or the
You cannot increase your Strength beyond its normal effect from Curse Bringer) you can force a creature within
maximum in this way. This lasts until you use an action to 5 feet of it make a saving throw against the same effect,
reclaim your Charisma from the item. repeating indefinitely as long as there is targets. If a target
Whenever you slay a creature of CR 1/4 or higher, you gain fails their save, they become effected by the same effect as the
+1 current and maximum Strength ability score. Both of these initial target.
effects fade after 1 minute without killing a creature.
Curse: At the end of each turn your strength is increased Exude Darkness
by weapon, you take 1 + the amount of additional maximum You allow the power of your artifact to leak out. Whenever
Strength you have gained Necrotic damage. This damage you cast a spell of 1st level or higher, you gain the effect of
cannot resisted. shadow of moil for a number of turns equal to the level of
the spell cast. This effect does not require concentration to
maintain.

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True Artifact
So long ago you forged great power. Now you realize its
full potential. Your cursed weapon becomes a true artifact,
any bonus to attack and damage rolls lower than +3 it has is
replaced by a bonus of +3, it gains two additional properties
from the following list:
• While attuned to this artifact, you are immune to disease.
• While attuned to this artifact, you can’t be charmed or
frightened.
• While attuned to this artifact, you can cast a 1st or 2nd
level spell of your choice once per short rest without
expended a spell slot (spell chosen when this upgrade is
selected).
• While attuned to this artifact, you can treat a 1 on a Death
Saving throw as a 20.
• While attuned to this artifact, one of your ability scores
(chosen when this upgrade is selected) increases by 1, to a
maximum of 24.
When you select this upgrade, you can select the condition
in which your weapon can be destroyed. Your weapon can no
longer be permanently destroyed by any other means. This
means can be absurd or implausible, but must be something
potentially possible.

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Runesmith Rune of Power


An imposing rune that speaks to raw power. It has the
A Runesmith is an Artificer that has narrowed their focus to following effects:
working a specific language of magic - powerful Runes that
can channel long lasting power. These Runes come in many Target Effect
shapes and forms, the lore behind from many sources. Weapon The base damage of the weapon becomes
A Runesmith can be a knight, his runes splashed with 1d6 (if it was lower), and the weapon adds +1
gleaming power across his armor, or a scholar lending their to damage rolls.
power to the companions, marking potent runes on their Armor The base AC of the armor becomes 13 (if
weapons before standing back, or even a strange tatooed it was lower), and the armor's AC bonus is
mystic, their runes tattooed across their very body. increased by +1.
Runesmiths are not inherently good or evil, though their
rigorous attention to detail and patience tend to make them Active The next attack of the affected creature
more inclined to a Lawful perspective. (Empower) before the start of your next turn deals an
additional 1d8 + Intelligence modifier force
damage.
Runesmith Proficiency
When you choose this specialization at 1st level, you gain Rune of Fire
proficiency with martial weapons as well as smith's tools or An swirling rune that represents fire and burning. It has the
calligrapher's supplies (based on your preferred method of following effects:
marking runes. You learn one additional exotic language of
your choice. Target Effect
Weapon The first time per turn the weapon deals
damage, that damage deals an additional
Runic Marks 1d4 fire damage.
Starting at 1st level, you can mark magical runes, imbuing
the things they are marked onto with magic. A rune can be Armor When the affected creature is by a melee
marked on a weapon, on a suit of armor, or directly onto weapon attack, they can use their reaction
yourself, as a type of runic tattoo. to deal 1d4 fire damage to the attacker.
The affected creature of a rune is the creature wielding the Active Creatures within a 5-foot radius of the
weapon or armor it is marked on, or you if the rune is directly (Explode) affected creature must pass a Dexterity
marked on you. You can mark one rune on a weapon or set of saving throw, or take 1d8 fire damage.
armor, but there is no limit to the number of runes that can be
marked on a creature.
If a rune is marked on a creature, select if you are effected
by the weapon (affecting your natural weapons or unarmed
strikes) or armor (effecting your natural armor).
You know the following runes, and can learn more from
upgrades. You can mark your runes during a long rest, and
can have two runes marked at a time, gaining the ability to
have an additional rune marked at 3rd level (to three runes),
5th level (to four runes), and 14th level (to five runes). These
last until you mark a new rune, with the oldest rune fading
when you mark a new one after reaching your maximum
number of runes. Upgrades that grant a new Runes does not
increase this number, just expands the range of Runes you can
mark.

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.

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Rune of Lightning Rune Cantrip Spell


A jagged rune that manipulates energy and controls Rune of Power light magic missile
lightning. It has the following effects:
Rune of Fire burn K
burning hands
Target Effect
lightning
Weapon The first time per turn the weapon deals Rune of Lightning shocking grasp
tendrilK
damage, that damage deals an additional
1d4 lightning damage. Rune of guidance unlocked
Proficiency potentialK
Armor The effected creature gains 5 feet of
movement speed. Rune of Warding blade ward freezing shellK
Active: During the affected creature's turn, they Rune of Gravity N/A fallK
(Hasten) gain an additional action that can be used Rune of Blood N/A cure wounds
to attack (one weapon attack with a light
weapon or unarmed strike only), dash,
disengage, hide, or use an object.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Rune of Warding You can activate a rune using its active property in place of
A stalwart rune that wards off harm. It has the following one or both attacks.
effects:
Target Effect
Twin Flares
Weapon If the affected deals damage with this weapon Starting at 14th level, once per turn, when you use the
on their turn, they gain 1d4 temporary hit active property of a Rune or Glyph, you can cause the active
points. effect of any two Runes or Glyphs
Armor Damage taken by the affected creature is
reduced by 1. Runesmith Upgrades
Active The next time the affected creature takes
(Protect) damage before the start of your next turn, the
damage is reduced by 1d4 + your intelligence Unrestricted Upgrades
modifier.
Animate Inscription
You mark special inscription on yourself or an item in your
Runic Flare position to represent a familiar. You can spend a hit die to give
Starting at 3rd level, you can activate a rune as a bonus it life and cast find familiar using this rune. When you cast find
action. You can do this a number of times equal to your familiar in this way it does not require a spell slot or require
proficiency bonus, and regain all uses when complete a short material components, and the casting time is one action.
or long rest.
Arcane Glyph
Runic Path Learn how to translate a spell you know with a target of self
Additionally at 3rd level, you can specialize in a certain into a glyph that can marked on a creature or piece of armor.
application of runes, selecting from the following Runic Paths: As a special 1 minute ritual you can cast a spell you know
with a casting time of 1 action, casting the spell as normal, but
the spell does not immediately take effect, instead becoming
Runic Knight
imbued in special glyph on a creature or armor you are
You have proficiency with weapons or armor that are
touching. This glyph has no passive effect, but when activated
marked with your runes.
with an action, it casts the stored spell as if the creature the
glyph was marked on cast the spell.
Runic Mystic Alternatively, the creature marked with this glyph or wearing
When you mark a rune on yourself, you gain both the armor marked with this glyph that is aware of is presence can
weapon and armor effects of it. You add your Intelligence use this glyph to cast the spell marked within as if they cast
modifier, instead of your Strength modifier, to the attack and the spell stored using a magical item.
damage rolls when you attack with unarmed strikes. The glyph immediately fades after the spell has been
cast (the spell lasts as normal). The glyph fades when the
Runic Sage Runesmith that marked it completes a long rest.
You gain the ability channel the runic power of runes that
are on armor or weapons you are wearing, or on yourself. You Channel Magic
can use the runes you've marked to channel magic. You gain You can cast a spell of range Touch on a creature marked
the following spells based on which runes you've marked. by one of your Runes, wearing armor marked by one of your
Runes, or wielding a weapon marked by one of your Runes,
regardless of the distance between you.

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Glyph Magic Rune of Returning


You gain the ability to cast glyphs. You learn the following A weapon you mark with this rune is under the effect of
spells at the following levels. These spells are Inventor spells returning weapon spell. This rune does not count against the
for you, but do not count against your spells known. runes you can mark, though you can only have it marked on
one weapon at a time.
Type Effect Level
Requirement Mark of Messaging
You can place a special runic mark on a creature or item.
Absorption You learn the glyph of -- This mark lasts until you mark it again or take a long rest.
absorption spell. Subsequently you can cast message targeting that the
Fire You learn the glyph of fire -- creature it is marked on or the creature carrying the item it is
spell. marked on regardless of distance between you and the target.
Frost You learn the glyph of frost --
spell. 5th Level Upgrades
Translocation You learn the glyph of 5
translocation spell. Duplicate Rune
Nullification You learn the glyph of 9 For one of the runes you mark, you can mark it on two
nullication spell. different items or creatures counting it as a single use of
instance of marking that rune. This applies to a single
Gravity You learn the glyph of 13 application (not a single type of rune).
gravity spell.
Paried Effects
Rune of Blood You can mark two runes on a weapon or set of armor.
An esoteric run that binds the essence of life. It has the
following effects: Runic Shield
If you or any of your the items you are wearing are marked
Target Effect with a Rune of Warding, you can cast the shield spell.
Weapon Each time the weapon deals damage to
a creature, it stores one charge, up to a Mark of Size
maximum number of charges equal to your You as an action, you can place a special runic mark on a
Intelligence modifier. creature or armor. This mark lasts until you mark it again or
take a long rest. While the run is on that creature, you can cast
Armor If the affected creature is hit by a critical hit or enlarge/reduce target that creature as a bonus action. You can
reduced to zero hit points, the rune stores one cast it this way without expending a slot once, after which you
charge, up to a maximum number of charges cannot cast it without a spell slot again until you complete a
equal to your Intelligence modifier. short or long rest.
Active: The affected creature can immediately expend
Revitalize 1 hit dice, rolling it and regain health as Thunder Mine
normal. All charges of the rune are consumed, You learn the thunderburst mine spell and can cast it
restoring additional hit points to the affected without expending a spell slot. Once you cast it in this way, you
creature for 1d4 per charge consumed. cannot cast it this way again until you complete a short or long
rest.
Rune of Gravity
9th Level Upgrades
A complex run that manipulates the interactions of objects
to change gravity. It has the following effects: Perfected Form
The number of runes you can mark at the same time
Target Effect increases by one.
Weapon Marking this one a weapon adds or removes
the heavy property. If you remove the heavy Fire Mine
property from a melee weapon with this rune, You learn the fireburst mine spell and can cast it without
you can also remove the two-handed property. expending a spell slot. Once you cast it in this way, you cannot
cast it this way again until you complete a short or long rest.
Armor Any time the affected creature would be
moved against their will, they can use their Mark of Proficiency
reaction to stay where they are, as long as the You can place a special runic mark on a weapon, armor,
movement is not falling. shield, or tool. Any creature that is holding or wearing that
Active: All creatures within 20 feet of the affected item gains proficiency with it. This mark lasts until you mark
"Pull" creature are dragged 5 feet toward the it again or take a long rest.
affected creature.

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Mystic Flare Prerequisite: Runic Mystic Mark of Stone
The first time you use a Runic Flare on your turn, it does You as an action, you can place a special runic mark on a
not require a bonus action. creature or armor. This mark lasts until you mark it again or
take a long rest. While the run is on that creature, you can
Runic Aegis Prerequisite: Rune Knight cast stoneskin target that creature as a bonus action without
You gain temporary hit points equal to your Intelligence requiring any material components. You can cast it this way
modifier when you use a Runic Flare. without expending a slot once, after which you cannot cast it
without a spell slot again until you complete a short or long
Rune Magic Prequisite: Rune Sage rest.
You gain access to more powerful magic through your
runes.
Rune 2nd Level 3rd Level
Rune of Power star dustK aether lanceK
Rune of Fire scorching ray fireball
Rune of Lightning lightning charged K
lighting bolt
Rune of Warding warding bond protection from
energy
Rune of Gravity flingK crushing
singularityK
Rune of Blood hold person life transference

11th Level Upgrade

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.

Mark of the Hidden


You can mark a special runic mark on a creature or item.
This mark lasts until you mark it again or take a long rest.
As an action, you can cause the effect of invisibility, arcanist's
magic aura, or nondetection to take effect on the creature it is
marked on or is that is carrying the item it is marked on. This
does not require concentration, but otherwise has the normal
limitations of the spell. You can have one of these effects active
on the target at a time, and the effect ends if the target is no
longer marked by the rune or carrying the item marked with
the rune.

15th Level Upgrades


Reckless Flare
As an action, you flare all of your marked runes and glyphs,
after the active effect, all of your Runes fade and must be
marked once again.
You cannot do this again until you complete a long rest.

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.

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List of Glyphs Glyph of Gravity


4th level transmutation(glyph)
Glyph of Absorption
1st level abjuration(glyph) Casting Time: 1 bonus action.
Range: 5 feet.
Casting Time: 1 bonus action. Components: S
Range: 5 feet. Duration: 1 minute.
Components: S
Duration: 1 minute. You draw an ethereal mark in the air at a point within range.
Within 30 feet of this Glyph, moving away from it is requires
You draw an ethereal mark in the air at a point within range. twice as much movement, and any creature that ends its turn
Creatures within 10 feet of this glyph have resistance to all within 30 feet of it is pulled 10 feet closer to it if there is space
damage, but this glyphs damage equal to the damage those available.
creature's take (after resistance). The Glyph has 10 hit points. As an action, you can force all creatures within 30 feet of
If the glyph is destroyed, it fades without detonating and the this Glyph to make a Strength saving throw or be flung 40 feet
spell ends. away from this Glyph, taking 4d6 damage and falling prone.
As an action, you can detonate the glyph. Any creature After using this action, the spell ends.
within 15 feet of this glyph must make a Dexterity saving The spell ends early if you until you deactivate it with a
through, or take Force damage equal to half the amount of bonus action.
damage the Glyph has absorbed. After using this action, the
spell ends.
The spell ends early if you until you deactivate it with a
Glyph of Nullification
bonus action. 3rd level abjuration(glyph)
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the glyph absorbs 5 additional hit points Casting Time: 1 bonus action.
for each slot level above 1st Range: 5 feet.
Components: S
Duration: 1 minute.
Glyph of Fire
1st level evocation(glyph) You draw an ethereal mark in the air at a point within range.
Creatures within 5 feet of this glyph have resistance to Force
Casting Time: 1 bonus action. damage.
Range: 5 feet. As an action for the duration of the spell, you can cause the
Components: S glypg to form a globe of invulnerability centered on the glyph,
Duration: 1 minute. which lasts until the start of your next turn, at which point the
spell ends.
You draw an ethereal mark in the air at a point within range. The spell ends early if you until you deactivate it with a
Any creature that starts their turn within 5 feet of this glyph bonus action.
takes 1 fire damage.
As an action, you can force all creatures within 15 feet of
this glyph must make a Dexterity saving through, taking 3d6
Glyph of Translocation
fire damage on failure, or half as much on success. After using 2nd level conjuration(glyph)
this action, the spell ends.
The spell ends early if you until you deactivate it with a Casting Time: 1 bonus action.
bonus action. Range: 5 feet.
Components: S
Duration: 1 minute.
Glyph of Frost
1st level evocation(glyph) You draw an ethereal mark in the air at a point within range.
As an action for the duration of the spell, you instantly
Casting Time: 1 bonus action. teleport a willing creature of your choice within 120 feet (of
Range: 5 feet. you) to the closest free space next to this Glyph (your choice if
Components: S multiple free spaces are available). If you expend a higher level
Duration: 1 minute. spell slot, the number of creatures you can teleport increased
by 1 for each level above 2nd, at which point the spell ends.
You draw an ethereal mark in the air at a point within range. The spell ends early if you until you deactivate it with a
The area within 5 feet of this Rune becomes difficult terrain. bonus action.
As an action, you can force all creatures within 15 feet of
this glyph must pass a Constitution saving through, or take
1d8 cold damage and become restrained, or half as much
damage on success. After using this action, the spell ends.
The spell ends early if you until you deactivate it with a
bonus action.

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Relicsmith Relic Lantern


You power a sacred lantern with the divine relic, causing it to
A Relicsmith is a strange brand of Artificer, often viewed shed a brilliant pure light for 20-feet and an additional 20-feet
with spectism by their peers, they are bolstered by one of dim light. As a bonus action, you can grant one creature
simple fact: the inventions work. They harness holy power within the light of the Lantern 1d4 temporary hit points.
in ways that defines arcane logic, bringing a unique blend of
methodology and faith. How their inventions work is a source
of consternation to others, but in faith in their scriptures and Ordained Path
inscriptions is rewarded... perhaps by the faith they have in Additionally at 3rd level, the gifts of your divine relic lead you
them. to a revelation of faith. Select a path to follow.
Relicsmith's are inheritors of ancient traditions, sometimes
passed down to them, sometimes ones they have uncovered Path of Justice
in their research... sometimes, perhaps, ones that they believe Select on Fighting Style from the following list. Additionally,
they have uncovered in their research. Patterns, connections, you gain the following spells at the following levels.
scriptures, and rituals, their tools are many and varied.
Of course, those that walk this path tend to have strong Two-Weapon Fighting. When you engage in two-weapon
conviction with extends beyond just their invention. A fighting, you can add your ability modifier to the damage of the
Relicsmith is as prone as any Paladin to have a driven second attack.
and righteous (in their eyes) cause. Divine power in those
restrained only by their own conviction can be a dangerous Great Weapon Fighting. When you roll a 1 or 2 on a damage
thing indeed. die for an attack you make with a melee weapon that you are
wielding with two hands, you can reroll the die and must use
Relicsmith's Proficiency the new roll, even if the new roll is a 1 or a 2. The weapon
When you choose this specialization at 1st level, you gain must have the two-handed or versatile property for you to gain
proficiency with martial weapons, the Religion skill and this benefit.
Calligrapher's supplies.
Dueling. When you are wielding a melee weapon in one hand
and no other weapons, you gain a +2 bonus to damage rolls
Divine Relic with that weapon.
At 1st level, you unlock the secrets of the sacred, creating
a relic that channels divine power. This relic counts as
spellcasting focus for you. It takes the shape of a small item,
such as a pendent, a amulet, or device. While you possess
your relic, you can use it to focus your powers, gaining the
following abilities:
• You can cast the light cantrip.
• You can cast the sacred flame cantrip.
• You can set a weapon ablaze. As a bonus action, you can
touch a weapon you cause it to burst into holy fire. Attacks
with the weapon deal an additional 1d4 fire damage on hit
for 1 minute or until you use this ability again.

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.

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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.

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61
Inquisitor's Medallion Mark of Salvation
You build a specialized version of your relic that focuses zeal As an action, you can designate a creature within the light
for the truth. While carrying it, you can add your Intelligence of your lantern. For 1 minute it has resistance to all damage.
modifier to Wisdom (Insight) checks, and gain the ability Each time it takes damage, you take the same amount of
to cast zone of truth. You can use this to cast zone of truth damage. This ability ends early if you use it again, or if the
without expending a spell slot. Once you cast it in this way, you creature leaves the light of your lantern.
cannot do so again until completing a short or long rest.
Ordained Focus
Martyr's Light You inscribe your arcane focus with the tenents of your path.
Prequisite: Relic Lantern You have advantage on Constitution saving throws to maintain
When a creature in the light of your lantern takes damage, concentration on spells granted by your Ordained Path.
you can use your reaction give them resistance to that
damage. You take damage equal to the damage they take. This Silver Bullet
damage cannot be reduced or resisted During a long rest you can create a single piece of
ammunition specialized in the destruction of one creature
Reach of Justice type. Select from aberration, celestial, fiend, shapechanger,
Prerequisite: Path of Penance or undead. The piece of ammunition is considered silvered
You can modify any whip to be longer, though only you have and magical for the purposes of bypassing resistance. If this
proficiency with these extended whips. The reach of a whip is piece of ammunition hits the specified creature type, the hit
increased by 5 feet for you. becomes a critical hit, and the piece of ammunition becomes
a normal piece of ammunition. You can only have one special
Sacred Garments piece of ammunition from this feature at a time.
You craft holy scripture that channels divine energy through
an article of clothing you wear. While wearing this item, 9th Level Upgrades
you can add your Intelligence modifier to any Wisdom or
Charisma saving throw you make against a magical effect, or Angelic Eyes
the ability of undead or fiend creature. You can do this after You forge a set of spectacles granting you vision the pieces
you roll, but before you know the outcome of the effect. the darkness. You can see normally in darkness, both magical
Once you do this do this, you cannot do so again until you and nonmagical, to a distance of 120 feet, and have advantage
complete a short or long rest. on ability checks to piece the illusions of fiends.

Salvation's Shield Condemnation of Fire


Prerequisite: Relic Lantern You invoke the power of your relic to attempt to purge a
While carrying the relic latern in your hand, you are under creature. The target creature must make a Strength saving.
the effect of shield of faith. On a failure it becomes restrained by chains of fire and set
ablaze. While restrained, it takes 2d6 fire damage at the start
Torch of Conviction of each of its turns. It may repeat the saving throw at the end
You empower a torch to burn with undying flame. This torch of each of its turns, ending the effect on a success.
has an unlimited duration, and deals 1d6 fire damage on hit. Once you invoke this ability, you cannot do so again until
You have proficiency with this weapon and it has the light you complete a short or long rest.
property for you. While carrying this torch, in place of making
an attack with it as part of the attack action, you can cast Holy Hand Grenade
create bonfire. You build a sacred device of dispensing justice. You can
use it to cast flamestrike without expending a spell slot. Once
5th level Upgrades used, you cannot use it again until you complete a long rest.

Burning Seal Inscribed Prayer


When you strike a creature with a melee weapon, you can During a long rest, you can inscribe a special divine
leave a divine brand on them, lasting until the start of your scripture. This serves as a scroll of mass healing word. You
next turn. The first time that creature attacks a target other can use this scroll without a check. This scroll lasts until used
than you, it takes 1d8 fire damage. or until you create another divine scripture.

Divine Book Purifier Rounds


You can read from this book to cast prayer of healing. You You can make a number of pieces of ammunition equal
can cast it this without expending a spell slot once, after which to your Intelligence modifier imbued with special divine
you require a spell as normal until you complete a long rest. power. On hit, these rounds do deal an additional 1d6 radiant
damage. If the creature is undead or a fiend and the damage
Duplicate Relic from this round reduces its hit points to a number to less than
You create a copy of your divine relic, though the copy only your Inventor level, it has to make a Charisma saving throw.
serves as power source, allowing you to select an second On failure, it dies and explodes to ash.
Incorprated Relic. You can replenish any spent rounds at the end a long rest.

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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.

Boundless Radiance Prerequisite: Radiant Bolt Hallowed Armor


You can cast guiding bolt without expending a spell slot an You mark your armor with hallowed inscriptions. When
unlimited number of times. you gain temporary hit points from one of your spells or class
features, you glow with radiance. The next time you deal
Consuming Flames radiant or fire damage with an attack, you deal additional
The Divine Fire power of your relic increases to 1d6 fire damage equal to the temporary hit points gained.
damage. When using it on a weapon that incorporates your
relic, the damage increases to 1d8 fire damage. Transcendent Equation
You unlock the secrets at the heart of divine magic. When
Divine Aid you cast a spell granted by this subclass, you can leverage
You gain the ability to use your relic to cast summon this knowledge add your Wisdom modifer (minimum 1) and
celestial. You can cast it this without expending a spell slot Charisma modifiers (minimum 1) to your Spell Save DC or
once, after which you require a spell as normal until you Spell Attack Roll. Once you do this, you cannot do so again
complete a long rest. until you complete a long rest.

Divinely Inured Trifecta of Ingenuity Prerequisite: Duplicated Relic


You gain resistance to Fire and Radiant damage. If you You can created a third relic as a power source, selecting a
would take Fire or Radiant damage from a magical source third option from the Ingenious Reliquary feature.
that would reduce you to zero hit points, you are instead
reduced to 1 hit point.

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.

Empowered Salvation Prerequisite: Relic Lantern


The temporary hit points granted by your Lantern is
increased to 1d8.

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.

15th level Upgrades


Blessed Relic
While carrying your divine relic, you are under the effect of
bless.

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

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Inventor Spell List


1st Level 2nd Level 3rd Level Resilient Sphere
Alarm Aid Dispel Magic RepairK
Arcane AblationK Alter Self Dispel ConstructK Stone Shape
Arcane WeaponK Arcane Lock Elemental Weapon Stoneskin
Awaken Rope Blur Feign Death Sickening Radiance
Bond ItemK Cloud of Daggers Flame Arrows
Launch ObjectK Darkvision Fireburst MineK 5th Level
Comprehend Languages Earthbind Gaseous Form Animate Objects
Cure Wounds Enhance Ability Glyph of Warding Creation
Detect Magic Enlarge/Reduce Magic Circle Hold Monster
Disguise Self Find Traps Nondetection Legend Lore
Expeditious Retreat Heat Metal Protection from Energy Mislead
Fall Inventor Hold Person Sending Passwall
False Life Imbue LuckK Water Breathing Skill Empowerment
Feather Fall Invisibility Water Walk Telekinesis
Grease Knock Wind Wall Teleportation Circle
Identify Lightning ChargedK Transmute Rock
Illusory Script Locate Object 4th Level Vorpal WeaponK
Jump Magic Weapon Arcane Eye Wall of Stone
Longstrider Magic Mouth Death Ward
Sanctuary Arcanist's Magic Aura Fabricate
Seeking ProjectileK Protection from Poison Fire Shield
UnburdenK See Invisibility Freedom of Movement
Unseen Servant Spider Climb Greater Invisibility
Floating Disk Thunderburst Mine K Secret Chest

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Psion

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 --

2nd +2 2 1 Psionic Talents 2

3rd +2 3 2 Secondary Discipline, Psionic Archetype Feature 2

4th +2 4 2 Ability Score Improvement 2

5th +3 5 3 Psionic Mastery 3

6th +3 6 3 Psionic Archetype Feature 3

7th +3 7 4 -- 4

8th +3 8 4 Ability Score Improvement 4

9th +4 9 5 -- 5

10th +4 10 5 Psionic Archetype Feature 5

11th +4 11 6 Innate Psionic Ability (6th level) 5

12th +4 12 6 Ability Score Improvement 6

13th +5 13 7 Innate Psionic Ability (7th level) 6

14th +5 14 7 Psionic Archetype Feature 6

15th +5 15 8 Innate Psionic Ability (8th level) 7

16th +5 16 8 Ability Score Improvement 7

17th +6 17 9 Innate Psionic Ability (9th level) 7

18th +6 18 9 Third Discipline 8

19th +6 19 10 Ability Score Improvement 8

20th +6 20 10 Ascension 8

Creating a Psion Class Features


When creating a Psion, consider your character's background. Hit Dice: 1d6 per Psion level
How did you become a Psion? Were you born with latent Hit Points at 1st Level: 6 + your Constitution modifier
powers? Or did something happen to you granting your Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
powers? Or did you intentionally train yourself through modifier per psion level after 1st
rigorous mental exercise to leverage them? Consider how
developing a rare and mysterious power would have affected Proficiencies
your interactions with people. Armor: Light armor.
Consider what your purpose is with your newfound powers, Weapons: Simple weapons.
or how you plan to use your powers. Do you intend to be taken Saving Throws: Wisdom, Intelligence
for a Wizard casting magic, or are you freely open about being Skills: Psionics, and choose two from Deception, History,
of a... different nature? Insight, Intimidation, Investigation, Medicine, Perception, or
Religion.
Quick Build
You can make a Psion quickly by following these Equipment
suggestions. First, make Intelligence your highest ability You start with the following equipment, in addition to the
score, followed by Dexterity or Constitution. Second, choose equipment granted by your background:
the Acolyte, Far Traveler or Hermit background.
• (a) a quarterstaff or (b) a dagger
• (a) leather armor
• (a) a scholar's pack or (b) an explorer's pack
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the list of Psionic talents presented at the end of the class


Psionic Archetype description. You can pick a new Psionic talent at 5th, 7th, 9th,
At 1st level, you pick the archetype of Psion you embody, 12th, 15th, and 18th level. When you level up, you can replace
choosing from Awakened Mind, Unleashed Mind, a Psionic talent you have previously selected with a different
Transcended Mind, or Shaper's Mind, Wandering Mind, or option.
Consuming Mind, each of which are detailed at the end of the
class description. Your choice grants you features at 1st level, Second Discipline
and again at 3rd, 6th, 10th, and 14th level. When you reach 3rd level, you can select a second Psionic
Discipline from the list of Psionic Disciplines. You cannot
select a Discipline you already know. You gain all features of a
Psionics Psionic Discipline when selecting it.
Psionic Disciplines
You are granted access to a psionic discipline (such as Ability Score Improvement
Telepathy or Telekinesis) by your chosen archetype. A psionic
When you reach 4th level, and again at 8th, 12th, 16th, and
discipline comes with a passive feature that expands your
19th level, you can increase one ability score of your choice by
character's capabilities and an active psionic power that can
2, or you can increase two ability scores of your choice by 1.
be modified and empowered with Psi Points. Additionally
As normal, you can't increase an ability score above 20 using
you can use your discipline in more detailed applications to
this feature.
recreate the effect of certain spells, listed at the end of the
discipline description. At 3rd level you can select a second
discipline, and 18th level you can select a 3rd discipline. Psionic Mastery
Psionic powers are suppressed by anti-magic field and
When you reach 5th level, you gain mastery of your psionic
can be dispelled with dispel magic, but are only affected by
powers. At the start of your turn you get 1 free Psi Point.
counterspell if recreating the effect of a spell. Any check
This can be spent to empower Psionic Disciplines, but not to
required to dispel magic, counterspell or identify a spell
recreate spells or fuel Psionic Talents. If you have any unspent
being cast with Psionics is made at disadvantage unless the
free Psi Points left at the end of your turn, then they are lost.
caster also has the Psionics feature. The spell detect magic
At 11th level, this is increased to 2 free Psi points, and at
will detect the usage of psionics, but not their nature - it will
17th level, this is increased to 3. Points can be split between
show up as a mysterious untyped power, even if being used to
different abilities.
generate the effect of a spell.
When recreating a spell through a Psionic effect (using a
Psionic discipline to cast the spell) the spell has no Material Innate Psionics
or Verbal components, but using any psionic ability requires
At 11th level, you gain the ability to exert great feats of psionic
Somatic components and causes the Psion to vibrantly glow
power. Choose one 6th-level spell from the Psion spell list as
with the otherworldly psionic energies they are controlling.
an innate ability. You can use this innate ability to cast this
spell once. You must finish a long rest before you can do so
again. At higher level, you gain more innate abilities of your
Psi Points choice that can be used in this way: one 7th level spell at 13th
Starting at 1st level, you gain access to Psi Points used to
level, one 8th level spell at 15th level, and one 9th-level spell
fuel psionic discipline powers and effects. You have a number
at 17th level. You regain all uses of your Innate Psionics when
of Psi Points equal to your Psion level, and regain all spent
you finish a long rest.
points after completing a short or long rest. You can spend a
Innate Psionics are well beyond the normal scope of your
number of Psi Points equal to half your Psion level (rounded
powers and are not restricted by what disciplines you have.
up) at a time (for example, at level 5, you can spend 3 psi
Unlike psionic disciplines, they require any component the
points on psionic power or cast a spell with a cost of 3 psi
spell requires.
points).

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.

An awakening is often somewhat traumatic. Psions are not


well understood and the first power they manifest - telepathy -
is one of the most feared and shunned abilities.

An Awakened can be either empathetic or cruel, good or evil.


Knowing what is on the minds of others affects people in
different ways, driving some away from society as they see its
true face, while others feel drawn to help the problems only
they can see.

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.

Further, if you have telepathically communicated with a willing


creature, you know their general location (direction and rough
estimate of distance) for the next hour as long as you are on Empowered Psionics
the same plane as them. Starting at 6th level, when you deal damage with a Psionic
Discipline power you can add your Intelligence modifier to the
damage dealt.
Mind Reader
Starting at 3rd level, when you use Telepathic intrusion, you
can force the target to make an Intelligence saving throw All Seeing Eye
instead of a Wisdom saving throw against the power (deciding Starting at 10th level, you can see a creature by its mind. You
when you use the ability). gain a mindsight of 60 feet, allowing you to see creatures with
When a creature fails a saving throw against your Telepathic an intelligence of 6 or higher within range as if by blindsight. A
Intrusion, you gain a d4. Until the end of your next turn, if you creature you are unaware of can still be hidden from you, but
make an attack roll against the creature or the creature makes you can use your Intelligence modifier instead of your Wisdom
a saving throw against a Psionic power other than Telepathic modifier with making Perception checks to detect creatures.
Intrusion against you, you can add or subtract the d4 from
the roll (deciding to roll before you roll the attack or use the Full Awakening
power).
Starting at 14th level, you can briefly fully awaken your
expanded mind to true comprehension. At the start of your

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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.

Unleashed Mind Unstoppable Rampage


Starting at 14th level, when an attack reduces you to zero
An Unleashed Mind's power is most often an innate force they
hit points, you can roll your rampage die. If your roll + your
struggle to understand or control, a reflection of their state
Constitution modifier is higher than the excess damage you
of mind and mood projected onto the world around them,
took, you are instead reduced to one hit point. You can expend
often to devastating results. The life of an Unleashed Psion is
2 psi points to roll an additional rampage die, adding it to the
frequently their journey to control their unruly powers... or one
result.
of embracing the destructive powers they grant fully.
What the wellspring of their innate power is varies - they
could be a psionic race, born under the influence of distant Transcended Mind
twisted powers, warped by fey blood, or a herald of something
A Transcended Psion is most often one that has found their
more sinister brushing against the material world. Sometimes
path to psionic powers through a mental epiphany, realizing
their power will show itself in simple applications, but most
the place of their mind within the multiverse and how it ties
often their power becomes known and feared when their
to everything else, seeing the keys and levers to the world laid
temper flares.
out before them in their mind's eye.
Their alignment frequently depends on the approach
Most often achieved either intentionally or accidentally
to their powers they have taken, an Unleashed Psion who
through meditation and ritual, this can sometimes even be a
emphasizes control and restraint, keeping their emotions
passed on technique to reliably transcend the strictly material
from running wild and their powers from running rampant
concerns, and explore the more cognitive realm and powers
will most often be lawful, following strict personal codes. On
within.
the other hand, an Unleashed Psion who lets their power run
Transcended Psions tend to have the best grasp on their
rampant will almost always be chaotic in nature, acting on
powers in control and principle, having come to understand
impulse... with great emphasis.
the greater cosmos, but lack the reckless abandon some other
Psions may have. Unfortunately less transcendent minds
Unshackled Power
At 1st level when you select this archetype, you gain the ability
to unleash your mind to physically interact with the world
around you, granting you the psionic discipline Telekinesis.

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.

Enlightened Boundless Imagination


At 1st level when you select this archetype, you gain the ability
Additionally at 1st level, when you conjure your Astral
to empower your body with the power of your mind, granting
Construct, you can apply one of the following powers to it:
you the psionic discipline of Enhancement.
• Devastating Weapons You imagine more deadly
armaments - from a greatsword to vicious fangs - causing
State of Mind your Astral Construct to grow more deadly. The Astral
Additionally at 1st level, you can ignore the effects of extreme Construct's damage becomes 1d12
heat or cold, hold your breath twice as long as normal, • Psionic Conduit You can use your Psionic powers through
and can go twice as long without eating or sleeping before your Astral Construct, as if you were where it is.
suffering exhaustion. • Vivid Existence Your Astral Construct fully materializes
and automatically uses Solidify at the start of your turn
without requiring a command to do so.
Balance of Power
Starting at 3rd level, when you use a psionic ability (power or You can change which benefit you grant it for the duration of
spell) to restore hit points or grant temporary hit points, you the effect as a bonus action.
can add the hit points granted to a stored pool. The maximum
value of the pool is your psion level, and any points beyond the
maximum are lost. The next time you make a damage roll, you Astral Metastability
can expend the pool to add damage equal to the stored value Starting at 3rd level, when you use your Psionic powers to
to one target affected by the damage roll. This stored damage create an Astral Construct, it does not require concentration
is lost if not spent within 1 minute. to maintain, and lasts until dismissed, but you cannot
summon another one while you have one summoned.
Perfected Enhancement
Starting at 6th level, when you grant temporary hit points with Empowered Construct
a psionic power you can add your proficiency bonus to the Starting at 6th level, when you deal damage with an Astral
temporary hit points gained by one creature. Constructed or a weapon created by Project Item, you can add
your Intelligence modifier to the damage dealt.
Mental Control
Starting at 10th level, when you have to make a Constitution Astral Guardian
saving throw to avoid losing concentration on an effect from Starting at 10th level, when you would take damage while
a psionic discipline, you can add your Intelligence modifier to you have an Astral Construct within 30 feet of you, you can
the saving throw. use your reaction to conjure it to you (sharing your space) and

Mind Over Matter


Starting at 14th level, when you roll a Strength, Dexterity, or
Constitution saving throw, you can expend 2 Psi Points to roll
an Intelligence saving throw instead.
Additionally, when you roll a Death Saving throw, you can
expend 4 Psi Points to roll a 20.

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

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expend 1 psi point to Solidify it, transposing it between you


and the source of damage. It takes the damage instead of you.
If the attack deals more damage than it has hit points (from
Solidify), you take the remainder of the damage.
Imaginary Army
Starting at 14th level, you can allow your mind to run wild,
letting an astral army spring forth into reality. When you use
Replicate, one additional Astral Construct is created and can
be controlled with the same action (commands still only affect
one Astral Construct of your choice). This additional construct
lasts until the start of your next turn and cannot be sustained.
Once you create an additional duplicate, you cannot do so
again until you complete a short or long rest.

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.

Cunning Strikes Planeswalker


Starting at 3rd level, you gain the Rift Strike talent. If you Starting at 14th level, your understanding of how to traverse
already have the Rift Strike talent. It does not count against space expands to a previously incomprehensible scale. You
your Psionic Talents known, but cannot be switched out on gain the ability to cast planeshift and teleport. You can cast
leveling up. one of these spells per day once without expending a spell
slot or use of innate psionics. Once you do this, you must
Talent: Rift Strike pg19 complete a long rest before you can use them again, or use
Prerequisite: Transposition Discipline your 7th level or Higher use of Innate Psionics instead of the
When you use your Phase Rift power as an action, you can make a spell selected for that level to cast these spells again before
single weapon attack as a bonus action. completing a long rest. If you already have one of these spells
selected for your 7th level Innate Psionic power, you can select
Curious Mind a new 7th level spell from the Psion list for that slot.
Starting at 3rd level, your wandering mind adapts to new
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Winding Paths Raging Power


Additionally at 14th level, your phase rift no longer has to go When you use a spell or power, you can let it rage out of
in a straight line, though it can only pass through a creature's control. When you roll damage for the power or spell, you can
space once. reroll 1 + the number of psi points spent on the power or spell
dice. You can must use the new roll.
Elemental Mind
Empowered Psionics
Elemental Power Starting at 6th level, when you deal damage with a Psionic
At 1st level when you select this archtype, you gain a Discipline power you can add your Intelligence modifier to the
deep intrinsic tie to elemental power, granting you the damage dealt.
ability to manipulate it. You gain the psionic discipline of
Psychokinetics.
Full Manifestation
Starting at 10th level, when you enter a primordial aspect,
Primordial Aspect you can expend 1 psi point to fully manifest that element,
Additional at 1st level, when you deal fire, cold, lightning or replacing the primordial aspect with the following effect. If
force damage, you take on an aspect of that element until the you are specialized in that element, it does not require a psi
end of your next turn or you take a new primordial aspect. point to fully manifest the power.
• Cold: You gain an icy shell, reducing any nonmagical • Cold: Your movement speed becomes zero until the end of
bludgeoning, piercing or slashing damage taken by your your next turn, but you have resistance to all damage types
proficiency bonus. beside fire and force.
• Fire: You gain a firey aura, once per turn, a creature within • Fire: Fire fills a 10 foot radius around you. When the
5 feet that hits you with a melee attack takes fire damage creature enters the area for the first time on a turn or
equal to your proficiency bonus. starts its turn there, it takes fire damage equal to 1d4 +
• Lightning: You flicker with lightning. Your walking speed is your proficiency bonus.
increased by 5 feet for the duration. • Lightning: You can user your movement speed to
You can additionally spend 1 psi point to gain resistance to the
element to the start of your next turn. If you are a specialized
in an element, you you can do this without spending a psi
point for the element you are specialized in.

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.

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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).

Elemental Form Consumption & Telepathy


Starting at 14th level, you can expend 5 psi points to
As with all Psion subclasses, the 2nd psionic discipline can be
cast shapeshift to assume elemental forms. When you selected from any of the available options, but the combination of
cast shapeshift in this way it has nor verbal or material Consumption and Telepathy is the default selection. Your features
components, but you can only assume the form of a Water do not rely on this combination, but it opens some interesting
Elemental, Fire Elemental, or Air Elemental. If you are possibilities in the Talents, and will best represent some of the
specialized in an element, the cost is reduced to 3 psi points, sources of inspiration for the subclass.
but you can only assume the form associated with your
specialization (Water Elemental for cold, Fire Elemental
for fire, or Air Elemental for lightning). A Water Elemental Empowered Psionics
assumed with this form does not have the Freeze property. Starting at 6th level, when you deal damage with a Psionic
Once you cast shapeshift this way, you cannot do so until Discipline power you can add your Intelligence modifier to the
you complete a short or long rest. damage dealt.

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:

Enhancement Discipline Body Control Prerequisite: 5th level Psion


Enhancement is the ability to interact with a creature's You can cast alter self at will, without expending a spell slot
nature and abilities with your Psionic power. or psi points. Additionally, when you cast enlarge/reduce on
yourself, you may expend 1 psi point instead of 2.
Enhancing Skill Enhanced Regrowth
You can focus your psionics to enhance your abilities. You gain the cure wounds spell, and can cast it as a first
Whenever you make a skill check using Strength or Dexterity, level spell by expending 1 psi point. You can cast it at a higher
you can add 1d4 to the result. level by spending an additional psi point for each level above
first. When you cast cure wounds on a creature, you can use
Enhancing Surge Enhancing Surge on the target creature as a bonus action.
Psionic Power
Metamorphosis Prerequisite: Body Control
Casting Time: 1 Action The mutateKand polymorph spells are added to your
Range: 60 feet Enhancement Alternate Effects list. Unless you know it from
Components: S another source, you can only target yourself when casting
Duration: 1 Round polymorph.

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.

Swift (2 psi points): The target gains an additional action.


That action can be used only to take the Attack (one weapon
attack only), Dash, Disengage, Hide, or Use an Object action.

Resilient (3 psi points): the target gains resistance to all


damage until the start of your next turn.

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

If a spell can be cast at a higher level, you can spend an


additional psi point to cast it at that higher level.

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Replicate (3 psi points): You use Relocate, but the original


Projection Discipline does not disappear. Until the end of your turn, you have
Projection is the ability to project what is in your mind to another construct and control both with the same action
the outside world with your Psionic power. (commands only affect one of your choice). Pick one construct
to fade at the start of your next turn or use Sustain.
Project Item
Sustain (1+ psi point): At the start of your turn, you can
As an action, you can use your powers to project an
sustain the effect of a Solidify, Grow or Replicate command
inanimate object you imagine into your hands. It cannot be
an additional round. This costs 1 psi point for each effect
larger than 3 feet on any side or weigh more than 10 pounds,
sustained. Sustaining solidify refreshes the construct's hit
and is clearly ethereal in nature. The item behaves as a solid
points to its maximum.
object. Weapons created with this feature deal force damage.
Projected items fade after 1 minute, and you can have no
more than 3 projected items at a time. Alternate Effects
Additionally, when you learn the Projection psionic
discipline you can use your Psionics feature to cast the
Astral Construct following spells as per the rules defined in the feature:
Psionic Power
Point Cost Alternate Effects
Casting Time: 1 Action 1 floating disk, unseen servant
Range: 60 feet 2 mirror image
Components: S
Duration: Concentration, Up to 1 minute 3 phantom steed
4 arcane eye
You project an ethereal creation from your mind taking the 5 creation
shape of a medium or smaller creature, weapon, or other If a spell can be cast at a higher level, you can spend an
object. This creation is clearly ethereal in nature. When additional psi point to cast it at that higher level.
you create it, and on subsequent turns using your action
to mentally control it, you can move it up to 30 feet in any
direction and attack; so long as it does not move beyond Projection Talents
the range of the power. To attack with it, make a melee spell The following talents can be selected if you have the
attack. In a hit, the target takes 1d8 force damage. Projection discipline:
While the Astral Construct is active, you can spend Psi
Points up to your per use limit to issue commands that effect Projected Weaponry
and empower your construct. Commands require no action, When you project a weapon with your Project Item feature,
but you cannot exceed your psi point limit in total commands it gains the following benefits:
issued, and each command can only be issued once per turn. • You can project it as a bonus action and you can project up
3 weapons or pieces of ammunition at the same time.
Strike (2 psi point): The construct makes an attack (even if it • You are proficient with any projected weapon.
has already attacked). • It is no longer restricted to a maximum of 3 feet when it
takes the form of a weapon (for a medium sized creature).
Relocate (1 psi point): The construct disappears and • You can use your Intelligence modifier in place of your
reappears anywhere within 60 feet of you. Strength or Dexterity modifier for attack and damage rolls
with it.
Solidify (1 psi point): Your construct becomes solid, blocking • If it has the thrown property, it's throwing range is doubled.
its space until the start of your next turn. You can only use If it does not have the thrown property, it gains the Thrown
this command if it is not in another creature's space. It has (10/30) property.
an armor class of 16 and hit points equal to your Intelligence • You can apply the Astral Construct modifiers Grow and
modifier + your Psion level. The construct becomes ethereal Sustain to projected weaponry. Grow adds 1d8 to the
again if it drops to zero hit points. weapon's damage dice. You can expend Psionic Mastery on
these modifiers.
Grab (1 psi point): Can only be used while your construct is
Solidified. A target creature within 5 feet of your construct Matter Made Real Prerequisite: 9th level Psion
must make a Strength saving throw or become restrained by You gain the ability to solidify some of your projections
the construct. At the end of the creatures turns it can repeat into real objects, you can cast fabricate and wall of stone
the saving throw. The condition ends of the construct becomes expending psi points equal to the spell level.
ethereal again.
Animated Projections Prerequisite: 10th level Psion
Grow (1 psi points): Your construct increases by one size, and You learn to project a swarm of ethereal objects. As an
its number of damage dice increases by one. It returns to its action, you can expend 5 psi points to cast animate objects.
normal size at the start of your next turn. It can only gain one When cast in this way, the spell creates new ethereal objects
additional die (for example, up to 2d8). rather than animating existing ones.

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Telekinesis Discipline Telekinesis Talents


Telekinesis is the ability to interact with physical objects and The following talents can be selected if you have the
energy with your psionic powers. Telekinesis discipline:

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.

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Telepathy Discipline Telepathic Talents


Telepathy is the ability to interact with the minds of other The following talents can be selected if you have the Telepathy
creatures using your psionic abilities. discipline:

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.

Telepathic Intrusion Mental Influence


Psionic Power You specialize in the subtly touch, picking stray thoughts
and soothing concerns without overtly intruding upon a
Casting Time: 1 Action mind. You gain expertise the Persuasion skill, though you
Range: 60 feet are reduced to normal proficiency against creatures that are
Components: S immune to mental influence or charm (such a creature under
Duration: Instantaneous the effect of mindblank).

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.

Overwhelming (3 psi points): The target is stunned until the


end of its 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

If a spell can be cast at a higher level, you can spend an


additional psi point to cast it at that higher level.

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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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Psychokinetics Discipline Alternate Effects


Psychokinetics is the mental art of spontaneously Additionally, when you learn the Psychokinetics psionic
creating and controlling energy; sapping energy to freeze discipline you can use your Psionics feature to cast the
or spontaneously creating bursts of fire or arcs of lightning. following spells as per the rules defined in the feature:
Dangerous and destructive, it provides devastating power. Point Cost Alternate Effects
1 burning hands, lightning tendrilK
Energy Manipulation 2 flaming sphere, scorching ray
When you gain this feature, you can manipulate energy in 3 aether lanceK, fireball
minor ways at will. As an action you can cause a light that
casts 30 feet of bright light and 30 feet of dim light, cause 4 jumping joltK, wall of flame
things you touch to catch fire as if touched by a match, cause 5 aether stormK, cone of cold
small arcs of electricity, freeze or thaw up to 5-foot cube of
water. Any ongoing effect you create lasts 1 minute. You can If a spell can be cast at a higher level, you can spend an
have up your Intelligence modifier simultaneous effects, after additional psi point to cast it at that higher level.
which another ends the oldest ongoing effect.
Specializations
Elemental Blast When you take this Discipline, you may (but do not have to)
Psionic Power select a specialization from the following list. You may only
select a specialization at the time of gaining the Discipline,
Casting Time: 1 Action and cannot change or remove a Specialization once selected.
Range: 30 feet
Components: S Cryokinetic
Duration: 1 Round You can only deal Cold damage with Elemental Blast. When
is hit by an attack of your Elemental Blast or fails a saving
You can use your mind to create a burst of elemental power, throw against this power, it becomes frozen until the end of
blasting a target you can see within range. Make a ranged its next turn, giving it disadvantage on its next attack roll or
spell attack against the target. On a hit, the target takes 1d8 dexterity saving throw, and reducing it's speed by an additional
cold, fire, force or lightning damage. 5 feet (to a total of 10 feet).
For each die of cold damage dealt, the creature's movement If the attack roll is a critical hit or the target fails their
speed is reduced by 5 feet until the end of their next turn, saving throw by 5 or more, the target becomes restrained
for each die of fire damage dealt by the original attack, the while frozen.
creature takes 1d4 fire damage at the start of its next turn, The following list of spells replace your Alternat Effects list:
and for each die of lightning damage dealt, an arc of lightning
Point Cost Alternate Effects
strikes another creature of your choice within 20 feet, dealing
1d4 lightning damage (damage from these effects do not add 1 arctic breathK, entombK
additional bonuses, such as Empowered Psionics). 2 cold snapK
You can spend Psi Points up to your per use limit to add the
3 flash freezeK, sleet storm
following modifiers to (you can add multiple modifiers). The
points must be spent when choosing the target of the power. 4 ice storm, ice spikeK
5 cone of cold
Amplified (1+ psi points): The target takes an additional 1d8
cold, fire, force or lightning damage. Electrokinetic
You can only deal Lightning damage with Elemental Blast,
Lasting (1 psi point): Your Elemental Blast leaves a 5 foot but the size of the damage dice of Lightning damage (both the
radius sphere of devastating behind where it strikes until the initial damage and arc damage ) is increased by one step (to a
start of your next turn. Creatures that enter this zone for the d10 initial damage and d10 additional damage per point spent
first time or end their turn in it must make a Constitution on Amplified, and 1d6 arc damage to a nearby target per die of
saving throw or suffer the secondary effects (slow, burn, arc) of initial damage).
the blast as if they had been hit by it. The following list of spells replace your Alternat Effects list:
Massive (1-3 psi points): You unleash a massive blast; rather
than making an attack roll, all creatures within a 15 foot cone Point Cost Alternate Effects
must make a Dexterity Saving throw. On failure, they take the 1 lightning tendrilK, thunder punchK
effect as if hit by the Elemental Blast. The size of the cone is 2 crackleK, lightning chargedK
doubled for each point up to 3 spent (2 points for 30 foot, 3
points for 60 foot). 3 electrocuteK, lightning bolt
4 jumping joltK, storm sphere
Overcharged (0 psi point): You take 1d4 force damage and
5 sky burstK
do not add your Proficiency modifier from the attack or Spell
Save DC for your Elemental Blast, but increase the damage it
deals by twice your Proficiency modifier.

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Pyrokinetic cannot manifest more than one emotion at at time, and if it is


You can only deal Fire damage with Elemental Blast, but destroyed, you take 2d6 psychic damage from the backlash.
the size of the damage dice of fire damage (both the initial This manifestation is not a sentient creature of its own, and
damage and burn damage) is increased by one step (to a d10 simple a manifestation of your emotion.
initial damage and d10 additional damage per point spend on
Amplified, and 1d6 burn damage at the start of their turn per Emotional Actions
die of initial damage). There is no mechanical limitations on the actions of the
The following list of spells replace your Alternat Effects list: manifested emotion, but it is recommended you consider the
emotion of which it is manifest when determining it's actions.
Point Cost Alternate Effects
Magma mephits will act rashly and aggressively, dust mephits
1 burning hands, hellish rebuke will be restless and easily distracted, and ice memphits will be
2 flaming sphere, scorching ray cold and calculating.
3 fireball, fire cycloneK
4 fire shield, wall of fire
5 flamestrike, immolation

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.

If you are specialized in an element, you can instead add


1d6.

Elemental Shield Prerequisite: 9th level Psion


You gain the ability to cast fire shield without expending psi
points; if you have a specialization, it's damage type matches
your specialization. Once you cast it this way, you cannot cast
it again until you complete a long rest, or you must spend 4
Psi Points to cast it again early.

Manifested Emotions Prerequisite: Elemental Emotions


You can manifest your emotions into elemental powers
that take shape in the material realm. While you are in an
elemental emotion, you can expend 2 psi points to manifest
that emotion as a bonus action into the world; this takes the
form of a mephit (ice mephit for cold, magma mephit for fire,
and dust mephit for lightning).
As your emotion, given form, it acts immediately after
your initiative at your directive. It lasts for up to 1 minute
after which it naturally fades away or until destroyed. You

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Thwarting (2 psi point): The beneficiary of your Seeing has


Precognition advantage on the next Saving Throw they make before the
Precognition is the ability to see what lies ahead, piercing start of your next turn.
the veil of the future. Seeing things that most people cannot a
Psion with Precognitive abilites can, to a limited extent, know Positioning (1+ psi points): The beneficiary of your Seeing
the future; such a future is known by tracing it's roots from the can move immediately move 5 feet per psi point spent without
present, and grows more mysterious and cloudy as such roots provoking opportunity attacks.
grow distance.
Such a future can be changed by the actions of the present,
particularly by knowledge of said future and action to prevent Alternate Effects
or change it. This is the function most often leveraged by Additionally, when you learn the Precognition psionic
Precognitive Psions, peering into the future to steer around discipline you can use your Psionics feature to cast the
courses they seek to prevent or steer toward a possible following spells as per the rules defined in the feature:
outcome they seek.
Point Cost Alternate Effects
Prescience 1 detect good and evil, identify, future insight*
Your eyes wander to events before they happen. You can 2 augury†, glimpse the future,* locate object
add your proficiency to perception and initiative rolls; if you 3 fear†, clairvoyance
already are able to add your proficiency to perception, you can
add twice your proficiency. 4 death ward†, divination
If you concentrate on your keeping an eye on the future 5 legend lore, scrying
(as if concentrating on a spell), you can use your Intelligence
modifier when making Perception (instead of Wisdom) or †augury has the same effect, but does not consult a specific
Initiative (instead of Dexterity) ability checks, and make entity when cast in this way.
Intelligence saving throws in place of Dexterity saving throws.
†fear has the same effect, shows a the creature visions of
their own death when cast in this way.
Seeing
Psionic Power
†death ward has the same effect, but gives a forewarning to
a creature allowing them to avoid death when cast in this way.
Casting Time: 1 Action
Range: Self
Components: S Precognition Talents
Duration: Instantaneous
One-Step Ahead
You concentrate and peer into the stream of future When you are subjected to a saving throw, can expend 1 psi
possibilities, gaining insight into what will happen next; you point and glimpse into the feature. You know what the effect
can select one of the following: you saving against is if it is a Spell or Psionic effect as if you
You can grant advantage to yourself or to a creature that passed an Intelligence (Arcana) or Intelligence (Psionics)
can see or hear you on their next attack roll before the start check against it. Additionally, can add your Intelligence
of your next turn; if an attack that gained advantage from this modifier to your saving throw against it regardless of it's
feature hits, it deals an additional 1d4 damage. nature.
You can grant disadvantage on the next attack roll against
yourself or a creature that can see or hear you before the Glimpsed Future
start of your next turn; if an attack despite the disadvantage, When you use Seeing with yourself as the beneficiary, you
the damaged creature rolls 1d4 and subtracts that from the can use it as a bonus action.
damage dealt.
You can spend Psi Points up to your per use limit to add Precognitive Dreams Preqrequisite: 11th level Psion
the following modifiers to Seeing (you can add multiple When you finish a long rest, your dreams have prepared you
modifiers). for the day to come. Upon waking, you issue reassuring words
and advice to your companions to help them survive the day,
Withheld (0 psi point): Rather than granting advantage or giving them temporary hit points equal to your Intelligence
disadvantage on the next attack, you can grant advantage or modifier. During the next 24 hours, you cannot be surprised.
disavantage as a reaction to an attack being made until the
start of your next turn.

Piercing (1+ psi points): You see through the target's


defenses when granting advantage, increasing the damage of
the attack benefiting from advantage by +1d8 if it hits.

Omniscient (1 psi points): The beneficiary of your Seeing is


under the effect of bless and guidance until start of your next
turn.

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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.

Firm (2 psi points): The target creature has disadvantage on


the saving throw against the ability.

Lingering (1+ psi points): You can apply the effect of


Disruptive Touch to an affected creature.

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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.

Thieving (1 psi point): On a failed saving throw, you can draw


from the target's mind a 5th level or lower spell it can cast
(from a Spellcasting or Psionics feature). You must be aware
that it can cast that spell; the target retains the ability to cast
the spell, but you gain the ability to cast the spell using your
Psionics feature by spending psi points equal to the level of
the spell (restricted by your psi point limit; you cannot use
psionic mastery to cast this spell).

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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.

Controlled Power Life Wielder Prerequisite: Enhancement or Consumption


You gain the ability to suppress the glow and somatic You learn the spell invest lifeK. You can spend psionic
component of a Psionic Power. You can expend 2 psi points mastery points to cast this spell.
to use a power without a visual sign or somatic component.
Each time you do this, the cost of doing so doubles until you Mind Devourer Prerequisite: 5th level Psion
complete a short or long rest. You gain the ability to cast psychic drain for 2 psi points.
Additionally, whenever a creature within 10 feet of you that
Divided Mind Prerequisite: 9th level Psion had an Intelligence score of 6 or higher dies, you can expend
You learn the divide self spell, and can cast it by expending your reaction to draw in its psionic power, regaining 1d4 hit
5 psi points. When you gain access to the Innate Psionics points and 1 expended psi point.
feature, you may expend a use of Innate Psionics to cast
divide self at the level of the use of Innate Psionics expended. Mind Rider
For example, if you choose the teleport spell for your Innate As an action, you can touch a willing creature to see through
Psionics feature at 13th level, you could expend a casting its eyes and hear what it hears for the next hour, gaining the
of teleport to instead cast divide self as a 7th level spell, and benefits of any Special Senses that the creature has.
cannot cast teleport or divide self as a 7th level spell in this During this time, you are deaf and blind with regard to your
way until you complete a long rest. own Senses. You can end this effect at any time. While this is
active, the creature has advantage on Intelligence, Wisdom,
and Charisma saving throws.

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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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Psion Spell List


6th Level
Blade Barrier
Chain Lightning
Disintegrate
Find the Path
Eyebite
Harm
Mass Suggestion
Mind Blast Psion

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.

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Class Toolbox Why Aren't These Part of the Class?


High level play is very variable. Some testers report that Inventor
This section aims to do two things: provide additional falters in Tier 4. Some testers report that it stands strong. Tier 4
content, and provide unlimited content by showing you how to is a section of the game that is very defined by the adventure that
build your custom content for Inventor and Psion. got your character there. Inventors excel at using magic items,
The Inventor and Psion are very modular and extensible for example. Some might have multiple legendary items by then,
classes by design. Not only does this allow them to have a lot some might have none. Ultimately while these upgrades have gone
of options, this allows them to be expanded through custom through testing, they stray in the territory of being variable in
Upgrades or Talents. terms of balance.
The content presented in this section is not included in the
classes directly for a reason: it is content that is suited for Gadgetsmith
some games, and designed with that in mind, but should be
considered optional content. Consult and work with your GM
before considering options here. Potionsmith
This content both exists to extend the classes presented, but
more to show how one might go about designing additional Infusionsmith
content for the classes. Consider the content here examples of
how and why you might extend the classes.
Thundersmith
Inventor Content Warsmith
The most extensible part of the Inventor is Upgrades. A Hyperspace Arsenal Prerequisite 19th level, Requires:
new upgrade can be added to the class without too much Recall.
trouble, and is largely designed with the intention that custom You expand the pocket dimension to store multiple sets of
upgrades that fit your idea of what you character is and wants Wargear, as well as up to 100 lbs of weapons or items. As a
to do can be added. bonus action, you can conjure and equip any weapon or item
Inventors are inherently creative and always pushing to stored in the pocket dimension. Additionally, you can swap
expand what they can do - embrace that in drilling down into out your attuned Wargear for another set of Wargear with this
exactly what is your character would want to do. upgrade in the pocket dimension during this bonus action, as
What custom upgrades are recommended for: specialized long as it also has this upgrade, instantly unattuning to the set
projects that are important to your character, interacting with you were wearing and attuning to the new set. Once you swap
elements of the setting that the base class doesn't account your Wargear using this feature, you cannot do so again until
for, or delving deeper into an idea that you (or your character) you complete a short or long rest.
finds cool. Custom upgrades should give your character new
options or expand on something that your character does well. Cursesmith
What custom upgrades not recommended for: optimizing
your characters damage or patching weaknesses. Custom
upgrades should generally not increase your damage Runesmith
substantially, eliminate character weaknesses, or combine
effects contained in other upgrades. Relic Smith
For example, a custom upgrade that fleshed out a Warsmith's
ability to use Dexterity as their primary stat: great idea!
That could definitely work. A custom upgrade that gave your
Warsmith a higher attack roll punching things... probably not
a good idea. Warsmiths already excel at punching things, and
anything that significant increased their chance to hit things
would have knock on effects in the mechanics of their Impact
Gauntlets.

19th Level Upgrades


The Inventor upgrades are presented in tiers, starting at
Unrestricted up to 15th level required. But what if we were go
go one higher? The following are upgrades restricted to 19th
level, presenting one for each subclass.

Why Add These?


These allow an Invetor to actualized some ideas that might not be
otherwise balanced - capstones that push the boundries of what a
PC can do in 5e. These serve as examples of what a highly creative
Inventor can do when fully unleashed, the Inventor equivalients of
9th level spells.

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Psion Content
Psionic Synthesis
[In Review]

Building Custom Options


Upgrades

Talents

Disciplines

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90

way up to 30 feet during your turn.


Barbarian While raging, the amount of pounds you can lift with this
ability increases to 20 times your Barbarian level.
Path of Raging Mind
The Path of the Raging Mind is a Barbarian that expresses
Forceful Mind
Starting at 6th level, you gain the ability to use Telekinetic
their fury as a telekinetic manifestation. Their mind is so
Force. The DC for your Telekinetic force is 8 + your Strength
powerful that in its rage it warps the world around them. This
modifier + your Proficiency bonus. When you take the attack
is a psionic manifestation of a barbarians ability to focus their
action, you can use Telekinetic force in place of an attack.
fury, and in battle this fury is weaponized as a deadly force
While you are Raging, you can add your Strength modifier and
that can fling about weapons and enemies alike.
Rage bonus damage to damage done with Telekinetic Force.
They have to struggle with control... until the unleash
themselves upon the battlefield, wreaking havoc in all that
stands in their way. Telekinetic Force
Psionic Power
Mental Strength
This subclass often represents strength of mind, rather than Casting Time: 1 Action
raw brawn, but does not use Intelligence - this is because that Range: 60 feet
applications of your mental strength are generally via telekinesis, Components: S
not academic application, and Strength continues to better Duration: Instantaneous
mechanically represent how it functions, but consider if your
Character's physical strength is more of a representation of their You smash a target creature you can see or object with your
telekinetic abilities when using their Strength ability score. mental power. The target must succeed on a Strength saving
Even prior to taking this path, perhaps the character strength came throw, or take 1d10 bludgeoning damage and be shoved 5 feet
from the instinctive use of their telekinesis at short range, only learning in a direction of your choosing or be knocked prone.
to manifest it beyond the range of their touch as they take this Path.

Telekinetic Fury Interference Field


Additionally at 6th level, while you are raging, you and all
Starting when you choose this path at 3rd level, when you
allied creatures within 10 feet of you are considered to have
enter a rage, you can telekinetically project your rage onto the
half cover against ranged weapon attacks, as your telekinetic
world around you. All melee weapons gain a thrown 30/60
powers distort the area around you.
property for you. This range is reduced to 15/45 if the weapon
has the heavy property and increased to 60/120 if the weapon
has the light property. Collateral Damage
You can apply your Rage bonus damage to damage rolls Starting at 10th level, when you use Reckless Attack on a
made by thrown weapons, and can gain advantage from thrown weapon, you can target an additional creature within 5
Reckless Attack on attacks made with thrown weapons. feet of the first target using the lower of the two dice rolled for
At the start of your turn, while you are raging, you can the reckless attack as the attack roll.
call a number of weapons or tiny objects equal to your
proficiency bonus within 60 feet to you, as long as they are
not being worn or carried. You call these to your hands or
to telekinetically orbit around you until the end
of your turn (after which they fall to the ground).
Weapons telekinetically orbiting you can only be
used when throwing that weapon. At the end of your
turn (or if your rage ends) all orbiting weapons drop
to the ground around you.

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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Fling Foes bond to you.


In its dormant state, it has a small collapsed form, or no
Starting at 14th level, you become the epicenter of the
form at all (based on its nature). When you enter a rage, it
battlefield, fling targets about. When you hit a target with
activates it, becoming a complete suit of armor. It subsumes
weapon while raging, you can knock them 5 feet directly away
whatever armor you are wearing when it activates, adopting
from you on hit, and when you use Telekinetic Force while
the AC of that armor (if you are not wearing armor, it has the
raging, you always apply the Hurling modifier (as if using 2 psi
AC of your Unarmored Defense). In addition, it grants you
points) shoving the target an additional 20 feet in a direction
following properties:
of your choice.
• Regenerating Armor: Your exosuit protects you from
Additionally, all medium and smaller objects and creatures
blows, reducing the damage you take by your Proficiency
that you are holding become improvised weapons for you,
bonus.
dealing 1d6 bludgeoning damage, with the thrown 20/60
• Iron Fists: If you are not carrying anything in your hand,
property. To throw an unwilling creature, you must have it
it becomes a weapon that deals 1d8 bludgeoning damage
grappled, and you cannot throw it beyond its normal range.
with the Light property.
Whenever you shove or throw a creature into another
• Smashing Force: Whenever you succeed a shove or
creature, both creatures take 1d6 bludgeoning damage.
grapple check, the target creature takes 1d4 + your
Strength modifier bludgeoning damage.
Path of the Exosuit Damage Reduction and Resistance
Note that Damage Reduction is tallied before resistance. So, if
A truly unique Path, this is often defined by its exact nature,
you have a damage resistance of 2 and resistance to damage and
but such a nature varies widely. Perhaps it is a lost piece take 10 damage, you reduce that to 8 damage, and than half it for
of technology, such as long dead Warsmith's cast off armor resistance, taking 4 damage.
that has developed strange properties, perhaps it is an alien
symbiont of some kind, with goal or objective (perhaps as
simple as harmlessly feeding off your rage or your foes). Empowered Movement
You can select one of the options from the table below or Starting at 6th level, your integration with your exosuit grants
work your DM to make an entirely new concept. It can be you new movement options. You gain a climbing speed equal
biological or mechanical in nature, or could even be part to your movement speed, and the distance you can jump is
of your race or origin. Perhaps it is something you find or tripled.
something you make, but whatever its origin, it grants you
terrifying capabilities on the battlefield. Power Fist
Example Exosuit Table Additionally at 6th level, when you make an attack roll
d6 Suit Description with your Iron Fists, you can choose to forgo adding your
1 A complex machine that expands from a small Proficiency bonus to the attack roll. If the attack hits, you can
metal ball. add double your Proficiency bonus to the damage roll.
2 A symbiotic strange creature that envelops you,
stored in your blood. Heavy Lifting
3 A crystalline suit that phases into existence from a Starting at 10th level, while you are raging, when you are
gem-like pendant. moving a grappled creature, your speed is no longer halved.
4 A set of mystical runes that cover your body.
5 A mechanical armor that becomes integrated in
Slam
Additionally at 10th level, once per turn during your turn, if
your body
your movement of another creature is stopped by moving it
6 A sentient set of armor that walks around, into an large or larger object, a small or larger creature, or
equipping itself to you in combat. piece of terrain, the moved creature and what it collides with
takes 1d6 bludgeoning damage for each 10 feet moved prior
Invention or Artifact? to collision.
In general, this path represents a character coming into contact
with a highly advanced and powerful exosuit. Increases in powers
represent the character becoming proficient with its abilities or Infinite Leap
recovering them or the character becoming strong enough to Starting at 14th level, while you are raging, you gain a flying
support those systems being used. Invention would typically be speed equal to your walking speed.
more represented by an Inventor Warsmith.
But this is a role-playing game! Do what fits for your character! A Manner of Flight
combination of backgrounds, ability scores, feats, and subclass can The manner of your flight can vary depending on the nature of your
represent a huge range of characters. exosuit. Mechanical ones may have boosters while biological ones
may sprout wings.
Exosuit
Starting when you choose this path at 3rd level, you become
bonded to the exosuit, though need not necessarily always be
wearing. You are permanently connected to it in some way,
and even if it is lost or destroyed, it recovers itself through its

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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.

Channel Divinity: Invoke Betrayal


Starting at 2nd level, you can use your Channel Divinity
to influence the mind of a target within range. When a
creature within 30 feet makes an attack roll, you can
force that creature to make a Wisdom saving throw.
On failure, you can direct the attack at another
creature within range.

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

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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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Note: Vulnerable Limbs!


As per the Sages, a creature you are grappling can attack you
Eldritch Mutation regardless if you are in its normal attack range by attacking the limb
When you choose this circle at 2nd level, you can expend a grappling you.
use of your Wild Shape feature as a bonus action to take on an
eldritch mutation born of your twisted nightmares, rendering
a piece of them into reality through the warping of your flesh. Aberrant Mutations
When you use this feature, you gain temporary hit points Starting at 6th level, you can cast mutate without expending
equal to your druid level and select between Eye Stalk or a spell slot. You can do so a number of times equal to your
Grasping Tentacles. This Eldritch Mutation selected lasts for proficiency bonus, and you regain all expended uses when you
10 minutes. It ends early if you dismiss it as an action, are finish a long rest.
incapacitated, or use this feature again.
Faceted Forms
Eye Stalk Starting at 10th level, you can gain both an Eye Stalk and a
When you manifest this mutation, and as a bonus action on Grasping Tentacle when expanding a use of Wild Shape on
your subsequent turns while it lasts, you can target a creature Eldritch Mutation. While you have both mutations manifested,
you can see within 60 feet and make a roll on the following you can use the effect of them as an action or bonus action.
table to shoot a random eye ray at them. Additionally, you deal an additional die of damage with your
1d6 Effect Enervation Ray (2d8 + your Wisdom modifier), Disintegration
Ray (2d10 + your Wisdom modifier), and Grasping Tentacle
1. Fear Ray The targeted creature must make a
(2d6 + your Wisdom modifier).
Wisdom saving throw or become frightened
of you until the start of your next turn.
2. The target creature must make a Piercing Eyes
Telekinetic Strength saving throw or be moved 10 feet Starting at 14th level, while you have an Eye Stalk from
Ray in a direction of your choice. Eldritch Mutation, you have truesight with range of 60 feet.
3. Slowing The target must succeed a Wisdom
Ray saving throw or be affected by the slow Mutation Mastery
spell until the start of your next turn. Additionally at 14th level, when you cast mutate, you can
select 1 additional property (as if casting the spell 1 level
4. The target must succeed a Constitution
higher).
Petrification saving throw or be restrained until the start
Ray of your next turn.
5. The target must succeed a Constitution Mystery Cult Quirks
Enervation saving throw or take 1d8 + your Wisdom The following are some optional quirks for a player of the
Ray modifier necrotic damage. Mystery Cult. You can optionally roll or select a quirk that
suits your character.
6. The target must succeed a Dexterity
Disintegration saving throw or take 1d10 + your Wisdom d6 Quirk
Ray modifier force damage. 1 You sometimes wake of with different freatures.
2 You forgot what you originally looked like long
Controlled Madness: Each time you use a Wild Shape to ago.
assume this mutation, you can select the effect of the eye ray
instead of rolling a number of times equal to your proficiency 3 You refer to horrying things as "cute".
bonus. 4 You try to speak to animals in deep speech.
5 You refer to going to sleep as "visiting the other
Grasping Tentacles side".
When you manifest this mutation, and as a bonus action on
6 You refer to eyes watching you. No one else can
your subsequent turns while it lasts, you can lash out with
see these eyes.
these tentacles. You can make a melee spell attack against
a creature within 10 feet. On hit, the target takes 1d6 + your
Wisdom modifier bludgeoning. In place of making this attack,
you can initiate a grapple against making a Wisdom (Athletic)
check with a range of 10 feet. If the check succeeds, you can
continue to use Wisdom (Athletics) to maintain and contest
grapples targeting that creature. You can have a number of
creatures grappled this way equal to your Wisdom modifier,
and need at at least 1 free tentacle to take the bonus action
attack.

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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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Rev Up the effect of casting shield.


When hit an attack with your Brutal Invention, you can • Thunder Grenade: As an action or in place of an attack as
overcharge with an effect based on your Brutal Invention part of the Attack action, you can use this to cast shatter
selection, granting it an additional benefit: without expending a spell slot.
You can use the selected item once, after which you must
• Reckless Power (Chainblade): The weapon's damage dice complete a short or long rest before you can use it again.
become d6's for that attack (including the special property
if activated). Implements of War
• Excessive Force (Ramming Gauntlet): The target is Starting at 10th level, you can select one of the following, or
knocked 10 feet backwards. one additional selection from Brutal Invention or Contingent
• Full Auto (Repeating Hand Crossbow): You immediately Options.
make a single additional attack as part of the same action,
making the attack with disadvantage; this disadvantage • Returning Chain: When you throw the weapon at a target
cannot be canceled out. 30 or less feet away, you can return the weapon to your
• Overcharge (Transforming Weapon): You deal an additional hand. If the weapon doesn't have the thrown property, it
2d4 lightning damage. gains the Thrown (10/30 property).
• Hypervelocity (Ricocheting Weapon): The weapon bounces • Grappling Hook. As an action or in place of an attack
to an additional target. as part of the Attack action, you may target a surface,
object or creature within 20 feet. If the target is Small or
You can use this ability a number of times equal to your Smaller, you can make a Strength (Athletics) grappling
Intelligence modifier, regaining all uses on a short or long rest. check to pull it to you and grapple it. Alternatively, if the
target is Medium or larger, you can choose to be pulled to
Weapon Improvement it, however, this does not grapple it. Attacks of opportunity
Additionally, over the course of a long rest, you can destroy generated by this movement have disadvantage.
a +1/+2/+3 magic weapon to transfer the bonus to attack
and damage rolls to your Brutal Invention weapon. At the
DMs discretion, other properties can be transferred (it is
recommended that most cannot, but a final decision is up to
the DM).
Reactive Armor
Starting 15th level, you can tune your armor during a long rest
to grant specialized defense. At the end of a long rest, select
Changing Your Invention
one damage type and gain resistance to that damage type until
If a player wishes to change their Brutal Invention, it takes 1 full
day of down time, working for at least 8 hours. You can change any the end of your next long rest.
option that requires a selection in this manner.
Arms Race
Tinker's Proficiency Starting at 18th level, you can select two additional options
Additionally at 3rd level, you gain proficiency with Tinker's from any of Brutal Invention, Contingent Options, and Chains
Tools. If you already have proficiency in Tinker's tools, you can of War (two options total, selected from any of those features).
select another artisan tool to gain proficiency in.
Tech Knight Quirks
Contingent Options The following are some optional quirks for a player of the
At 7th level, you extend your innovation of the art of war Tech Knight. You can optionally roll or select a quirk that suits
to give yourself a unique advantage from your gear. For your character.
any option that has a spell save DC, your save is 8 + your d6 Quirk
Intelligence modifier + your proficiency bonus. Select one of 1 You devote time each day to improving your
the following options: weapons.

• 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

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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.

Soul Strike Empowered Discipline


When you take the attack action, you can focus. Make a When you use your Discipline, you can expend 1 ki point
single attack using your action (forgoing any additional attacks for free without exhausting the ki point on empowering the

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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.

Deny the Supernatural: Immediately after you deal damage


Oath of Sanity to a creature with your Divine Smite feature, you can use your
The Oath of Sanity is the oath of someone that has survived Channel Divinity as a bonus action to attempt to strip the
exposure to the horrors that lay beyond the veil, or perhaps target of its powers. The target must make a Charisma saving
someone that has prepared for them through a mystical order, throw or be unable to cast spells or use psionic abilities until
a forgotten tradition... or particularly vivid and over active the end of it's next turn.
imagination.
While most who have glimpsed into the Far Realm suffer Active Mind
instant and irrevocable madness, these Paladins have Beginning at 7th level, you can save against effects that
glimpsed beyond and sworn to remain sane, no matter what allow you to save at the end of your turn at the start of your
the cost. They reject shielding their fragile mind from what turn instead.
they've seen in a comforting shroud of madness. Starting at 18th level, you can use your reaction to extend
An Oath of Sanity Paladin will usually seem to others this benefit to another creature you can see within 30 feet that
as true neutral or lawful neutral following obscure codes starts their turn under an effect they can save against at the
incomprehensible to those who haven't experienced a brush end of their turn.
with the beyond, their morality coming in blue and orange
rather than black and white. Almost universally they are
dedicated to preventing the threats beyond from consuming

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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:

• You can gain truesight with a range of 120 feet.


• You are immune to psychic damage.
• You have advantage on saving throws against magical or
psionic effects.
• When you strike an enemy with a Divine Smite you can
choose to cast dispel magic on the target as a bonus action
without expending a spell slot. If the level of the spell slot
spent on Divine Smite was higher than 3rd level, you cast
dispel magic at the level of spell slot spent.
Once you use this feature, you can't use it again until you
finish a long rest.

Oath of Sanity Quirks


The following are some optional quirks for a player of
this Oath to choose from - these can be either preexisting,
signaling their inevitable path toward this Oath, or appear
over time due to the influence of their experiences. It is
recommended that your roll twice on the quirk on table... this
Oath rarely results in individuals that would be considered
normal.
Ranger
The following subclasses are additional options for the
Ranger class, adding new elements of invention and psionic
d12 Quirk abilities respectively.
1 You refer to others as sheltered little lambs. They
have no idea. Specialist
2 You talk to yourself to help you stay sane in Specialists are rangers that innovate their technique and
stressful times. The second personality can be equipment in equal measure. Deadly and clever, they keep
reassuring to have around. their opponents guessing what is coming next.
3 You compare how bad anything could be to
eldritch monsters ending reality.
Knack
4 You occasionally bark out "constant vigilance!". At 3rd level when you select this archetype, you gain
5 You keep a list of people you suspect will betray proficiency with Tinker's Tools. If you already have proficiency
you. with Tinker's Tools, you can gain proficiency with another
artisan tool of your choice.
6 You frequently change your plan to throw off mind
readers.
7 You never turn your back on a portal. Trick Shots
At 3rd level, you gain the ability to create special pieces of
8 You are deeply suspicious of anyone casting spells
ammunition. You can have a number of these special shots
on you, even if they are buff or heals.
equal to your proficiency bonus, recreating expended ones
9 You don't believe in coincidence. It's always during a short or long rest.
cosmic forces conspiring. You might be right. You can select from the following options for your special
10 You have one hundred and one superstitions. shots. You can make multiple copies of one shot, or select
multiple different shots, as long as the total equals your
11 You frequently try to explain the danger of
proficiency bonus. You can swap out any unspent ones for
perfectly normal activities in great depth.
other options during a short or long rest.
12 You keep a tin lining on your helmet.

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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.

Explosive Shot Endless Innovation


When this shot hits a target, it emits an explosion. The Starting at 15th level, if you start your turn without a Trick
target and creatures within 10 feet of the target must make Shot, you can create a trick shot as a bonus action.
a Dexterity saving throw or take 1d6 fire damage and 1d6
thunder damage.
Specialist Quirks
Guided Shot The following are some optional quirks for a player of the
When fired, this shot tracks its target. This attack is made Specialist. You can optionally roll or select a quirk that suits
with advantage, and ignores cover, including complete cover, your character.
as long as there is a path to the target you are aware of that d6 Quirk
requires the shot to travel less than the maximum range of the 1 You often unnecessarily abbreviate things to
weapon used. abbrevations you then have to explain.
2 Most of your plans involve complicated traps.
Rocket Shot
The attack's range is doubled, and on a hit the target takes 3 You never like to use the same plan twice.
an additional 1d12 damage from the attack. 4 All problems can be solved with the right arrow.
5 You provide highly specific details about simple
things.
6 You always prefer to have the high ground.
Spell Shots
Starting at 7th level, you gain the ability to infuse special shots Mind Reaper
with magical abilities. You have a pool of these shots equal to Mind reapers are terrifying creatures, whatever the form
your Wisdom modifier, recreating any expended shots during they take. Most often they stalk stories to frighten children
a long rest. As a bonus action, you can expend a spell slot or ancient myths, some walk the material plane seeding
infusing one of the spells from the following table into one of fresh new tales of terror. A ranger that has developed psionic
these shots. powers, becoming the ultimate predator of all thinking
The spell doesn't trigger immediately, but triggers on creatures.
impact. You can shoot the shot at a point within range or a Some use these powers to spread fear, savoring the terror
creature. Regardless of whether the attack hits or misses the of their victims. Others use their powers to dispense what they
creature, the effect imbued in the shot is triggered at a point of view as justifice, stalking down and reaping only those they
your choice adjacent to the creature. believe have earned such a grim fate.
If the spell affects a line or cone, you can select the
projection of the area from the point. If a spell requires Mind Reaper Spells
concentration, it uses your concentration as normal.
Ranger Level Spell
Spell Slot Level Infused Spell Options 3rd cause fear
1st fog cloud, burning hands 5th detect thoughts
2nd darkness, shatter 9th fear
3rd fireball, sleet storm 13th confusion
4th black tentacles, ice storm 17th dominate person
5th cloudkill, synaptic static*
Psychic Reaper
At 3rd level, you learn to imbue your attacks with lingering
psionic energy.
Empowered Shots As a bonus action, you can deal 1d8 psychic damage to a
Starting at 11th level, whenever you make a Trick Shot or creature you have hit with a weapon attack since the start of
Spell Shot to deal damage to a creature, that creature takes your last turn.
an additional 1d8 damage.

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Telepathic Communication Mind Hunter


Additionally at 3rd level, you can communicate telepathically Additionally at 11th level, when you've dealt psychic damage
with any creature you can see within 30 feet of you. You don't to a target, you gain the ability to see that target as if by
need to share a language with the creature for it to understand blindsight as long as it is within 120 feet of you until the end
your telepathic utterances, but the creature must be able to of your next turn.
understand at least one language.
Taste of Fear
Reaper's Intrusion Starting at 15th level, you have advantage on attacks against
Starting at 7th level, you gain the Telepathic Intrusion creatures that are frightened of you. You regain 1 expended
psionic power. You gain a number of psi points equal to psi point when a creature dies while frightened of you.
your proficiency modifier, regaining them on a short or long
rest. You can use these points to empower your Telepathic
Intrusion or cast spells granted by the subclass.
Psionic Adaptation
Additionally at 15th level, you can expend your spell slots
When you take the Psychic Reaper bonus action, you can
in place of psi points when using a psionic power, with a spell
use Telepathic Intrusion as a bonus action in place of the
slot counting as an equal number of psi points.
usual effect.
Specialist Quirks
Telepathic Intrusion The following are some optional quirks for a player of the
Psionic Power Mind Reaper. You can optionally roll or select a quirk that
suits your character.
Casting Time: 1 Action d6 Quirk
Range: 60 feet
1 You discuss the taste of thoughts.
Components: S
Duration: Instantaneous 2 You enjoy spooking people.
3 You avoid speaking outloud.
You assault the mind of a creature you can see directly. The
4
target must succeed on a Wisdom saving throw, or take 1d8
psychic damage. If the target fails the saving throw, it has 5
disadvantage on attacks made against you until the start 6
of your next turn. You can choose to deal no damage to the
creature when it fails its saving throw.
You can spend psi points up to your Ranger Level divided
by three (you can add multiple modifiers). The points must be
Rogue
spent when choosing the target of the power.

Rending (1+ psi points): The target takes +1d8 psychic


Gadgeteer
damage for each additional point spent. Swinging from a grappling hook before dropping a smoke
bomb, rigging a stubborn lock to blow, or rejiggering traps
Terrifying (1 psi point): The target is frightened of you until to spring on those that set them, the Gadgeteer lives by fast
the end of your next turn if it fails its saving throw. paced innovation and thinking outside the box on the fly...
sometimes literally.
Meddling (2 psi points): You make one creature invisible to Specializing tools that let themselves in and out of trouble,
target creature or cause the creature to see something that is they don't fight fair, relying on things that go "boom", "zap" or
not there with the effect of minor illusion until the start of your "whirr". They live on the edge of their own explosions, though
next turn if it fails its saving throw. often rewriting the story in later retellings that they doffed
their darkened goggles as they walked away slowly,
Overwhelming (3 psi points): The target is stunned until the omitting the singed seat of their trousers and yelping.
end of its next turn if it fails its saving throw
Gadget DC
Reaper vs Intrusion Your gadgets are a combination of innovative mechanical
Psychic Reaper offers no saving throw, and consequently deals parts and magic. You use your Intelligence for gadget based
guaranteed damage in the cases you can use it. Telepathic Intrusion effects when they refer to a spell attack roll or spell save DC.
deals the same amount of damage and causes additional effects,
but gives the target a saving throw. One is not always better than Gadget DC = 8 + your proficiency bonus + your Intelligence
the other, though when spending psi points the Telepathic Intrusion modifier
can offer far more damage and utility at the corresponding higher
risk that it might fail.
Gadget modifier = your proficiency bonus +your
Amplified Anguish Intelligence modifier
Starting at 11th level, whenever you deal psychic damage to
a creature, you deal an additional 1d8 psychic damage

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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.

Explosive Surprise: As an action you can toss explosives at


a point within 30 feet. Creatures within 5 feet of the target
point must make a Dexterity saving throw against your Gadget
DC or take damage equal to your Sneak Attack damage. If
you are hidden from a creature, it makes the Dexterity saving
throw with disadvantage. This counts as dealing Sneak Attack
damage.

Shaped Charge: As an action, you can place a charge on an


object, building or surface within 5 feet. At the start of your
next turn, the charge detonates, dealing damage equal to your
sneak attack to the object, build or surface it was placed on,
and half as much damage to any creature within 5 feet of it.

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.

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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

Ultimate Improvisation 3rd arcane conduitK


Starting at 17th level, you can solve a wide array of problems 5th aether lanceK
with your Gadgets at a moment's notice. Over the course 7th dimension door
of 1 minute you can construct a gadget capable of casting
9th wall of force
any spell of 4th level or lower on the Wizard or Inventor list.
This gadget lasts until used, or you construct another gadget
(dissembling it in the process).
You can do this a number of times equal to your Intelligence
Aetherborn
modifier before you must complete a long rest to create When you choose this origin at 1st level, your aether heart
additional improvised gadgets with the feature. gives you several advantages. You have resistance to Force
damage, and can serve as your own arcane focus.
When you reach 3rd level, you automatically gain the
Gadgeteer Quirks Empowered Spell metamagic option, and can use it without
The following are some optional quirks for a player of the spending Socerery Points a number of times equal to your
Gadgeteer You can optionally roll or select a quirk that suits proficiency bonus, regaining all uses on a long rest.
your character.
d6 Quirk Overcharged Metamagic
1 You have no fear of heights. Starting at 6th level, you can unleash the power that rages
2 Everything can be improved. within your heart. When you modify a spell that deals damage
with your Metamagic options, you can add your Charisma
3 Plans are for after you get caught. modifier to one damage roll of that spell.
4 You use smoke bombs to escape awkward
conversations.
Arcane Fuel
5 At 14th level, you gain immunity to force damage. When you
6 would take force damage, you regain health equal to half
the damage you would have taken. You can gain a maximum
amount of hit points this way equal to your Sorcerer level,
after which you no longer gain additional hit points until you
complete a short or long rest.
Additionally, you learn the spell dispel magic if you do not
already know it. It does not count agaist your spells known.
When you successfully cast dispel magic or counterspell, you
regain an expanded Sorcerery Point (if you are not currently
at your maximum) as you draw in the remnants of the broken
magic.

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Tap Power You step through space traveling up to 10 feet in a straight


line leaving a spatial tear behind. You can pass through
At 18th level, you can tap the power that surges through to
creatures but cannot pass through objects, buildings or terrain
replenish your magic. As a bonus action, you can expend one
more than 4 inches thick. Any creature in the path of this
hit die and regain Sorcery Points equal to the number rolled
tear must make a Dexterity saving throw or take 1d8 force
+ your Charisma modifier. Once you do this, you cannot do so
damage.
again until you complete a short or long rest.

Aether Heart Origin Quirks Phase Out


Starting at 6th level, whenever teleport or cross a planar
The following are some optional quirks for a player of this
boundary, you can choose to be invisible until the start of your
Origin
next turn.

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.

Planetouched Origin Planar Collision


Connected to planes beyond their own, these sorcerers find At 18th level you, you can draw planes together causing
the walls between the planes thinner, they pull power from them to smash together devastating results. Select a plane to
beyond them or step through them with greater ease. intersect the one you are on, you cannot select the plane you
Perhaps they were born in the ethereal plane or became are currently on. As an action, you can spend 5 sorcery points
connected to an outer plane, they now find themselves with to cause the planar intersection to occur at a point you can see
one foot in the material and one foot beyond. within 120 feet, causing effects to occur based on the table
below in a 30 foot radius sphere around the chosen point. The
Variant: Origin Spells effect lasts for a number of rounds equal to your Charisma
If you allow Sorcerers to take additional spells based on their modifier.
subclass, the following are the recommended Origin Spells for
the Planetouched Origin. Plane Effect
Sorcerer Level Spell Shadow The area is plunged into darkness and cannot
1st flickerK be illuminated by natural or magical means.
3rd misty step Fey Magic in the area goes haywire. Casters in the
area must succeed a Charisma saving throw
5th blink
when casting a spell, or a random spell from
7th dimension door their spell list of that level or lower is cast (at
9th teleportation circle the level of the spell they were trying to cast).
Damage and healing dice are maximized for
spells cast in the area.
Riftborn
Fire The area is incinerated by fire. All creatures
Starting at 1st level, when you draw on your magic the planar
that end their turn within the area take 10d10
walls begin to weaken for you. After casting a spell of first level
fire damage. This damage ignores resistance.
or higher, you can use Phase Rift as a bonus action.
You can do this a number of times equal to your proficiency Ice The area freezes over. Creatures that end
bonus, regaining all uses on a long rest. their turn within the area must make a
Constitution saving throw take or take 3d12
Phase Rift cold damage and become stunned, frozen in
Psionic Power ice.

Casting Time: 1 Action


Range: 10 feet
Components: S
Duration: Instantaneous

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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.

Expanded Spell List


At 1st level, the Ancient Intelligence lets you choose from
an expanded list of spells when you learn a warlock spell. The
Ancient Intelligence Spells table shows the spells that are
added to the warlock spell list for you:

Ancient Intelligence Expanded Spells


Spell Level AI Spells
1st identify, seeking projectileK
2nd animate objectK, locate object
3rd clairvoyance, crushing singularity
4th arcane eye, locate creature
5th arcane handSRD, commune

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.

Form of the Contraption


The form of your contraption can vary based on your selection
of Pact, perhaps even adapting with its alien technology to suit
your pact choice, taking the form of an exotic alien weapon, data
storage device, or even unique familiar for Pact of the Chain (a DM
can allow you to select "Construct" as the creature type of your
familiar, for example, or Consider if the Contraption is perhaps the
source of your Eldritch Blasts or other Warlock magical effects.

While you are possession of the contraption, you gain the


following benefits:

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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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Ancient Intelligence Familiar That Which is Beyond Expanded Spells


The following is an expanded Pact of the Chain familiar
Spell Level That Which is Beyond
option for a Warlock of this Otherworldly Patron.
1st dissonant whispers, hideous laughter
2nd detect thoughts, psychic drainK
Drone Swarm 3rd delve mind, sending
Tiny swarm of Tiny Constructs, unaligned
4th black tentaclesSRD, summon aberration
Armor Class 14 (Natural Armor) 5th dominate person, synaptic static
Hit Points 10 (3d4 + 3)
Speed 0 ft., fly(hover) 30 ft.
Opened Mind
STR DEX CON INT WIS CHA Starting at 1st level, your mind has interacted with something
2 (-4) 12 (+1) 14 (+2) 14 (+2) 16 (+3) 1 (-5)
that is incompatible to a mortal understanding, forcing it to
Saving Throws Intelligence +5 be opened and adapted to new ideas and powers. You gain
Skills History +5, Medicine +4, Perception +4 the ability to communicate telepathically with any creature
Damage Resistances Fire, Cold, Bludgeoning, Piercing, Slashing you can see within 30 feet of you. You don't need to share a
Damage Immunities Charmed, Frightened, Grappled, Paralyzed, language with the creature for it to understand your telepathic
Petrified, Prone, Restrained, Stunned utterances, but the creature must be able to understand at
Condition Immunities Charmed, Poisoned, Exhausted least one language.
Senses Darkvision 60 ft, passive Perception 14
Languages Common
Challenge 1 Psychic Onslaught
Additionally at first level, when targeting a creature with
Innate Spellcasting. The Drone Swarm's innate spellcasting ability is a Warlock spell or attack roll, you can use your Telepathic
Intelligence (spell save DC 13, +5 to hit with spell attacks). It can Intrusion on them as a bonus action, assaulting them on both
innately cast the following spells, requiring no material components:
a physical and psychic level.
At will: mending, minor illusion You can do this a number of times equal to your proficiency
bonus, regaining all uses on a long rest.
Actions
Zap. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (2d4 +
Telepathic Intrusion
3) lightning damage. Psionic Power

Casting Time: 1 Action


Range: 60 feet
Ancient Intelligence Invocations Components: S
Duration: Instantaneous
Eldritch Invention Prerequisite: 7th level
You can select an additional Ancient Invention, selecting an You assault the mind of a creature you can see directly.
option you did not select when you took the feature. The target must succeed on a Wisdom saving throw, or take
1d8 psychic damage. If the target fails the saving throw, it
has disadvantage on attacks made against you until the start
of your next turn. You can choose to deal no damage to the
That Which Is Beyond creature when it fails its saving throw.
Your patron is defined by its sheer incomprehensibility to the
mortal mind, an existence that is the very anathema of sanity Gibbering Terror
itself, where any attempt to truly describe its nature is the
Starting at 6th level, when you use the Telepathic Intrusion
gibbering of a mad man.
power, you always add the Terrifying modifier, causing the the
The most tame examples of these may have names or
target to be frightened of you until the end of your next turn if
euphemisms that mortals know them as, while others may be
it fails its saving throw.
concepts that most mortal minds remain blissfully incapable
When they fail the saving throw by 5 or more, they
of knowing the existence of.
additionally lose the ability to speak while frightened in this
The patron need not be aware of your existence or invested
way, gibbering in fear in confusion.
in it for their power to have affected you, fundamentally
warping your mind and granting you powers. Most that would
have this opportunity have their mind shattered, left tattered Alien Mind
and insane by the experience, but you've managed to hang Additionally at 6th level, you have advantage on saving throws
onto some semblance of sanity and wield the power grafted against being magically charmed or frightened.
into your mind.
Rebound Intrusion
Starting at 10th level, if a creature attempts to read your mind,
you can make a Wisdom saving throw against the effect even if

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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:

d6 Quirk At Will: message, vicious mockery


1
2
3
4
5
6

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do not require verbal or somatic components, but do require


Wizard material components if they are not included in the gadget.
The gadget loses its power if you use it to cast the spell, if you
complete a long rest, or if you regain the spell slot expended
to create it (such as with Arcane Recovery).
Order of Creation You can prepare up to a number spell slot levels this way
Wizards that belong to this order of thought seek to advance equal to your Intelligence modifier bonus (for example, if your
the application of magic through the merger of mechanical Intelligence modifier is +3, you could prepare three 1st level
and magical pieces. They share much in common with spells or one 3rd level spell this way).
Inventors in mind set, but delve deeper into the knowledge of Creatures other than you can use your arcane gadgets.
magic, relying more heavily on it to power their mechanical When they do so are treated as if they cast the spell though
inventions, and in turn creating mechanical inventions that it uses your spellcasting modifiers. If the spell requires
more primarily serve to further their magic. concentration, they must pass an Intelligence (Arcana) check
They often seek to look beyond tradition and common with a DC of 10 + the spells level to cast the spell using the
knowledge, to seek out new spells and new ways of doing gadget. On failure the spell fizzles and is lost. Any spell cast by
things. The value of new research and new technology is the gadget ends when the Wizard recovers the spell slot spent
often more than dusty old tomes unless those dusty old tomes to create the arcane gadget.
contain secrets of those who had reached the heights they
seek in ages gone by.
Imbued Gear
Starting at 6th level, select a 1st or 2nd Wizard spell, and
Crafting Fundamentals forge it into a magical item. You can cast this spell once
Beginning when you select this school at 2nd level, you gain without expending a spell slot, regaining the ability to cast it
proficiency in tinker's tools. again when you complete a long rest.

If the spell targets only you, has a duration of more than 10


Arcane Automaton minutes, and does not require concentration, it lasts until you
Starting at 2nd level, you apply your skills of magic and
complete a long rest instead of its normal duration.
creation to forge a small mechanical helper. You learn the
find familiar spell its material component becomes tinkerers’s
Extended Duration Spells
tools (they are not consumed on casting), and when you
The spells that fit this criteria for expanding their duration
summon it gains the traits for the creature selected, as well as include include:
the following additional traits: • 1st Level: false life, mage armor, longstrider
• 2nd Level: darkvision, continual flame
• It's type becomes construct.
• It acts on your turn.
• It gains temporary hit points when summoned or at the Reverse Engineer
end of a long rest equal to your Wizard level. Additionally at 6th level, you gain the ability to reverse
• As long as it is within 30 feet of you, you can cast spells as engineer the arcane magic of magic items. You can learn a
if you were in its position. spell from a magic item that can cast a Wizard spell as you
• Select three Wizard cantrips you can cast. Your familiar would from a scroll, though the magic item is not destroyed in
can cast these cantrips, casting a number of times equal the process.
to your proficiency modifier (casting them as a 1st level
caster). It regains all uses when you complete a long rest. Clever Creation
Starting at 10th level, your Arcane Automaton gains
Automaton Appearance proficiency in two skills of your choice and can activate spells
Most arcane automatons look like a mechanical version of the
imbued in Arcane Gadgets without making an Intelligence
creature selected for find familiar, but it can have any appearance
(Arcana) check as long as the spell does not require
as long as that appearance maintains the necessary configuration
concentration. You can change what skills your familiar is
to have the traits it has (for example, some method of flying for
flying familiars). proficient in when you summon it with find familiar again.

Arcane Gadget Creator's Vision


Additionally at 2nd level, when you prepare spells for the day, Starting at 14th level, you can forge your Arcane
you can turn them into arcane gadgets. Select spells with a Automation into new forms limited only by your creative
casting time of 1 action, 1 bonus action, or 1 reaction. These vision. Select two of the following additional properties for it:
spells do not count against your spells prepared, but you build
them into tiny gadgets. You expend the spell slot as normal • It becomes medium or large (your choice).
for casting the spell spell, and can choose if you expand any • It gains a flying speed equal to its movement speed (if it
material component with a gold cost to incorporate it into the doesn't already have one).
gadget (if the material component is not consumed, it can be • It gains additional temporary hit points at the end of a long
reclaimed after the gadget is used). Subsequently a creature rest or when summoned equal to Wizard level (giving it hit
holding the gadget can use the gadget to cast the spell; they points equal to twice your Wizard level).
• It can cast its cantrips as a 5th level caster, and regains half

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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.

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Four Fold Master


Starting at 14th level, you begin your studies of a 4th
Discipline, unlocked more and deeper secrets. You gain
its power as a 1st level spell and roll again on the Psionic
Madness table.

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.

Order of the Unknown Quirks


The following are some optional quirks for a player that
selects Order of the Unknown. You can optionally roll or select
a quirk that suits your character.
d6 Quirk
1
2
3
4
5
6

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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

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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

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Races
The following are new race options that you can select for
your character.
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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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Taking care of a young Farling can be exhausting due to the


Farling rampant curiosity and inquisitive nature rapidly consuming
new experiences and memories, but their inquisitive nature
Farlings are a race that comes from beyond the material causes them to age exceedingly quickly. A young Farling can
plane, though few are certain where. While humanoid in fully absorb up to ten memories a day, aging exceedingly
shape, they are immediately distinguished from mortal races. fast. It is usually not long before they seek to wander broader
They have a slender build, large eyes, and tendrils in place of environments, and set out into the world.
hair. Their strange nature and inherent psionic abilities make Farlings are not aquatic, but are unusually suited to it, often
them easily feared, but they tend to be far more friendly to finding water quite comfortable and are natural swimmers.
mortal races than most of that which comes from the beyond.
Farlings tend to be blue to purple, but can be more exotic Dark Reflection
colors, or even have strange and exotic colorations and Some Farlings become addicted to acquiring memories, and
patterns in some cases. The nature and location of their particularly savor those from other creatures. While a player
creation results in little consistency of exact appearance, character can only absorb memories from a willing creature, some
though they will often have some traits of their progenitor stories tell of Farlings that have fallen into evil ways, ripping and
(such as sharing an eye or skin coloration). devouring the memories from mortal creatures compulsively
devouring their memories until nothing is left, savoring the exotic
memories they discover.
Adaptable Mind
A Farling are exceedingly adept at picking social cues and
cultural norms, and despite their strange appearance can
easily fit into a tolerant society, but often maintain exceedingly
strange senses of humor and behavior, fully aware of its
oddity, sometimes even playing up their alien nature. They
enjoy seeing the reactions of other creatures to strange
circumstances, even if they have to cause those situations.

Memory and Aging


Farlings age by gaining memories. They do not biologically
age, but have the ability to make permanent crystalized
memories, and age roughly one day each time they do. Young
Farlings make these memories a dozen times a day, aging
rapidly while absorbing new information at an incredible
rate, while aging Farlings become more selective in what they
choose to remember. If they do not commit some memory in
this way, their memory tends to be still somewhat better than
a human, but they view these memories as transient things
that will be eventually forgotten.

Nature and Biology


Farlings do not have a gender, though those that travel among
other races may associate with one. They have a generally
androgynous and alien apparence. They are capable of
forming strong emotional bonds, though some (particularly
younger ones) will find the idea of gender and the associated
customs hilarious (potentially inappropriately so based on the
culture). Farlings that exist for hundreds of years and absorb
thousands of memories can create a new Farling, traveling to
realms of mind and thought, and psionically willing them into
existence.
A newly created Farling is often left to experience the world
on their own shortly after the creation, left with associates or
friends of its creator (hopefully that it has made arrangements
with) who will then move on, seeking to let the new Farling
develop on its own, often seeking to not influence their
experiences more than necessary.
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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.

If combining these rules with ones that allow for the


Alignment. Farlings show little consistency in alignment,
relocation of ability scores, one should be careful to not
and are shaped by the circumstances and background. Their
unlock an option that may be unexpectedly potent. Work with
curious and impulsive nature often leads younger members of your GM when combining homebrew and variant rules.
the race to exhibit chaotic tendencies.
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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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connections that other - lesser - minds can never seem to


Feats understand.
When you have to make an Intelligence, Wisdom or
Charisma saving throw, you can roll all three and pick the
highest result. Once you do this, you cannot do it again until
Alchemist you complete a long rest.
In Revision You can select an additional upgrade that is not from your
subclass list, so long as you can apply it to something in your
possession. This upgrade cannot be a level restricted upgrade.
Blacksmith
You've mastered the art of working metal, and gain the
following benefits. Psionic Mind
• Increase your Strength by 1, to a maximum of 20. Prerequisite: The ability to use at least one Psionic Discipline
• You gain proficiency in blacksmithing tools. If you already
have proficiency in Blacksmithing tools, you gain epxertise You tap deeper into your psionic potential drawing out a new
with them, which means your proficiency bonus is doubled talent. You can select a psionic talent from the Psion class
for any ability check you make with it psionic talent list. You cannot select a talent you already know,
• You can perform blacksmithing maintaince without a gold or one that requires a level restriction, even if you are already
cost. of that level.
• You gain a +2 to all Blacksmithing crafting checks.

Inner Power Psionic Adept


Prerequisite: At least 1 psi or ki point You develop a minor grasp of psionic power, either uncovering
an innate potential within yourself, through contact with a
Your body is powered by the inner powers that course through psionic source, or through training. You gain one of the psionic
it. Your maximum psi or ki points (if you have both, your disciplines of the Psion class, gaining the attached psionic
choice of which) increases by one. feature and psionic power, but you do not gain use of any
At the end of your turn after expending one or more psi or ki associated spells when gain a Discipline from this feat.
points during your turn (not counting temporary or free points, You gain 1 psi point that you can use to empower the
such as those from Psionic Mastery), you heal for a number of Discipline. You regain use of this Psi Point when you complete
hit points equal to the psi or ki points spent. a short or long rest.

Innovator's Upgrade War Psion


Prerequisite: Inventor Prerequisite: The ability to use at least one Psionic Discipline

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

Your ability to understand and absorb the abilities of others

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

Aero Barrage Classes: Sorcerer, Wizard


4th-level transmutation Casting Time: 1 Action
Range: 120 feet
Classes: Sorcerer, Wizard. Components: V, S
Casting Time: 1 Action Duration: Concentration, up to 1 minute.
Range: 120 feet
Components: V, S You conjure a storm of aether erupting from a point of your
Duration: Instantaneous choice within range. The aether storm fills a 10-foot radius,
40-foot-high cylinder. When the storm appears, each creature
You create four lances of rapidly spinning condensed wind within its area takes 8d4 force damage.
and hurl them at targets within range. You can hurl them at A creature takes 1d4 force damage for each 5 feet they
one target or several. move through the storm, and if a creature ends their turn
Make a ranged spell attack for each lance. On a hit, the within the aether storm, they take 8d4 force damage. On your
target takes 2d8 slashing damage and is knocked 10 feet turn, you can move the storm 10 feet in any direction as a
backwards. bonus action.
At Higher Levels: When you cast this spell using a spell slot At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, you create one additional lance for each of 6th level or higher, the damage increases by 1d4 for each
slot level above 4th. slot level above 5th.

Acid Rain Arcane Ablation


1st-level transmutation
5th-level conjuration
Casting Time: 1 action
Classes: Druid, Occultist, Wizard Range: Touch
Casting Time: 1 action Components: V, S
Range: 300 feet Duration: 1 hour
Components: V, S
Duration: Concentration, up to 1 minute. You touch a piece of worn armor or clothing and imbue it
with magic. The creature wearing this imbued item gains 4
Acid rain begins falling within a 40-foot-radius 60-foot-high temporary hit points for the duration. When these temporary
cylinder centered on a point you choose within range. When hit points are exhausted, at the start of the creature's next turn
a creature moves into the spell's area for the first time on a it will gain hit points equal to 1 hit point less than the previous
turn or starts its turn there, the creature must succeed on a amount gained from this spell (for example, from 4 to 3), until
Dexterity saving throw or take 8d4 acid damage, and becomes no temporary hit points would be gained and the spell ends.
covered in acid. At Higher Levels. The initial temporary hit points increases
A creature takes 2d4 acid damage if it ends its turn while by 1 for each slot level above 1st.
covered with acid. A creature can clear the acid with an
action.
Arcane Weapon
1st-level transmutation
Aether Lance
3rd-level evocation Casting Time: 1 bonus action
Range: Touch
Classes: Sorcerer, Wizard Components: V, S
Casting Time: 1 Action Duration: 1 hour
Range: Self (30-foot line)
Components: V, S You touch a weapon and imbue it with magic. For the
Duration: Instantaneous duration the weapon counts as a magical weapon and any
damage dealt by it is Force damage. When casting this one a
You gather raw aether in your hand and expel it in a lance weapon with the ammunition property, it no longer consumes
of power forming a line 30 foot long and 5 foot wide. Each ammunition when fired, and does not need to be reloaded.
creature in a line takes 8d4 force damage. At Higher Levels. When you cast this spell using a spell slot
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration becomes 8 hours. When you
of 4th level or higher, the damage increases by 1d4 for each use a spell slot of 5th level or higher, the duration becomes 24
slot level above 3rd. hours.
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Arctic Breath Bad Blood


1st-level conjuration 1st-level necromancy

Classes: Druid, Sorcerer, Wizard Classes: Druid, Occultist, Warlock, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: Self (30 ft line) Range: 60 ft
Components: V, S Components: V, S, M (a piece of rotten meat)
Duration: Instantaneous. Duration: Concentration, up to 1 minute.

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

Classes: Inventor, Bard, Occultist, Ranger, Sorcerer, Wizard Beam of Annihilation


Casting Time: 1 Action 6th-level psionic
Range: Touch
Components: V, S, M (10 to 60 feet of cord or rope, worth at Casting Time: : 1 action.
least 1 cp) Range: Self (60 foot line.)
Duration: Instantaneous Components: S
Duration: Concentration, Up to 3 rounds.
As an action, you can touch a rope 10 to 60 feet long and issue
a single command to it, selecting from the following options: You unleash a beam of pure energy, selecting cold, fire, force,
or lightning energy and blasting it outward in a line that is
• Bind. The rope attempts to bind a creature of your choice 60 feet long and 10 feet wide that persists at the start of your
within 20 feet of you. The creature must make a Dexterity next turn. Any creature that starts their turn in this beam
saving throw or become restrained until it is freed. A must make a Dexterity saving throw. On failure, they take 8d8
creature can use its action to make a DC 10 Strength damage of the beams energy type, taking half as much on a
check, freeing itself or another creature within its reach on successful save.
a success. Dealing 5 slashing damage to the rope (AC 10) While you are concentrating on this spell, your movement
also frees the creature without harming it, ending the effect speed is zero. At the start of your next turn, you can use your
and destroying the rope. action to maintain the beam or redirect it, rotating it up to 90
• Fasten. The rope flies up 60 feet and ties one end to degrees. Any creature the beam passes through while rotating
an object or surface that a rope could be tied to, before (if the beam passes completely through them and they will
becoming inanimate again, hanging from the object. not start their turn inside of it) must make a Dexterity saving
• Grab. The rope lashes out grabs one Small or smaller throw immediately, taking 4d8 damage of the beams energy
object that is not being worn by a creature within a range type on a failed save, and taking no damage on a successful
equal to the length of the rope and pulls that object back save.
to your hand. If that object is being carried by a creature, it If you do not use your action maintain or redirect it, the
must make a Strength saving throw. On success, it retains spell ends early.
the object, and on failure the object is pulled from the
creature.

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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Befuddling Curse Cold Snap


1st-level enchantment 2nd-level evocation

Classes: Occultist Classes: Sorcerer, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 ft (5 ft radius)
Components: V, S, M (something from the target creature Components: V, S
(such as blood, hair, or scales) which the spell consumes) Duration: Instantaneous.
Duration: Concentration, up to 1 minute
A swirling burst of freezing wind erupts at a point you choose
You befuddle a creature's mind, swapping the position of two within range. Each creature in a 5-foot-radius sphere centered
things it can see that are of the same size and category (for on that point must make a Constitution saving throw. On a
example, two medium creatures or two gargantuan buildings). failed save, a creature takes 3d8 cold damage and becomes
The target creature must make a Wisdom saving throw. On stuck in the ice, reducing their movement speed on their next
failure, it is unaware the two things have been swapped. turn by 10 feet. On a success, the target takes half as much
Each time the creature interacts with, attacks, or is attacked damage and is not stuck in ice.
by a swapped targets, it can repeat its saving throw against the The ground in the area is covered with slick ice and snow,
effect. making it difficult terrain until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each
Binding Curse slot level above 2nd.
1st-level enchantment

Classes: Occultist Compelled Query


Casting Time: 1 action 1st-level psionic
Range: 60 feet
Components: V, S, M (something from the target creature Casting Time: 1 action
(such as blood, hair, or scales) which the spell consumes) Range: 60 feet
Duration: Concentration, up to 1 minute Components: S
Duration: Instantaneous
You bind a creature to a point within 5 feet of it, causing a
glowing chains of light to connect it to that point. For the You focus your telepathic powers on a creature and ask it
duration of the spell, if the creature attempts to move away a question. It must make an Intelligence saving throw, or
from that point, the must make a Wisdom saving throw, or be it conjures a short mental thought or image that answers
unable to move more than 5 feet away from from that point your question to the best of its ability that you can perceive
until the start of their next turn. telepathically. If a character passes a saving throw against
If a creature starts its turn more than 10 feet from the this ability, they have advantage on saving throws against it for
binding point, they must make a Strength saving throw are next 24 hours.
dragged 5 feet toward the binding point.
Crackle
Bond Item 2nd-level evocation
1st-level conjuration
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S Components: V, S
Duration: 8 hours Duration: Instantaneous

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

Classes: Druid, Sorcerer, Wizard. Delve Mind


Casting Time: 1 Action 3rd-level psionic
Range: Self (15 foot cone)
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Components: S
A wave of water sweeps out from you. Each creature in Duration: Concentration, up to 1 minute.
a 15-foot cone must make a Strength saving throw. On a
failed save, a creature takes 2d6 bludgeoning damage and is You delve into a creature's mind forcing it to make an
knocked 10 feet away from you. If a creature is knocked into a Intelligence saving throw. On failure, for the duration or until
wall, another creature, or fails by 5 or more, it is additionally you end the spell you gain access to its memories from the
knocked prone. On a successful save, the creature takes past 12 hours, able to recall things it remembers as if they are
half as much damage and is not knocked back. If you have a your own memories, but these memories contain only things
source of water at least 5 cubic feet within 5 feet when you the target creature remembers.
cast the spell, you can displace that water, increasing the At Higher Levels. When you cast this spell using a spell slot
range of the spell to a 25 foot cone. of 4th level or higher, you can delve an additional 12 hours
At higher levels. When you cast this spell using a spell lot further back in the creature's memories each slot level above
of 2nd level or higher, the damage increases by 1d6 for each 3rd.
level above 1st.
Divide Self
Crippling Agony 5th-level psionic
1st-level necromancy
Casting Time: 1 bonus action
Classes: Occultist Range: Self
Casting Time: 1 action. Components: S
Range: 60 feet Duration: Concentration, 1 minute.
Components: V, S, M (a joint bone)
Duration: Concentration, up to 1 minute You you create an exact duplicate of yourself in an empty
space you can see within 30 feet of you. When you cast this
You can inflict crippling agony on a foe. Choose one creature spell at the start of each of your turns for the duration, you can
that you can see within range to make a Constitution saving determine which of the duplicates is you.
throw. If the target fails, it becomes crippled with horrific pain. It has all of your stats, abilities, and equipment (including
Whenever the creation moves more than half of it's movement magic items). It acts on your initiative, and has its own actions,
speed or takes an action, the crippling pain causes it to take though it shares its concentration on this spell, and if either of
1d6 necrotic damage. you lose concentration, the spell ends. Your current hit points
It can repeat the saving throw at the end of each of its turns, are divided between you and the duplicate (you can divide
the target can make a Constitution saving throw. On a success, them however you want) and shares all other resources and
the spell ends. abilities with you (including limited use magic items), with any
usage by either you or the duplicate depleting the resource for
Dancing Wave both of you.
Your duplicate can take any action you can take, but it can
2nd-level conjuration
deal a maximum of 15 damage on its turn (any additional
damage dealt deals no further damage, when dealing area of
Classes: Druid, Occultist, Sorcerer, Wizard.
effect damage, damage is split between all targets equally up
Casting Time: 1 Action
to the maximum).
Range: 30 feet
If either you or the duplicate is reduced to zero, the spell
Components: V, S
ends and you become the copy that was not reduced to zero
Duration: Concentration, up to 1 minute.
hit points. When the spell ends, if both you and the duplicate
are still present, decide which is you, and the other vanishes.
You summon a surging mass of water into existence at a
Anything that was copied during the spell has the copied
point on the ground within range. The mass of water remains
version vanish.
cohesive filling a 5 foot radius, though only rises 3 feet from
At Higher Levels: When you cast this spell using a spell slot
the ground. The area is difficult terrain for any creature
of 6th level or higher, the starting hit points of you and the
without a swimming speed.
duplicate both increase by 15 (but neither you or the duplicate
For the duration of the spell, as a bonus action you can
can be given more maximum hit points) and the maximum
move the wave of water up to 30 feet along a surface in any
damage the duplicate can do during its turn increases by 10
direction. The first time the wave enters any creature's space
for each slot level above 5th
during a your turn, they must make a Strength saving throw
or take 1d6 bludgeoning damage and be knocked prone. A
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Echoing Lance Electrify


4th-level evocation 1st-level evocation

Classes: Occultist, Sorcerer, Wizard Classes: Occultist, Sorcerer, Wizard


Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute. Duration: 1 round.

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

Classes: Sorcerer, Wizard Classes: Occultist, Wizard


Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 20 feet
Components: V, S Components: V, S
Duration: Instantaneous. Duration: Instantaneous.

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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Fall Flickering Strikes


1st-level transmutation 5th-level conjuration

Classes: Inventor, Sorcerer, Wizard Casting Time: 1 action


Casting Time: 1 action Range: Self(30-foot radius)
Range: Self Components: V, S, M (a melee weapon you are proficient with
Components: V, S worth at least 1 sp).
Duration: Instantaneous Duration: Instantaneous

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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131
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.

You release an arc of lighting at a creature within range. Make


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Lightning Tendril Mutate


1st-level evocation 3rd-level transmutation

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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Nauseating Poison Poison Dart


1st-level necromancy 2nd-level transmutation

Classes: Druid, Occultist, Warlock Classes: Occultist, Warlock, Wizard


Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 60 ft
Components: V, S Components: V, S
Duration: 1 round. Duration: Instantaneous.

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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Rotting Curse Shockwave


1st-level necromancy 5th-level psionic

Classes: Occultist Casting Time: : 1 action.


Casting Time: 1 action Range: Self
Range: 60 feet Components: S
Components: V, S, M (something from the target creature Duration: Instantaneous.
(such as blood, hair, or scales) which the spell consumes)
Duration: Concentration, up to 1 minute You unleash a burst of telekinetic force in all directions. Each
creature you choose within 30 feet of you is knocked 5 feet
You inflicting a rotting decay on a creature, causing it to to back and must succeed on a Strength saving throw or take
begin to rot. For the duration of the spell, every time the 8d6 damage bludgeoning damage and be knocked prone. A
creature takes damage, it takes an additional 1d4 necrotic creature that succeeds on its saving throw takes half as much
damage, and the effect of all healing on the creature is damage and isn't knocked prone.
reduced by half.
The target creature has disadvantage on any Charisma
checks for social interaction during the effect of the spell.
Sky Burst
5th-level evocation

Seeking Orb Classes: Druid, Sorcerer, Wizard


2nd-level evocation Casting Time: 1 action
Range: 120 feet
Classes: Sorcerer, Wizard Components: V, S
Casting Time: 1 Action Duration: Instantaneous.
Range: 5 feet
Components: V, S Five bolts of lightning strike five points of your choice that
Duration: Concentration, up to 1 minute. you can see within range. Each creature within 5 feet of the
chosen points must make a Dexterity saving throw. A creature
You create a Tiny orb of pure arcane energy that hovers within takes 4d12 lightning damage on a failed save, or half as much
range, and designate a target creature within 120 feet. For the on a successful one. A creature in the area of more than one
duration of the spell, at the end of each of your turns, the orb lightning burst is affected only once.
grows larger and moves 30 feet directly toward the creature. At Higher Levels. When you cast this spell using a spell
If the orb reaches the target, it will detonate dealing 6d4 force slot of 6th level or higher, you can call down an additional bolt
damage and an additional 1d4 damage for each round since of lightning targeting another point within range for each slot
you cast the spell to the target. The spell ends after it deals level above 5th.
damage. If the orb does not reach the target before the spell
ends, it fades away without dealing damage.
Spatial Manipulation
5th-level conjuration
Seeking Projectile
1st-level transmutation Casting Time: 1 action
Range: Self(120-foot radius)
Casting Time: 1 action Components: V, S
Range: Touch Duration: Instantaneous
Components: V, S
Duration: Concentration, up to 10 minutes You can swap the position two creatures you can see within
range. An unwilling creature can make a Charisma saving
You touch a piece of ammunition or weapon with the thrown throw, preventing the swap on success.
property imbuing it with the property of seeking its target. At Higher Levels. When you cast this spell using a spell
When a ranged attack roll is made with that weapon that slot of 6th level or higher, you can swap an additional set of
attack gains advantage and the attack roll can add your spell creatures of each level about 5th.
casting modifier to the value on the dice. If that makes the
value on the die + your spell casting modifier results in a 20
or more, the attack is a critical hit as if a 20 was rolled. After
Spider Bite
3rd-level transmutation
making the attack roll, the spell ends.
Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You prick a target with a tiny magical fang of venom. Make a


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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

Classes: Sorcerer, Wizard


Casting Time: 1 action Unburden
Range: Touch 1st-level transmutation
Components: V, S
Duration: Instantaneous. Casting Time: 1 action
Range: Touch
You charge your hand (or similar appendage) with thunder Components: V, S
power. Make a melee spell attack against the target. On a hit, Duration: 1 hour
there is a thunderous crash audible from up to 300 feet of you
and the target takes 3d8 thunder damage, and is knocked 10 A creature you touch no longer suffers the penalties to
feet away from you. movement speed or to their Dexterity (Stealth) checks
At Higher Levels. When you cast this spell using a spell slot while wearing medium or heavy armor, and is no longer
of 2nd level or higher, the damage increases by 1d8 for each encumbered from carry weight unless they are carrying more
slot level above 1st. than twice the weight that would encumber them.

Tornado Unlocked Potential


5th-level transmutation 1st-level psionic

Classes: Druid, Sorcerer, Wizard. Casting Time: 1 action


Casting Time: 1 Action Range: 60 feet
Range: 120 feet. Components: S
Components: V, S Duration: Concentration, up to 1 minute.
Duration: Concentration, up to 1 minute.
You unlock the potential of a creature's mind, allowing it
A whirling tornado erupts, filling a 20-foot-radius, 40-foot-high to fully reach its limits. For the duration, once per turn the
cylinder centered on a point within range. creature can add 1d4 to any attack roll, damage roll, or saving
Any creature that starts its turn within the tornado must throw it makes.
make a Strength saving throw. On a failed save, the creature
takes 4d8 bludgeoning damage and is pushed 10 feet away
and 40 feet up. On a successful save, the creature takes half as
Vicious Vapors
2nd-level transmutation
much damage and isn't pushed.
As a bonus action, you can move the tornado up to 30 feet
Classes: Druid, Occultist, Warlock, Wizard
in any direction. Any ranged weapon attack against a target
Casting Time: 1 action
within 20 feet of the tornado has disadvantage, and any
Range: 60 ft
ranged attack that passes through it automatically misses.
Components: V, S
Duration: Concentration, up to 1 minute.
Turbulent Warp
3rd-level psionic You fill the air with poisonous vapors in a cube 5 feet on each
side. A creature must make a Constitution saving throw when
Casting Time: 1 action it enters the spell's area for the first time on their turn or
Range: 90 ft. starts its turn there. On a failed save, they take 1d12 poison
Components: V damage and become poisoned until the end of their next turn.
Duration: Instantaneous On a successful save, they take half as much damage and do
not become poisoned.
You teleport yourself to an unoccupied space you can see You can move the cloud of vapors up to 20 feet as a bonus
within range, leaving behind a spatial distortion. Each action during your turn.
creature within 10 feet of the space you left must make a
Charisma saving throw. On a failure, they take 5d4 force
damage and are teleported to an empty space of your choice
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Vortex Blast Windborne Weapon


3rd-level evocation transmutation cantrip

Classes: Occultist, Sorcerer, Wizard. Classes: Druid, Sorcerer, Wizard


Casting Time: 1 Action Casting Time: 1 action
Range: Self (30 foot cone) Range: 150 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous

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

Classes: Druid, Occultist, Sorcerer, Wizard.


Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You conjure a ball of water before hurling it at a target. Make


a ranged spell attack against the target. On a hit, the target
takes 3d6 bludgeoning damage and if it is Large or smaller
must make a Strength saving throw or be knocked prone.
At Higher Levels. When you cast this spell using a spell lot
of 2nd level or higher, the damage increases by 1d6 for each
level above 1st.

Water Cannon
3rd-level evocation

Classes: Druid, Sorcerer, Wizard.


Casting Time: 1 Action
Range: Self (30 foot line)
Components: V, S
Duration: Instantaneous

You unleash a spout of water that blasts out in a line 30-foot-


long and 5 foot-wide-line. Creatures in the area must make a
Strength saving throw, or take 6d6 bludgeoning damage and
be pushed to an open space at the end of the line away from
you. If there is no open space to move to (for example they
would move into a wall or another creature), they are pushed
to the closest space and take an additional 2d6 bludgeoning
damage and are knocked prone. On a successful save, they
take half as much damage and are not pushed.
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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.

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Ancient Sentinel Bloodied


Gargantuan construct, chaotic evil
If the sentinel is bloodied (reduced to less than half of its maximum hit
points), it unleashes a psionic blast immediately (no action required),
Armor Class 18 (natural armor) violently discharging the eldritch corruption within it. All creatures
Hit Points 297 (17d20 + 119) [Max: 459] within 60 feet of it must make a DC 16 Intelligence saving throw. On
Speed 40 ft. failure, they take 6d6 psychic damage and become stunned until the
end of their next turn. On success, they take half as much damage and
STR DEX CON INT WIS CHA are not stunned. The range of Whispering Madness then increases
26 (+8) 6 (-2) 24 (+7) 7 (-2) 16 (+3) 13 (+1) to 60 feet until the sentinel dies or recovers hit points above half its
maximum.
Saving Throws Strength +14, Con +11, Wis +7, Cha +5
Skills Athletics +12, Perception +7
Damage Resistances bludgeoning, piercing, and slashing from Actions
nonmagical attacks that aren’t adamantine Multiattack. The sentinel will makes a bladed trunk attack, a stomp
Damage Immunities poison, psychic attack, and two tentacle attacks. It can replace each tentacle attack with
Condition Immunities charmed, exhaustion, frightened, paralyzed, one use of Fling. It can move between of these attacks.
prone, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 Stomp. Melee Weapon Attack: +14, reach 5ft., one target. Hit 27
Languages understands deep speech, but can’t speak. (3d12 + 8)
Challenge 19 (20,000 XP) Proficiency Bonus +6
Tentacle. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit:
18 (3d6 + 8) bludgeoning damage, and the target is grappled (escape
Magic Resistance. The sentinel has advantage on saving throws against DC 16). Until this grapple ends, the target is restrained. The sentinel has
spells and other magical effects. four tentacles, each of which can grapple one target.

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

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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.

Simple Script Considerations


This is a simple script to run the Clockwork Drake on: A Clockwork Drake will pose a very large kill risk to players
• If the Clockwork Drake can target 2 or more creatures with when deployed in such a fashion. Their main goal will be to kill
its breath weapon, it will use its breath weapon and then fly it as fast as possible, as otherwise they will likely succumb to
up 40 feet from the ground, if possible. its brutal skill set. Don’t try to keep alive longer than its shelf
• Legendary: The Clockwork Drake will use Arc if more than life, or it will likely succeed.
one creature is within range, and then use Wing Attack to To increase effectiveness, target ranged characters with their
position closer to a target that has drawn its ire. smash, grab, and drop combo. Not only will this eliminate the
• If the Clockwork Dragon’s breath weapon does not recharge greatest threats, but the targets will also be most likely to fail
at the start of its turn, it will use its movement to descend, the save and least able to operate effective in the Clockwork
use its Crushing Stomp to grapple a target, and lash out Drake’s grasp.
with its tail.
• The Clockwork Drake will use Wing Attack to take to the
air, use its tail to attack the grappled target, and then drop
Deployment
that target when it perceives that such a fall would take the A Clockwork Drake can serve as a solo encounter — it will
target out of the fight. provide a dangerous, high stakes fight, but it will wither under
• If the Clockwork Drake can use no other effect action, it heavy direct fire.. It can benefit from some supporting lower
will attempt Arcane Nullification against any harmful magic damage threats to absorb some of the incoming damage and
effect. distract its foes, but is extremely deadly when paired with
other high damage combatants. Best paired with a Wizard or
Golemsmith that can give the fight some dynamic elements.

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Clockwork Drake Actions


Huge construct, unaligned
Multiattack. The drake makes two attacks: one with its bladed tail and
one with its crushing stomp.

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.

Wind Up. The drake conserves energy to unleash in a burst. It gains 10


Bloodied temporary hit points, and it can take the Dash action as a bonus action
Overcharged. If the drake is bloodied (reduced to less than half of its on its next turn.
hit points), it starts to crackle with arcs of lightning. Its Flaming Tar
Breath automatically recharges, and any creature that hits it with a Wing Attack (Costs 2 Actions). The drake beats its wings. Each
melee attack before the start of its next turn (potentially including the creature within 10 feet of the drake must succeed on a DC 19 Dexterity
that attack the bloodied it) takes 6 (1d12) lightning damage. saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked
prone. The drake can then fly up to half its flying speed.

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rarely pose a significant threat by themselves, but a wise
Silver Relics adventure is cautious of these in the presence of harder hitting
foes.
These are set of minor foes that relics of a long lost time... Most often deployed as sentries or force multipliers of more
perhaps simply misplaced by a distance civilization. They powerful foes, these constructs are capable of limited adaption
are advanced constructs with relatively simple purpose and in their plans, but are dogmatic in their devotion to a purpose,
abilities, but highly effective a those simple roles. not generally being truly sentient despite their high reasoning
capacity.
Silver Stalker
Sleek seek and destroy units, these are a piece of lost technol-
Tactics
Silver sentries often have a purpose, and when engaging in
ogy adventures are more likely to encounter. Single minded
violent response will do as as efficiently as possible to achieve
and dogmatic in an eternal purpose, they have relatively simple
their purpose. They are capable of adaptive planning, but
and specialized intelligence that entirely revolves around their
will not deviate from their task even in the face of certain
purpose. They can be intelligence in their ability to track and
destruction.
navigate, but will rarely apply advanced reasoning.

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

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Silver Sentry Silver Stalker


Medium construct, unaligned
Tiny construct, unaligned
Armor Class 18
Armor Class 16
Hit Points 37 (5d8 + 15)
Hit Points 26 (4d4 + 8)
Speed 40 ft, climb 40 ft.
Speed 0 ft. fly 30 ft (hover).
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 1 (-5)
6 (-2) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 1 (-5)
Saving Throws Dexterity +9
Saving Throws Intelligence +6, Wisdom +7
Skills Perception +9, Stealth +9, Survival +9
Skills Perception +7
Damage Resistances bludgeoning, piercing, and slashing from
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t adamantine
nonmagical attacks that aren’t adamantine
Damage Immunities poison, psychic
Damage Immunities poison, psychic
Condition Immunities exhaustion, charmed, frightened, petrified,
Condition Immunities exhaustion, charmed, frightened, petrified,
poisoned.
poisoned.
Senses darkvision 120 ft, passive Perception 19
Senses darkvision 120 ft, blindsight 60 ft, passive Perception 17
Languages Understands one language of its creator but can’t speak
Languages Understands one language of its creator but can’t speak
Challenge 5 Proficiency +3
Challenge 1 Proficiency +2
Advanced Technology. The silver stalker applies double its proficiency
Advanced Technology. The silver stalker applies double its proficiency
bonus to proficient attack rolls, ability rolls, and saveing throws
bonus to proficient attack rolls, ability rolls, and saveing throws
(included in stat block).
(included in stat block).
Short Circuit. The silver stalker takes an additional 1d12 damage when
Short Circuit. The silver stalker takes an additional 1d12 damage when
it takes lightning damage.
it takes lightning damage.

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.

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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.

• At levels 1-4 this would be insourmantable solo threat.


• At levels 5-10 this serves as a moderate solo threat, or an
excellent duologist or leader of a tough encounter.
• At levels 11+ these will no longer be a substantial solo
threat, but can make a great bruiser or controller for a
combat.

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Coming Soon

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Lurking Maw Simple Script


A lurking maw is no natural creature, having slithered out Here’s a simple script to get the most from a lurking maw. You
of twisted realms of nightmare beyond the veil of mortal can use this as a guide when running one:
comprehension. They do not need to eat to survive and can • The lurking maw will attempt to ambush an unaware party,
live indefinitely lurking in darkness, but possess great hunger, though it is unlikely to succeed against a cautious party.
devouring all they encounter. • It will open with Expunge Light, removing the brightest
They despise light and life, and will seek to destroy either light source it can, or a light source that will plunge the
that enters the darkness of their lair. They cannot be drawn out most of its targets into darkness.
into sunlight or from their lair by almost any means. • With many targets available, it will attempt to grapple three
of them: one in each tentacle, and one in its maw.
Deployment • Note that while each tentacle can only grapple one target,
the lurking maw can still attack a single creature that is
A lurking maw makes a great solo boss encounter for the isolated against it with multiple tentacles or its bite.
bottom of a dungeon or forbidden area. It can be an eldritch • On its lair action, it will use inky pool to create darkness
evil to guard what the heroes must retrieve, the ancient scar of if there is not already suitable darkness, or use Grasping
some ill-advised magic or portal, or the lurking nightmare of a Darkness to spawn a newmaw tendril if there is already
forgotten lab or wizard’s abode. suitable darkness.
It can serve as the capstone for a level 5 party as a known • It will use its legendary action as soon as possible to
factor they will have to confront, or as a nasty surprise for a use Mind Terrors, targeting any creature it doesn’t have
higher level party, becoming a lesser threat beyond level 11. grappled first in priority.
• While it is waiting for that to recharge, it will use Crush if
Tactics any target is grappled, or Tentacle Attack if it has no target
grappled.
There are two important factors when combating a lurking
maw: light and mobility. Parties without a way to keep the Considerations
battlefield illuminated will find themselves in great danger, as The first time a party encounters a lurking maw, be generous
even darkvision begins to fail with the multiple instances of with the hints they are going to need. A lurking maw
magical darkness the lurking maw can produce. encountering a party with weak light sources will be very
The second factor is trying to avoid a creature being likely meet their end if they are unprepared. and it can even
consumed, leaving no room for picking them back up. The punch above its weight class. Conversely, it lacks durability
lurking maw is most deadly when emphasizing these hurdles when heavily exposed to light, losing many of its features and
—by targeting light sources and devouring those that try defensive layers.
to make light in its presence, particularly hated sources of
sunlight.

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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

Consuming Hunger. “If a creature swallowed by the lurking maw


Legendary Actions
dies, the lurking maw is psionically nourished, regaining 13 (2d12) hit The lurking maw can take 1 legendary action, choosing from the options
points and either one legendary resistance or one legendary action below. Its legendary action can be used only at the end of another
(its choice). creature’s turn. The lurking maw regains its legendary action at the
start of its turn.
Expunge Light. At the start of its turn the lurking maw can extinguish
one light source within 120 feet of it (no action required). A light- Crush. The lurking maw crushes a target it is grappling, dealing 7 (2d6)
generating spell cast with a spell slot of 3rd level or higher cannot be bludgeoning damage to it. This deals an additional 3 (1d6) piercing
extinguished in this way. damage if used on a creature grappled by its bite.

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.

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Abhorrent Abstraction Usage


Few know the true appearance of an abhorrent abstraction as It is often best that first time a group of players encounters
their very existence is anthetical to reality and the sane minds these it is as a solo set piece. While it will not be an
that inhabit it. To most they appear as flashing, flickering, exceedingly difficult encounter in that environment for an
shadowy things of writhing and ever changing features - the appropriately leveled party, it will likely be memorable and they
most often reported of which include tentacles, eyes, and will be forewarned of its abilties it they encounter it in a more
mouths. Their appearance seems to be an illusory construct of difficult mixed encounter later, upping the tactical nature of the
mortal minds trying to cope with the intersection of reality and encounter.
abstract unreality and piercing that veil with truesight drives a • At levels 1-4 these are a challenging but not
creature instantly mad. insourmountable threat.
• At levels 5-10 these remain a challenging encounter, even
as a solo threat. While they are unlikely to be deadly, their
Tactics ability to mimic abilities can provide something of a scaling
An abhorrent abstraction is most ofyrm completely chaotic and threat, particularly in an early encounter. They can be quite
unpredictable. It does not care about “winning” in a classical deadly at these levels as part of a group encounter.
sense, and does not comprehend losing. It merely acts in a way • At levels 11-16, these remain a dangerous threat as part
that will inflict disorder and chaos, usually entirely randomly. of a group due to the difficulty of killing them an their
It will ignore other aberration, but treat all creatures with ability to mimic abilities. These should still be considered
equal hostility unless under some sort of psionic compulsion. a significant threat as part of an encounter design at these
Their true nature is incomprehensible, and they can more levels.
accurately be considered environmental obstacles than • At levels 17+ these will remain an unusual dangerous
creatures. minion level threat that will require stragic handling,
but will only provide a challenge when paired with more
Usage dangerous enemies.
These can be deployed in almost any circumstance in
which you want to highlight the aberrant weirdness of an Rampaging Imprint
environment - near a breaking down portal, in a psionic scar
These are spawned into existence when a powerful psion
ripped across the land, or in an ancient temple to an outsider
starts to lose control of their power. They are particularly easily
god.
created should a psion find themselves in the astral plane. It
They can be added to other encounters with abherrations at
said that when a particularly powerful psion dies sometimes
higher levels as nuisences that disrupt and wear down players,
hundreds of these can be spawned and flung out across the
a solo enounters against low level parties, or as agents of chaos
multiverse as the powers explode out of control in the dying
in fights against other non-abherrations to add an element of
moment.
randomness and disorder to the fight.
Appearing as vaguely person shaped distortion of swirling
• At levels 1-4 these would be a deadly and difficult encounter.
purple energy, they are beings of manifested rage, rampaging
• At levels 5-10 these are a unique threat, though not a
eternally destroyed.
challenging solo encounter, and can play a significant role
in encounter design.
• At level 11-16 these remain some threat and complexity as Tactics
minor threats in an encounter. A Rampaging Imprint is most often devoid of tactics, and will
• At level 17+ these provide a small unique challenge and attack whatever it sees. When multiple targets are presented, it
annoyance as minor minions to aberration threats. will most often attack randomly, or attack or whatever attacked
it last.
Some retain a vestage of purpose or intent that will drive to the
Adaptive Slime attack a specific thing.
A particularly vexing foe, these are strange slime creatures,
likely artificial in nature that are capable of psionically
adapting to not only their environment, but to completely
Usage
mimic the actions and abilities of those around them. These can appear anywhere, cast out into the world through
It generally takes on the form of another creature it sees psionic events and echoes, but rarely coexist with living
leaving their true form something of a mystery, though they creatures as they tend to attack things on sight, thus are best of
always retain the same slate grey color and have a somewhat deployed in isolated or otherwise undisturbed areas.
melted appearence. If deployed as part of a bigger encounter, they can often
serve as summons or minions to similar creatures that direct
their otherwise directionless rage through psionic power.
Tactics • At levels 1-4 these pose a moderate threat.
You have several options for the intelligence of these creatures, • At levels 5-10 these pose are a minor nuisance that can
you can play them as truly cunning selecting the most pose a threat to low strength party members, knocking
devestating ability to copy, you can play them in the middle of them down to give bigger threats advantage.
just copying whatever did the most damage to them (if it did • At levels 11+ these are unlikely to be a significant threat.
more damage than their attack would do), or you can play them
lacking intelligence, randomly rolling for what they mimic.

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Abhorrent Abstraction Adaptive Slime


Small aberration, unaligned Medium aberration, unaligned

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.

STR DEX CON INT WIS CHA Actions


6 (-2) 14 (+2) 10 (+0) 16 (+3) 10 (+0) 14 (+2)
Telekinetic Slam. The rampaging imprint uses its telekinetic powers to
slam at target within 60 feet. The target must make a DC 13 Strength
Saving Throws Intelligence +5
saving throw, or take 1d8 damage be knocked prone.
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning,
Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison Reactions
Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Vengeful Slam. The rampaging imprint uses telekinetic slam against the
Petrified, Poisoned, Prone, Restrained first thing that attacks it and would be a valid target.
Senses darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1/2 (100 XP)

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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.

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Mind Lurker Madness Regurgitator


Medium aberration, chaotic evil Medium aberration, chaotic evil

Armor Class 14 (natural armor) Armor Class 15 (natural armor)


Hit Points 91 (14d8 + 28) [26-140] Hit Points 60 (8d8 + 24) [32-88]
Speed 15 ft. Speed 30 ft.

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.

At will: cause fear(C), terrifying visionsK

3/day each: fear(C), flingK, psychic drainK

Actions
Multiattack. The lurker uses an innate psionic ability and then uses
terror pulse

Nightmare Pulse. A target creature within 60 feet must succeed a


Wisdom saving throw or take 3d8 psychic damage. A creature that fails
by 5 or more is blinded for 1 minute. They can repeat their saving throw
at the end of each of their turns, ending the effect on a success.

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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

Armor Class 16 (psionic defenses)


Hit Points 60 (9d6 + 31)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 14 (+2) 19 (+4) 14 (+2) 12 (+1)

Saving Throws Int +7, Wis +5


Skills Perception +5, Insight +5
Senses Blindsight 60 ft.
Languages Common, telepathy 120 ft.
Challenge 5

Innate Spellcasting (Psionics). The telepath’s innate spellcasting


ability is Intelligence (spell save DC 15). It can innately cast the following
spells, requiring no components:

At will: cause fear, command, detect thoughts

1/day each: dominate monster, fear, suggestion

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.

Empowered (Recharge 5–6). The telepath uses an empowered


Telepathic intrusion. On a failure, the target creature instead takes 5d8
psychic damage and is stunned 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.

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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

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could potentially be crafted. When you hit something that your skills with tools to make it into that item. The crafting
doesn’t appear in this document, just reference the closest time of this system is very compressed compared to the
items and make a bit of a leap to what extra steps might be systems you might find in the base options because this system
needed to realize your vision into your game world! is not intended to use downtime to gate crafting.
Rather, this is built to work with an adventuring lifestyle. You
might need a little time here and there, but it will be measured
A Player Driven System in hours rather than days and weeks. Consequently, the gates
One of the fundamental goals and inspirations of the crafting to crafted items are instead the materials and skill required
system is to make it a player driven system. It is a system rather than time and gold, though you can certainly use gold to
where the player can say “I would like to harvest the monster buy those materials in some cases.
for ingredients” and “I would like to forage as we go through Following there is a quick summary, as well as more indepth
the forest looking for alchemy reagents” and ultimately “I break down of crafting time and checks, materials and where
would like to make a healing potion” and all those rules can to find them, and finally the specifics of each branch.
be exposed to the player allowing them to directly browse and
consider what they want to make, as well as how to make it. Generic Ingredients
The DM still adjudicates many instances of them, but the ideal Above and throughout the document, you will see that ingredients
is to have a system in which the DM does not have to handcraft are referred to by generic tags like “common curative reagent”
every instance of gathering materials and crafting. rather than specific natures. For example, you may harvest magical
herbs, and find Kingsbane in the forest, a poisonous plant. For the
Working with your GM purposes of crafting, this can be recorded simply as a “common
While the system is meant to enable player driven choice, always poisonous reagent” and used as such in crafting.
remember to work with your GM. Check in with them when This greatly simplifies the process of crafting and recording what your
selecting an item you would like to make and confirm that item supplies are. Narratively speaking, a skilled alchemist can render down
the ingredients they want to use in the form they need.
exists it exists in their world, and any assumptions hold true.
Each crafting profession will have some profession wide materials
Some GMs may rule that some items have higher rarity or are simply
that are used in their recipes - reagents for alchemy, metals for
not available at their default assigned rarity. A common example of
blacksmithing, etc.
this may be something like Winged Boots, which are only rated as
Some very rare and legendary items will have specific ingredients; this
Uncommon, but some GMs may feel they are a better fit for rare and
is for flavor rather than balance, though is up to your DM.
adjust their difficulty accordingly.

Hooking Your Players In Quick Summary


On the other hand, if the DM wants to get the players into it,
Each step will be outlined in more depth, but the following is
there are some tools they can use. By far the most effective tool
serves as a summary and reference the process.
is to give the players reagents as part of loot that don’t have
an obvious place to sell them. If you give players 2 curative
• Find the item you would like to craft on a crafting table.
reagents, they are going to start looking into how they can use
• Consult your DM to confirm that item exists and has the
those, as they’d much rather have a healing potion.
default rarity in their game. This system is a tool, it does not
If you want to go one further though, if you give them 5
supersede worldbuilding.
curative reagents and they realize they will have a remainder of
• Determine the related tool and ability on the table below:
one... then they start looking into “Well, how do we get a 6th!”
• Use the related tool and related to skill to determine your
crafting modifier using the following formula:
Depth and Complexity
Crafting Modifier = your Related Tool proficiency bonus +
This system has two goals: to be simple and easy to use, and to
your Related Ability Score modifier (your choice).
be deep and extensible. Naturally these are somewhat at odds,
and accomplished by having a great deal of optional depth. To
produce standard items with standard effects, the process for Expertise & Bonuses
Your crafting modifier includes expertise in a tool if you have it,
finding or buying the materials and using them to make what
but you cannot add any temporary bonus to it (such as guidance,
you want to make will be straightforward.
Bardic Inspiration, or other similar features). In general, you should
How much of the detail you want to engage with as a DM can
assume that no advantage or bonus applies to a crafting roll outside
be easily adjusted by how you hand out reagents. By sticking of the ones specified within this sytem.
to the standard ingredients and using their generic names,
the materials are no more complicated than handing out gold • Gather the required materials.
or other rewards (and can even be fully converted easily to a Materials can looted from humanoids, harvested from more
gold based system if you want the most simplified version), exotic creature types, purchased at stores, or gathered from
but if you’d like to have specific ingredient names and exotic the wilderness. The specifics of any material and where it can
ingredients there is information in the appendix you can draw be found is covered in the materials section.
from for that.
• Begin crafting! You can make progress in 2 hour
How to Craft increments. For each 2 hours spent, make a crafting roll
and compare the result to the DC listed for the item.
Crafting under this system is very simple. You collect the •
ingredients for a particular thing you want to make, and use

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Crafting can take place during down time, quick breaks,
or even during your long rests if your GM allows for Camp
Reference Prices
Actions. Plan your crafting time accordingly to the type of The prices of this system reference the default prices
crafting you want to do - most can be done in small increments presented for magic items in 5e, as follows. You don’t need to
of 2 hours, while some (like Alchemy) need to be completed in use this prices if you use an alternative economy, but the prices
one sitting. are presented in this default for easy of use and conversion.

• On failure, no progress is made. If you fail three times in a Default Pricing


row, the crafting fails and all materials are lost.
• On success, 2 hours of progress is made, and you can mark Rarity Consumable Price Price
your progress put it aside or continue to craft. Common 25-50 gp 50-100 gp
• Once your completed progress on an item is equal to the Uncommon 50-250 gp 101-500 gp
crafting time listed, the item is complete.
• You’re done! Enjoy your shiny new item! Rare 250-2,500 gp 501-5,000 gp
Very Rare 2,500-25,000 gp 5,001-50,000 gp
Special Reminders: Legendary 25,000+ gp 50,000+ gp.
Remember that you can “take 10” on a crafting recipe by doubling
the crafting time.
Converting Prices
The final say on any item is up to your GM. If they disagree with the
There are alternative pricing models presented in the appendix. If
written recipe, they are correct!
Don’t be afraid to ask where you can find materials - the GM wants you use a simple conversion, such as 1/10th pricing using some sort
you to engage with the world and find things! of silver based pricing, you can simply divide based on that. If you
have a more complicated pricing version, my recommendation is
to pick a few core items and use them as a point of reference for
Quick Reference a conversion formula (I’d recommend healing potions, +1/+2/+3
weapons, and plate armor).
Related Ability
Profession Related Tool
Score
Wisdom or
Valuable Gear
Alchemy Alchemy Supplies In some cases, you may want to make something that is more
Intelligence
valuable. While selling more valuable gear may be quite
Blacksmithing
Blacksmithing Strength difficult, as is often said, magic has expensive tastes. Many
Tools
magic items that an Enchanter might want require items of a
Cooking Cooking Supplies Wisdom certain value.
Enchanting Arcana Intelligence Here’s some examples of specific modifiers you can add to
increase the value of an item:
Engineering Carpentry Tools Intelligence
Jewelcrafting Jewerlery Tools Dexterity
Modifier Material Difficulty Value Added
Leatherworking
Leatherworking Dexterity Bejeweled Gemstones +1 per gem Value of Gem
Tools
Gilded 10 gold scaps +2 +20
Wisdom or
Poisoncraft Poisoner’s Kit
Intelligence
Additionally, you can generally increase the value of an
Wisdom or item simply by making it more ornate and exercising greater
Runecarving Varies
Intelligence craftsmanship. You can, when you start crafting an item, raise
Calligraphery the DC and/or crafting time of that item artificially. When you
Scrollscribing Intelligence do so, that items value is recalculated using the Labor Cost
Tools
Table in Appendix A.
Tinkering Tinkering Tools Intelligence
Here is a list of example break points of more expensive
Woodcarvering mundane items using different variations of material cost, DC,
Wandwhittling Dexterity
Tools and number of checks. These are all simply the iterations of
Woodcarving Woodcarvers Tools Dexterity the formula presented in Appendix A.
Name Materials Checks DC Price
Simple Item 1 sp 1 DC 8 2 sp
Complicated
1 sp 2 DC 15 36 gp
Item
Difficult Item 1 sp 8 DC 15 150 gp
Fancy Item 100 gp 8 DC 15 250 gp
Lavish Item 250 gp 7 DC 15 500 gp
Masterwork
1 gp 5 DC 20 1000 gp
Item

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To walk through these prices:

• A simple item listed here has 1 silver piece of materials,


and takes 1 check with a DC of 8. That is a labor cost of 1
sp, 1 sp of materials, and consequently, the item has a value
of 2 sp.
• A fancy item here has 100 gold pieces of materials, but also
takes 8 checks at a DC of 15! That is a labor cost of 144
gold and a small risk multiplier (the chance you lose your
materials) resulting in a value of 250 gold pieces.
• The presented masterwork item has very little material
cosst with only 1 gold piece, but is extremely hard to make
with 5 checks with a DC of 20, resulting a massive labor
cost of 995 gp, and a final value of 1,000 gold pieces.

So, for example, if you needed a Longsword that was worth


1000 gold pieces, you have a few options:

• 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.

Making Your Own Items


This system is designed to be extensible. While it contains
many things, it does not (and can not!) contain all the things.
You can find the rules for building new items in Appendix A:
Creating New Items.

Item Tag Key


At some points on the tables that follow you will see some
notification such as K. This represents an item that is not core
to 5e and has been added by the creator of this Compendium
(standing for Kibbles). Some other keys:

• GS = Griffon’s Saddlebag. Content used with permission


from Griffon’s Saddlebag
• DS = Dungeon Strugglers. Content licensed or
commissioned from Dungeon Strugglers.
• TAG = TheArenaGuy. Content provided by TheArenaGuy of
Spectre Creations.

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!

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your proficiency bonus to ability checks made with a tool) are
Crafting Time calculated into your crafting roll modifier, but do not add to an
the calculated DC the effects of that item have.
All items have a crafting time measured in hours. Crafting is
completed in 2 hour chunk. Some branches of crafting must
make all their checks consecutively (like Alchemy) while some
Temporary Bonuses
A crafting roll is a special type of ability check and you
do not (like Blacksmithing or Enchanting). A crafting roll is
cannot add temporary bonuses to your roll (such as Bardic
made every 2 hours. For each two hours, make a crafting roll.
Inspiration or the spell guidance) as the crafting roll represents
On success, you mark 2 hours of completed time. Once
the entire time you spend working the item.
the completed time is equal to the crafting time, the item is
complete. On failure, the crafting time is lost and no progress
You can gain can advantage if another player with proficiency
has been made during the 2 hours.
in the related tool helps for the whole crafting time.
If you fail three times in a row, the crafting is a failure and all
materials are lost.
Taking 10
When you craft something, double the crafting period (from
Crafting During a Rest 2 hours to 4 hours per check) to “take a 10” on the crafting
During a long rest, you can make up to 2 hours of progress roll, meaning that your crafting checks are 10 + your related
during a crafting project if you do nothing else during the ability score + your related tool proficiency. This provides a
long rest besides craft and sleep. During this time, you have floor level that you can always succeed on if you choose to take
disadvantage on any Wisdom (Perception) checks and a -5 to your time.
all Passive Perception checks as you are focused on your craft.
You can make 2 hours of progress on any crafting project by NPC Crafting
taking this camp action. For most projects, this progress can It should always be assumed that when NPCs are crafting, they take
be banked completing the project 2 hours at a time. For some this option, and thus craft more slowly but reliably. The slap-dash
types of crafting, like alchemy, you cannot make incremental speed crafting is largely the domain of the players, though at the
progress, but you can continue for 2 additional hours of DM’s discretion the players may convince a NPC to craft faster
assuming the risk of their materials.
crafting before or after a long rest in which you took the camp
action “craft” to get 4 hours (for example).
Workdays
Camp Actions When a character is spending all day working, they make
A recommended system is the Kibbles Camp Actions which can be 8 hours of progress, and cannot exceed 8 hours working on
found here and provide more formalized rules for how to make use a crafting project during a day. Players will occasionally want
of your time during a long rest. to work longer than 8 hours, but this fails to account for the
limitations of mortals - player characters still need to eat, sleep,
and will eventually lose their focus and ability to work. This
Crafting Rolls is primarily implemented for balance reasons, but also helps
Each profession lists the related ability modifier and tool model how much productive time a character can spend - they
used to calculate your crafting roll modifier. In many cases, are not just working 8 hours straight and idling for 8 hours, but
attempting to craft without the applicable tool is impossible. rather a model of the natural flow of a day, taking breaks, etc.
Your DM may allow improvised tools, and in that case the A DM can choose to overrule this and allow extreme crafting
check is made with disadvantage. days in special circumstances, but in almost all cases working
Beyond the tool, most branches of crafting require a heat over 8 hours on a crafting project would leave a character with
source, and some require more infastructure. These are one or more levels of Exhaustion.
generally approached logically and are at the discretion of the
DM. For an adventure looking for more portable workshop
tools, investigate the crafting utility magic and crafting utility
items sections - these offer additional avenues for increased
portable.

Here is a list of some of the additional requirements by


branch:
• Blacksmithing can perform minor crafts with a simple heat
source, but requires a forge and anvil to make new items.
• Alchemy and Cooking almost always requires a heat source.
• Tinkering, Jewelcrafting, and Poisoncraft sometimes
require a heat source.
• Enchanting, Scroll Scribing, Woodworking, Wand Whittling,
Poisoncraft, Leatherworking, Engineering, Runecarving
rarely require anything besides the tools of the profession.

Expertise
Features that grant tool expertise (the ability to add twice

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matter beyond defining its type, as the part of the reagent used
Materials is the fragment of magic contained within that is distilled out.
Reagents are the There are many different ways to make a
Without materials, there is nothing to craft from. Crafting potion. Consequently, the materials are sorted into categories.
does not make things from thin air, it makes more useful things These categories include curative, reactive, and poisonous.
from less useful things. Gathering the materials will be the These each come in the standard material rarities: common,
essential first step in any job. Materials are generally found in uncommon, rare, very rare, and legendary.
three ways. Reagents cannot be salvaged once they have been combined
into another form (such as potions, essences, or ink).
Loot & Salvaging Interchangeable Reagents
Nothing is useless when you have a party of crafters. One
All curative, reactive, and poisonous ingredients are
of the main sources of materials will be the things you find - interchangeable. This is intentional to drastically simplify the
nothing is useless when you have an expert craftsman in the crafting process and tracking thereof. Individual names are included
party. only to deepen the immersion of the finding and buying ingredients,
and can be treated as interchangeable by their label if preferred.
Gathered & Harvesting
How something is gathered varies on the profession - in
many cases, it can only be gathered when the opportunity
arises. Dragon scales, for example, are a lot easier to gather
when there is a dead dragon nearby. Be it harvesting rare
herbs, monster parts, or minerals, gathering is an opportunity
you won’t want to pass up.

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

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materials are contained within each branch of crafting, while essence this way, a caster at 11th level can make a rare
the rules for creating them yourself are under Enchanting, as it essence in this way, and a caster at 17th level or higher can
is their domain and skill set needed to do so. make a very rare essence this way. Legendary essences require
While all branches occasionally use essences when extra special rituals requiring more casters and take far longer - they
magical power is needed, they are the primary material of are exceedingly hard to make.
Enchanters, and their pricing can be found in that section. The type of essence produced depends on the source of the
Essences can be found as loot during the courses of your spell casting levels as per the table below:
adventures, but can also be harvested (from monsters),
salvaged (from magical equipment), synthesized (from Caster Essence Type
reagents), or created from the raw power of a spell caster,
though the method is long and arduous. InventorK Arcane
Essences are flexible in their exact nature. There are Bard Arcane
many paths to each desired outcome, and this flexibility is Cleric Divine
represented in Essences. While the traditional way to make a
Druid Primal
Belt of Hill Giant Strength may call for a Hill Giant heart as its
essence, and enchanting substituted a dragon heart as their Monk Psionic
primal essences may make a Belt of Dragon Strength that just OccultistK Any*
has the same statistical effect.
Paladin Divine
PsionK Psionic
Salvaging Essences
You also may be able to salvage magical essence from Ranger Primal
unwanted or broken magical items, though such a reclamation Sorcerer Arcane
process can be difficult, and rarely results in more than a Warlock Varies*
fraction of the essence infused into the original item. An item
returns one essence equal to its rarity when harvested. The Sorcerer Varies*
process takes 2 hours to complete, and does not work if the Wizard Arcane
item is currently attuned to any creature. An essence can only
be salvaged from permanent magic items; a permanent magic Special Cases Explained
item is one that recharges or does not have a limitation on its • Sorcerers produce a type based on their subclass; Dragon
charges or uses. A magic item with charges or uses can only be or Wild makes Primal, Divine Soul makes Divine, and Shadow
salvaged while it is at full charges or uses. makes Arcane.
• Warlocks likewise produce a type based on their subclass;
The item becomes nonmagical after the essence is salvaged Archfey makes Primal, Celestial makes Divine, and all others
from it. If it required magic to function or exist, it is destroyed. make Arcane.
• Occultist can produce any type, but takes 1.5x as long to produce
an Essence in this manner. A DM can rule based on the special
Synthesizing Essences circumstances of a character their power source may be different
In addition to harvesting essences from magical monsters than normal. This can stand in for Shaman, Witch, or Oracle
fully intact, a more approachable and incremental way is classes if you use those instead of Occultist.
to combine several reagents to get an essence. You have to • Inventor can stand in for any half-arcane caster of a
combine three reagents of the same rarity to gain one essence similar theme.
of that rarity. You can combine essences in the following ways:
A 1/2 or 1/3 caster would generate essences at 1/3 or 1/2 their
character level.
Essence Component Reagents
Arcane 1 curative, 1 poisonous, 1 reactive
Primal 3 reactive
Divine 2 curative, 1 reactive

This process takes 4 hours, and requires alchemy supplies


and a heat source.

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

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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.

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Purchasing Tables by Type


Leather & Hide
Materials Rarity Used For Price
Hide Scraps Trivial Leatherworking 1 sp
Leather Scraps Trivial Leatherworking 1 sp
Boiled Leather Common Leatherworking 3 gp
Hide Common Leatherworking 2 gp
Rawhide Leather Common Leatherworking 2 gp
Scales Common Leatherworking 1 gp
Tanned Leather Common Leatherworking 3 gp
Medium Carapace Common Leatherworking 4 gp
Large Carapace Common Leatherworking 30 gp
Tough Leather Uncommon Leatherworking 600 gp

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

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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

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Purchasing Table by Rarity


Trivial
Materials Rarity Used For Price
Firewood Trivial Cooking, Wood Working 1 cp
Wood Scraps Trivial Tinkering, Wood Working 2 cp
Fletching Trivial Wood Working 5 cp
Length of String Trivial Wood Working 5 cp
Metal Scraps Trivial Tinkering, Blacksmithing 1 sp
Silver Scraps Trivial Jewelcrafting 1 sp
Hide Scraps Trivial Leatherworking 1 sp
Leather Scraps Trivial Leatherworking 1 sp
Buckle Trivial Leatherworking 2 sp
Supplies (Salt, Staples, etc) Trivial Cooking 1 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

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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

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Exotic Creature Harvesting


Harvesting & Looting Applicable Targets: Aberration, Constructs, Dragons,
Monstrosities, Plants, Some Undead
Harvesting and looting are two paths to the same place,
but generally depend on what kind of foe the enemy has A random roll is performed to judge what can be harvested
vanquished and is not collecting the stuff of. Typically from the monster. For Dragons and Monstrousities, a Wisdom
humanoid creatures that carry stuff are candidates for the (Medicine) check is required to harvest the material without
Individual Treasure tables, awhile Aberrations, Beasts, destroying it, for Constructs, an Intelligence (Arcana) check
Dragons, Monstrosities, and Plants are harvesting candidates. is required, and for Plants an Intelligence (Nature) check is
If you don’t normally provide loot equivalent to default required. Exotic Harvesting takes 10 minutes. At your DMs
treasure tables, you don’t need to start providing loot discretion, it may take longer for larger creatures.
equivalient to them using these new tables, simple apply these If a beast is sufficiently magical, poisonous, or vemous, a
tables as frequently as it makes sense for your game. DM can opt to use the Dragon & Monstrosity table for exotic
Remember that you can fully mix and match as it makes harvesting, but this should be rare - even a poisonous beast is
sense - you can replace coinage with gems or art pieces, you usually too mundane for the magical properties of harvested
can replace crafting items that wouldn’t make sense with materials, and a beast should always be rolled on the 0-4 CR
coinage, gems, or art pieces, etc. The tables are merely a guide table regardess of its CR.
and convenience for what sort of range of materials should At a DMs discretion, some Undead may be harvested as well
come from what sort of creature. if there is something that would make sense for them provide
in this manner, in which case the would use an Intelligence
(Arcana) check. Undead are less likely to provide anything of
Harvesting use, simply having a rare chance of providing arcane essences,
The Harvesting tables replace the Individual Treasure for though some would consider the use of these essences evil.
Aberration, Beast, Dragon, Monstrosity, and Plant type
creatures. Double Harvesting
If a monster is applicable for both Basic Harvesting and Exotic
Remnants Harvesting, you can perform both, but the second check rolled has
Remnants optional replace the Individual Treasure table for disadvantage on the skill check to successfully gather the materials.
creatures that leave behind no body on death, like Elementals,
Celestials, or Fiends (ones that leave behind a body can use the Exotic Remnants
Harvesting table).
Applicable Targets: Celestials, Elementals, Fiends, Some
Undead
Loot Some creatures typically do not leave behind corpses. While
The Loot tables optionally replace the Individual Treasure for these most often disappear without a trace, sometimes they
Humanoid type creatures - you can use this table in all cases or will leave behind a fragment of the magical forces that powered
in some cases. them as a remnant, in the form of a reagent or essence. These
are less likely to result in a crafting item, but don’t require any
Recommendation check to gather it successfully. Gathering remnants is simple to
I would recommend using the table for all humanoid enemies, but do, and requires only 1 minute.
using the equivalent gold value for roughly half of enemies to keep
gold flowing into the PCs pockets while also providing abundant Applying Material Tables
crafting supplies. As a DM, never feel compelled to roll on a table if you feel it makes
sense to do something else. The tables provide a baseline, but if
Hoards you feel that it makes sense of a given monster to leave behind a
given material, simply do so, requiring the check that seems most
Rather than replacing the hoard tables, simple use the default
appropriate (using the tables as a guide if you wish).
hoard table and replace an amount of coins, gems, and art
pieces with crafting materials. This ensures that players are
still getting the sort of loot the expect, but also fills in new
materials into things that would often fill little role beside
being converted to coinage at a later date.

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.

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Exotic Harvesting (CR 0-4)


d100 DC Dragon/Giants/ Construct Aberration Undead Plant
Monstrosities
01-20 8 -- Parts -- -- --
31-50 8 Common Poisonous Fancy Parts Common Reactive -- Common Poisonous
Reagent Reagent Reagent
51-70 8 Common Reactive Fancy Parts Common Curative -- Common Curative
Reagent Reagent Reagent
86-00 8 Common Primal Common Arcane Common Psionic Common Arcane Common Primal
Essence Essence Essence Essence Essence

Exotic Remnants (CR 0-4)


d100 Celestial Fiend Elemental Incorporal Undead
01-50 -- -- -- --
51-80 -- -- Common Reactive Reagent --
81-00 Common Divine Essence Common Arcane Essence Common Primal Essence Common Divine Essence

Exotic Harvesting (CR 5-10)


Dragon/Giants/
d100 DC Construct Aberration Undead Plant
Monstrosities
Uncommon Common Reactive Common Arcane Common Poisonous
01-30 10 Fancy Parts
Reactive Reagent Reagent Essence Reagent
Uncommon Uncommon 1d4 Common Uncommon
31-60 10 1d4 Fancy Parts
Poisonous Reagent Reactive Reagent Poisonous Reagent Poisonous Reagent
1d4 Uncommon
1d4 Uncommon Uncommon 1d4 Uncommon
61-80 10 1d6 Fancy Parts Poisonous
Reactive Reagent Curative Reagent Curative Reagent
Reagents
Uncommon Primal Uncommon Arcane Uncommon Arcane Uncommon Divine Uncommon Primal
81-90 10
Essence Essence Essence Essence Essence
Uncommon Primal Uncommon Arcane Uncommon Psionic Uncommon Arcane Uncommon Primal
91-00 10
Essence Essence Essence Essence Essence

Exotic Harvesting (CR 5-10)


Dragon/Giants/
d100 DC Construct Aberration Undead Plant
Monstrosities
Uncommon Common Reactive Common Arcane Common Poisonous
01-30 10 Fancy Parts
Reactive Reagent Reagent Essence Reagent
Uncommon Uncommon 1d4 Common Uncommon
31-60 10 1d4 Fancy Parts
Poisonous Reagent Reactive Reagent Poisonous Reagent Poisonous Reagent
1d4 Uncommon
1d4 Uncommon Uncommon 1d4 Uncommon
61-80 10 1d6 Fancy Parts Poisonous
Reactive Reagent Curative Reagent Curative Reagent
Reagents
Uncommon Primal Uncommon Arcane Uncommon Arcane Uncommon Divine Uncommon Primal
81-90 10
Essence Essence Essence Essence Essence
Uncommon Primal Uncommon Arcane Uncommon Psionic Uncommon Arcane Uncommon Primal
91-00 10
Essence Essence Essence Essence Essence

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Exotic Remnants (CR 5-10)


d100 Celestial Fiend Elemental Incorporal Undead
01-20 -- -- -- --
Common Curative Common Reactive Common Reactive
21-50 Common Poisonous Reagent
Reagent Reagent Essence
Uncommon Curative Uncommon Reactive Uncommon Reactive
51-80 Uncommon Poisonous Reagent
Reagent Reagent Essence
Common Divine Common Arcane Common Primal
81-90 Common Arcane Essence
Essence Essence Essence
Uncommon Divine Uncommon Arcane Uncommon Primal
91-00 Uncommon Arcane Essence
Essence Essence Essence

Exotic Harvesting (CR 11-16)


Dragon/Giants/
d100 DC Construct Aberration Undead Plant
Monstrosities
Uncommon Uncommon Uncommon Uncommon
01-30 12 Esoteric Parts
Reactive Reagent Reactive Reagent Poisonous Reagent Poisonous Reagent
Uncommon Primal Uncommon Psionic Uncommon Arcane Uncommon Primal
31-60 12 1d4 Esoteric Parts
Essence Essence Essence Essence
Rare Reactive Uncommon Arcane Rare Reactive Rare Poisonous Rare Curative
61-70 12
Reagent Essence Reagent Reagent Reagent
Rare Poisonous Uncommon Arcane Rare Poisonous Uncommon Arcane Rare Poisonous
71-80 12
Reagent Essence Reagent Essnece Reagent
Rare Primal Rare Arcane Rare Arcane Rare Divine Rare Primal
81-90 12
Essence Essence Essence Essence Essence
Rare Primal Rare Arcane Rare Psionic Rare Arcane Rare Priaml
91-99 12
Essence Essence Essence Essnece Essence
Very Rare Primal Very Rare Arcane Very Rare Psionic Very Rare Arcane Very Rare Primal
00 12
Essence Essence Essence Essence Essence

Exotic Remnants (CR 11-16)


d100 Celestial Fiend Elemental Incorporal Undead
Uncommon Curative Uncommon Reactive Uncommon Reactive Uncommon Poisonous
01-20
Essence Reagent Reagent Reagent
Uncommon Divine Uncommon Arcane Uncommon Primal Uncommon Arcane
21-50
Essence Essence Essence Essence
51-80 Rare Curative Reagent Rare Reactive Reagent Rare Reactive Reagent Rare Poisonous Reagent
Rare Divine Arcane
81-00 Rare Divine Essence Rare Primal Essence Rare Arcane Essence
Essence

Exotic Harvesting (CR 17+)


Dragon/Giants/
d100 DC Construct Aberration Undead Plant
Monstrosities
1d4 Rare Reactive 1d4 Rare Reactive 1d4 Rare 1d4 Rare
01-30 15 1d4 Esoteric Parts
Reagent Reagent Poisonous Reagent Poisonous Reagent
Rare Primal Rare Arcane Rare Psionic Rare Arcane Rare Primal
31-50 15
Essence Essence Essence Essence Essence
Very Rare Primal Very Rare Arcane Very Rare Arcane Very Rare Arcane Very Rare Primal
51-89 15
Essence Essence Essence Essence Essence
Legendary Primal Legendary Arcane Legendary Arcane Legendary Divine Legendary Primal
90-94 15
Essence Essence Essence Essence Essence
Legendary Primal Legendary Arcane Legendary Psionic Legendary Arcane Legendary Primal
95-00 15
Essence Essence Essence Essence Essence

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Exotic Remnants (CR 17+)


d100 Celestial Fiend Elemental Incorporal Undead
01-20 Rare Curative Essence Rare Reactive Reagent Rare Reactive Reagent Rare Poisonous Reagent
21-50 Rare Divine Essence Rare Arcane Essence Rare Primal Essence Rare Arcane Essence
51-69 Very Rare Curative Very Rare Reactive Very Rare Reactive Very Rare Poisonous
Reagent Reagent Reagent Reagent
70-89 Very Rare Divine Essence Very Rare Arcane Essence Very Rare Primal Essence Very Rare Arcane Essence
90-00 Legendary Divine Essence Legendary Arcane Essence Legendary Primal Essence Legendary Arcane Essence

Hide and Meat Harvesting


Creature Size Difficulty Hide Meat
Tiny N/A Nothing Nothing
1d4 x hide scraps or 1 x small carapace or
Small DC 12 Nothing
1d4 x scales
Medium DC 10 1 x hide or 1 x large carapace or 2d6 x scales 1 common meat
2 x hides or 2 x large carapaces or 3d6 x
Large DC 12 1d4 common meat
scales
3 x hides or 3 x large carapaces or 4d6 x
Huge DC 14 2d6 common meat
scales
4 x hides or 4 x large carapaces or 5d6 x
Gargantuan DC 14 3d8 common meat
scales

• 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.

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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

Individual Treasure (CR 5-10)


d100 Materials Found Coinage Equivalent Gold Value
01-30 1d4 Fancy Parts 1d10(6) gp, 1d10(6) sp 36 gp, 6 sp
31-40 1d10 Parts, 1d20 Leather Scraps, 1d20 Metal Scraps 1 pp, 1d10 gp, 2d10 sp 30 gp
41-50 Uncommon Poisonous Reagent 1d6 x 10(35) gp 75 gp
51-60 Uncommon Curative Reagent 1d6 x 10(35) gp 75 gp
61-80 Uncommon Reactive Reagent 1d6 x 10(35) gp 75 gp
81-90 Uncommon Magical Ink, Uncommon Parchment 1d6 x 10(35 gp) 125 gp
91-94 Esoteric Parts 2d6 x 10 (70 gp) 170 gp
95-96 Uncommon Divine Essence 1d6 x 10(35) gp 185 gp
97-98 Uncommon Primal Essence 1d6 x 10(35) gp 185 gp
99-00 Uncommon Arcane Essence 1d6 pp 185 gp

Individual Treasure (CR 11-16)


d100 Materials Found Equivalent Gold Value
01-20 2 x Mithril Ingots, 2 x Adamantine Ingot, 2 x Fancy Parts 300 gp
21-40 Rare Branch, Uncommon Branch, Rare Poisonous Reagent 305 gp
41-50 Rare Magical Ink, Rare Curative Reagent 400 gp
51-60 Rare Reactive Reagent, 2 x Rare Supplies 400 gp
61-70 10 x Uncommon Reagents 400 gp
71-80 Uncommon Divine Essence, Uncommon Primal Essence 400 gp
81-90 Rare Reactive Reagent, Rare Poisonous Reagent, Rare Curative Reagent 600 gp
91-94 Tough Leather 600 gp
95-96 Rare Divine Essence 700 gp
97-98 Rare Primal Essence 700 gp
99-00 Rare Arcane Essence 700 gp

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Individual Treasure (CR 17+)


d100 Materials Found Equivalent Gold Value
01-15 Very Rare Branch, Very Rare Parchment, Rare Arcane Essence 3,500 gp
16-30 Very Rare Curative Reagent, Very Rare Poisonous Reagent, Rare Primal Essence 5,000 gp
31-45 Very Rare Poisonous Reagent, Very Rare Reactive Reagent, Rare Arcane Essence 5,000 gp
46-60 Very Rare Curative Reagent, Very Rare Reactive Reagent, Rare Divine Essence 5,500 gp
61-70 Very Rare Divine Essence 7,000 gp
71-80 Very Rare Primal Essence 7,000 gp
81-90 Very Rare Arcane Essence 7,000 gp
95-96 Legendary Curative Reagent, Legendary Poisonous Reagent 10,000 gp
97-98 Legendary Poisonous Reagent, Legendary Reactive Reagent 10,000 gp
99-00 Legendary Curative Reagent, Legendary Reactive Reagent 10,000 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.

Treasure Crafting Substitutions Challenge 0-4


d100 Materials Found Equivalent Gold Value
01-25 5 steel ingots 10 gp
26-40 10 tanned leather 30 gp
41-50 10 steel ingots, 50 scales, 10 rawhide leather 90 gp
51-60 2 common curative reagents, 2 common reactive reagents, 2 common poisonous reagents 90 gp
61-70 1 mithril ingot, 1 common arcane essence, 1 common divine essence 105 gp
71-80 1 uncommon magical ink, 1 uncommon parchment, large carapace, 1 uncommon supplies 120 gp
81-90 2 fancy parts, 2 mithril ingots, 1 rare poisonous reagent, 1 rare reactive reagent 140 gp
91-99 1 esoteric part, 1 adamantine ingot, 1 rare curative reagent 200 gp
00 1 uncommon arcane essence, 1 common divine essence, 1 common primal essence 235 gp

Treasure Crafting Substitutions Challenge 5-10


d100 Materials Found Equivalent Gold Value
01-25 20 steel ingots, 20 rawhide leather, 20 fancy parts, 20 scales, 10 quality branches 360 gp
26-40 4 uncommon curative reagent, 4 uncommon poisonous reagents, 4 uncommon reactive 480 gp
reagents
41-50 1 rare magical ink, 1 rare parchment, 2 adamantine ingots 520 gp
51-60 10 fancy parts, 10 mithril ingots, 2 rare branches 560 gp
61-70 2 rare supplies, rare branch, 2 uncommon divine essences 580 gp
71-80 1 uncommon arcane essence, 1 uncommone primal essence, 2 rare curative reagents, 2 600 gp
rare branches, 1 adamantine ingot
81-90 3 esoteric part, 3 rare curative reagent, 3 rare poisonous reagent, 3 rare reactive reagent 680 gp
91-99 1 tough leather, 1 uncomon arcane essence, 1 uncommon divine essence, 1 uncommon 950 gp
primal essence
00 1 rare arcane essence, 1 uncommon divine essence, 1 uncommon primal essence 1,000 gp

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Treasure Crafting Substitutions Challenge 11-16


d100 Materials Found Equivalent Gold Value
01-25 10 adamantine ingots, 4 tough leather, 4 esoteric parts, 4 very rare branches, 10 mithril 6,900 gp
ingots
26-40 5 rare curative reagents, 5 rare poisonous reagents, 5 rare reactive reagents, 2 very rare 11,000 gp
parchment, 2 very rare magical ink
41-50 5 tough level, 20 dragon scales, 4 rare primal essences, 4 rare divine essences; 5 rare rare 11,300 gp
reactive reagents, 5 rare curative reagents, 5 Adamantine Ingots
51-60 15 esotertic parts, 15 rare supplies, 1 very rare arcane essence, 3 rare poisonous reagents, 11,400 gp
4 rare curative reagents
61-70 5 firesteel ingots, 1 very rare parchment, 2 very rare reactive reagents, 2 very rare 12,250
poisonous reagents
71-80 1 very rare divine essence, 2 rare arcane essences, 2 very rare curative reagent 12,400 gp
81-90 1 very rare primal essence, 2 rare divine essences, 2 very rare poisonous reagent 12,400 gp
91-99 1 very rare arcane essence, 2 rare primal essences, 2 very rare reactive reagent 12,400 gp
00 1 very rare arcane essence, 1 very rare divine essence, 1 very rare primal essence. 21,000 gp

Treasure Crafting Substitutions Challenge 17+


d100 Materials Found Equivalent Gold Value
01-25 10 esoteric parts, 10 darksteel ingots, 10 firesteel ingots, 10 icesteel ingots, 5 very rare 20,000 gp
parchment, 20 admantine ingots, 20 mitril ingots
26-40 4 very rare curative reagents, 4 very rare reactive reagents, 4 very rare poisonous reagents 24,000 gp
41-50 10 tough leather, 1 legendary magical ink, 1 legendary parchment, 4 very rare curative 24,000 gp
reagents
51-60 legendary curative reagent, legendary reactive reagent, legendary poisonous reagent, 2 29,000 gp
very rare primal essences
61-70 20 rare supplies, 20 esoteric parts, 20 rare reactive reagents, 20 rare curative reagents, 20 29,000 gp
rare poisonous reagents, 10 rare divine essence, 10 rare arcane essences, 10 rare divine
essences
71-80 legendary divine essence, 2 very rare primal essences, 2 legendary reactive reagents 49,000 gp
81-90 legendary primal essence, 2 very rare arcane essences, 2 legendary poisonous reagents 49,000 gp
91-99 legendary arcane essence, 2 very rare divine essences, 2 legendary curative reagents 49,000 gp
00 legendary arcane essence, legendary primal essence, legendary divine essence 75,000 gp

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Gather Reagents
Gathering Tables Reagents are harvested with making a Wisdom ability check.
If have an Herbalism kit and are proficient with it, you can add
Many of the materials can simply be found growing in the wild, your proficiency modifier to the roll.
and can be gathered by someone that knows what to look for
and spends the time doing just that. When traveling at a slow
pace through wilderness for 8 hours or more (i.e. not urban
Search for Materials
Materials can be harvested with your choice of a Strength,
land or farmland) you can make a gathering check, but have
Dexterity, or Wisdom ability check. If you have proficiency with
disadvantage on the check to harvest anything found.
Survival, you can add your proficiency modifier to the roll.
If you dedicate 8 hours to gathering without traveling, you can
make two checks (without disadvantage) or find one item other Hunt Game
than an essence of their choice that is available within that Food can be gathered with with your choice of a Dexterity or
biomes table (making the skill check from the corresponding Wisdom ability check. If you have proficiency with Survival,
line of the table to harvest it) or 1d12 of any trivial time you can add your survival modifier to the roll.
(making a DC 8 skill check to harvest it)
Intentionally Slow
The found items then have to be gathered. You can choose Gathering is a time gated system. It is not intended to be the
to gather reagents, search for materials, or hunt wild game. primarily source of materials. Rather than being balanced against
Roll a d100 and consult the corresponding table below for the the loot tables, it’s balanced against the down time activities (and
relevant biome to determine what is found. consequently not particularly efficient).

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

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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

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Hunt Game
d100 DC Caves Underdark Graveyards Shore Tundra
fresh fresh
01-30 12 supplies -- --
ingredients ingredients
1d4 fresh fresh 1d4 fresh
31-60 12 -- fresh ingredients
ingredients ingredients ingredients
1d8 fresh
fresh
61-90 12 1d4 hides 1d4 hides ingredients 1 1d4 fresh ingredients 1 hide
ingredients
supplies
1d6 fresh
1d6 fresh 1d6 fresh fresh
ingredients
91-00 12 ingredients 1d4 ingredients 1d4 ingredients 1 1d6 fresh ingredients 1d4 hides
1 medium
hides hides hide scraps
carapace

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

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Alchemy Quick Reference


Alchemy is a crafting art that almost all adventures have some While each step will go into more depth, the quick reference
degree of interest in the results of. The source of the ever allows you to at a glance follow the steps to make a potion in
in demand Healing Potions, it is a versatile trade that fuels its most basic form:
(sometimes quite literally) the adventuring life.
It doesn’t take many experiences with the powers of • Select a potion that you would like to craft from the
potions for an adventure to consider if they can get away with “Standard Potions Crafting Table”.
simmering a healing potion next to the stew over that night’s • Acquire the items listed in the materials column for that
cooking fire... of course it’s easier said than done for the result potion.
of such things to come away not poisonous. • Use your Alchemy Supplies tool to craft the potion using
Alchemy tends to be a very quick form of crafting, but with • the number hours listed in the Crafting Time column, or
this comes additional risks with most crafts resting on a single during a long rest using the crafting camp action if the
roll, and failure resulting in the loss of all materials. Although crafting times is 2 hours or less. Alchemy items must be
taking that chance is frequently worth it during a busy crafted in a single session.
adventuring season, consider the “Taking 10” option outlined • For every 2 hours, make a crafting roll of 1d20 + your
in the craft introduction when speed is not of the essence. Intelligence or Wisdom modifier (your choice) + your
proficiency bonus with Alchemy Supplies. You can abort
the craft after a bad crafting roll if you wish, this counts as
Related Tool & Ability Score a failure.
Alchemy works using Alchemy Supplies. Attempting to craft • On success, you mark 2 hours of completed time. Once
a potion without these will almost always be made with the completed time is equal to the crafting time, the magic
disadvantage, and proficiency with these allows you to add item is complete. On failure, the crafting time is lost and
your proficiency to any alchemy crafting roll. no progress has been made during the 2 hours. If you fail 3
Alchemy uses your choice of your Intelligence or Wisdom times in a row, the crafting is a failure and all materials are
modifier. lost.

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Crafting Walk Through: Alchemy


Shelf Life & Expired Potions Here’s a quick example of how alchemy will often play out in a game.
A unique attribute to alchemy, potions once crafted have Caius the Wizard is saved from being eaten by a giant plant monster.
a shelf life of 1 year before coming expired. This shelf life He wants to know if his suffering was worth anything, so he asks the
is shortened to 1 month if the potion contains any reactive GM if there was any loot. There wasn’t. Was there anything to harvest
from the monster? Well, that’s always possible. The GM asks for a d100.
ingredient.
Caius rolls a 54.
If an expired potion is used or consumed within double It was just a CR 4 monster, so the GM consults the table and asks
its shelf life, roll a d4. On a 1, you become poisoned for 1 for a DC 8 Nature Check. Fortunately Caius the Wizard has a +3, so
minute. On a 2 or 3, the potion will work with reduced effect; only needs a 5, and rolls an 8. Harvesting successful and now he has 1
it’s duration will be halved if it had a duration, and damage or common curative reagent.
healing it dealt with by halved. On a 4, it works as expected. Knowing that he’s going to need some healing potions to survive the
Any potion that is older than twice its shelf life has no effect next plant monster, he consults the table and realizes that with just 2
besides causing the imbiber to become poisoned for 1 minute. more curative reagents and a glass vial he’d have enough materials.
Next time they walk through a forest, Caius the Wizard asks the GM
if there are any reagents about. Slowing down to a slow pass, he can
Crafting Roll make a gathering check with disadvantage, and attempts to gather
reagents. Rolls the d100, and comes up with a 73. The GM asks for a DC
Putting that together means that when you want to work on 10 gathering check using herbalism kit, with disadvantage as they were
Alchemy, your crafting roll is as follows: travelling. Caius doesn’t have proficiency, but has +1 wisdom, so needs a
9 or higher. He rolls a 14!
Alchemy Modifier = your Alchemy Supplies tool proficiency The results in 1d4 common curative reagents. He rolls a 2. That’s all
bonus + your Intelligence or Wisdom modifier (your choice). the curative reagents he needed! He cleans out the remains of an old
healing potion to get a glass vial, and next time they camp, he spends his
camp action (2 hours) trying to make a healing potion.
Success and Failure He needs to succeed only once, DC 13. Fortunately he has proficiency
For Alchemy, after you make the crafting roll and succeed in Alchemy Supplies, and a +3 Intelligence, meaning his check is at +5.
marks your progress on a crafting project. If you succeed, you He needs an 8 or higher.
...He rolls a 3. This a failure! But all is not lost, he can keep trying
make 2 hours of progress toward the total crafting item (and
until he fails 3 times in a row... but he’s already spent his 2 hours, and
have completed one of the required checks for making an alchemy checks must be made consequetively.
item). Checks for Alchemy must be consecutive, meaning that Not wanting to lose his precious hard won reagents, he stays up
if you wish to continue after a failed craft, you need to extend late making another check. He rolls a 10! This results in a 15! He’s
your crafting time. successfully made a Healing Potion!
Failure means that no progress is made during that time. Unfortunately he’s stayed up too late, but the next morning the party
Once an item is started, even if no progress is made, the lets him sleep in to avoid the level of exhaustion.
components reserved for that item can only be recovered Two days later, Vandrin the Cleric, the groups only healer, is on
via salvage. If you fail three times in a row, all progress and death’s door! A quick swig of the healing potion gets him back on his
feet, and the day is won thanks to the hard work of making a potion, and
materials are lost and can no longer be salvaged.
adventurers keep a keen out for more of those curative reagents!

Alchemy Saving Throw


Some alchemical creations trigger a saving throw. In instances
that they do, the following is the formula for calculating the
saving throw. The saving throw is calculated at the time of
creation based on the creators attributes and proficiency, and
does not change once it is created.

Alchemy DC = 8 + your Alchemy Supplies tool proficiency


bonus + your Intelligence or Wisdom Modifier (your choice).

Herbalist’s Limited Alchemy


While herbalism is primarily used for gathering herbs, a creature
with proficiency with Herbalism Kits has a limited proficiency
in creating potions in addition to gathering herbs. You can use
proficiency with an Herbalism Kit in place of Alchemy supplies
when creating healing potions, antidotes, antitoxins, and
potions of poison.
When crafting in this way, you use an Herbalism Kit and proficiency
with it in place of Alchemy Supplies. This crafting otherwise works
the same as using Alchemy Supplies.
You can add additional reagent modifiers when crafting in this way.

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Potions Crafting Table


Name Materials Crafting Time Checks Difficulty Rarity Value
2 common curative reagent
Antitoxin 1 common poisonous reagent 2 hours 1 DC 13 common 50 gp
1 glass vial
3 common curative reagent
Healing Potion 2 hours 1 DC 13 common 50 gp
1 glass vial
1 common reactive
1 common poisonous
Potion of Climbing 2 hours 1 DC 14 common 85 gp
1 uncommon reactive
1 glass vial
2 uncommon reactive reagent
Potent Alchemical
1 uncommon poisonous reagent 2 hours 1 DC 15 uncommon 140 gp
AcidK
1 glass flask
3 uncommon reactive reagent
Potent Alchemical FireK 2 hours 1 DC 15 uncommon 140 gp
1 glass flask
2 common reactive
1 common poisonous
Potion of Animal
1 uncommon curative 2 hours 1 DC 13 uncommon 145 gp
Friendship
1 primal common essence
1 glass vial
1 common reactive reagent
Potion of Firebreath 1 uncommon reactive reagent 2 hours 1 DC 15 uncommon 75 gp
1 glass vial
1 common reactive reagent
1 uncommon curative reagent
Potion of Growth 2 hours 1 DC 14 uncommon 115 gp
1 uncommon reactive reagent
1 glass vial
1 common curative reagent
Greater Healing Potion 2 uncommon curative reagent 2 hours 1 DC 15 uncommon 120 gp
1 glass vial
1 common poisonous
Potion of Poison 1 uncommon poisonous 2 hours 1 DC 13 uncommon 65 gold
1 glass vial
1 uncommon primal essence
1 uncommon reactive reagent
Potion of Resistance 2 hours 1 DC 15 uncommon 240 gp
1 common curative reagent
1 glass vial
1 common reactive
Potion of Water 1 uncommon poisonous
2 hours 1 DC 15 uncommon 120 gp
Breathing 1 uncommon reactive
1 glass vial
1 uncommon primal essence
Potion of Hill Giant
1 uncommon reactive reagent 4 hours 2 DC 15 uncommon 260 gp
Strength
1 uncommon curative reagent
2 rare reactive reagent
Liquid LightningDS 1 uncommon primal essence 2 hours 1 DC 16 rare 640 gp
1 glass vial
1 uncommon reactive
1 uncommon poisonous
1 rare curative
Potion of Clairvoyance 2 hours 1 DC 16 rare 570 gp
1 rare reactive
1 arcane common essence
1 glass vial
1 uncommon curative
1 uncommon reactive
Potion of Gaseous Form 1 rare curative 2 hours 1 DC 16 rare 560 gp
1 rare reactive
1 glass vial
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Potions Crafting Table (Cont)
Name Materials Crafting Time Checks Difficulty Rarity Value
1 uncommon curative
1 rare curative
Potion of Diminution 2 hours 1 DC 15 rare 480 gp
1 rare poisonous
1 glass vial
1 uncommon curative
1 uncommon reactive
1 rare curative reagent
Potion of Heroism 2 hours 1 DC 15 rare 480 gp.
1 rare reactive reagent
1 common divine essence
1 glass vial
1 uncommon poisonous
1 uncommon reactive
Potion of Mind Reading 1 rare poisonous 2 hours 1 DC 16 rare 550 gp
1 rare reactive
1 glass vial
2 rare reactive reagent
Powerful Alchemical
1 rare poisonous reagent 2 hours 1 DC 17 rare 690 gp
AcidK
1 glass flask
Powerful Alchemical 3 rare reactive reagent
2 hours 1 DC 17 rare 690 gp
FireK 1 glass flask
2 uncommon curative
Superior Healing Potion 2 rare curative 4 hours 2 DC 15 rare 525 gp
1 glass vial
1 rare reactive reagent
Draught of DamnationK 1 rare poisonous reagent 4 hours 2 DC 16 rare 680 gp
1 uncommon arcane essence
1 uncommon curative
1 rare curative
Supreme Healing Potion 2 very rare curative 4 hours 2 DC 18 very rare 5000 gp
1 uncommon divine essence
1 crystal vial
2 uncommon reactive
2 rare curative
2 very rare reactive 5,500
Potion of Flying 4 hours 2 DC 19 very rare
1 uncommon primal essence gp
1 uncommon arcane essence
1 crystal vial
2 uncommon reactive
2 rare curative
5,200
Potion of Invisibility 1 very rare reactive 4 hours 2 DC 19 very rare
gp
1 very rare curative
1 crystal vial
2 uncommon reactive
2 rare reactive
1 very rare reactive
Potion of Speed 4 hours 2 DC 20 very rare 6150 gp
1 very rare curative
1 rare arcane essence
1 crystal vial
1 legendary curative reagent
2 very rare curative reagents 54,000
PanaceaK 8 hours 4 DC 24 legendary
1 legendary curative reagent gp
1 crystal vial
1 legendary reactive reagent
Potion of Storm Giant 1 legendary curative reagent 25,000
8 hours 4 DC 23 legendary
Strength 1 very rare primal essence gp
1 crystal vial

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Concoctions Crafting Table


Name Materials Crafting Checks Difficulty Rarity Value
Time
2 common reactive reagent
Alchemical AcidK 1 common poisonous reagent 2 hours 1 DC 13 common 50 gp
1 glass flask
3 common reactive reagent
Alchemical FireK 2 hours 1 DC 13 common 50 gp
1 glass flask
3 common reactive reagent
Alchemical NapalmK 1 common curative 2 hours 1 DC 14 common 70 gp
1 glass flask
2 common reactive reagents
Bottled WindK 2 hours 1 DC 14 common 40 gp
1 glass flask
Either (a) 1 finely shredded scroll of
web or (b) 2 uncommon poisonous
Sticky Goo PotionK reagents 2 hours 1 DC 14 uncommon 140 gp
1 uncommon reactive reagent
1 glass flask

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

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Magical Ink
Name Materials Crafting Checks Difficulty Rarity Value
Time
2 common alchemical reagent
Common Magical Ink 2 hours 1 DC 10 Common 30 gp
1 glass vial
Uncommon Magical 2 uncommon alchemical reagent
2 hours 1 DC 12 Uncommon 80 gp
Ink 1 glass vial
2 rare alchemical reagent
Rare Magical Ink 2 hours 1 DC 14 Rare 400 gp
1 glass vial
2 very rare alchemical reagent
Very Rare Magical Ink 4 hours 2 DC 16 Very Rare 4,000 gp
1 glass vial
2 legendary alchemical reagent
Legendary Magical Ink 8 hours 4 DC 18 Legendary 10,000 gp
1 glass vial

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

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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

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effect ends after you exhale the fire three times or when 1 hour Potion of Resistance
has passed. This potion’s orange liquid flickers, and smoke fills
Potion, uncommon
the top of the container and wafts out whenever it is opened.
When you make this potion, you can make it resist one
Potion of Gaseous Form particular image type. For Necrotic or Radiant resistance,
Potion, rare substitute an uncommon divine essence for the primal
essence. For Force resistance, substitute an uncommon
When you drink this potion, you gain the effect of the gaseous arcane essence. For psychic, substitute an uncommon psionic
form spell for 1 hour (no concentration required) or until you essence.
end the effect as a bonus action. This potion’s container seems
to hold fog that moves and pours like water. The color of the potion depends on what kind of resistance it
is, often having that element swirling within it.
Potion of Growth When you drink this potion, you gain resistance to the selected
Potion, rare damage type of the potion for 1 hour.
When you drink this potion, you gain the “enlarge” effect of the
enlarge/reduce spell for 1d4 hours (no concentration required). Potion of Speed
The red in the potion’s liquid continuously expands from a tiny Potion, very rare
bead to color the clear liquid around it and then contracts.
Shaking the bottle fails to interrupt this process. When you drink this potion, you gain the effect of the haste
spell for 1 minute (no concentration required). The potion’s
yellow fluid is streaked with black and swirls on its own.
Potion of Heroism
Potion, rare
Potion of Water Breathing
For 1 hour after drinking it, you gain 10 temporary hit points Potion, uncommon
that last for 1 hour. For the same duration, you are under the
effect of the bless spell (no concentration required). This blue You can breathe underwater for 1 hour after drinking this
potion bubbles and steams as if boiling. potion. Its cloudy green fluid smells of the sea and has a
jellyfish-like bubble floating in it.
Potion of Invisibility
Potion, very rare Potion of Mind Reading
Potion, rare
This potion’s container looks empty but feels as though it holds
liquid. When you drink it, you become invisible for 1 hour. When you drink this potion, you gain the effect of the detect
Anything you wear or carry is invisible with you. The effect thoughts spell (save DC 13, no concentration required) for 1
ends early if you attack or cast a spell. hour. The potion’s dense, purple liquid has an ovoid cloud of
pink floating in it.

Potion of Poison
Potion, uncommon

This concoction looks, smells, and tastes like a potion of


healing or other beneficial potion. However, it is actually poison
masked by illusion magic. An identify spell reveals its true
nature.
If you drink it, you take 3d6 poison damage, and you must
succeed on a DC 13 Constitution saving throw or be poisoned.
At the start of each of your turns while you are poisoned in
this way, you take 3d6 poison damage. At the end of each of
your turns, you can repeat the saving throw. On a successful
save, the poison damage you take on your subsequent
turns decreases by 1d6. The poison ends when the damage
decreases to 0.

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Concoctions
Alchemical AcidK
Concoction, common

A small flask of burbling acid, a strange hissing green viscous


liquid. It deals 4d4 acid damage when poured on an object.
Can be used as a simple ranged weapon with the thrown
(20/60) property, dealing 4d4 acid damage on hit. You do not
add your modifier to the damage roll.

Quality Rarity Acid Damage


Common Common 4d4
Potent Uncommon 6d4
Powerful Rare 8d4

Alchemical FireK
Concoction, common

A small flask of volatile orange liquid. It deals 2d10 fire


damage when poured on an object. Can be used as a simple
ranged weapon with the thrown (20/60) property, dealing 2d10 Liquid LightningDS
fire damage on hit. You do not add your modifier to the damage Potion, rare
roll.
Drinking this potion allows you to zip around for 1 minute as
Quality Rarity Fire Damage pure electricity. As a bonus action on each of your turns before
Common Common 2d10 the effect ends, you can transform into a bolt of lightning
and instantly travel in a straight line to an unoccupied space
Potent Uncommon 3d10 you can see within 30 feet. This movement doesn’t provoke
Powerful Rare 4d10 opportunity attacks and you are immune to lightning damage
while in this form.
You can pass through small holes, narrow openings, and
Alchemical NapalmK even mere cracks, as well as through conductive materials
Concoction, common
such as metal. Each creature in your travel path must succeed
on a DC 15 Dexterity saving throw, or take 3d6 lightning
A vicious sticky flammable substance. It deals 3d4 fire damage
damage. You immediately revert to your normal form upon
when poured on an object. Can be used as a simple ranged
reaching the destination. This potion’s stormy liquid arcs with
weapon with the thrown (20/60) property, dealing 3d4 fire
tiny bolts of lightning and it numbs the tongue when sipped.
damage on hit. You do not add your modifier to the damage
roll.
On hit, the target creature or object continues to burn for Sticky GooK
one minute, taking 1d4 fire damage at the start of their turn Concotion, common
(or at the start of your turn for an object without a turn) until a
creature spends an action to put the flames out. When broken and exposed to air, it creates a very sticky rapidly
expanding web like foam, with the effect of the spell web
centered on where the flask breaks. You can reliably throw the
Bottled WindK flask to a target point within 30 feet, shattering it on impact.
Concoction, common

As an action, you can open this casting gust without verbal


or somatic components. Alternatively, you can breath from it,
letting out only a little bit at a time, breathing directly from the
bottle, but each time you must make a DC 5 athletics checks.
On failure, you cast gust as above and all the air is lost. You can
get 10 minutes of breathable air from one bottle.

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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

Only dwarves really know if the name of this liquid explosive


is a joke or not, but must assume it is an acquired taste. An
explosively flammable liquid that comes in a flask, this flask
can be splashed across a 5 foot square within 5 feet. Once
splashed, it can be ignited by 1 or more fire or lightning
damage it explodes in a plume of fire, dealing 2d4 fire damage
to all creatures within 5 feet of the container, or within a
square that has been soaked with it.

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Smoke Powder Miscellaneous


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

A bundled explosive alchemical preparation. It can be


detonated by dealing 1 fire or lightning damage to it. As an
action, a packet of this explosive can be accurately thrown
20 feet, but will not detonate on impact (usually). When it
detonates, all creatures within 10 feet (for common) of the
target point must make a Dexterity saving throw with a DC
equal to the crafter’s Alchemy DC. On failure, they take 1d8 +
1d8 thunder damage, or half as much on a success. Creatures
in range of more than one explosive take damage only from the
highest damage effect.

Name Radius Damage


Common 10 feet 1d8 fire + 1d8 thunder.
Potent 15 feet 2d8 fire + 2d8 thunder.
Powerful 20 feet 4d8 fire + 4d8 thunder.

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).

Grenade Casing
Explosive, uncommon

A simple construction of a two chambered projectile (typically


made of glass). When you add an Alchemist Fire and an
Explosive to its separate compartments, it becomes an
incredibly dangerous device. As an action, a character can light
this bomb and throw it at a point up to 60 feet away. Creatures
within the range of the explosive used must make a Dexterity
saving throw against the DC of the explosive used, or take
damage equal to the explosion + 1d4 piercing damage + 1d4
fire damage.

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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.

Additional Reagent Difficult Modifier Effect

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

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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.

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Poison Crafting Table
Name Ingredients Crafting Time Checks Difficulty Rarity Value
1 common poisonous reagent
Dizzying
1 common arcane essence 2 hours 1 DC 14 common 45 gp
TouchlK
1 glass vial
Simple Injury 2 common poisonous reagents
2 hour 1 DC 14 common 40 gp
PoisonlK 1 glass vial
2 common poisonous reagents
Simple Inhaled
1 common reactive 2 hour 1 DC 14 common 60 gp
PoisonlK
1 glass vial
Simple Contact 2 common poisonous reagents
2 hour 1 DC 14 common 40 gp
PoisonlK 1 glass vial
Simple Ingested 2 common poisonous reagents
2 hour 1 DC 12 common 35 gp
PoisonlK 1 glass vial
1 uncommon poisonous reagent
Burning 1 uncommon reactive reagent
2 hours 1 DC 16 uncommon 150 gp
WoundlK 2 common reactive reagents
1 glass vial
1 uncommon poisonous reagents
Old ReliablelK 1 common curative reagent 2 hours 1 DC 14 uncommon 70 gp
1 glass vial
Potent Injury 2 uncommon poisonous reagents
2 hours 1 DC 15 uncommon 100 gp
PoisonlK 1 glass vial
2 uncommon poisonous reagents
Potent Inhaled
1 uncommon reactive reagents 2 hours 1 DC 15 uncommon 140 gp
PoisonlK
1 glass vial
Potent Contact 2 uncommon poisonous reagents
2 hours 1 DC 15 uncommon 100 gp
PoisonlK 1 glass vial
Potent Ingested 2 uncommon poisonous reagents
2 hour 1 DC 14 uncommon 95 gp
PoisonlK 1 glass vial
1 uncommon poisonous reagent
Withering
1 common arcane essence 2 hours 1 DC 14 uncommon 100 gp
SoullK
1 glass vial
1 rare poisonous reagents
Crawler Mucus 2 hours 1 DC 16 rare 250 gp
1 glass vial
1 rare poisonous reagent
Fainting 1 uncommon reactive regeant
4 hours 2 DC 16 rare 415 gp
FumeslK 2 uncommon poisonous reagents
1 glass vial
Essence of 1 rare poisonous reagent
2 hours 1 DC 17 rare 270 gp
Ether 1 glass vial
Malice 1 rare poisonous reagent 2 hours 1 DC 16 rare 250 gp
Knockout 3 rare poisonous
4 hour 2 DC 17 rare 760 gp
Poison 1 glass vial
2 rare poisonous reagents
Paralyzing
2 uncommon poisonous reagents 4 hours 2 DC 16 rare 590 gp
PoisonlK
1 glass vial
1 rare poisonous reagent
1 uncommon reactive reagent
Veins of TarlK 4 hours 2 DC 15 rare 300 gp
1 uncommon supplies
1 glass vial
1 rare poisonous reagent
Whispers of
1 uncommon psionic essence 4 hours 2 DC 16 rare 450 gp
MadnesslK
1 glass vial
1 very rare poisonous reagent
Midnight Tears 4 hours 2 DC 16 very rare 2,300 gp
1 crystal vial

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Poison Crafting Table (cont)


Name Ingredients Crafting Checks Difficulty Rarity Value
Time
Grievous Injury 1 very rare poisonous reagent
4 hours 2 DC 18 very rare 2,380 gp
PoisonlK 1 crystal vial
2 very rare poisonous reagents
Slow DeathlK 1 very rare curative reagent 6 hours 3 DC 18 very rare 6,800 gp
1 crystal vial
1 legendary poisonous reagent
Endless
2 very rare curative reagents 8 hours 4 DC 20 legendary 11,000 gp
DreamslK
1 crystal vial

Burning Wound (Injury)K Essence of Ether (Inhaled)


Poison, uncommon Poison, rare

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.

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Knockout Poison (Injury) Potent Injury Poison (Injury) K


Poison, rare Poison, uncommon

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.

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Simple Injury Poison (Injury)K Whispers of Madness (Contact)


Poison, common Poison, rare

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

Applied to an object. The first creature that touches must


make a Constitution saving throw with a DC equal to crafter’s
Poison DC or take 2d4 Poison damage, after which the poison
is rubbed off.

Slow Death (Ingested)K


Poison, very rare

Applied to food or beverage. A creature that consumes this


poison begins to slowly die if they are not immune to poison.
Each time that creature completes a long rest, their maximum
hit points is reduced by 1. If their maximum hit points reaches
zero, they die. While their hit points are less than half of
their original maximum, they are poisoned. This effect can
be removed by effects that remove the poisoned condition,
and can be only be identified by magic or a DC 15 Wisdom
(Medicine) check.
If a creature is cured, they regain their lost maximum hit
points after completing a long rest.

Veins of Tar (Ingested)K


Poison, rare

Applied to food or beverage. A creature that consumes this


poison must make a Constitution saving throw with a DC equal
to crafter’s Poison DC. On failure, they are under the effect
of the slow spell for 8 hours. This effect can be removed by
effects that remove poison.

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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:

Quick Reference Blacksmithing Modifier = your Blacksmiths’ Tools


While each step will go into more depth, the quick reference proficiency bonus + your Strength modifier
allows you to at a glance follow the steps to make a blacksmith
item in its most basic form:

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Success and Failure Maintain Gear


For Blacksmithing, after you make the crafting roll and One of the major perks of having a blacksmith in the field
succeed marks your progress on a crafting project. If you is their ability to keep gear in its best condition, giving you
succeed, you make 2 hours of progress toward the total an edge (sometimes literally) in the quality of your gear and
crafting item (and have completed one of the required checks weapons. Over the course of two hours, a Blacksmith can
for making an item). Checks for Blacksmithing do not need to maintain a number of weapons or sets of armor equal to
be immediately consecutive. Failure means that no progress their proficiency modifier, granting each weapon or armor
is made during that time. Once an item is started, even if no maintained gains a special d6 Quality Die.
progress is made, the components reserved for that item can For a weapon, this can be rolled and added to an attack or
only be recovered via salvage. damage roll, representing a case where the perfect state of
the gear turned a miss into a hit or dealt a bit of extra damage.
If you fail three times in a row, all progress and materials are For a set of armor, the die can be rolled when hit by an attack,
lost and can no longer be salvaged. and the damage taken from that attack can be reduced by that
amount. Rolling this die does not require an action, but once
rolled it is spent and cannot be regained until the blacksmith
Blacksmithing Materials maintains that armor or weapon again.

Metals Modify Armor


Materials Rarity Price While the field crafting of armor is often not possible, you can
Metal Scraps Trivial 1 sp make smaller adjustments on. Over the course of two hours,
can turn a set of plate mail into a half plate or a breastplate,
Silver Scraps Trivial 1 sp
refit a set of heavy or medium armor to fit another user that is
Gold Scraps Common 1 gp equal in size or smaller than the original user.
Iron Ingot Common 1 gp
Steel Chain (2 ft) Common 1 gp Modify Weapon
Steel Ingot Common 2 gp Every adventure has slightly different preferences in their
gear, and your skills allow you make slight modifications to
Mithril Ingot Uncommon 30 gp
nonmagical weapons made of metal. These modifications
Adamant Ingot Uncommon 40 gp take 2 hours, require a heat source, and require you to pass
Adamantine Ingot Uncommon 60 gp a DC 14 blacksmithing tool’s check (on failure, the weapon
is damaged and has -1 to it’s attack rolls until fixed). You can
Icesteel Ingot Uncommon 60 gp
perform on of the following modifications:
Darksteel Ingot Uncommon 60 gp
Firesteel Ingot Uncommon 60 gp • You can weight a weapon, giving it the heavy property. If it
did not already have the two-handed property, it gains the
“Ice/Dark/Fire” Steel Ingots two-handed property.
The names for Icesteel, Darksteel, and Firesteel are intentionally • You can remove the heavy property from a weapon,
generic to better map to unique metals that might be present your reducing its damage dice by d2.
setting, and may have other names. Adamatine and Mithril tend to • You can add the light property to a weapon without the
be widespread (and consequently open source metals), but other heavy property, reducing its damage dice by d2.
more unique metals may vary based on setting. • You can silver the weapon (requires 5 silver scraps, doubled
for two handed weapons).
Maintenance & Modifications Note: Imperfect Results
While the primary purpose of Blacksmithing is to forge armor Using this method will make some... bad weapons. That is largely
and weapons from metal, for an adventurer such events are intentional. If you want to make a more functional weapon, you can
important milestones that generally will not occur everyday. make it from scratch using the Weapon Template. This represents
The following are some tasks that require proficiency with quick hacks to an existing weapon.
Blacksmith’s Tools that provide a more day-to-day utility to the
proficiency, giving them minor ways to enhance or adapt their
gear.
Repair Gear
Sometime in the course of adventuring, weapons or armor
These are minor crafts can be completed in 2 hours (or as
will become severely damaged, suffering a penalty to it’s attack
one camp action when using the Kibbles’ Camp Actions rules)
rolls or AC. Over the course of two hours you can repair this
with the expenditure of 5 gold worth of materials. They can be
damage, though at the discretion of the DM you may need
done as part of a long rest, but have limitations the normally
other materials to perform this task if it is heavily damaged.
crafted items do not (such as a maximum stockpile of minor
Weapons that are entirely broken (such as a snapped sword)
crafts).
are generally beyond simple repair.
The following are “minor crafting options” for Blacksmiths:

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Blacksmithing Crafting Table

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

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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

Shields and bracers cannot benefit from armor crafting modifications.

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

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Components and Materials
Name Materials Crafting Time Checks Difficulty Rarity Value
1 steel ingot
Adamantine Ingot 1 adamant ingot 2 hours 1 DC 15 uncommon 60 gp
requires magical forge
Parts 5 metal scraps 4 hours 2 DC 9 common 2 gp
5 x Buckle 5 metal scrap 2 hours 1 DC 8 common 1 gp
20 x Metal Scraps 1 ingot 2 hours 1 DC 5 common 2 gp
Ingot 20 metal scraps 2 hours 1 DC 5 common 2 gp
Silver Ingot 20 silver scraps 2 hours 1 DC 5 common 2 gp
20 x Silver Scraps 1 silver ingot 2 hours 1 DC 5 common 2 gp
Gold Ingot 20 gold scraps 2 hours 1 DC 5 common 20 gp
20 x Gold Scraps 1 gold ingot 2 hours 1 DC 5 common 20 gp

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

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Custom Weapon Guide


At first glance, it seems that the weapon selection in 5e D&D is quite limited, but with a little knowledge of the system, you can
largely expose that template that builds those weapons, and from there, well, the opportunities are limitless! When you would like
to craft an template weapon, just follow the steps below:

Weapon Creation Template


To create a weapon go through five steps to determine the final damage and properties of the weapon. Adding a d2 means
increasing the die by one size (i.e a d6 + d2 = d8) and the converse for subtracting a d2.

Step 1: Select one of...


Property Base Damage Die Crafting Modifier Material Modifier Notes
Simple d6 12 Base DC 1 ingot --
Martial d8 15 Base DC 3 ingots Becomes a martial weapon.

Step 2: Select one of...


Property Weapon Modifier Crafting Modifier Material Modifier Notes
Light -d2 +1 Base DC -1 ingot --
None -- --
Versatile -- +1 Base DC +1 ingot +d2 when wielded with two hands.
Two-Handed +d2 -- 2x ingots

Step 3: Select all that apply...


Property Weapon Modifier Crafting Modifier Material Modifier Notes
Reach -d2 +2 Base DC -1 ingot + 1 long haft --
No damage die cost if the weapon is
Finesse -d2 +3 Base DC -1 ingot
Light or has no other properties.
Thrown -- +2 Base DC -- --
Heavy +d2 +1 Base DC +4 ingots Requires two-handed.

Step 4: Set Damage Die/Dice...


You can divide your damage die into smaller dice that equal the same total. For example, a d12 can become 2d6 or be reduced
again to 3d4. Each time you do this, the crafting Base DC increases by +1.

Step 5: Select Damage Type


Type Effect
Slashing Deals Slashing Damage
Piercing Deals Piercing Damage
Bludgeoning Deals Bludgeoning Damage

Bonus Step: Modifiers and Materials Notes:


• Thrown can be ranged weapons instead of melee weapons
You can additionally add Material Modifiers and Crafting (example: Dart)
Modifiers to template weapons. These modifiers may add • The DM can waive the restriction on Heavy property requiring Two-
additional properties as listed by the modifier, and their Handed property but should be aware it opens the door to GWM +
difficult modifier is incorporated into the weapon. Shield builds.
• Add one short haft for axes, maces or similar.
• Weapons made of metal require a minimum of half an ingot (like a
dagger), even if the table would reduce them zero.

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Example Template Weapons


Simple Weapons
Weapon Cost Damage Weight Properties
Finesse, Versatile
Finesse SpearK 3 gp 1d4 piercing 2 lbs.
(1d6).
Sturdy 10-Foot PoleK 1 sp 1d6 bludgeoning 5 lbs. Reach, Two-handed.
Chain K
5 gp 1d4 bludgeoning 10lbs. Reach.
Heavy Greatclub K
3 gp 1d10 bludgeoning 15 lbs. Two-handed, Heavy.
Brass Knuckles K
2 sp 1d4 bludgeoning 2 lbs. Light

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

Example Template Weapon Crafting

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.

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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.

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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.

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Additional Items Beyond the System


While blacksmithing allows for a huge amount of custom
Tower Shield creation, there will always be new things beyond the system.
Common
This is a massive unwieldy shield. While carrying it, your
The following is some guidelines for how to make something
movement speed is reduced by 10 feet. At the end of each of
beyond the system.
your turns, pick a direction . You have half cover from attacks
in a cone that direction. Alternatively, you can pick a single
• Trivial items should be composed of metal scraps, and
target, tracking the movement. You have half cover against
have a DC in the range of 8-12. These represent things
attacks from that target (and only that target).
blacksmiths can easily make. Common items should
require ingots, and have a DC of 12-18 depending if they
Spiked Shield are simple or exotic. Uncommon and rarer items should
Common have uncommon and rarer materials matching their rarety.
Your shield is considered a martial melee weapon, dealing • Blacksmithing alone can make magical weapons only to the
1d4 damage on hit. extent that magical components are used.
• If you would like Blacksmithing alone to make fully magical
swords, you can largely just take the materials from an
Bracers equivalent enchanting recipe and add them to materials of
Common the weapon, and than take the higher of the difficulty and
While wearing bracers and not using a shield, as a reaction crafting time of the projects.
to being hit by an attack, you can attempt to parry the attack
with your bracer, adding gaining +2 AC bonus against the
triggering attack. Work Together and be Reasonable
The system is, by it’s nature, extremely extensible. Great pains
Adamantine Bracers have been taken to make things as “balanced” as possible. But this
Uncommon doesn’t mean the rules transcend common sense. As a player, tell
While wearing bracers and not using a shield, as a reaction your GM what you want to make and be open to adjustments to
how it would work. As a GM, tell players how their projects will work
to being hit by an attack, you can attempt to parry the attack
from the start, and be open to the idea they can make cool things...
with your bracer, adding gaining +2 AC bonus against the
these crafted items are part of their “loot” and don’t need to be
triggering attack.. If this causes your AC to be exactly equal to
“power neutral” as long as they are breaking anything.
the attack roll and the attacking weapon is made of a common
metal, the attacking weapon is destroyed.

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.

• 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.

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Cooking a failure and all materials are lost.


Adventures need to eat. Some of Related Tool & Ability Score
Quick Reference Cooking works using Cooking Utensils. Attempting to craft
a meal without these will almost always be made with
While each step will go into more depth, the quick reference
disadvantage, and proficiency with these allows you to add
allows you to at a glance follow the steps to make a potion in
your proficiency to any cooking crafting roll.
its most basic form:
• Acquire a fresh ingredient by harvesting or finding it.
Cooking uses your Wisdom modifier.
• Review the Recipe Tables for Feasts, Snacks or Rations that
ingredient would qualify for, and gather the other materials
needed listed in the Materials column. Duration
• Use your Cooking Utensils tool to craft the option using the
The duration a meal remains edible depends on the type of
number hours listed in the Crafting Time column, or during
meal made. A feast must be consumed within an hour, a snack
a long rest using the crafting camp action if the crafting
lasts for 1 day, and ration lasts 1 month.
times is 2 hours or less. Meals must be crafted in a single
crafting session. All meals require a heat source (such as a
campfire). Ingredients
• For every 2 hours, make a crafting roll of 1d20 + your
The material for cooking are fresh ingredients and supplies.
Wisdom modifier (your choice) + your proficiency bonus
A fresh ingredient is something you harvest that can increase
with Cooking Utensils. You can abort the craft after a bad
the quality of your food and sometimes provide supernatural
crafting roll if you wish, this counts as a failure.
boosts beyond mere satiation. Staples include seasoning and
• If the average of these checks is equal to or higher than
spices, but also things like flour and turnips - food that lasts
the value listed in the Difficulty column for that potion, you
awhile and can cooked into perfectly fine meals, but have no
succeed. If it is lower, you fail and lose all materials.
benefits you wouldn’t expect from eating a good meal.
• On success, you mark 2 hours of completed time. Once
Some ingredients additionally have the exotic property, and
the completed time is equal to the crafting time, the magic
may confer special effects.
item is complete. On failure, the crafting time is lost and no
progress is made. If you fail 3 times in a row, the crafting is

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An exotic ingredients can be combined with a standard
General System, Specific Examples meal by adding the DC of the standard meal to the combined
Like with all aspects, this crafting system does not attempt to difficulty of the exotic ingredients added. This can result in very
provide systematic specific examples (though they are provided unusual meals, but will frequently result in unattainably high
in the appendix), but rather a system that allows you to know the difficulty to make it work, as adding random new components
outcome of anything you could cook. For example, a party could to meals typically wrecks the taste.
acquire 1 common fresh ingredient by harvesting a Hook Horror,
and than combine that with 1 common supplies to cook either Hook
Turkey Sandwiches or Murder Chicken Tenders, but the benefit Basic Cooking & Camp Actions
from either example would still fall into a Monstrosity Meat Quality While the rules present a handful of ways to use cooking
Meal category (one step above standard rations).
for more exotic ends, the most common application of
cooking is just to produce an edible meal on during a long
Ingredient Expiration rest - something any adventuring group would welcome; this
Normal Ingredients expire very quickly, and must be used is called a Quality Meal, and provides greater benefit than
within 24 hours of being harvested or they become unusable. rations, though the benefits it provides are not magical, and
Preserved rations would fall into the staples category and merely stem from it being a satisfying meals. You can do so
cannot typically be used to cook anything besides basic meals. by expending 1 fresh ingredient of any type and 1 common
The ability to gain any sort of magical benefit is linked its supplies for up to 5 people, or by spending common supplies
freshness; even will prepared preserved foods provide only the per person being cooked for. These materials must have been
benefit of a Basic Meal (which is a satisfying and good tasting purchased within the last week.
meal, but its benefits are not otherwise magical). Any creature, even one not proficient with Cooking Utensils
can take this action. You and all willing creatures (willing
Unlike Fresh Ingredients, Staples last significantly longer and to eat your cooking) regain an additional hit die (up to their
do not need to have their expiration tracked for the purposes of maximum). If you have proficiency with Cooking Utensils,
this system. creatures regain additional hit dice equal to your Proficiency
bonus
Satiation
The magical benefits you get consuming rare and more Purchasing Materials
magical foods cannot be gained again until 24 hours have Due the rules on ingredient freshness, typically speaking
passed any particular food. When combined with the ingredients cannot be purchased in a way that is relevant for
ingredient expiration above, this typically means that any cooking recipes. You can purchase Supplies (of any type) that
ingredient collected is only good for a single meal - this is can be used to make Basic Meals.
intentionally; you can harvest more if you wish, but cooking
by its natural is a profession of fleeting achievement and fickle
opportunity. Rarity Material Price
Supplies (Salt, Staples, etc) 1 gp
Uncommon Supplies (Uncommon spices, 10 gp
Crafting Roll oils, rare seeds, etc)
Putting that together that means that when you would like to
Rare Supplies (Hard to luxury goods) 100 gp
create a meal, your crafting roll is as follows:

Cooking Modifier = your Cooking Utensils tool proficiency Harvesting Ingredients


bonus + your Wisdom modifier.
Unlike other things you can harvest from monsters, there’s
little chance of failure in harvesting - there’s generally more to
Success and Failure harvest than be meaningfully used.
For cooking, after you make the crafting rolls and succeed (by You can consume Monstrosity, Dragon, Beast and Plant
average), you have a completed meal. If you fail (by average), all Type creatures for magical benefits; your DM may allow other
materials are lost and the result is unusable. creature types as special delicacies at their discretion.

Exotic Ingredients Monster CR Gathered Ingredients


While standard meals are made from from a selection of 1/4 to 4 Common
ingredient types and generally a seasoning, exotic ingredients 5-8 Uncommon
have specialized effects. When making a meal from these
9-12 Rare
ingredients, the meal’s effect is a combination of the effect of
the exotic ingredients added. 13-16 Very Rare
An Exotic Meal (meal cooked entirely from exotic 16-20 Legendary
ingredients) does not need a recipe and has a crafting time
of 1 hour, and the difficulty is the difficulty of all the exotic
ingredients used added together, with 1 check needed per
exotic ingredient added.

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Feast Crafting Table


Name Materials Crafting Time Checks Difficulty Rarity Value
Common Feast 1 common fresh ingredient
1 hour 1 DC 8 common 3 gp
(Quality Meal)K 1 common supplies
1 uncommon fresh ingredient
Enhancing FeastK 1 uncommon supplies 2 hours 1 DC 14 uncommon 15 gp
2 common supplies
1 uncommon meat
Meat FeastK 1 uncommon supplies 2 hours 1 DC 14 uncommon 15 gp
2 common supplies
1 uncommon meat from a creature that
deals poison damage
What Doesn’t Kill
2 uncommon poisonous reagents 2 hours 1 DC 16 uncommon 110 gp
You... FeastK
1 uncommon supplies
2 common supplies
1 uncommon meat from a creature with a
Seaworthy swim speed greater than its walking speed.
2 hours 1 DC 12 uncommon 25 gp
BouillabaisseK 2 uncommon supplies
2 common supplies
1 rare fresh ingredient
1 uncommon reagent (any)
Wondrous FeastK 1 rare supplies 2 hours 1 DC 16 rare 150 gp
1 uncommon supplies
2 common supplies
1 rare meat
1 uncommon reagent (any)
Hearty Meat
1 rare supplies 2 hours 1 DC 16 rare 150 gp
FeastK
1 uncommon supplies
2 common supplies
1 rare meat from a creature with an
elemental resistance or immunity
2 uncommon reactive reagent
Elementally
1 common primal essence 2 hours 1 DC 16 rare 325 gp
Fortifying FeastK
2 rare supplies
2 uncommon supplies
2 common supplies
4 rare curative reagent
2 uncommon divine essence
Heroes’ FeastK 4 hours 2 DC 18 rare 1,500
4 rare supplies
4 supplies
1 very rare fresh ingredient
1 rare reagent (any)
Superb FeastK 2 rare supplies 4 hours 2 DC 18 very rare 300 gp
2 uncommon supplies
2 common supplies
1 very rare meat
1 rare reagent (any)
Superb Meat
2 rare supplies 4 hours 2 DC 18 very rare 300 gp
FeastK
2 uncommon supplies
2 common supplies

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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

Snack Crafting Table


Name Materials Crafting Time Checks Difficulty Rarity Value
1 uncommon or rarer meat from a
Flame Breathing creature immune to fire damage
6 hours 3 DC 15 uncommon 250 gp
JerkyK x 5 2 uncommon reactive reagents
1 rare supplies
2 uncommon curative reagent
Mint ChewK x 5 4 hours 2 DC 14 uncommon 100 gp
1 uncommon supplies
1 ingredient harvested from a
shapeshifter
Morph CookiesK x 5 1 rare supplies 2 hours 2 DC 15 uncommon 125 gp
1 uncommon supplies
1 common supplies
1 ingredient from a creature with
blindsight or tremorsense
Seeing SticksK x 5 1 uncommon reactive reagent 4 hours 2 DC 15 uncommon 150 gp
1 rare supplies
1 common supplies (optional)

Ration Crafting Table


Name Materials Crafting Time Checks Difficulty Rarity Value
1 uncommon curative reagent
Elvish BreadK x 10 1 uncommon supplies 6 hours 3 DC 15 uncommon 60 gp
1 common supplies
Iron Rations x 10 2 common supplies 1 hour 1 DC 8 common 2 gp

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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

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a deep understanding of its inner workings that can only be
accomplished through meticulous study and knowledge.

Materials: Essences & Components


The materials of enchanting are Essences and Components.
Essences come in three different types - Arcane, Primal,
and Divine, as well as five rarities - common, uncommon,
rare, very rare, and legendary. What an Essence is can vary
greatly, as they are things of innate magic that is used to
power the Enchanter’s creations. They could be organs of
magical monsters (such as the heart of a dragon which would
be a rare primal essence) or they can be synthesized from
magical reagents into a magical compound. Components are
a broad category of items ranging from the base item you are
enchanting to any extraneous bits needed to be added. One
unique component that is present in many enchantments is a
Spell Scroll of various types of spells that form the basis of the
sort of the magic the item has.

Replacing Spell Scrolls


A crafter that is capable of casting magic can replace the spell
scroll in an enchantment with the ability to cast 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 casting, and confers a
level of exhaustion each time this technique is used to replace
a crafting check. If a magic item requires multiple scrolls, only
one of them can be replaced in this way, though if an additional
spell caster that can cast the necessary spell can assist you,
they can replace a second scroll, though suffering the same
penalty.

Exhausting & Difficult Method


This mechanic is intentionally quite difficult to use - even for casters
that are capable of casting the spell, the typically process would
be to make the scroll first to formalize their thoughts and process,
laying down the patterns and templates for the magic item. It
also removes a very costly gate in the process, so should not be
easily bypassed.

Crafting Roll
Putting that together that means that when you would like to
enchant an item, your crafting roll is as follows:

Enchanting Modifier = your Arcana proficiency bonus


+ your Intelligence modifier

Success and Failure


For Enchanting, after you make the crafting roll and succeed
marks your progress on a crafting project. If you succeed, you
make 2 hours of progress toward the total crafting item (and
have completed one of the required checks for making an
item). Checks for Enchanting do not need to be immediately
consecutive. Failure means that no progress is made during
that time. Once an item is started, even if no progress is made,
the components reserved for that item can only be recovered
via salvage.
If you fail three times in a row, all progress and materials are
lost and can no longer be salvaged.

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Wondrous Item Crafting Table


Crafting Crafting
Name Materials Difficulty Rarity Value
Time Checks
1 ring
Doodle RingGS 1 scroll of illusory script 8 hours 4 DC 12 common 100 gp
1 common magical ink
Cap of Water 1 leather cap 8 hours 4 DC 14 uncommon 270 gp
Breathing 1 scroll of water breathing
1 common arcane essence
2 commom primal essence
Circle of Blasting 1 circlet worth at least 50 gp 8 hours 4 DC 12 uncommon
1 scroll of scorching ray 250 gp
1 common arcane essence
1 common primal essence
Goggles of Night 1 pair of goggles 8 hours 4 DC 13 uncommon 300 gp
1 scroll of darkvision
1 common primal essence
1 uncommon arcane essence
Pearl of Power 1 pearl worth at least 100 gp 8 hours 4 DC 12 uncommon 350 gp
5 common arcane essence
1 cloak
1 scroll of pass without a trace
Cloak of Elvenkind 8 hours 4 DC 14 uncommon 335 gp
1 uncommon primal essence
1 common primal essence
1 bottle
1 scroll of fog cloud
Eversmoking Bottle 1 scroll of produce flame 8 hours 4 DC 13 uncommon 210 gp
1 common arcane essence
1 common primal essence
1 crystal lenses (glasses) worth 50 gp
Eyes of Charming 1 scroll of charm person 4 hours 2 DC 14 uncommon 300 gp
1 uncommon arcane essence
1 crystal lenses (glasses) worth 50 gp
Eyes of Minute
1 scroll of identify 4 hours 2 DC 14 uncommon 190 gp
Seeing
1 common arcane essence
1 crystal lenses
Eyes of the Eagle 1 scroll of far sightK 4 hours 2 DC 14 uncommon 190 gp
1 common primal essence
1 decanter
Decanter of Endless 1 scroll of create or destroy water
8 hours 4 DC 14 ucommon 300 gp
Water 1 uncommon primal essence
1 common divine essence
34 cards
1 scroll of major image
Deck of Illusions 8 hours 4 DC 15 uncommon 330 gp
1 scroll of silent image
34 common arcane essences
1 gauntlets worth 50 gp
1 scroll of enlarge/reduce
Gauntlets of Ogre 12 (1.5
1 scroll of enhance ability 6 DC 14 uncommon 500 gp
Power days)
1 uncommon primal essence
1 common arcane essence
1 cut gem worth at least 50 gold
1 scroll of light 1 scroll of daylight
Gem of Brightness 8 hours 4 DC 14 uncommon 585 gp
1 uncommon divine essence
1 common arcane essence

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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

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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

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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

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1 figurine of an owl worth at least 20


Figurine of gp
Wondrous Power 1 scroll of find familiar 8 hours 4 DC 16 rare 475 gp
(Serpentine Owl) 1 scroll of enlarge reduce 1
uncommon arcane essence
1 figurine of a panther worth at least
Figurine of
20 gp
Wondrous Power 8 hours 4 DC 15 rare 515 gp
1 scroll of conjure animals
(Oynx Panther)K
1 uncommon primal essence
1 cut gem worth at least 50 gold
1 scroll of true seeing 16 hours
Gem of Seeing 8 DC 17 rare 3050 gp
1 rare arcane essence (2 days)
1 uncommon arcane essence
1 mantle worth at least 100 gp
Mantle of Spell 1 scroll of dispel magic 16 hours
8 DC 17 rare 3,280 gp
Resistance 3 rare arcane essence (1.5 days)
1 uncommon divine essence
1 robe worth at least 100 gp
1 scroll of darkvision
1 scroll of see invisibility 24 hours
Robe of Eyes 12 DC 17 rare 2,170 gp
1 scroll of arcane eye (3 days)
1 rare arcane essence
1 uncommon psionic essence
Rope of 1 30-foot long rope 16 hours 8 DC 17 rare 1,325 gp
Entanglement 1 scroll of awaken ropeK (2 days)
1 scroll of entangle
1 rare arcane essence
Belt of Hill Giant 1 belt 16 hours 8 DC 18 rare 3,500 gp
Strength 1 scroll of enhance ability (2 days)
1 scroll of enlarge/reduce
3 rare primal essence
30 feet of chain 1 scroll of entangle
Iron Bands of 1 scroll of awaken ropeK 16 hours
8 DC 16 rare 740 gp
Binding 1 rare arcane essence (2 days)
2 uncommon divine essence
1 backpack
1 scroll of secret chest
16 hours
Handy Haversack 1 instant summons 8 DC 18 rare 3,600 gp
(2 days)
1 uncommon arcane essence
1 rare arcane essence
1 cloak worth 50 gp
1 scroll of fly
16 hours
Wings of Flying 1 scroll of polymorph 8 DC 17 rare 3,000 gp
(2 days)
1 rare arcane essence
1 uncommon arcane essence
1 helm worth at least 200 gp
Helm of 1 scroll of teleport 24 hours
12 DC 18 rare 16,700 gp
Teleportation 2 rare arcane essence (3 days)
1 rare divine essence
1 horn worth at least 100 gp
24 hours
Horn of Blasting 1 scroll of shockwaveK 12 DC 17 rare 3,370 gp
(3 days)
1 scroll of sonic shriekK
1 silver horn worth at least 50 gold
1 scroll of spirit guardians
Horn of Valhalla 24 hours
1 scroll of guardian of faith 12 DC 17 rare 2,800 gp
(Silver) (3 days)
1 rare primal essence
1 rare divine essence

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1 brass horn worth at least 50 gold


1 scroll of spirit guardians
Horn of Valhalla 24 hours
1 scroll of guardian of faith 12 DC 17 rare 2,800 gp
(Brass) (3 days)
1 rare primal essence
1 rare divine essence
1 collar worth 100 gp
1 scroll of enhance ability
12 hours
Squall CollarDS 1 scroll of lightning chargedK 4 DC 16 rare 1,400 gp
(1.5 days)
1 rare primal essence
1 uncommon primal essence
4 horseshoes worth 10 gp each
4 scrolls of longstrider 24 hours
Horseshoes of Speed 12 DC 16 rare 1,570 gp
4 uncommon arcane essences (3 days)
4 common primal essence
1 helm worth 50 gp
1 scroll of heroism
16 hours
Helm of HeroesGS 1 scroll of shield of faith 8 DC 16 rare 1,390 gp
(2 days)
1 rare divine essence
1 unnomcon divine essence
1 cloak worth 200 gp
1 scroll of web
1 scroll of spiderclimb 24 hours
Cloak of Arachnida 12 DC 18 very rare 10,000 gp
1 scroll of protection from poison (3 days)
1 very rare arcane essence
1 rare arcane essence
1 figurine of a horse worth at least
Figurine of 50 gp
16 hours
Wondrous Power 1 scroll of summon greater steed 8 DC 17 very rare 10,250 gp
(2 days)
(Obsidian Steed) 1 very rare arcane essence
1 rare divine essence
1 crystal worth at least 1,000 gp
1 scroll of scrying 24 hours
Crystal Ball 12 DC 18 very rare 12,600 gp
1 very rare arcane essence (3 days)
2 rare arcane essence
1 very rare magical crystal ball
Crystal Ball of Mind
1 scroll of detect thoughts 8 hours 4 DC 19 very rare 22,200 gp
Reading
1 very rare arcane essence
1 very rare magical crystal ball
Crystal Ball of
1 scroll of suggestion 8 hours 4 DC 20 very rare 22,600 gp
Telepathy
1 very rare psionic essence
1 metal cube of mithril, admantite, or
gold
1 scroll of wall of force
1 scroll of antilife shell 16 hours
Cube of Force 8 DC 17 very rare 20,000 gp
1 scroll of gaseous form (2 days)
1 scroll of antimagic field
2 rare arcane essence
3 uncommon arcane essence
1 brass bottle
1 scroll of conjure elemental
1 scroll of planar binding 32 hours
Efreeti Bottle 16 DC 18 very rare 24,000 gp
2 very rare primal essences (4 days)
3 rare primal essences
3 rare arcane essences
1 3 inch cube worth at least 500 gold
1 scroll of gate
32 hours
Cubic Gate 1 scroll of planeshift 16 DC 20 very rare 75,000 gp
(4 days)
1 very rare arcane essence
1 very rare divine essence

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1 helm worth at least 100 gp


5 diamonds worth 50 gp
10 rubies worth 20 gp
15 fire opals worth 10 gp
20 opals worth 10 gp
24 hours
Helm of Brilliance* 1 scroll of daylight 12 DC 18 very rare 17,000 gp
(3 days)
1 scroll of fireball
1 scroll of prismatic spray
1 wall of fire
1 rare arcane essence
1 uncommon arcane essence
1 bronze horn worth at least 100 gold
1 scroll of spirit guardians
Horn of Valhalla 1 scroll of guardian of faith 32 hours
16 DC 19 very rare 5,600 gp
(Bronze) 1 scroll of conjure celestial (4 days)
2 rare primal essence
2 rare divine essence
4 horseshoes worth 10 gp each
4 scrolls of levitate
Horseshoes of a 1 scroll of fly 24 hours
12 DC 18 very rare 5,500 gp
Zephyr 1 scroll of longstrider (3 days)
4 rare arcane essences
4 uncommon primal essences
1 admantine cube 100 adamantine
ingots
1 scroll of magnificent mansion 40 hours
Instant Fortress 20 DC 18 very rare 42,000 gp
2 very rare arcane essence (5 days)
4 rare arcane essence
2 rare divine essence
1 4 foot tall mirror worth at least 50
gp
Mirror of Life 1 scroll of demiplane 32 hours
16 DC 19 very rare 25,000 gp
Trapping 1 scroll of banishment (4 days)
1 very rare arcane essence
2 rare arcane essence
1 robe worth at least 200 gp
1 scroll of daylight
1 scroll of prismatic spray
Robe of Scintillating 24 hours
1 scroll of wall of light 12 DC 18 very rare 25,000 gp
Colors (3 days)
1 very rare arcane essence
1 rare arcane essence
1 rare divine essence
1 black or blue robe worth 200 gp
1 scroll of magic missile
1 scroll of etherealness
32 hours
Robe of Stars 1 scroll of blink 16 DC 19 very rare 32,800 gp
(4 days)
1 very rare arcane essence
1 very rare divine essence
6 rare arcane essence
Belt of Stone Giant 1 belt 24 hours 12 DC 20 very rare 26,000 gp
Strength 1 scroll of enhance ability (3 days)
1 scroll of enlarge/reduce
1 scroll of stoneskin
3 very rare primal essence
Belt of Fire Giant 1 belt 32 hours 16 DC 22 very rare 47,000 gp
Strength 1 scroll of enhance ability (4 days)
1 scroll of transformation
1 very rare arcane essence
3 very rare primal essence

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1 iron flask worth at least 200 gp


1 scroll of imprisonment
40 hours
Iron Flask (Empty) 1 scroll of planar blinding 20 DC 21 legendary 98,000 gp
(5 days)
1 legendary arcane essence
1 very rare divine essence
1 iron horn worth at least 500 gold
1 scroll of spirit guardians
Horn of Valhalla 40 hours
1 scroll of conjure celestial 20 hours DC 20 legendary 33,800 gp
(Iron) (5 hours)
1 very rare primal essence
1 very rare divine essence
22 cards
Deck of Many Things 22 hours 11 DC 100 legendary ???
1 tears of a dungeon master
Belt of Cloud Giant 1 belt 1 scroll of enhance ability 40 hours 16 DC 23 legendary 83,000 gp
Strength 1 scroll of transformation (5 days)
1 scroll of investiture of wind
1 very rare arcane essence
3 very rare primal essence
1 legendary primal essence
Belt of Storm Giant 1 belt 1 scroll of enhance ability 48 hours 24 DC 25 legendary
Strength 1 scroll of transformation (6 days) 200,000 gp
1 scroll of invulnerability
1 very rare arcane essence
3 very rare primal essence
2 legendary primal essence
1 very rare magical crystal ball
Crystal Ball of True
1 scroll of truesight 8 hours 4 DC 21 legendary 50,000 gp
Seeing
1 legendary arcane essence
Robe of the 1 white, gray, or black robe worth at 40 days (5 20 DC 21 legendary 100,000 gp
Archmage least 500 gp days)
1 scroll of mage armor
1 scroll of antimagic field
1 legendary arcane essence
5 very rare arcane essence
Sphere of 1 legendary arcane essence 40 hours 20 DC 21 legendary 81,000 gp
Annihilation 1 scroll of disintegrate (5 days)
1 scroll of levitate
1 scroll of demiplane
2 very rare arcane essence
1 very rare divine essence
1 fine block cloth worth 100 gp
1 scroll of planeshift
40 hours
Well of Many Worlds 1 scroll of demiplane 20 DC 20 legendary 75,000 gp
(5 days)
1 legendary divine essence
1 very rare arcane essence
1 crystal worth at least 1,000 gp
1 scroll of scrying
Crystal Ball of 24 hours
1 scroll of mage hand 12 DC 19 legendary 40,000 gp
ThievingDS (3 days)
1 legendary arcane essence
1 very rare arcane essence

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Weapon Enchanting Table


Name Materials Crafting Crafting Difficulty Rarity Value
Time Checks
1 weapon
1 scroll of magic weapon
+1 Weapon 8 hours 4 DC 14 uncommon 540* gp
2 common arcane essence
2 uncommon arcane essence
1 axe
1 scroll of crown of madness
Berserker Axe 1 scroll of magic weapon 8 hours 4 DC 14 uncommon 500* gp
1 scroll of aid
2 uncommon primal essence
1 shortsword (or dagger for a large sized
creature) worth at least 50 gp
Dagger of the 1 scroll of magic weapon
12 hours 6 DC 15 uncommon 612 gp
Ogre MagiGS 3 scrolls of cantrip
1 uncommon arcane essnece
3 common arcane essence
1 javalin
Javelin of
1 scroll of lightning bolt 8 hours 4 DC 15 uncommon 400 gp
Lightning
1 uncommon primal essence
1 battle axe
1 scroll of windborne weapon
Squall CallerDS 1 scroll of returning weapon 8 hours 4 DC 15 uncommon 380 gp
1 uncommon primal essence
1 common arcane essence
1 trident
Trident of Fish 1 scroll of dominate beast
8 hours 4 DC 15 uncommon 560 gp
Command 1 common primal essence
1 uncommon primal essence
1 weapon
1 scroll of magic weapon
2 uncommon arcane essence 16 hours
+2 Weapon 8 DC 16 rare 5,300* gp
2 rare arcane essence (2 days)
2 rare divine essence
2 rare primal essence
1 +1 weapon
1 potent injury poison
Dagger of 12 hours
1 scroll of nauseating poisonK 6 DC 16 rare 2,500 gp
Venom (1.5 days)
1 rare primal essence
1 rare arcane essence
1 weapon
1 scroll of elemental weapon
Flametongue 16 hours
1 flametongue oil 8 DC 18 rare 5,800* gp
Weapon (2 days)
5 rare primal essence
1 rare arcane essence
1 weapon worth at least 100 gp
1 scroll of magic weapon
16 hours
Giant Slayer 1 rare primal essence from a giant 8 DC 16 rare 1,800 gp
(2 days)
2 uncommon arcane essence
2 uncommon primal essence
1 mace
1 scroll of banishment
Mace of 16 hours
2 rare divine essence 8 DC 16 rare 2,400 gp
Disruption (2 days)
1 uncommon divine essence
1 uncommon arcane essence
1 sword worth at least 1,000 gp
16 hours
Dragon Slayer 3 rare primal essence 8 DC 18 rare 4400 gp
(2 days)
1 scroll of bestow curse

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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

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221

1 sword worth 100 gp


1 scroll of animate objects 24 hours
Dancing Sword 12 DC 19 very rare 18,500 gp
2 very rare arcane essence (3 days)
4 uncommon arcane essence
1 +3 warhammer
Dwarven 16 hours
1 scroll of weapon of throwing 8 DC 18 very rare 37,000 gp
Thrower (2 days)
1 very rare primal essence
1 bow (short or long)
1 scroll of magic missile
Bow of Magic 16 hours
1 scroll of magic weapon 8 DC 18 very rare 10,000 gp
MissilesTAG (1.5 days)
3 rare arcane essence
1 very rare arcane essence
1 weapon
1 scroll of elemental weapon
1 freezing oil 16 hours
Frost Brand 8 DC 19 very rare 11,600 gp
1 very rare primal essence (2 days)
3 rare primal essence
1 rare arcane essence
1 sword worth at least 500 gp
Nine Lives 16 hours
1 scroll of power word kill 8 DC 17 very rare 46,600 gp
Stealer (2 days)
1 scroll of magic jar
1 longbow worth 500 gp
4 very rare primal essences
24 hours
Oathbow 1 scroll of true strike 12 DC 19 very rare 17,700 gp
(3 days)
1 scroll of hunter’s mark
1 scroll of hex
1 scimitar worth 500 gp
Scimitar of 1 scroll of haste 16 hours
8 DC 18 very rare 10,000 gp
Speed 1 very rare arcane essence (2 days)
1 rare primal essence
1 sword worth at least 500 gp
Sword of 1 scroll of vorpal weapon 16 hours
8 DC 18 very rare 11,000 gp
Sharpness 1 very rare arcane essence (2 days)
1 rare arcane essence
1 weapon worth at least 10,000 gp
3 legendary divine essence
1 scroll of holy weapon 40 hours 158,000
Holy Avenger 20 DC 22 legendary
1 scroll of holy aura (5 days) gp
1 scroll of magic weapon
3 very rare divine essence
1 +1 sword 32 hours
Luck Blade 16 DC 20 legendary 92,000 gp
2 scrolls of wish (4 days)
1 maul worth at least 1,000 gp
Hammer of 1 legendary primal essence 40 hours
20 DC 20 legendary 64,000 gp
Thunderbolts 2 very rare primal essence (5 days)
1 scroll of thunderwave
1 sword worth at least 1,000 gp
1 legendary divine essence
32 (4
Defender 1 scroll of magic weapon 16 DC 20 legendary 59,000 gp
days)
1 scroll of shield of faith
1 +3 shield
1 lance worth 1,000 gp
1 scroll of summon dragon
Dragon Tamer 1 scroll of chromatic orb 32 hours
16 DC 20 legendary 50,000 gp
LanceGS 1 legendary primal essence (4 days)
2 very rare primal essence
8 uncommon primal essences

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Magic Armor Table


Name Materials Crafting Crafting Difficulty Rarity Value
Time Checks
1 shield 1 scroll of shield
1 scroll of shield of faith
Shield +1 8 hours 4 DC 15 uncommon 500 gp
1 uncommon arcane essence
1 uncommon divine essence
1 set of armor
1 scroll of mage armor
1 scroll of shield
24 hours
+1 Armor 1 scroll of shield of faith 12 DC 16 rare 3,000* gp
(3 days)
1 rare arcane essence
1 rare divine essence
1 rare primal essence
1 set of armor
Armor of 1 scroll of protection from energy 16 hours
8 DC 17 rare 2,400* gp
Resistance 2 rare primal essence (2 days)
1 uncommon primal essence
1 shield
Arrow-Catching 1 scroll of warding wind 12 hours
6 DC 17 rare 1,300 gp
Shield 1 rare primal essence (1.5 days)
1 uncommon arcane essence
1 shield
1 scroll of shield
1 scroll of shield of faith 16 hours
Shield +2 8 DC 17 rare 3,200 gp
1 scroll of glyph of warding (2 days)
2 rare arcane essence
1 rare divine essence
1 +1 studded leather armor
Glamoured
1 scroll of disguise self 16 hours
Studded 8 DC 15 rare 4,2000 gp
1 scroll of silent image (2 days)
Leather
1 rare arcane essence
1 shield
Shield of
1 scroll of warding wind 12 hours
Missile 6 DC 16 rare 1,200 gp
1 rare arcane essence (1.5 days)
Attraction
1 uncommon primal essence
1 set of scale mail
1 large carapace
Scale Mail of 12 hours
1 scroll of move earth 6 DC 16 rare 3,000 gp
the PandgolinDS (1.5 days)
1 rare primal essence
2 uncommon primal essence
1 fine longcoat worth 100 gp
1 scroll of enhance ability
Captain’s 1 scroll of vicious mockery 12 hours
6 DC 16 rare 1,400 gp
CoatDS 1 scroll of dancing waveK (1.5 days)
1 rare primal essence
1 uncommon arcane essence
1 set of armor worth at least 2,000 gp
1 scroll of globe of invulnerability
1 scroll of stoneskin
1 scroll of mage armor
32 hours
+2 Armor 1 scroll of shield 16 DC 20 very rare 17,000 gp
(4 days)
1 scroll of shield of faith
1 very rare arcane essence
1 rare divine essence
1 rare primal essence

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1 shield worth at least 1,000 gp


1 scroll of wall of stone
1 scroll of wall of force
1 scroll of wind wall
1 scroll of shield 24 hours
Shield +3 12 DC 20 very rare 24,000 gp
1 scroll of shield of faith (3 days)
1 very rare arcane essence
1 very rare divine essence
2 rare arcane essence
2 rare divine essence
Breastplate 1 ornate breastplate worth at least 500 gp
16 hours
of Golden 1 scroll of warding bond 8 DC 16 very rare 9,700 gp
(2 days)
RetrieverDS 1 scroll of faithful hound
1 plate armor worth at rare 1,500 gp
16 hours
Demon Armor 1 scroll of summon fiend 8 DC 15 very rare 4,000 gp
(2days)
1 rare arcane essence
1 set of studded leather
1 scroll of enhance ability
Raiment of the 16 hours
1 scroll of polymorph 8 DC 17 very rare 9,350 gp
RacoonDS (2 days)
1 very rare primal essence
1 rare arcane essence
1 shield worth at least 200 gp
Spellguard 1 scroll of antimagic field 32 hours
16 DC 20 very rare 28,000 gp
Shield 1 very rare divine essence (4 days)
1 rare arcane essence
1 plate armor with the dwarven modifier
1 scroll of globe of invulnerability
1 scroll of stoneskin
1 scroll of mage armor
32 hours
Dwarven Armor 1 scroll of shield 16 DC 20 very rare 28,000 gp
(4 days)
1 scroll of shield of faith
1 very rare arcane essence
1 rare divine essence
1 rare primal essence
1 set of studded leather armor
1 scroll of mage armor
1 scroll of shield
Dark Fathom
1 scroll of black tentacles 24 hours 12 DC 18 very rare 11,000 gp
ArmorGS
1 very rare arcane essence
2 rare primal essence
1 scroll of water breathing
1 set of armor worth at least 4,000gp
1 scroll of invulnerability
48 hours
+3 Armor 1 legendary arcane essence 24 DC 22 legendary 100,000 gp
(6 days)
1 very rare primal essence
1 very rare divine essence
1 set of plate armor worth at least 4,000 gp
1 scroll of invulnerability
Armor of 48 hours
1 scroll of stone skin 24 DC 23 legendary 125,000 gp
Invulnerability (6 days)
1 legendary divine essence
2 very rare arcane essence
1 set of plate armor worth at least 1,500 gp
Plate Armor of 1 scroll of etherealness 24 hours
12 DC 19 legendary 50,000 gp
Etherealness 1 legendary arcane essence (3 days)
1 very rare arcane essence

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Ring Crafting Table


Crafting Crafting
Name Materials Difficulty Rarity Value
Time Checks
1 ring worth at least 10 gp
Ring of Jumping 1 scroll of jump 8 hours 4 DC 12 uncommon 140 gp
1 common primal essence
1 ring worth at least 20 gp
1 scroll of protection from good and evil
Ring of Mind 12 hours
1 scroll of detect good and evil 6 DC 15 uncommon 350 gp
Shielding (1.5 days)
1 scroll of detect thoughts
1 common psionic essence
1 ring
Ring of
1 scroll of alter self 4 hours 2 DC 14 uncommon 150 gp
Swimming
1 common primal essence
1 ring
1 scroll of create bonfire
16 hours
Ring of Warmth 1 scroll of protection from energy 8 DC 14 uncommon 580 gp
(2 days)
2 common primal essence
1 uncommon primal essence
1 ring worth at least 10 gp
Ring of
1 scroll of water walking 8 hours 4 DC 14 uncommon 400 gp
Waterwalking
2 common primal essence
1 ring
1 gem worth 50 gp
Ring of 1 scroll of protection from energy 16 hours
8 DC 16 uncommon 1,500 gp
Resistance 1 common primal essence (2 days)
1 uncommon primal essence
1 rare primal essence
1 ring worth at least 50 gp
1 scroll of animal friendship
Ring of Animal 1 scroll of fear 16 hours
8 DC 15 rare 1,500 gp
Influence 1 scroll of speak with animals (2 days)
1 uncommon primal essence
1 rare primal essence
1 ring worth at least 400 gp
1 scroll of haste 16 hours
Ring of Evasion 8 DC 17 rare 2,600 gp
1 rare primal essence (2 days)
1 rare arcane essence
1 ring worth at least 50 gp
1 scroll of feather fall
Ring of Feather
1 scroll of levitate 8 hours 4 DC 14 rare 500 gp
Falling
1 uncommon primal essence
1 uncommon arcane essence
1 ring worth at least 200 gp
1 scroll of freedom of movement
Ring of Free 24 hours
2 rare divine essence 12 DC 17 rare 5000 gp
Action (3 days)
2 rare arcane essence
1 rare primal essence
1 ring worth at least 400 gp
1 scroll of shield of faith
1 scroll of mage armor
Ring of 1 scroll of protection from energy 16 hours
8 DC 17 rare 3,500 gp
Protection 1 scroll of shield (2 days)
1 scroll of absorb elements
1 rare arcane essence
1 rare divine essence

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1 ring worth at least 200 gp


1 scroll of animal friendship
Ring of Animal 12 hours
1 scroll of fear 6 DC 16 rare 1,600 gp
Influence (1.5 days)
1 scroll of speak with animals
1 rare primal essence
1 ring worth at least 400 gp
1 empty wizard’s spell book (50 gp)
Ring of Spell 16 hours
4 rare arcane essence 8 DC 17 rare 5,000 gp
Storing (2 days)
4 uncommon arcane essence
4 common arcane essence
1 ring worth at least 200 gp
Ring of X-Ray 1 scroll of true seeing 12 hours
6 DC 16 rare 2,300 gp
Vision 1 scroll of find traps (1.5 days)
1 uncommon arcane essence
1 ring worth at least 200 gp
1 scroll of galeboltK
12 hours
Ring of the Ram 1 scroll of shatter 6 DC 15 rare 1,400 gp
(1.5 days)
1 rare arcane essence
1 uncommon primal essence
1 ring worth at least 400 gp
1 scroll of regeneration
Ring of 16 hours
1 rare divine essence 8 DC 18 very rare 16,600 gp
Regeneration (2 days)
1 rare arcane essence
1 rare primal essence
1 ring worth at least 400 gp
Ring of 1 scroll of field of starsK 16 hours
8 DC 18 very rare 11,000 gp
Shooting Stars 1 very rare arcane essence (2 days)
1 rare divine essence
1 ringer worth at least 400 gp
Ring of 1 scroll of telekinesis 16 hours
8 DC 19 very rare 18,250 gp
Telekinesis 1 very rare arcane essence (2 days)
1 very rare psionic essence
1 ring worth at least 400 gp
Ring of Spell 1 scroll of antimagic field 32 hours
16 DC 22 legendary 57,000 gp
Turning 1 scroll of counterspell (4 days)
1 legendary arcane essence
Ring of Three 1 ring 16 hours
8 DC 18 legendary 133,333 gp
Wishes 3 scrolls of wish (2 days)
1 ring worth at least 400 gp
1 scroll of gate
24 hours
Ring of Djinni 1 scroll of conjure elemental 12 DC 20 legendary 56,000 gp
(3 days)
1 very rare primal essence
the true name of a djinni
1 ring worth at least 400 gp
Ring of 1 scroll of dominate monster
24 hours
Elemental 1 scroll of conjure elemental 12 DC 19 legendary 55,000 gp
(3 days)
Command 1 legendary primal essence
3 very rare primal essence
1 ring worth at least 400 gp
Ring of 1 scroll of invisbility 32 hours
16 DC 22 legendary 50,000 gp
Invisibility 1 legendary arcane essence (4 days)
1 very rare arcane essence

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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)

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Staff Crafting Table


Name Materials Crafting Crafting Difficulty Rarity Value
Time Checks
1 uncommon branch
Staff of the
1 scroll of conjure animals 8 hours 4 DC 12 uncommon 350 gp
Python
1 common primal essence
1 rare branch
2 rare divine essence
2 rare primal essence
Staff of 16 hours
4 uncommon arcane essence 8 DC 18 rare 4,600 gp
Charming (2 days)
1 scroll of command
1 scroll of comprehend language
1 scroll of charm person
1 rare branch
3 rare divine essence
12 hours
3 uncommon divine essence
Staff of Healing (1.5 6 DC 18 rare 5,000 gp
1 scroll of mass cure wounds
days)
1 scroll of cure wounds
1 scroll of lesser restoration
1 rare branch
1 scroll of giant insect
Staff of 12 hours
1 scroll of insect plague
Swarming (1.5 6 DC 16 rare 3,200 gp
1 rare primal essence
Insects days)
2 uncommon primal essence
1 uncommone divine essence
1 rare branch
Staff of 1 uncommon primal essence
8 hours 4 DC 15 rare 780 gp
Withering 1 uncommon arcane essence
1 scroll of blight
1 rare branch
Staff of the 16 hours
4 rare primal essence 8 DC 18 rare 5,100 gp
Woodlands (2 days)
8 uncommon primal essence
1 very rare branch
1 ruby worth 500 gp
3 very rare primal essence
16 hours
Staff of Fire 6 rare primal essence 8 DC 19 very rare 31,000 gp
(2 days)
1 scroll of burning hands
1 scroll of fireball
1 scroll of wall of fire
1 very rare branch
1 sapphire worth 500 gp
1 very rare primal essence
1 very rare arcane essence
4 rare primal essences 16 hours
Staff of Frost 8 DC 19 very rare 26,000 gp
2 rare arcane essences (2 days)
1 scroll of cone of cold
1 scroll of fog cloud
1 scroll of icestorm
1 scroll of of wall of ice

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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

Rod Crafting Table


Name Materials Crafting Crafting Difficulty Rarity Value
Time Checks
1 rod worth at least 100 gp
Immovable Rod 1 scroll of gravity surgeK 8 hours 4 DC 15 uncommon 800 gp
4 uncommon arcane essence
1 rod worth at least 100 gp
Rod of the Pact
(a) 1 entrapped humanoid soul 8 hours 4 DC 15 uncommon 650 gp
Keeper +1
or (b) 3 uncommon arcane essence
1 rod worth at least 500 gp
1 scroll of command
Rod of 1 scroll of charm person 16 hours
8 DC 17 rare 3,100 gp
Rulership 1 scroll of suggestion (2 days)
1 scroll of charm monster
2 rare arcane essence
1 rod worth at least 500 gp
Rod of the Pact (a) 3 entrapped humanoid souls of CR/Level 16 hours
12 DC 17 rare 3,300 gp
Keeper +2 5 or higher or (2 days)
(b) 3 rare arcane essence
1 rod worth at least 500 gp
1 scroll of black tentacle
Tentacle Rod 8 hours 4 DC 16 rare 2500 gp
3 tentacles at least 5 feet long
2 rare arcane essence
1 rod worth at least 3,000 gp
Rod of 1 scroll of spelltrapK
8 hours 4 DC 16 very rare 7500 gp
Absorption 1 scroll of counterspell
2 rare arcane essence

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1 rod worth at least 3,000 gp


1 scroll of alarm
1 scroll of detect evil and good
16 hours
Rod of Alertness 1 scroll of detect magic 8 DC 17 very rare 6,400 gp
(2 days)
1 scroll of detect poison and disease
1 scroll of see invisibility
3 rare arcane essence
1 rod worth at least 5,000 gp
24 hours
Rod of Security 1 scroll of demiplane 12 DC 18 very rare 29,000 gp
(3 days)
1 very rare divine essence
1 rod worth at least 5,000 gp
Rod of the Pact (a) 1 entrapped soul of a devil or demon CR 24 hours
12 DC 19 very rare 38,000 gp
Keeper +3 15 or higher 2 very rare arcane essence or (3 days)
(b) 4 very rare arcane essence
1 rod worth at least 10,000 gp
1 scroll of magic weapon
1 scroll of elemental weapon
1 scroll of fear
Rod of Lordly 1 scroll of hold monster 40 hours
20 DC 22 legendary 84,000 gp
Might 1 scroll of vampiric touch (5 days)
1 very rare primal essence
1 very rare arcane essence
1 very rare divine essence
1 +3 weapon mace or battleaxe
1 rod worth at least 10,000 gp
1 scroll of revivify
1 scroll of raise dead
Rod of 80 hours
1 scroll of resurrection 40 DC 24 legendary 120,000 gp
Resurrection (10 days)
1 scroll of true resurrection
1 very rare divine essence
1 legendary divine essence

Magical Manuals and Tomes


Crafting Crafting
Name Materials Difficulty Rarity Value
Time Checks
1 blank book worth 500 gp
40
Manual of 1 scroll of enhance ability
hours (5 20 DC 21 legendary 68,500 gp
Bodily Health 1 legendary primal essence
days)
1 legendary divine essence
Manual 1 blank book worth 500 gp 40
of Gainful 1 scroll of enhance ability hours (5 20 DC 21 legendary 68,500 gp
Exercise 2 legendary primal essence days)
1 blank book worth 250 gp
1 scroll of awaken 24
Manual of
1 scroll of scroll of animate objects hours (3 12 DC 19 very rare 12,400 gp
Golems*
2 very rare arcane essence days)
1 rare divine essence
1 blank book worth 500 gp
Manual of 40
1 scroll of enhance ability
Quickness of hours (5 20 DC 21 legendary 68,500 gp
1 legendary arcane essence
Action days)
1 legendary divine essence
1 blank book worth 500 gp 40
Tome of Clear
1 scroll of enhance ability hours (5 20 DC 21 legendary 68,500 gp
Thought
2 legendary arcane essence days)
Tome of 1 blank book worth 500 gp 40
Leadership and 1 scroll of enhance ability hours (5 20 DC 21 legendary 68,500 gp
Influence 2 legendary divine essence days)

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1 blank book worth 500 gp


40
Tome of 1 scroll of enhance ability
hours (5 20 DC 21 legendary 68,500 gp
Understanding 1 legendary divine essence
days)
1 legendary primal 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

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1 green gem worth at least 1,000 gp


1 scroll of enhance ability
Ioun Stone 40 hours
1 legendary divine essence 20 DC 21 legendary 55,800 gp
(Mastery) (5 days)
1 very rare arcane essence
1 very rare primal essence
1 pearl worth at least 1,000 gp
Ioun Stone 1 scroll of regeneration 24 hours
12 DC 19 legendary 32,800
(Regeneration) 2 very rare divine essence (3 days)
2 rare divine essence

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

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232

Captain’s CoatDS
Armor (studded leather), rare (requires attunement)

Functional and fashionable, this long pirate captain’s coat is


reinforced for combat and draws the eyes to its ornate design.
While wearing this coat, you have proficiency in navigator’s
tools, vehicles (water) and you have a swimming speed equal to
your walking speed.
Multiple pockets are hidden on the inside of the coat, able
to conceal small objects. A creature attempting to search your
person must succeed on a DC 15 Intelligence (Investigation)
check in order to discover the hidden pockets.
Sailor’s Mouth. Once per short or long rest, you can use a
bonus action to cast the vicious mockery spell (save DC 15)
while wearing the coat. When cast in this way, the target takes
extra psychic damage equal to your Charisma modifier.
Item created by Dungeon Strugglers

Raiment of the RaccoonDS


Armor (studded leather), very rare (requires attunement by a
rogue)

You have a +1 bonus to AC while wearing this armor. While


wearing it, you are imbued with the hardiness of a raccoon.
Your rogue feature Evasion now applies to Constitution saving
throws as well.
Keen Sense of Touch. While wearing this armor you
develop a hypersensitive tactile awareness. You can add your
Wisdom modifier to Dexterity (Sleight of Hand) checks, thieves
tools checks and Intelligence (Investigation) checks that use
your sense of touch. You can reliably detect the surface details,
such as engraved writing or material properties, of an object by
touching it.
Curse. While attuned to this armor you become obsessively
hygienic. You must spend at least 10 minutes washing your
hands to benefit from a short or long rest and you prefer to
dunk your food into water before eating it.
Item created by Dungeon Strugglers

Yves’ Thieves’ ToolsDS


Wondrous item, uncommon (requires attunement)

You have a +1 bonus to ability checks using these thieves’ tools.


As an action you can hold these tools up to a door to hear
through it, as long as it’s no thicker than 1 foot, alerting you to
the location of any creatures within 20 feet of the door. If you
set off a trap while using these tools to pick a lock, you have
advantage on any saving throws to resist the trap.
Item created by Dungeon Strugglers

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Shawm of SunderingDS
Wondrous item, uncommon (requires attunement by a bard)

When a creature adds one of your Bardic Inspiration dice to


an attack or damage roll, and they hit a target within 60 feet
of you, you can play the shawm as a reaction to deal thunder
damage equal to one roll of your bardic inspiration die to the
target.
Additionally, you can play the shawm as an action to cast
thunderwave, shatter, or lightning bolt, and that spell can’t be
cast from it again until the next dawn.
Item created by Dungeon Strugglers

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.

Amplified. If the Squall Caller is within 60 feet of this collar, it


gains the following properties:
Wearing the collar allows you to see normally through
heavily obscured areas caused by weather or spells such as
sleet storm or fog cloud. The saving throw DC for spells cast
from the collar increases to 16. When you are targeted with
an attack that deals thunder or lightning damage, you can use
your reaction to gain resistance to the triggering damage type
until the start of your next turn. Additionally, the Squall Caller
deals an extra 1d8 of the triggering damage type for 1 minute.
Once the collar is used in this way, the ability cannot be used
again until the next dawn.
Item created by Dungeon Strugglers

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.

Amplified. If the Squall Collar is within 60 feet of this


battleaxe, it gains the following properties:

• You gain a +1 bonus to attack and damage rolls made with


this magic weapon.
• Immediately after being thrown, the battleaxe flies back to
your hand.
• The saving throw DC for spells cast from the battleaxe
increases to 15.
• When you cast gust of wind from the battleaxe, the distance
pushed increases by 5 feet and you can choose any number
of creatures within the area of effect to automatically
succeed on their saving throw. Additionally, you can choose
to cast gust of wind without requiring concentration, but the
spell ends at the start of your next turn.
Item created by Dungeon Strugglers

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234

Scale Mail of the PangolinDS


Armor (scale mail), rare (requires attunement)
While wearing this armor you gain a burrowing speed of 10
feet. You can use your burrowing speed to move through sand,
loose earth, mud, or ice, not solid rock.
This armor can adjust itself to provide superior protection,
allowing you to curl up into a ball as an action. Until you
emerge (on your turn, no action required), you gain a +5 bonus
to AC, and you have advantage on Strength and Constitution
saving throws. While curled up, you are prone, your speed
is 0 and can’t increase, you have disadvantage on Dexterity
saving throws, and you are incapacitated. Attack rolls made
against you do not have advantage normally granted by the
prone condition. Additionally, a creature can roll you along
the ground in front of itself if it succeeds on a DC 10 Strength
check (no action required).
Item created by Dungeon Strugglers

Crystal Ball of ThievingDS


Wondrous item, legendary (requires attunement)
This crystal ball is about 6 inches in diameter. While
touching it, you can cast the scrying spell (save DC 17) with it.
You can use an action to cast the mage hand spell while you
are scrying with the crystal ball, the spectral hand appearing
within 30 feet of the spell’s sensor. When cast in this way you
can make the spectral hand invisible. When the scrying ends,
so does the spell, and any object held by the spectral hand is
teleported into your open hand or to an unoccupied space at
your feet. Teleporting an object via this method is unreliable
and has a chance to fail. Roll a d20 to determine if you are
successful. If you have had physical contact with the object
before add 5 to your roll. If the object has spent more than 24
hours in your possession, add 10. The DC is 15. On a failure,
the object reappears in the space that it occupied before the
spectral hand interacted with it, or in the nearest unoccupied
space if that space is now occupied. Once used, the thieving
power of the crystal ball can’t be used again until the next
dawn.
Curse. Each time you successfully steal an item using
this crystal ball, the owner of the item immediately sees an
image of your face and hears your name in their mind. They
don’t necessarily know the context, but if your theft arouses
suspicion, it’s a likely deduction that you are related to the
disappearance of their possession.
Item created by Dungeon Strugglers

Javelin of the Harpy EagleDS


Weapon (javelin), rare (requires attunement)
This barbed javelin embeds itself into creatures and hinders
their movement. A creature hit by this javelin has its speed
reduced by 10 feet until the javelin is removed. While you are
within 120 feet of the javelin and you can see it, you can use a
bonus action to speak its command word, causing the javelin to
viciously remove itself from the target and fly back to your open
hand or to an unoccupied space at your feet. You can choose
to remove the javelin as a part of the attack while wielding it
in melee. Alternatively, any creature can remove the javelin
with an action. When the javelin is removed, the barbs deal an
additional 1d6 piercing damage to the creature.
Item created by Dungeon Strugglers

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235

Breastplate of the Golden RetrieverDS


Armor (breastplate), very rare (requires attunement)

You have a +1 bonus to AC and advantage on saving throws to


resist being frightened while wearing this armor.
This armor has 3 charges, which it regains daily at dawn.
As an action, you can expend 1 charge to cast the warding
bond spell or 2 charges to cast the faithful hound spell from
the armor without requiring material components. When
warding bond is cast in this way, a spectral golden retriever
appears next to the creature you are bonded with and follows
it dutifully. The golden retriever is incorporeal and it can shed
bright light in a 20-foot radius and dim light for an additional
20 feet upon the bonded creature’s request (no action
required).
Item created by Dungeon Strugglers

Bow of Magic MissilesTAG


Weapon (any bow), very rare (requires attunement by a
creature that is proficient with shortbows or longbows)

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

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236

Dagger of the Ogre MageGS


Weapon (shortsword), uncommon (requires attunement)

This blade was once used as a dagger by an ogre, but is


nevertheless large enough to be a shortsword. You gain a
+1 bonus to attack and damage rolls made with this magic
weapon.
This blade’s hilt is hollow and can hold up to 3 cantrip
spell scrolls. Cantrip scrolls left within the compartment for
1 minute activate one of the three clear gems adorning its
grip. Once activated, you can cast these cantrips at will using
your spellcasting modifier. If you don’t have a spellcasting
modifier, use your Intelligence modifier instead. You have
proficiency with these cantrips. Cantrips cast from the blade
use the weapon as an arcane focus and allow you to perform
any somatic components with the weapon instead of requiring
a free hand. Scrolls contained within the sword are not
destroyed after using them in this way.
When you cast a cantrip using the sword that deals damage,
the sword’s damage type changes to match the cantrip’s for 1
minute or until you end it early (no action required).
Item created by Griffon’s Saddlebag

Dark Fathom ArmorGS


Armor (studded leather), very rare (requires attunement)

This dark, sea-soaked suit of armor smells of brine and is


covered in eldritch runes. You have a +1 bonus to AC and can
breathe normally underwater while wearing this armor.
In addition, while wearing this armor, you can use an action
to cast the black tentacles spell (save DC 15) from it. When
cast in this way, the spell targets a 15-foot square centered
on your location that does not follow you when you move. In
addition, you do not need to concentrate on the spell and are
immune to its effects when cast in this way. Once this property
has been used, it can’t be used again until the next dusk.
Item created by Griffon’s Saddlebag

Doodle RingGS
Ring, common

This magic wooden ring is always covered in splotches of


charcoal, ink, or paint, regardless of how well or often it’s
cleaned. While wearing the ring on a finger, you can touch that
finger to a solid surface and begin to draw. The drawing uses
your finger to make marks as if it were a piece of charcoal, ink
quill, or paintbrush (your choice). The marks you make can
be in any color. Any drawing made by the ring can be easily
smudged or washed away without leaving any marks behind.
The ring can have up to a total of 5 square feet covered with
drawings in this way at any time. Drawing more than that
begins to erase the previous marks, and any mark left after 24
hours of being made is magically erased.
Item created by Griffon’s Saddlebag

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237

Dragon Tamer LanceGS


Weapon (lance), legendary (requires attunement)

This slender, iridescent lance is covered in an enchanted finish


that resembles the hardened scales of many dragons. You gain
a +1 bonus to attack and damage rolls made with this magic
weapon. While attuned to the weapon, you can understand and
speak Draconic.
This lance has 8 charges and regains 1d4 + 4 expended
charges each day at dawn. When you hit a target with the
lance, you can expend 1 of its charges to deal an extra 3d6
acid, cold, fire, lightning, or poison damage (your choice) to
the target. If you expend a charge in this way when you hit a
dragon, it must also succeed on a DC 17 Wisdom saving throw
or become frightened of you until the beginning of your next
turn. For the purpose of this weapon, “dragon” refers to any
creature with the dragon type, including dragon turtles and
wyverns.
Whenever you expend a charge in this way to deal extra
damage, you can choose to expend a 2nd charge and deal
an additional 1d6 damage of the same type to the target and
prevent it from using its reaction until the start of its next turn.
Wyrmling Steed. In addition, while holding the lance, you
can use an action to cast the find steed spell from it. Once
this property has been used, it can’t be used again until the
next dawn. When you use the lance to cast this spell, you can
choose to summon a dragon wyrmling instead of a normal
mount by expending a number of charges equal to its challenge
rating (maximum 2). You determine the kind of dragon
summoned, although its alignment towards good or evil must
be the same as your own. If your alignment is neutral, you can
summon a wyrmling of either alignment. The wyrmling counts
as one size larger when used as a mount and cannot use its
breath weapons.
Forceful Impact. If you move at least 20 feet straight toward
a Medium or smaller target and then make a melee attack with
the lance against it while within 5 feet of the target, you make
the attack with advantage instead of disadvantage. If you hit,
you can immediately roll to attack another target 5 feet directly
behind the first, without advantage, as part of the initial attack.

Helm of HeroesGS
Wondrous item, rare (requires attunement)

You gain a +1 bonus to AC if you’re wearing no armor while


wearing this helmet. You can still use a shield and gain this
benefit. In addition, while wearing no armor, the helm becomes
suffused with glory and glimmers for 1 minute whenever you
roll a 20 on an attack roll. While the helm is glimmering in this
way, you gain temporary hit points at the start of each of your
turns equal to half your level, and friendly creatures within 10
feet of you can’t be frightened.

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238

Infused Gems Sparkling Sapphire


Gemstone, uncommon
Brilliant Diamond
Gemstone, uncommon This sapphire sparkles dimly with an internal light. A creature
can infuse a 1st level spell or cantrip into this gem, causing
This diamond gives off 5 feet of dim light when not socketed. it to sparkle more brilliant. Subsequently, a creature hold the
When socketed into a weapon, ring, or necklace, a creature gem, a weapon the gem is socketed into, or a piece of jewelry
holding that weapon or wearing the piece of jewelry can use the gem is socketed into, can cast the spell as if they are
their action to cast the light spell, targeting the item the gem is casting the spell. If the creature has a spellcasting feature,
socketed into. they can use it to cast the spell without expending a spell slot,
discharging the power in the gem. If a creature does not have
Effervescent Emerald the spell casting feature, their spell attack modifier is +3 and
their spell save DC is 11 for any spell cast. The effects of a
Gemstone, uncommon
spell cast using this sapphire cannot persist for more than 10
minute (for example, a familiar summoned with it would last
This emerald has a swirling light within. When socketed into a
10 minutes rather than indefinitely).
weapon, checks to apply poison to that weapon automatically
succeed. When socketed into a ring or necklece, a creature
wearing that piece of jewelry can use their action to cast the Perfect Infusion
poison spray cantrip. Gemstone, uncommon

Flickering Ruby A gem infused so perfectly that it readily accepts power. A


Gemstone, uncommon creature wielding a weapon or wearing a piece of jewelry
socketed with this gem can cast absorb elements without
This ruby flickers like a torch, giving off 5 feet a bright light expending a spell slot. Once they cast absorb elements in this
and an additional 5 feet of dim light when not socketed. wa
When socketed into a weapon, as an action you can cause the
weapon to burst into flames, dealing an additional 1d4 fire
damage for 1 minute. Once used in this way it cannot be used
again until dawn. When socketed into a ring or necklace, a
creature wearing that piece of jewelry can use their action to
cast the produce flame cantrip.

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.

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script, runes, and words that make up a magical scroll. This
Scrollscribing ink is created by alchemist, but can be purchased at the below
rates:
Scrollscribing is the process of creating magical scrolls.
Critical both as useful ways to cast spells and as the core of the Component Price
magic formula used in enchanting, every adventuring group’s
magic blokes are well served by the ability to make scrolls. Common Magical Ink 15 gp
Common Parchment 1 sp

Quick Reference Uncommon Magical Ink 40 gp

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.

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Scroll Crafting Table


Crafting Crafting
Name Materials Difficulty Rarity Value
Time Checks
1 common magical ink
Cantrip 2 hours 1 DC 12 Common 20 gp
1 common parchment
1 common essence
1st Level Spell 1 common magical ink 2 hours 1 DC 12 Uncommon 65 gp
1 common parchment
1 common essence
2nd Level Spell 2 common magical ink 2 hours 1 DC 14 Uncommon 90 gp
1 common parchment
1 uncommon essence
3rd Level Spell 1 uncommon magical ink 4 hours 2 DC 14 Rare 250 gp
1 uncommon parchment
1 uncommon essence
4th Level Spell 2 uncommon magical ink 4 hours 2 DC 14 Rare 300 gp
1 uncommon parchment
1 rare essence
5th Level Spell 1 rare magical ink 4 hours 2 DC 15 Rare 1200 gp
1 rare parchment
1 rare essence
6th Level Spell 2 rare magical ink 4 hours 2 DC 16 Rare 1500 gp
1 rare parchment
1 very rare essence
7th Level Spell 1 very rare magical ink 8 hours 4 DC 17 Very Rare 12,000 gp
1 very rare parchment
1 very rare essence
8th Level Spell 2 very rare magical ink 8 hours 4 DC 18 Very Rare 14,000 gp
1 very rare parchment
1 legendary essence
24 hours
9th Level Spell 1 legendary magical ink 12 DC 20 Legendary 40,000 gp
(3 days)
1 legendary parchment

Scroll Essence Type


The type of Essence is determined by the spell list the spell
comes from; if it is on multiple spell lists, it is determined by
how you have access to the spell. If you have access to the spell
via multiple lists or the written form of the spell, you can pick
which Essence to use for spells that have multiple options.

Essence Type Spell List


Artificer, Bard, Occultist, Sorcerer,
Arcane
Warlock, Wizard
Divine Cleric, Occultist, Paladin
Primal Druid, Occultist, Ranger
Psionic Monk, Psion

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Wand Whittling Intelligence modifier + your proficiency with Woodcarver’s


Unlike many magic items that are crafted and than enchanted tools.
with magic, a wand is purpose built for to store the magic it will • On success, you mark 2 hours of completed time. Once
continue, worked from wood and infused with magic as a single the completed time is equal to the crafting time, the wand
process, with different intricacies based on the type of magic it is complete. On failure, the crafting time is lost and no
will wield. progress has been made during the 2 hours. If you fail 3
Wands are very valuable to adventurers, and the power times in a row, the crafting is a failure and all materials are
the wield should never be underestimated, as they can save lost.
precious resources. While the typical wand is an attunement
item that can recharge, there is a weaker variety of less wands
which are consumable items, more akin to multi-use scrolls Related Tool & Ability Score
that are easier to make. Wand whittling works using Woodcarver’s tools. Attempting to
craft a wand without these is impossible.
The related ability score is Dexterity. While spellcasters of
Quick Reference any stripe can make wands of the spells they know, the process
While each step will go into more depth, the quick reference is one of systematic application of magical theory to integrated
allows you to at a glance follow the steps to make a wand in its the spell into a wand in a function that can later be used.
most basic form: Additionally, like Scroll Scribing and Enchanting, proficiency
in Arcana is required; without proficiency in arcana, you
• Select a wand from the Greater Wand Table you would like cannot add your Tool proficiency to the crafting rule.
to make, or a spell you would like to make a Lesser Wand of.
• Acquire the items listed in the materials column for a Wand
from the appropriate table. Materials: Wood & Essence
• Use your Woodcarver’s tools to create the wand using the The Materials for Wand Whittling are wood and essences.
number hours listed in the Crafting Time column, or during The wood used in wands is typically purchased, and below
a long rest using the crafting camp action if the crafting are the table prices. If they are found as part of treasure, they
times is 2 hours or less. are calculated as any other precious non-currency treasure
• For every 2 hours, make a crafting roll of 1d20 + your would be calculated. Low level wands can use common woods

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that are not magically attuned, but more powerful magic will
cause such mundane wood to instantly splinter or catch fire,
Lesser & Greater Wands
requiring the use of rare and exotic woods. Many adventurers are most familiar with greater wands,
forged with such skill and power that their power regerates
Essences are varied in nature, but are what power wands. each day at dawn, providing nearly unlimited ability to wield
Essences are shared with Enchanting, and more details can be magic. These are however the more rare exception; Greater
gleaned from the Essences section under Enchanting. Wands. Their weaker cousins (Lesser Wands) work in a
similar fashion, but do not naturally recharge, and must be
What Are Rare Woods? recharged to be used again.
The most common examples would be from trees in exotic locations
- wood from the feywild or from the outer planes. The exact nature
of the wands can match the spell for flavor, but the details beyond
Recharging Lesser Wands
Recharging lesser wands is fairly simple; you can either
rarity are not considered by default for the system. Some examples
are provided at the end of this section. expend 1 essence of the rarity required to craft that wand and
perform a ritual that takes 2 hours, expending the essence
and restoring all charges to the Lesser Wand (this only works
Purchasing Wooden Branches with Lesser Wands), or you can expend 2 spell slots equal to
Like with many materials, one popular method of acquisition is the level of the spell the wand can cast (1st level for cantrip)
to simply spend gold. A piece of wood here is typically a branch during this ritual to recharge a single charge; you can repeat
about 2-3 feet long and moderately narrow, suitable for a wand this ritual to recharge the wand multiple times, up to its
with some whittling. maximum charges.

Rarity Essence Price


Magical Formula
Common Branch 1 cp For Greater Wands, they have known formulas that can be
Uncommon Branch 25 gp deduced as part of crafting (as with Enchanting), and you do
Rare Branch 80 gp not need to know the spell or effect before crafting the Wand,
though they are typically harder to craft. To craft a Lesser
Very Rare Branch 800 gp
Wand, you must know the Magic Formula of the spell you
Legendary Branch 2,000 gp want to make a Lesser Wand of. The easiest way to do this
is to be able to cast the spell. You always know the Magic
Formula of a spell you know how to cast. Otherwise, you
Crafting Roll need to have deep knowledge of the spell to be able to make
Wand Whittling Crafting Modifier = your Woodcarver’s a scroll of it. The following are some ways you can gain that
tools proficiency bonus + your Dexterity modifier. knowledge:

Success and Failure • Have it in your spellbook as a Wizard.


• Have it in your spellmanual as an Infusionsmith Artificer.
For Wand Whittling, after you make the crafting roll and
• Have it your ritual book as a ritual caster.
succeed, mark your progress on a crafting project. If you
• Have a spell scroll of it (DC +2)
succeed, you make 2 hours of progress toward the total
• Study its magical formula and record it. To learn a spell in
crafting item (and have completed one of the required checks
this way requires proficiency in arcana and 1 week of study
for making an item). Checks for Wand Whillting do not need
per level of the spell, as well as access to a book or teacher
to be immediately consecutive. Failure means that no progress
that records the spell. Once learned, you can record it in a
is made during that time. As usual, failing three times in a row
Magical Formula book and can subsequently make scrolls
results in the crafting project being a failure, and all materials
of it.
are lost.

Lesser Wand Essence Type


Wand Whittling Saving Throw The type of Essence is determined by the spell list the spell
Some wands require a saving throw, the following is the comes from; if it is on multiple spell lists, it is determined by
formula for calculating the saving throw. The saving throw how you have access to the spell. If you have access to the
is calculated at the time of creation based on the creators spell via multiple lists or the written form of the spell, you
attributes and proficiency, and does not change once it is can pick which Essence to use for spells that have multiple
created. A saving throw does not include any expertise or other options.
bonuses a crafter has to the crafting roll.
Essence Type Spell List
Wand DC = 8 + your related tool proficiency bonus + your
Intelligence modifier. Artificer, Bard, Occultist, Sorcerer,
Arcane
Warlock, Wizard
Divine Cleric, Occultist, Paladin
Primal Druid, Occultist, Ranger
Psionic Monk, Psion

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Lesser Wand Crafting Table


Name Materials Crafting Crafting Difficulty Rarity Value
Time Checks
Lesser Wand of 1 scroll of the spell
2 hours 1 DC 14 common 25 gp
Cantrip 1 common branch
1 common essence
Lesser Wand of
1 scroll of the spell 4 hours 2 DC 15 uncommon 125 gp
1st Level Spell
1 common branch
1 common essence
Lesser Wand of
1 scroll of the spell 4 hours 2 DC 14 uncommon 160 gp
2nd Level Spell
1 common branch
1 uncommon essence
Lesser Wand of
1 scroll of the spell 4 hours 2 DC 15 rare 500 gp
3rd Level Spell
1 uncommon branch
1 uncommon essence
Lesser Wand of
1 scroll of the spell 4 hours 2 DC 16 rare 600 gp
4th Level Spell
1 uncommon branch
1 rare essence
Lesser Wand of
1 scroll of the spell 8 hours 4 DC 16 rare 2300 gp
5th Level Spell
1 rare branch
1 rare essence
Lesser Wand of
1 scroll of the spell 8 hours 4 DC 17 rare 2700 gp
6th Level Spell
1 rare branch
1 very rare essence
Lesser Wand of
1 scroll of the spell 16 hours 8 DC 17 very rare 22,000 gp
7th Level Spell
1 very rare branch
1 very rare essence
Lesser Wand of
1 scroll of the spell 16 hours 8 DC 18 very rare 32,000 gp
8th Level Spell
1 very rare branch
1 legendary essence
Lesser Wand of
1 scroll of the spell 24 hours 12 DC 20 legendary 76,000 gp
9th Level Spell
1 legendary branch

Greater Wand Crafting Table


Crafting Crafting
Name Materials Difficulty Rarity Value
Time Checks
1 scroll of prestidigitation
Wand of
1 common arcane essence 8 hours 4 DC 14 common 160 gp
ChoresK
1 common branch
1 scroll of minor illlusion
Magician’s 1 hat worth at least 5 gold
8 hours 4 DC 14 common 165 gp
WandK 2 common arcane essence
1 common branch
1 scroll of goodberry
Goodberry
2 common primal essence 8 hours 4 DC 15 common 240 gp
DispenserK
1 common branch
1 scroll of message
1 common arcane essence
WhisperstickK 8 hours 4 DC 15 common 190 gp
1 common psionic essence
1 common branch
1 scroll of detect magic
Wand of Magic
1 uncommon arcane essence 8 hours 4 DC 15 uncommon 325 gp
Detection
1 uncommon branch

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1 scroll of magic missile


Wand of Magic 3 uncommon arcane essence
12 hours 6 DC 17 uncommon 950 gp
Missiles 1 gem worth 50 gp
1 uncommon branch
1 scroll of find traps
1 common arcane essence
Wand of Secrets 8 hours 4 DC 15 uncommon 250 gp
1 common primal essence
1 uncommon branch
1 scroll of web
1 uncommon arcane essence
Wand of Web 12 hours 6 DC 16 uncommon 600 gp
1 uncommon primal essence
1 uncommon branch
1 uncommon arcane essence
1 uncommon primal essnece
Wand of the
1 uncommon divine essence 8 hours 4 DC 16 uncommon 800 gp
War Mage +1
1 jewel worth 150 gp
1 uncommon branch
1 scroll of hold monster
Wand of 1 scroll of hold person 24 hours
12 DC 17 rare 4,600 gp
Binding 4 rare arcane essence (3 days)
1 rare branch
1 scroll of see invisbility
Wand of Enemy 1 scroll of true seeing
16 hours 8 DC 17 rare 300 gp
Detection 1 rare arcane essence
1 rare branch
1 scroll of fear
2 rare arcane essence 16 hours
Wand of Fear 8 DC 18 rare 2,400 gp
1 uncommon divine essence (2 days)
1 rare branch
1 scroll of fireball
3 rare arcane essence
Wand of 24 hours
2 rare primal essence 12 DC 18 rare 5,300 gp
Fireballs (3 days)
1 ruby worth 500 gp
1 rare branch
1 scroll of lightning bolt
Wand of 2 rare arcane essence 24 hours
12 DC 18 rare 5,300 gp
Lightning Bolts 3 rare primal essence 1 topaz worth 500 gp (3 days)
1 rare branch
1 wand of binding
Wand of 24 hours
4 rare arcane essence 12 DC 17 very rare 8, 000 gp
Paralysis (3 days)
1 rare branch
1 scroll of prestidigitation
1 scroll of faerie fire
1 scroll of stinking cloud
1 scroll of darkness
1 scroll of enlarge/reduce
Wand of 1 scroll of invisibility 16 hours
8 DC 18 rare 2,100 gp
Wonder 1 scroll of lightning bolt A handful of colorful (2 days)
gems worth 250 gp
1 uncommon primal essence
1 uncommon divine essence
1 uncommon arcane essence
1 rare branch
2 rare arcane essence
2 rare primal essence
Wand of the 24 hours
2 rare divine essence 12 DC 19 rare 5,400 gp
Warmage +2 (3 days)
1 jewel worth 300 gp
1 rare branch

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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

Lesser Wand WhisperstickK


Wand, Common/Uncommon/Rare/Very Rare/Legendary Wand, Common

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

This wand has 10 charges. While holding it as an an action you


can tap the tip to your palm and expend 1 of its charges to cast
to create a single berry as if from the goodberry spell in your
hand.
The wand regains 1d10 expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1,
producing a splattering burst of sticky and sour juice.

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.

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Leatherworking Related Tool & Ability Score


Leatherworking is often seen as something of the “light armor”
equivaliant to a blacksmith, but it covers quite a bit more Leatherworking works using Leatherworking Tools.
ground that. While it may be the unsung hero, an adventurers Attempting craft items with Leatherworking without these will
best friend is a study leather backpack. Backpacks, belts, almost always be made with disadvantage, and proficiency
waterskins, quivers and more all fall to these talented artisans with these allows you to add your proficiency in them to any
to make, and can prove essential to every day life. Leatherworking crafting roll.
In addition to their more mundane wares, however, leather,
hide, scales, and carapaces of monsters in the fantastical Materials: Leather & Hides
settings these craftsmen find themselves in often provide more
opportunity than the basic components of mundane items. A Leatherworking uses leather and hides, primarily harvested
leatherworker is essential if you wish to get the most mileage from monsters, however sometimes they work with heavy
out of your harvested monsters. quited clothes, metal, carapaces, and sometimes even metal
pieces.

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.

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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

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Waterskin 2 leather scraps 2 hours 1 DC 8 Common 2 sp


1 sheet of leather
Backpack 4 leather scraps 2 hours 1 DC 14 Common 5 gp
2 buckles
10 leather scraps
Bag 2 hours 1 DC 10 Common 2 gp
1 buckles
10 x Parchment 10 x leather scraps 2 hours 1 DC 10 Common 1 gp
1 tanned leather
Armor Padding 2 hours 1 DC 10 Common 5 gp
2 buckles
Dice Bag 1 leather scraps 2 hours 1 DC 9 Common 1 gp
4 rawhide
4 tanned leather
Saddle, Exotic 6 hours 3 DC 14 Common 60 gp
2 parts
1 fancy parts
2 rawhide
Saddle Military 2 tanned leather 4 hours 2 DC 12 Common 20 gp
2 parts
1 tanned leather
Saddle, Pack 2 hours 1 DC 10 Common 5 gp
2 leather scraps
2 tanned leather
Saddle, Riding 4 hours 2 DC 10 Common 10 gp
1 parts
Saddlebag 1 tanned leather 2 hours 1 DC 10 Common 4 gp
4 leather scraps
Bit and Bridele 1 wood scraps 2 hours 1 DC 10 Common 2 gp
1 metal scraps
Throwing 1 tanned leather
4 hours 2 12 Common 20
BandolierK 3 leather scraps buckle

ScourgeK
Martial Weapon, Reach, Special

A heavy metal tipped whip. Deals 2d4 slashing damage on hit.


Due to its unwieldy nature, You have disadvantage when you
use a scourge to attack a target within 5 feet of you.

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.

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particularly ones of tin (which is their namesake, after all).
Tinkering Like other crafting branches, there are also named
components for more iconic pieces of gear - the stock of a
Tinkering is applying creativity to junk to make new things. crossbow, for example, or other items. The cost for these
Sometimes even useful new things. Ranging from the humble items can be found on the common component table, and are
crafts to complex contraptions, tinkering is a broad category generally minor.
that any adventuring party can benefit from. Lastly, Tinkerers use essences when constructing things that
Oft the purview of peddlers and wanderers, they have push beyond the mundane principles of plausibility, crafting
a broad skill set and tend to excel at working with limited magical properties into their inventions.
resources and their wit rather than expensive shopping lists
of materials, though many will say they have a bad habit of Named Components
collecting too much junk with the idea that things can be handy In almost all cases, named components (such as a “wooden stock”
when you would least expect it... for a crossbow) can be simply abstracted out in the a minor cost,
but, as always, the level of abstraction is up to the DM.

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

Materials: Parts and Scrap


Tinkering uses metal scraps, miscellaneous parts (simply
referred to as “parts”), and, in cases of making more magically
functional things, essences to imbue them with their power.
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...

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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

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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

Tools & Instruments


Crafting
Name Materials Checks Difficulty Rarity Value
Time
Alchemy 4 metal scraps
8 hours 4 DC 14 common 50 gp
Supplies 2 fancy parts
Brewery 4 metal scraps
6 hours 3 DC 10 common 20 gp
Supplies 2 fancy parts
2 metal scraps
Cartography
1 parts 6 hours 3 DC 13 common 15 gp
Tools
1 fancy parts
3 metal scraps
Cobbling Tools 4 hours 2 DC 12 common 5 gp
1 parts
Cooking
5 metal scraps 4 hours 2 DC 12 common 1 gp
Utensils
Glassblowing 3 metal scraps
6 hours 3 DC 12 common 30 gp
Tools 2 fancy parts
2 metal scraps
Jewelry Tools 4 hours 2 DC 12 common 25 gp
2 fancy parts
Leatherworking 4 metal scraps
4 hours 2 DC 12 common 5 gp
Tools 1 parts
5 metal scraps
Masonry Tools 6 hours 3 DC 10 common 10 gp
2 parts
5 metal scraps
Tinkering Tools 8 hours 4 DC 12 common 50 gp
3 fancy parts
Weaving Tools 4 metal scraps 4 hours 2 DC 12 common 1 gp
Woodcarvers
4 metal scraps 4 hours 2 DC 12 common 1 gp
Tools
3 metal scraps
Navigator’s
2 parts 6 hours 3 DC 12 common 25 gp
Tools
1 fancy parts
4 metal scraps
Thieves Tools 2 parts 6 hours 3 DC 12 common 25 gp
1 fancy parts
4 metal scraps
Herbalism Kit 4 hours 2 DC 12 common 5 gp
1 parts
1 tanned leather
Bagpipes 2 metal scraps 6 hours 3 DC 13 common 30 gp
1 fancy parts
4 metal scraps
Horn 4 hours 2 DC 10 common 4 gp
1 parts

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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

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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

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Autoloader Propelled Shot


Item, Common Item, Ammunition, Common

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.

Clockwork Toy Spring Loaded Leg


Item, Common Wondrous Item, Common, Attunement

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 functional mechanical arm that can replace a missing one.


Mechanical Leg This works for either a biological creature or a construct. This
Wondrous Item, Common
item follows the rules for attunement, but does not require an
attunement slot once attuned. While attuned it in this way, it
A functional mechanical leg that can replace a missing one.
functions the same as the limb it replaces. Additionally, this
This works for either a biological creature or a construct. This
arm can house a one-handed melee weapon of your choice.
item follows the rules for attunement, but does not require an
This weapon can be swapped out as part of a short or long
attunement slot once attuned. While attuned it in this way, it
rest.
functions the same as the limb it replaces.

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Windup Timer Payload Shot


Item, Common 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.

• Fog Cloud. You can target a creature or a point within


the normal range of your weapon with this arrow. This
functions as a normal piece of ammunition, but casts fog
cloud at the point of impact. The spell lasts 1d4 rounds and
does not require concentration.
• Entangle. You can target a creature or a point within
the normal range of your weapon with this arrow. This
functions as a normal piece of ammunition, but casts
entangle at the point of impact. The spell lasts 1d4 rounds
and does not require concentration.
• Multishot. When you fire this arrow, you cast multishot.

Once the magic effect is discharged by firing it, the magic of


the arrow is expended, and it becomes a mundane arrow.

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.

When you recover this arrow, roll a d6. On a 1 is broken.

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.

When you recover this arrow, roll a d6. On a 1 is broken.

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.

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Rapidfire Heavy Crossbow


Weapon (crossbow, heavy), very rare (requires attunement)

This lever-action heavy crossbow is auto-drawing and


magazine-fed. A revolving cylinder ringed with magnetic
chambers grabs and nocks bolts from the magazine to be fired
in rapid succession.
This crossbow lacks the loading property and is fitted
with a cartridge that can hold up to twenty crossbow bolts. It
automatically reloads after firing until the cartridge runs out of
ammunition. Reloading the cartridge takes 1 minute.
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. When you use the Attack action with this
crossbow, you can use a bonus action to attack again with it.
Item created by Dungeon Strugglers

Lantern Shield
Armor (shield), very rare

This bizarre buckler has a lantern, a gauntlet, defensive spikes,


and a short sword built into it. You must wear the gauntlet
in order to wield it, and it only grants a +1 bonus to AC. The
bullseye lantern concealed within the shield casts bright light
in a 60-foot cone and dim light for an additional 60 feet. Once
lit, it burns for 6 hours on a flask (1 pint) of oil. The aperture
that sheds light through the shield can be opened or closed
with a bonus action while wearing the gauntlet, instantly
igniting or extinguishing the lantern.
While the lantern is covered and you are attacked in
darkness by a creature within 60 feet of you that is also in
darkness, you can reveal the light (no action required) to
momentarily blind the attacker, imposing disadvantage on the
attack. A creature cannot be blinded in this way again for 24
hours.
If a creature within 5 feet of you misses you with a melee
attack, you can use your reaction to deal 1d4 piercing damage
to the attacker with the shield’s defensive spikes.
Additionally, the shield has a shortsword built into it that
can be wielded while wearing the gauntlet. You can deploy or
retract it with a bonus action. You have a +1 bonus to attack
and damage rolls with this shortsword and you are proficient
with this weapon if you are proficient with shields. Attacks with
this weapon are made with disadvantage if you are holding a
weapon without the light property, or an object longer than 1
foot or heavier than 5 pounds in your gauntlet hand.
Item created by Dungeon Strugglers

Ordinary Walking Stick


Weapon (quarterstaff/light crossbow), common

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

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crafting item (and have completed one of the required checks
Woodcarving for making an item). Checks for Woodworking do not need to
be immediately consecutive. Failure means that no progress
is made during that time. Once an item is started, even if no
Woodcarving is the branch of crafting concerned with creating progress is made, the components reserved for that item.
objects from wood, primarily working with branches to carve If you fail three times in a row, all progress and materials are
bows, musical instruments, and some simple armor. A simple lost and can no longer be salvaged.
branch of crafting, it provides many of an adventures common
necessities, particularly for those with more ranged styles. A
good woodcarver never fears running out of arrows, and can
Carved Branches
Woodworkers can increase the rarity of a branch through
find their materials quite readily.
expert carving techniques. A wooden branch of higher quality
produced through woodcarving cannot be used as a the
Quick Reference material for a higher level carved branch, but otherwise a
carved branch serves as a branch of that rarity for crafting
While each step will go into more depth, the quick reference
(such as enchanting or other woodworking items that call for a
allows you to at a glance follow the steps to work items from
branch of that rarity).
leather.
Effectively, carving the branch can only increase the rarity of
a branch by one step.
• Select the item that you would like to craft from any of the
Woodcarving Tables.
• Acquire the items listed in the materials column for that
item.
• Use your Woodcarving Tools tool to craft the option using
the number hours listed in the Crafting Time column, or
during a long rest using the crafting camp action if the
crafting times is 2 hours or less.
• For every 2 hours, make a crafting roll of 1d20 + your
Dexterity + your proficiency bonus with a Woodworking
Tools.
• On success, you mark 2 hours of completed time. Once
the completed time is equal to the crafting time, the item
is complete. 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 & Ability Score


Woodworking works using Woodworking Tools. Attempting
craft items with Woodworking without these will almost always
be made with disadvantage, and proficiency with these allows
you to add your proficiency in them to any Woodworking
crafting roll.

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:

Woodworking Modifier = your Woodcarving Tools


proficiency bonus + your Dexterity modifier

Success and Failure


For Woodworking, after you make the crafting roll and
succeed, mark your progress on a crafting project. If you
succeed, you make 2 hours of progress toward the total

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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

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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

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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.

Academic Tradition Runes on Magical Items


Placing a rune on a magical item is exceedingly difficult.
The runes of mages, scholors, and elves, these traditions are
Magical items resist modification, and their magic interfers
not necessarily any less ancient, but runecarvers of these
with the rune. It can be done with additional difficult as per the
traditions seek new knowledge and expression, rather than
table below. If the item has attunement, the rune still requires
being rooted in the old ways. Your ability modifier for this
seperate attunement.
tradition is Intelligence, and you can select your related tool
from Calligrapher’s Supplies or Woodcarver’s Tools.
Item Rarity Rune Difficulty Modifier
Commmon +5
Materials Uncommon +7
Runecarving uses primarily magical ink and essences to imbue
their runes with the prerequisite magical properties. Rare +10
Very Rare +14
Legendary +20

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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

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Ancient Tradition Vision


Rune, Uncommon (requires attunement)
Light
Rune, Common An eye shaped rune the dimly pulses a faint purple light.
Passive Effect. When marked on armor or an item, an
A simple circular rune the shines a constant white light. But attuned wearer grains dark vision with a range of 30 feet. If
A creature that touches an item bearing this run can cast the the the attuned wearer already has darkvision, the range of the
light spell targeting that item. darkvision increases by 30 feet.
Active Effect. While attuned to an item with this rune, you
Fire can grant yourself 60 feet of blindsight as a bonus action. This
lasts until the start of your next turn. Once a rune’s power is
Rune, Uncommon (requires attunement)
used, the rune’s active can’t be used again until the next dawn.
An chaotic flowing rune with no straight lines. It pulses with a
flickering orange energy. Size
Passive Effect. When marked on armor or an item, an Rune, Uncommon (requires attunement)
attuned wearer gains resistance to fire damage. When marked
on a weapon, an attuned wielder deals deals 1d4 additional fire An chaotic flowing rune with no straight lines. It pulses with a
damage on hit with that weapon. flickering orange energy.
Active Effect. While attuned to an item with this rune, you Passive Effect. When marked on armor or an item, an
can use that item to cast burning hands (2nd level) as a bonus attuned wearer grows 1 foot, counts as one size larger when
action without expending a spell slot. This uses the crafter’s determining your carrying capacity and the weight you can
Rune DC (set at the time of carving the rune). Once a rune’s push, drag, or lift. When marked on a weapon, the weapon
power is used, the rune’s active can’t be used again until the grows larger when wielded by an attuned wielder and gains
next dawn. the heavy property if it does not already have it (losing the light
property if it has the light property).
Lightning Active Effect. While attuned to an item with this rune, you
can use that item to cast enlarge/reduce as a bonus action
Rune, Uncommon (requires attunement)
without expending a spell slot. Once a rune’s power is used, the
rune’s active can’t be used again until the next dawn.
A jagged rune that flashes and crackles with blue light.
Passive Effect. When marked on armor or an item, the
wearer’s movement speed is increased by 10 feet. When Vigor
marked on a weapon, an attuned wielder deals an additional Rune, Rare (requires attunement)
1d4 lightning damage on hit with that weapon.
Active Effect. While attuned to an item with this rune, you A bold rune with intertwined lines that hums slightly, beating
can use that item to cast crackeK as a bonus action without with a faint red light.
expending a spell slot. This uses the crafter’s Rune Attack Passive Effects. When marked on armor or an item, an
Modifier and Rune D (set at the time of carving the rune)C. attuned wearer can spend a hit die as a bonus action, rolling
Once a rune’s power is used, the rune’s active can’t be used it and regaining hit points as normal. When marked on a
again until the next dawn. weapon, an attuned wielder gains temporary hit points equal
to the Constitution modifier when dealing damage to a living
Frost target.
Active Effect. While attuned to an item with this rune, you
Rune, Uncommon (requires attunement)
can use that item to cast cure wounds (2nd level) as a bonus
action without expending a spell slot. Once a rune’s power is
An angular geometric rune that softly pulses with a faint white
used, the rune’s active can’t be used again until the next dawn.
light.
Passive Effect. When marked on armor or an item, an
attuned wearer gains resistance to cold damage. When marked
on a weapon, an attuned wielder deals deals 1d4 additional
cold damage on hit with that weapon.
Active Effect. While attuned to an item with this rune, you
can grant yourself 10 temporary hit points as a bonus action,
lasting for 1 hour. If a creature hits you with a melee attack
while you have these hit points, the creature takes 5 cold
damage. Once a rune’s power is used, the rune’s active can’t be
used again until the next dawn.

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Active Effect. After dealing necrotic damage with this
Academic Tradition weapon, an attuned wielder can use their bonus action to
Color activate the rune, drawing the blood of the creature dealing an
additional 3d4 necrotic damage, and regainin hit points equal
Rune, Common
to the additional necrotic damage dealt. Once a rune’s power is
used, the rune’s active can’t be used again until the next dawn.
A multifaced rune the glimmers a shifting color. A creature that
touches an item with this rune can change the color of that
item as an action. Speed
Rune, Very Rare (requires attunement)
Power
A flickering white rune with jagged lines.
Rune, Rare (requires attunement by a spellcaster)
Passive Effect. When marked on armor or an item, an
attuned wearer can take the dash action as a bonus action
A vibrant rune with intricate line work that shines a bright
on their turn. When marked on a weapon with light property,
cyan.
an attuned wearer can make a single weapon attack with the
Passive Effect. When wearing armor or an item marked
bonus action on their turn.
with this run, whenever a wear rolls for damage with a spell,
Active Effect. While attuned to an item with this rune, you
they can reroll one damage die. They must use the new roll.
can use that item to cast haste without expending a spell slot.
When wielding a weapon marked with this run, when the
Once a rune’s power is used, the rune’s active can’t be used
wield rolls damage for an attack with that weapon, they can
again until the next dawn.
maximize one damage die.
Active Effect. While attuned to an item with this rune, when
you cast a spell, you can use this rune to empower it, casting
it as if it was one level higher. Once a rune’s power is used, the
rune’s active can’t be used again until the next dawn.

Protection
Rune, Uncommon (requires attunement)

A complicated rune with twisting multilayered geometric


markings that glimmers a dull grey.
Passive Effect. When marked on armor or an item, any time
an attuned wearer takes damage, that damage is reduced by 1.
Active Effect. While attuned to an item with this rune, you
can use that item to cast shield without expending a spell slot.
Once a rune’s power is used, the rune’s active can’t be used
again until the next dawn.

Gravity
Rune, Uncommon (requires attunement)

An rune formed of detailed concentric circles that faintly


glimmers with soft purple glow.
Passive Effect. When marked on armor, an item, or a
weapon, an attuned wielder takes no falling damage.
Active Effect. While attuned to an item with this rune, you
can use that item to cast levitate as a bonus action without
expending a spell slot. This uses the creator’s Rune DC (set at
the time of carving the rune). Once a rune’s power is used, the
rune’s active can’t be used again until the next dawn.

Blood
Rune, Rare (requires attunement)

A swirling rune with repeating spiraling patterns that pulses


with a deep red light.
Passive Effect. When marked on a weapon, if an attuned
wielder deals damage with that weapon to a living creature of
CR 1/4 or higher, the weapon deals an additional 1d4 necrotic
damage, and the wielder regains hit points equal to the
necrotic damage dealt.

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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.

Quick Reference Crafting Roll


Engineering Modifier = your Carpenter’s Tools proficiency
The following is a quick reference to follow for each step of an
bonus + your Intelligence modifier
engineering project:

• Select the construction project you would like to begin. Labor


• Gather the required labor if necessary.
Unlike most crafting, Engineering can encompass large
• Ensure you have all materials for the construction project
projects that require additional laborer. A laborer can be any
available.
creature with a Strength of 12 or higher that can understand
• Use your Carpentry Tools to begin work, taking a number
you, lift and carry objects, and is willing to work for you for
of hours listed in the crafting time column. You can make
for the duration. You can be your own laborer if you fit the
progress in 2 hours increments.
requirements. A creature with a Strength of 18 or more or
• For every 2 hour increments, make a crafting check of
proficiency in Carpentry tools can count as skilled laborer, and
1d20 + your Intelligence modifier + your proficiency with
is worth two laborers. Two creatures of insufficient strength
carpentry tools.
but with a strength 8 or more strength working together can
• On success, you mark 2 hours of completed time. Once
be counted as single laborer, but only for 4 hours a day, after
the completed time is equal to the crafting time, the
which more labor confers a level of exhaustion.
construction project is complete. On failure, the crafting
Additional labor does not inherently speed a project up,
time is lost and no progress has been made during the
though a DM may rule that it is possible in a case by case
2 hours. If you fail three times in a row, the construction
basis. Checks can be made with insufficient labor as long as
project is a failure is a failure and all materials are lost.
you have half the labor pool needed, but each crafting check
takes 4 hours in this case.
Related Tool & Ability Score The number of laborers requires is based on the scale of the
project, as per the following table:
Engineering uses carpentry tools. Checks can be made with
a substite tool at your DMs discretion, but are made with
disadvantage. Project Scale Laborers Needed
Small 0
Materials Medium 0
Engineering uses materials in a larger bulker than most Large 1
crafting branches. These are represnted in “Units” of Huge 2
materials. These can be directly harvested in bulk, or represent Gargantuan (30x30) 3
collections of similar individual materials.
Colossal (40x40+) 4+

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.

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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)

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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

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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)

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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

Produced Materials Value


Materials Checks DC Value
Items
Units of Stone 2 gp
Bolt of 1 raw cotton or
1 DC 8 1 sp
Cloth raw wool Produced
Materials Checks DC Value
Bolt of Items
1 raw silk 1 DC 10 2 gp
Silk Simple
1 unit of stone 8 12 35 gp
Statue
Masterwork
1 unit of stone 8 18 670 gp
Statue

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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

Produced Items Materials Checks DC Value


Painting 1 paint 1 canvas 4 DC 8 4 sp
Fancy Painting 1 paint 1 canvas 8 DC 15 150 gp

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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

Cut Jewel Materials Value


Name Materials Checks Difficulty Value Wooden Branch 1 sp
Basic Cut 1 rough gem 2Critical DC 14 x1.25* Parts 2 gp
Exotic Cut 1 rough gem 2Critical DC 18 x1.5*
Produced Materials Checks DC Value
• If a check is failed by 5 or more, the gem shatters and
Critical Items
the material component is lost. 4 wooden branch
4 x Chairs 2 8 1 gp
• The value of cutting gems depends on the basic value of the 1 parts
uncut gem, and is a value multiplier. A rough gem worth 8 wooden branch
100 gold with a basic cut would become worth 125 gold. An Table 2 8 3 gp
1 parts
already cut gem cannot be cut again.
4 wooden branch
Door 2 10 6 gp
1 parts
Jewelry
Name Materials Checks Difficulty Value
Common
3 silver scraps 4 DC 12 20 gp
Ring
Valuable
3 gold scraps 6 DC 16 200 gp
Ring
Masterwork
3 mithril scraps 8 DC 17 420 gp
Ring
Socketed
3 silver scraps 4 DC 14 45 gp
Ring
Common
3 gold scraps 4 DC 15 150 gp
Amulet
4 gold scraps
Valuable
1 gem worth at 6 DC 16 250 gp
Amulet
least 50 gp
4 mithril scraps
Masterwork
1 gem worth at 8 DC 17 650 gp
Amulet
least 200 gp

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

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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.

Tailor Modifier = your Weaver’s tools proficiency


bonus + your Dexterity modifier

Materials Value
Cloth Scraps 1 cp
Spool of Thread 1 cp
Bolt of Cloth 1 sp
Bolt of Silk 1 gp

Produced Materials Checks DC Value


Items
5 cloth scraps
Hat/Cap 2 8 2 sp
1 spool of thread
2 bolts of cloth
Clothes 3 10 6 gp
1 spool of thread
2 bolts of cloth
Robe 4 scraps of cloth 3 10 6 gp
1 spool of thread
2 bolts of cloth
Cloak 2 8 4 sp
1 spool of thread
1 bolt of cloth
Cape 4 scraps of cloth 2 8 3 sp
1 spool of thread
1 bolt of cloth
Mantle 1 8 2 sp
1 spool of thread
2 bolts of silk
Ballgown 4 16 130 gp
2 spools of thread
2 bolts of silk
Noble Garb 4 16 130 gp
2 spools of thread

Why Weaver’s Tools?


Because that’s what the default system has. While I could invent a
new tool, as much as possible I want to keep this compatible with
the basic system, including backgrounds and proficiency. If a player
wants to tailor things and consults the core books, they’ll pick
weaver’s tools, so I want that to work as they’d expect.

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Appendix A: Calculating New Items


The Item Labor Cost Table
This book is not a book about magic items, and the subject of The following is the labor cost table that drives the math of
how to make an item is beyond the scope of the appendix. This the system. You do not need actually use this to calculate your
appendix will help you figure out how to craft an item you’ve items, a rough estimation will suffice. This is provided for
already made. The first thing you need to know is the rarity of information purposes only.
the item and if the item is consumable or not.
• Labor: The cost per check.
Rarity Difficult Time Estimated Labor Cost • Risk Multiplier: A multiplier applied to the material cost of
Commmon 8-12 2-8 hours 0.1 - 16 the item.
• Skill Level: This means nothing, it is just a narrative key.
Uncommon 12-15 4-16 hours 8 - 144
Rare 15-18 8-24 hours 72 - 912 Risk
Difficulty Skill Level Labor
Very Rare 17-20 16-40 hours 3,76 - 3,980 Multiplier
Legendary 20-25 24-40 hours 2,388 - 44,140 1 Novice 1 sp 1
2 Novice 1 sp 1
Regardless if the item is consumable or not, it should
generally fall into those ranges. Consumable items should fall 3 Novice 1 sp 1
to the bottom of the range, while more mechanically powerful 4 Novice 1 sp 1
items should fall into the highest reaches. That the labor cost 5 Novice 1 sp 1
of an easy to make Legendary Item can be cheaper than Very
Rare items is intentional - the range of item cost and difficult is 6 Novice 1 sp 1
very wide within rarities, even if the final cost of the item will 7 Novice 1 sp 1
result in them being ordered by rarity. 8 Novice 1 sp 1
The next step is to add appropriate reagents of that the
appropriate crafting branch of the rarity until you reach the 9 Apprentice 1 gp 1
following costs. The easiest way to do this will be to find a 9 Apprentice 2 gp 1
similar item that is already built out, and then replace any 11 Journyman 3 gp 1.05
item that doesn’t make sense of your item, or to increase or
decrease the cost of the item as appropriate. 12 Journyman 4 gp 1.05
13 Journyman 7 gp 1.05
Default Pricing 14 Journyman 11 gp 1.05
Rarity Consumable Price Price 15 Master 18 gp 1.05
Common 25-50 gp 50-100 gp 16 Master 29 gp 1.1
Uncommon 50-250 gp 101-500 gp 17 Master 47 gp 1.1
Rare 250-2,500 gp 501-5,000 gp 18 Master 76 gp 1.1
Very Rare 2,500-25,000 gp 5,001-50,000 gp 19 Master 123 gp 1.1
Legendary 25,000+ gp 50,000+ gp. 20 Grandmaster 199 gp 1.1
21 Grandmaster 322 gp 1.2
Enchanting & Magic Items 22 Grandmaster 521 gp 1.2
The most complicated (and most common) use case 23 Grandmaster 843 gp 1.2
is Enchanting. Not only does enchanging use the basic
24 Grandmaster 1,364 gp 1.2
components of its system, it adds an additional element:
Scrolls. Scrolls serve as the “magic blueprint” to an item, and 25 Grandmaster 2,207 gp 1.2
replace the rule of recipes or blueprints in the system. If your 26 Grandmaster 3,571 gp 1.3
magical item cast spells... this step is easy. The item takes the
27 Grandmaster 7,778 gp 1.3
scrolls of those spells.
If it does not, find appropriate allegories to what the item 28 Grandmaster 11,349 gp 1.3
does. The obvious example, is a +1 weapon. It doesn’t cast a 29 Grandmaster 19,127 gp 1.3
spell, but it does have the same effect as a magic weapon spell,
30 Mythical 30,476 gp 1.3
so it can use that scroll. A Bag of Holding is more complicated,
but you can follow the same logic - the secret chest spell
doesn’t example overlap, but shares some properties... it’s close
enough for the purposes.

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Appendix B: Optional Detailed Names


Artic Locale
Name Rarity Description Properties Purchase Price
Cold Snaps Common Frozen berries that burst violently when broken. Reactive (Icy) 20 gp
Bamboo formed entirely out of ice, does not
Ice Bamboo Common Curative 15 gp
melt.
A dead looking weed found beneath layers of
Snake Tracks Common Poisonous 15 gp
snow and ice.
Blizzard Bones Common Bones that have been through three blizzards. Curative 15 gp
Yeti Droppings Common Particularly potent yeti droppings. Poisonous 15 gp
A strange flower that grows up through the
Snowmelt Flower Uncommon Reactive 40 gp
snow melting a patch of it
Glistening pure white stalks that grow in
Unicorn Fur Rare Curative 200 gp
sheltered spots
White Lotus Rare A glistening white flower Curative, Poisonous 300 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

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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

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Specific Harvesting Results


Monstrosity
Purchase
Monster Rarity Organ Description Properties
Price
Squishy brown organ prone to leaking Poisonous,
Ankheg Common Ankheg Acid Gland 15 gp
green stuff Reactive
Beedy and hard, almost rocklike in
Basilisk Uncommon Basilisk Eye Exotic 40 gp
texture.
Humming with static charge, grinding it
Behir Rare Pristine Behir Scale Reactive 200 gp.
can be a hazardous process.
A giggling gelatin like substance with a
Bulette Uncommon Bulette Liver Fat Curative 40 gp
grey hue.
Scrapped from the inside of the ram’s
Chimera Uncommon Ram Horn Marrow Curative 40 gp
horn.
A hideous worm-like thing that is very
Cockatrice Common Cockatrice Tongue Exotic 15 gp
tough
Darkmantle Pigment A small gland that changes color to
Darkmantle Common Exotic 15 gp.
Sac whatever surface it is on.
Death Dog Common Unbroken fang Jagged foul smelling fangs. Poisonous 15 gp
A sticky white substance that must be
Ettercap Common Webbing Mass Special 10 gp
carefully handled.
Metalized Gorgon A heart that has started to turn metallic
Gorgon Uncommon Curative 40 gp
Heart with iron shot through it
Incredibly hard surface; shiny when
Grick Common Grick Beak Poisonous 15 gp.
polished.
Harpy Common Harpy Claws Sort of like very large chicken feet. Poisonous 15 gp.
Syrupy black liquid with a swamp gas Curative,
Hydra Uncommon Hydra Blood 40 gp.
smell Poisonous
Kraken Legendary Astral Grey Matter A slimy material with strange properties. Reactive 5,000 gp.
A long vicious looking thing that must be
Manticore Common Pristine Tail Spike Poisonous 10 gp
carefully ground
Tiny fangs from the snakes of a medusa’s
Medusa Uncommon Hair snake fangs Poisonous 40 gp
hair.
Mimic Common Mimic’s “Heart” An odd organ that keeps changing shape. Exotic 15 gp.
Poison extracted from a Purple Worm’s
Purple Worm Very Rare Fang Venom Poisonous 2,000 gp
maw

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.

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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

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Specific Meal Table


Creature Example Meal Type
Ape Should We Eat This? Sliced Roast Meat Feast
Beholder Eyestock Unagi Shushi Risky Aberration Snack
Crocodile Spicy Croc Gumbo Common Feast
Kraken Sea Aged Unagi Legendary Meat Feast
Kraken Titan Tri tip Legendary Meat Feast
Roc Roc Drumstick Gyros Superb Meat Dish
Tyrannosaurus Rex Primeval Pot Pie Meat Feast
Tyrannosaurus Rex Giant’s Chicken Breast Meat Feast
Young Hook Horror Hook Turkey Sandwiches Common Feast
Young Hook Horror Murder Chicken Tenders Common Feast
Young Red Dragon Dragon Steak Tartare Elementally Fortifying Feast
Wyvern Purple Poison Curry Meat Feast

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Appendix C: Variant Rules


system that will make them happier, double all blacksmithing
Old School times, and triple armor crafting time per check. This means
Experience-Based Crafting that making 1 check would for weapons or items would be 4
hours, and making 1 check for armor would take 6 hours.
In the olden days crafting checks took experience as a I would recommend only using this variant when downtime
fundamentally component. This is not a feature of this sytem, is plentiful, or when combined with the “Assistance” variant
but the following is a variant for those that want to run a rules. When combined with the assistance variant rules, the
hateful and archaic system that will cause great suffering. In maximum number of helpers remains 3 (each reducing the
this system, certain components can be (or must, as per your time to make a check by 1 hour still).
DM), be replaced with experience, using the following ratios:

Material Experience Cost More Common Magic


Common Reagent 30 Not just for enchanters
Uncommon Reagent 90
Rare Reagent 650 While magical items is generally thought of as the domain of
Very Rare Reagent 8,500 enchanters, a skilled crafter with the correct knowledge may
Legendary Reagent 35,500 be able to craft certain magic items with this variant rule. If
Common Essence 90 you have proficiency in Arcana, you can use your crafting skill
Uncommon Essence 270 to craft items from certain enchanting tables as per the table
Rare Essence 1,950 below. When making items this way, you can only make items
Very Rare Essence 25,500 of types you can normally make.
Legendary Essence 106,500 If another creature proficient in arcana assists for the full
duration of the craft, they can serve as a replacement for
Arcanist Crafting proficiency in arcana.
This harkens back to the tales of the Arcanists of certain ancient
empires investing their very life force and power in magic items, and
Crafting Branch Enchanting Table
somewhat models the system as presented in early editions. I don’t
necessarily recommend it for 5e, and this isn’t how I run crafting, Blacksmithing Magical Armor (Metal), Magical Weapons
but I wouldn’t to present the option here. This will make magic Leatherworking Magical Armor (Leather)
items more of an investment, but easier to access.
Jewelering Magical Rings, Magical Jewelry
Woodworking Magical Weapons (Bows)
Assistance
Group Based Crafting & Minions
Crafting Skill
When being assisted by a skilled craftsman (who has Artisanal skills that aren’t tied to how good at slaying monsters
proficiency in the related tool and skills of the crafting branch), you happen to be.
you gain advantage on the crafting roll. If one roll succeeds,
the check passes and the crafting continues as normal. If both This is an alternative to using proficiency. This was original
of your rolls succeed, it counts as twice as much progress. If plan, but ultimately proved unnecessarily complicated for
both of the rolls would be a failure, it counts as two failures general use, but some people prefer the sense of progression
and no progress is made. Too many cooks in a kitchen can be and realism from having a crafting skill that isn’t tied to your
dangerous! More than one helper when crafting this method combat prowess.
does not have additional benefits.
If you are using the “Take 10” approach during downtime
crafting, you can pick the most skilled crafter’s modifier to the
Progression and Progress
Each branch of crafting will have a different way to gain skill
crafting roll to use. Each additional person assisting during
in that field, typically involving a variety of options for gaining
downtime crafting, the period crafting time per check is
each level of a skill. These are not intended to be something
reduced by 1 hour to a minimum of 1 hour (with three helpers).
gained easily or quickly, and scale on a quite exponential scale.
People can only qualify as helpers if they have proficiency in
Achieving skill 3 or 4 is fairly easy for adventurers, while skill
the tool being used for the crafting project.
5is as high as most will ever go. 6 and 7 are possible, but
would be typically represent nearly legendary skill, and should
Actual Blacksmithing rarely be awarded.
Consider level 6 or 7 an achievement more in line with level
Actual Blacksmiths have opinions
15 or level 20 respectively, and anything beyond that falling
into epic levels of myth.
Since posting this system, I’ve heard from plenty of actual
In general, an adventurer should track the metrics that will
blacksmiths, letting me know blacksmithing is hard. This
level up their crafting skill, but such a thing should rarely be
system is a model that balances game mechanics, fun,
the intent of their actions, but a natural result of using it for an
practicality, and realism in equal parts, but if you want a

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extended period of time. Typically skill beyond 1 and 2 cannot customers how to fish, so these will won’t come cheap, but
be gained by merely making things repeatedly. Keep in mind can often by attained by establishing good relations... or just
the system is very compressed (due to using a d6) and such dropping a lot of coin.
a +1 to the crafting roll holds large significance (and should
typically not be given on magic items or otherwise lightly How much do Recipes cost?
distributed). How much a recipe costs, or even if it’s available, has a lot of factors
Here is a simple method of progression: behind it and is ultimately up to the DM, but in general be fairly
expensive (to encourage innovation) but not outrageous compared
to what they make. Roughly 10 times the cost of the materials to
Skill Gold Pieces of Items Created
make the item.
1 10
2 100 Invented!: While many craftsmen and craftswoman tread in
the footsteps of others, those at the cutting edge are those that
3 1,000
innovate and invent, stepping beyond what is known (to them).
4 10,000 More difficult, a recipe is created through trial and effort, and
5 100,000 will frequently leave many broken prototypes as proof of the
effort.
6 1,000,000
7 10,000,000 To invent a recipe, you make an innovation check. This takes 1
hour, and once attempted cannot be attempted again until you
If you combine with the innovation system, you can award complete a long rest. You can select materials to expend on the
double credit for any gold pieces of materials spent attempting innovation check.
to innovate a new item when tracking skill progression.
• If you roll half the innovation difficult or more and did not
have the correct materials, you learn the materials needed
Innovation System for the recipe (this does not require any materials to be
Making it so you have to actually know how to make the things expended).
you make. • If you roll half the innovation difficult or more of the recipe
and had the correct ingredients, you learn the innovation
Adding back in some complexity Almost all enchanting recipes difficulty of the recipe and materials needed for the recipe.
use scrolls as blueprints for the magic of the item and essences • If you roll the innovation difficult with all the required
to power it. It is possible that other methods exist, the scroll is ingredients spent toward the check, you learn the recipe,
fundamentally a blueprint of the magic the item uses, as well and this counts as the first successful crafting roll toward
part of it’s magical essence that is imbued into it. A GM can opt crafting the product of that recipe.
to replace the scroll with a blueprint or innovation check (see • On failure, all materials put toward the check are lost.
variant rules) and additional magical essences (to replace both On success, the recipe is learned, and the materials can
the knowledge and power provided by the scroll). be rolled over toward crafting the item; the first crafting
check for the item automatically succeeds on that crafting
Variant: Recipes attempt.
Materials are just stuff without a recipe. Coming in the form of
An innovation roll is as follows:
techniques, blueprints, or any one of a hundred different forms
of knowledge, the an essential step of making anything is know
Recipe Innovation Roll = d20 + your relevant crafting Skill +
how.
your Wisdom or Intelligence modifier (your choice).
A recipe alone does not inherently grant success - a recipe is
just a path that the craftsman can walk, but final product will
However a player has acquired their recipes, they are
come down to their skills, materials, and a little luck. Even so,
encouraged to record their recipes in a book or manual.
recipes are not created equal. The technique of swordcraft left
behind by a grand master of the craft can contain knowledge
that will inherently boost the skills of anyone following it’s Losing Your Recipes:
Recipes are usually going to be recorded as physical documents,
techniques.
and consequently must be safeguarded. If a set of Recipes are
Like materials, recipes can come from three sources.
lost, it will be up to the DM to determine how many they might
remember by heart.
Found: The world you adventure in is often vast and dotted The following is my recommendation: half their recipes + the
with the legacies of those that have come before. Frequently intelligence modifier are known by heart. Recipes remembered are
ancient techniques and secrets can be uncovered during your chosen in the order of Invented Recipes > Most Crafted Recipe > Most
adventurers, hoarded by dragons (...or maybe kobolds earlier in Recently Crafted Recipe, and then ordered by which have been used the
your adventures!). most to the least.
A Feat such as Keen Mind may negate any recipes lost.
Purchased: As with most things, money can bridge many gaps
and provide many answers. Either convincing a craftsman to
teach you their technique or buying a potion formula from the
alchemists guild, most people in the world will understand that
they stand to more to gain by selling fish than by teaching their

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Gritty Realism
For games that move at a more deliberate pace.

The normal crafting time listed in this book is balanced around


the a progression of minimal downtime with 8 hour long rests.
For games that follow the model of 8 hour short rests and
week long long rests offering more downtime, you can still use
this system, but may want to consider longer crafting checks.
To accomplish this, make each crafting check take 8 hours
(four times longer). This maps to one work day per crafting
check. In addition:
• Checks do not have be subsequent for any crafting branch
(including alchemy).
• Taking 10 checks take two consequetive workdays.
• Gathering checks require one week when gathering from
environment.

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Appendix E: Exotic Materials


effect of the spell burning hands.

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).

When added to a Potion of Climbing, it also grants you a


climbing speed equal to your movement speed in addition to its
normal effects.

Dragongrass

Common, Exotic, Difficulty +2

This is a strange grass that burns very hot and tastes terrible.

When added to a Potion of Fire Breath, it allows you to replace


one or more breaths with breathing fire in a cone with the

Thundersmith | Warsmith | Fleshsmith | Cursesmith | Runesmith | Relicsmith


Chapter 1 | Classes Inventor | Psion | Toolbox |Subclasses | Feats
282

Introduction | Gadgetsmith | Golemsmith | Infusionsmith | Potionsmith


Spells | Races | Monsters | NPCs | Crafting Chapter 1 | Classes
283
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