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Created by Gimmicks &

Jeromous

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Artists & Contributors

Justin McNeill - Consultant

J Pomme - Logo Art

https://twitter.com/_jpomme

Scott Klapka / Zazul - Graphic Design & Branding

https://twitter.com/LeagueOfZazul

Brittani Sipes - Social Media Manager

Dalton Burke - Social Media Manager


Special Thanks

Matt Copperthite

Ryan Loney

Vincent Colangelo
Contents
Mechanical Notes 4 Radiance Domain .......................................................................... 64
Sky Domain .....................................................................................65
Chapter 1: Equipment 5 Chapter 3: Races 66

Armor and Shields ..................................................... 5 Afflicted .............................................................................. 66


Weapons .................................................................................. 6 Anomlian ..............................................................................67
Weapon Notes ............................................................................ 7
Cactoid ..................................................................................68
Chapter 2: Classes 8 Couatlborn ........................................................................69
Brawler ................................................................................... 9 Extraterrestrial ...........................................................71
Monk ..........................................................................................11 Rougaru .................................................................................73
Pugilist ...................................................................................... 12
Ravager ..................................................................................... 12 Sasquatch ............................................................................74
Gunslinger ....................................................................... 14 Sayre ......................................................................................... 75
Crackshot ..................................................................................16 Chapter 4: Backgrounds 76

Holy Gunslinger ...................................................................... 17


Sharpshooter ........................................................................... 18
Chapter 5: Spell Lists 80

Magus ......................................................................................19
Beguiler .....................................................................................23 88

Perserver .................................................................................. 23 Chapter 6: Magical Items


Revoker ..................................................................................... 24
Summoner ................................................................................24 Chapter 7: Monsters 93

Maverick ............................................................................. 25 Animated Objects ........................................................ 93


Arcana Seeker ......................................................................... 28 Arcane Amalgamation ............................................ 95
Hunter ....................................................................................... 28
Wrangler ................................................................................... 29 Black Dog ............................................................................96
Outlaw .................................................................................. 30 Cactoid ..................................................................................97
Bandito ......................................................................................32 Couatl .....................................................................................98
Cutthroat ...................................................................................32 Chupacabra ......................................................................102
Desperado ................................................................................ 33
Knifeslinger ..............................................................................33 Cipitio ...................................................................................102
Sage ...........................................................................................34 Gowrow ............................................................................... 103
School of Arts .......................................................................... 37 Jackalope ........................................................................... 104
School of Combat ................................................................... 37
School of Duality .....................................................................37 Jersey Devil ..................................................................... 105
School of Thought .................................................................. 38 Lakelurker ...................................................................... 106
Shaman .................................................................................. 39 Lechuza ............................................................................... 106
Animism ....................................................................................42 Minhocao ..........................................................................107
Totemism .................................................................................. 42
Mothman ............................................................................108
Specialist ............................................................................43
Alchemist ..................................................................................45 Oil Ooze .............................................................................109
Demolitionist ........................................................................... 47 Rougaru .............................................................................. 110
Mechanist ................................................................................. 47 Sasquatch ..........................................................................111
Warlock ............................................................................... 49 Scoloxidae ....................................................................... 112
The Devil ...................................................................................52
The Eldritch Remnant ........................................................... 52 Skunk Ape .......................................................................... 113
The Loa .....................................................................................53 Spring-heeled Jack .................................................. 114
The Void ....................................................................................53 Sombreron ........................................................................115
Wielder ................................................................................. 57
Brute ..........................................................................................59 Thunderbird ...................................................................116
Knight ........................................................................................59 Tremor ................................................................................. 117
Samurai .................................................................................... 59 Uktena ..................................................................................119
Zealot .................................................................................... 61 Void Ooze ..........................................................................129
Combat Domain ...................................................................... 64
Life Domain ............................................................................. 64 Wendigo .............................................................................. 130
Authors’ Notes Mechanical Notes
Snakes & Saloons was a project started in 2015 that was In Snakes & Saloons, we have several new additions to make
probably the result of watching a Clint Eastwood movie and the game feel closer to the image of the Western-Fantasy we
playing Dungeons & Dragons on the same night. The idea had in mind while working on this project.
behind Snakes & Saloons was to create a Western-style RPG Mechanics Skill: Technology has advanced significantly in
within the rules and assumptions of content created within the settings in which Snakes & Saloons is played compared
5e. In that, Players and Game Masters could branch away to other swords and sorcery settings. Inventions like
from castles and liches and play a different genre of RPG firearms, locomotives, and electricity have complicated
without having to start from scratch and learn an entirely everyday life. Because of this, we have introduced a new skill
different game system. called “Mechanics” which uses your Intelligence ability score.
I brought this idea to Gimmicks. He offered his help to me “Mechanics” is used for situations that involve the complex
and so I brought him in on this little project. His assistance workings of machines and mechanical devices. This could
quickly transformed into a mutual partnership and before I involve things like assembling, disassembling, repairing, or
knew it he had taken the ball I had tossed to him and ran for determining the nature of mechanical devices.
the hills. Without him, this project may not have even made it Firearms Weapon Type: The advancements in harvesting
to a playable state. Gimmicks is responsible for a majority of and processing black powder have given rise to a new breed
the original content of Snakes & Saloons, though I would like of weapon. The “firearms” weapon type is a new form of
to think I helped a little. He has a wealth of knowledge and ranged weapon that consumes ammunition (referenced as
ideas throughout the process of developing this project and I ammo) specific to the type of firearm. Firearms will state on
would like to take this moment to thank him. Gimmicks, the weapons table which type of ammo they consume as well
here’s to you! as how many hands are required to operate the firearm. Two-
Collectively, we declared somewhere in 2016 that Snakes handed firearms require two hands to operate. In order to
& Saloons was in an “alpha” state. This seemed appropriate attack with a two-handed firearm, the user must wield the
for two guys who had zero experience in the game design weapon with two hands and cannot be wielding any other
industry. We took our “alpha build” to our friends and I weapons or shields. Light firearms only require one hand to
started GM-ing the very first game of Snakes & Saloons. We operate. Users of light firearms may engage in two-weapon
quickly realized that we would need more than just our home fighting or don a shield.
game and our playtesting in order to receive the feedback Reloading: Firearms can hold a specified amount of ammo
that we needed to make Snakes & Saloons as fine-tuned as within the firearms themselves. This can be found under the
possible. So, together, we decided that we would take these weapons table. A firearm user can attack with a firearm a
handfuls of text documents and spreadsheets and turn them number of times equal to the “ammo” number listed on the
into something that others could also play, enjoy, and provide weapon table before it must be reloaded. To reload a firearm,
feedback on. We are constantly adding and tweaking things a user must do so using an attack (NOT an attack action). For
in the module but now we are confident enough to release example, A 5th level Gunslinger has 2 attacks when they use
some of what we have been working on. the Attack action, if the Gunslinger has an unloaded revolver
It is important to note that this is not a stand-alone RPG. and the required Pistol ammo, they can take the Attack action
This was originally a personal project for our own private use and use one of the attacks to reload the revolver and then use
that became a self-published genre module because we felt it the other attack to attack with the now-loaded revolver.
was worthy of sharing. Snakes & Saloons is ever-evolving. We Misfiring: When making an attack roll with a firearm,
are making changes daily, ones that we think are for the rolling a 1 causes the firearm to misfire or jam. The misfire
better of the module. And with that, we will be releasing consumes the ammo used for the attack and the ammo
updates and expansions to Snakes & Saloons when we have becomes lodged in the firearm. The user must use an attack
felt like we have made enough changes to warrant the update. to unjam the firearm and reset it to working conditions.

Cover Importance: In places where it is appropriate,
players can choose to take the Hide action in order to gain
-Jeromous Full Cover in places where they would normally have ½ or ¾
cover.

AUTHOR NOTES
4
Equipment

Armor and Shields


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

CHAPTER 1 | EQUIPMENT
5

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

CHAPTER 1 | EQUIPMENT
6
Notes Special Weapons
Bowie Knife.
This large and wickedly sharp knife is known Bayonet. The bayonet is a simple concept executed
for the damage it is able to inflict in combat. It was made by efficiently "how do you make a gun deadlier at close range?"
James Bowie, who would go on to make it famous in the By mounting a blade to the tip and stabbing those who get
battles he participated in. This weapon has since spread in too close to you. The bayonet can be attached to any firearm
popularity and is a staple for those traveling through the with the two handed property, and while attached, the firearm
wastelands, so long as you can use it properly. Mechanically, can function as a simple melee weapon that deals 1d6
it is the same as a short sword. piercing damage and has the reach property.
Machete.
This curved blade is very reminiscent of swords Cannon.
Though they may seem like a relic of the past
of the past such as cutlasses or scimitars. The weapon is with the advancement of firearms, cannons are still
utilized similarly to those weapons mentioned, in addition to extremely destructive and crush anything they manage to hit.
being more than just a weapon. It functions as a tool to clear The problem is their unwieldy nature can make them hard to
the underbrush of overgrown areas and can even be seen use on a modern battlefield and they are just as hard to
used on farms in some areas. Mechanically, it is the same as reload. This weapon must be reloaded with an action; it
a scimitar. requires 2 people to operate.
Tomahawk.
The tomahawk is a small and simple axe that Derringer. Dexterity (Sleight of Hand) checks made to
could easily be thrown or be wielded for close range fighting. conceal Derringers are made with advantage. If the user
Though it is not amazing in a distant or ranged fight, its already has advantage on the roll, add +5 to the roll total.
versatility and light weight have allowed a lot of use not just Dynamite.
As an action you can light the fuse of the
by those less technologically advanced but by anyone looking dynamite. Any creature within 5 feet of the dynamite when it
for something cheap and versatile that inflicts a bit of detonates (at the end of your turn) must make a DC 13
damage. Mechanically, it is the same as a handaxe Dexterity saving throw or be damaged by the dynamite,
Shotguns.
Attacks rolls with firearms that use the shotgun creatures take half as much damage on a successful save.
ammo type made within melee range are not made with Double-Barrel Shotgun.
1 attack with this weapon
disadvantage. consumes 2 ammo.
Gatling Gun.
The gatling has exploded in popularity into
today's battlefields, with militaries at least. Though it requires
copious resources to get to work properly. You have not seen
true carnage until you have seen well trained soldiers
properly use a gatling gun. 1 attack with this weapon
consumes 10 ammo, requires 3 people to operate
Scattergun.
1 attack with this weapon consumes 2 ammo.
Semi-Pistol.
This pistol is the first in a new wave of easy to
fire and reload guns. It ignores reload properties provided the
user has extra magazines.

CHAPTER 1 | EQUIPMENT
7
Classes
Class Table
Hit Primary Saving Armor and Weapon
Class Description Die Ability Throws Proficiencies
Brawler A relentless fighter who seeks to hone themselves and d10 Strength Strength & Simple weapons, great
their combat abilities to make their body a deadly weapon Constitution clubs
capable of taking on any foe
Gunslinger A master of ranged combat, able to use all firearms with a d10 Dexterity Strength & Light armor, simple
deadly efficiency Dexterity weapons,
shortswords,
scimitars, whips,
firearms
Magus Students in the arcane arts that seek to combine natural d6 Intelligence Intelligence Daggers, darts, slings,
talent with exceptional knowledge to one day become & Wisdom quarterstaffs,
masters shortbows, derringers

Maverick Survivalists that often live outside of civilized society and d12 Dexterity & Strength & Light and medium
employ their instincts and knowledge of the natural world Wisdom Dexterity armor, shields, simple
weapons, martial
weapons, firearms
Outlaw These ne'er-do-wells can range from sneaky and d8 Dexterity Dexterity & Light armor, simple
mischievous to crooked and murderous, using their Intelligence weapons, hand
impressive agility to blind side foes crossbows,
longswords, rapiers,
shortswords, firearms
Sage Lovers of knowledge, seekers of wisdom, and students for d8 Wisdom Intelligence Light armor, simple
life, they see the flow of magic around them and shape it & Wisdom weapons, derringers
to their will
Shaman These are practitioners of religions of old, communing d8 Wisdom Strength & Light armor, medium
with spirits and drawing their magic from the spirit world, Wisdom armor, and shields,
they are the links to another world, they use their powers simple weapons,
to guide and heal scimitar, shortsword,
trident, blowgun,
longbow, net
Specialist These are the operators and orchestrators of modern d8 Dexterity & Dexterity & Light armor, simple
battles that use their cunning wits and explosive weaponry Intelligence Intelligence weapons, firearms
to fully control every situation
Warlock These mages hold great and often terrible power derived d6 Charisma Wisdom & Light armor, simple
from mysterious beings that live outside our reality Charisma weapons, derringers
Wielder These are warriors of tradition and honor and seek to do d12 Strength Strength & All armor, simple
battle the way it has been done for millenia, face to face Constitution weapons, martial
and weapon clashing against each other weapons
Zealot Zealous servants of gods that work as priests but also as d8 Charisma Wisdom & Light armor and
warriors and defenders for their faith; indeed, they seek to Charisma medium armor,
dispatch the unholy and protect the just shields, simple
weapons, war
hammer, and maul

CHAPTER 2 | CLASSES
8
Brawler

The Brawler
Proficiency
Hand
Fleet

Level Bonus to Hand of Foot Features


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

A warrior’s relationship with their weapon is often the The Pugilist shows similarities to the Monk in that they are
determinant of life and death during the heat of combat. trained in their fighting style often by a master (or rather, a
Those who do not know the capabilities of themselves and coach). But rather than being trained through discipline and
their weapons tend to live shorter lives. Brawlers bypass this monotonous practice, Pugilists are trained through
relationship entirely, becoming weapons themselves. experience. Their coach will often match them with other
Through experience and training, Brawlers fight with the Pugilists by which to be beaten, treating the defeat as an
weapons they were born with, their hands and feet. Those opportunity to improve. They analyze their opponents in
that do use weapons view them as extensions of themselves, search of weaknesses in their form that they could exploit.
rather than separate entities. Brawlers are fast on their feet Pugilists choose when and where to strike discriminately in
and often have no problem closing the distance between order to give themselves the competitive advantage.
themselves and their targets. In worlds where the distance of The Ravager differs greatly from the Monk and the Pugilist
combatants is growing, Brawlers thrive in being up-close and in that in most cases they are entirely untrained and have
personal. A Brawler’s fighting style falls in one of three merely developed their fighting style through real-world
distinct practices: the Monk, the Pugilist, and the Ravager. experience. They have a well of combative Fury which can
The Monk is a trained practitioner of martial arts. They stem from a multitude of things like an energized love for
often have a master from which they learn precise techniques combat or anger management issues. When Ravagers
which allow them to access a well of potential energy within embrace their Fury, they temporarily enter a trance of
themselves known as Ki. Monks are also trained to increased strength and ferality. In this trance they are able to
incorporate traditional weapons of their practice into their accomplish feats of strength that they would normally be
fighting style. Most Monks need to train for years before unable to, but they are also more impulsive and less
being able to find and access their Ki. They use this well of conscious of their actions. The Ravager’s practical experience
energy to enhance their agility, reflexes, and destructive has also allowed them to improvise and use objects in their
potential. environment as tentative weapons.
CHAPTER 2 | CLASSES
9

Class Features

As a Brawler, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Brawler level

Hit Points at 1st level: 10 + your Constitution modifier

Hit Points at higher levels: 1d10 (or 6) + your Constitution

modifier per Brawler level after 1st

Proficiencies

Armor: none

Weapons: simple weapons, great clubs

Tools: none

Saving Throws: Constitution, Strength

Skills: choose two skills from Acrobatics, Animal Handling,

Athletics, History, Insight, Intimidation, Nature, Perception,

Religion, and Survival

Equipment

You start with the following equipment, in addition to the

equipment granted by your background:

(a) a great club (b) shortsword, or (c) any simple weapon

(a) a dungeoneer’s pack or (b) an explorer’s pack

10 darts

Hand to Hand Combat

At 1st level, your practice of melee combat gives you mastery

of combat styles that use unarmed strikes and Brawler

weapons, which are simple melee weapons and greatclubs.

Hand to Hand attacks are unarmed strikes that involve using

parts of your body (such as your hands, elbows, knees, feet,

or head) in order to deal devastating strikes to your

opponents. You gain the following benefits while you are

unarmed or wielding only Brawler weapons and you are not

wearing armor or wielding a shield:

You can roll 1d4 in place of the normal damage of your

unarmed strike or Brawler weapon. This die changes as

you gain Brawler level, as shown in the Hand to Hand

column of the Brawler table.

When you use the Attack action for a Hand to Hand attack

or a Brawler weapon attack on your turn you can make

one Hand to Hand attack as a bonus action.

Unarmored Defense Fleet of Foot


At 1st level, while you are wearing no armor and not wielding At 2nd level, your speed increases by 10 feet while you are
a shield, your AC equals 10 + your Dexterity modifier + your not wearing armor or wielding a shield. This bonus increases
Constitution modifier. when you reach certain Brawler levels, as shown in the
Brawler table. At 13th level, you gain the ability to expend no
Combat Style extra movement climbing, swimming, or moving through
Brawlers all have multiple distinct combat styles that have rough terrain.
been passed from teacher to student. Each combat style gives
different advantages when used. The major three styles being Quick Reflexes
the monastic combat style denoting a monk, the pugilistic At 3rd level, you have honed your reflexes and gained more
style denoting a pugilist, and the ravager style denoting a physical agility. You gain proficiency in Dexterity saving
ravager. Each style gives you a feature at 1st, 3rd, 10th, 14th, throws.
and 20th level.

CHAPTER 2 | CLASSES
10
Ability Score Improvement as traps and spells and no attack rolls made against you have
advantage. You can not use this feature while you are blinded,
When you reach 4th level, and again at 8th, 12th, 16th, and deafened, or incapacitated.
19th leveI. you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you ca not increase an ability score above 20 Combat Styles
using this feature. Brawlers all rely on the same basic principles when
developing their combat skills. Their combat styles are the
Extra Attack thing that sets them apart. The combat styles they choose
At 5th level, you can attack twice, instead of once, whenever reflect the areas they seek to most develop and how they will
you take the Attack action on your turn. The number of choose to combat their enemies.
attacks increases to three when you reach 11th level in this
class. Monk
Master of the physical self
Uncanny Dodge
At 5th level, when an attacker that you can see hits you with Monastic Training
an attack, you can use your reaction to halve the attack's At 1st level, you gain quite a few benefits from your monastic
damage against you. training:
For use of Unarmored Defense; instead of using
Burning Blood Constitution modifier, you use your Wisdom modifier.
For the Hand to Hand feature; you may use your Dexterity
At 6th level, your unarmed strikes count as magical for the modifier on attack rolls and damage rolls with any Brawler
purpose of overcoming resistance and immunity to non- weapons. You also gain proficiency with shortswords and for
magical attacks and damage. the purposes of Hand to Hand they are now considered
Brawler weapons
Evasion
At 7th level, you can nimbly dodge out of the way of certain Ki
area effects, such as the blast of an explosion or an ice storm At 3rd level, you gain the ability to use and manipulate the
spell. When you are subjected to an effect that allows you to energy that your body produces to push your body further
make a Dexterity saving throw to take only half damage, you than it would normally be able to go. You gain a number of Ki
instead take no damage if you succeed on the saving throw, points equal to your Brawler level and you can spend these
and only half damage if you fail. points to fuel various Ki features:
You start knowing four such features: Deflect Missiles,
Flurry of Blows, Patient Defense, and Step of the Wind. You
Nerves of Steel learn more Ki features as you gain levels in this class. When
At 9th level, you have mentally trained yourself to be able to you spend Ki points, those points are expended until you
remain cognizant even in situations that normal people finish a short or long rest, at the end of which you recover alI
would run away from or run towards without a second of your expended Ki points. You must spend at least 30
thought. You have advantage on saving throws against being minutes of the rest meditating to regain your Ki points.
frightened or charmed. At 17th level, this changes so that you Some of your Ki features require your target to make a
have immunity to the charmed and frightened conditions. saving throw to resist the features effects: The saving throw
DC is calculated as follows:
Ki Save DC = 8 + your proficiency bonus + your Wisdom
Unending Endurance modifier.
At 15th level, when you are reduced to 0 hit points and are Deflect Missiles
When a creature makes a ranged
not killed outright, you can choose to drop to 1 hit point weapon attack against you may expend 1 Ki point to
instead. Once you use this ability, you can not use it again reduce that attack's damage by 1d10 + your Dexterity
until you finish a long rest. modifier + your Brawler level. If you reduce the damage to
You also gain some resistance to exhaustion; you now 0, you can catch the missile if it is small enough for you to
count as having 1 less level of exhaustion than you would hold in one hand and you have at least one hand free. If
normally have. For example, if you were to gain one level of you catch a missile in this way, you can spend 1 Ki point to
exhaustion you would have zero levels of exhaustion, if you make a ranged attack with the weapon or piece of
were to gain two levels of exhaustion you would have one ammunition you just caught. You make this attack with
level of exhaustion. proficiency, regardless of your weapon proficiencies, and
the missile is considered a monk weapon for the attack.
Battle Senses Flurry of Blows
Immediately after you take the Attack
At 18th level, you gain an uncanny sense of when things action on your turn, you can spend 1 Ki point to make two
nearby are not as they should be, giving you an edge when Hand to Hand attacks as a bonus action.
you dodge away from danger. You have advantage on Patient Defense
You can spend 1 Ki point to take the
Dexterity saving throws against effects that you can see, such Dodge action as a bonus action on your turn.

CHAPTER 2 | CLASSES
11
Step of the Wind
You can spend 1 Ki point to take the Counterpunch
Disengage or Dash action as a bonus action on your turn, At 3rd level, you have learned to seize an opportunity when
and your jump distance is doubled for the turn.
At 10th your opponent presents it. When a creature within melee
level, you gain additional ways to use your ki points such range of you misses you with an attack, you may use your
as: Slow Fall, Stunning Strike, Unerring Resistance, and reaction to make a Hand to Hand attack against them.
Wholeness of Body.
Slow Fall
You may expend 1 Ki point and your reaction to Against the Ropes
reduce any fall damage you take to 0. At 10th level, you are at your combative best when you are up
against the ropes. When your current Hit Points are equal to
Stunning Strike
When you hit another creature with a or lower than ¼ of your Hit Point total, melee attacks against
melee weapon attack. you can spend 1 Ki point to attempt you have disadvantage.
a stunning strike. The target must succeed on a
Constitution saving throw or be stunned until the end of Audacious Strikes
your next turn. At 14th level, you are most destructive when you are
Unerring Resistance
Whenever you make a saving throw concentrated on one target. Whenever you have advantage on
and fail, you can spend 1 Ki point to reroll it and you must a Hand to Hand attack roll and successfully hit, you deal an
use the second result. extra 1d6 bludgeoning damage. Additionally, when you
Wholeness of Body
You may spend 2 Ki points to regain successfully hit a creature with a Hand to Hand attack, all
hit points equal to two times your Brawler level as a bonus subsequent Hand to Hand attacks against that creature deal
action. an extra 1d6 bludgeoning damage until the end of your turn.
Unparallelled Movement Unstoppable Force
At 10th level, you gain the ability to move along vertical At 20th level, you have undeniably become an unstoppable
surfaces and across liquids on your turn without falling force. You gain advantage on saving throws against being
during the movement. grappled, incapacitated, knocked prone, pushed, or restrained.
You also gain the ability to ignore resistance to bludgeoning
Quivering Palm damage and if a foe has immunity to bludgeoning damage
At 14th level, you gain the ability to set up lethal vibrations in you can treat that foe as if it instead had resistance to
a creature's body. When you hit a creature with a Hand to bludgeoning damage.
Hand attack, you can spend 2 Ki points to start these
imperceptible vibrations, which lasts for a number of days Ravager
equal to your Brawler level. The vibrations are harmless
unless you use your action to end them. To do so, you and the Unpredictable fighting machine
target must be on the same plane of existence. When you use
this action, the creature must make a Constitution saving Improvised Attacker
throw. If it fails it takes 10d10 necrotic damage; on a success At 1st level, you have grown accustomed to attacking enemies
they take half damage. You can have only one creature under with improvised weapons when you battle, to a point where it
the effect of this feature at a time. You can choose to end the has become instinct. You can add your proficiency modifier
vibrations harmlessly without using an action. when you use an improvised weapon to attack. Improvised
weapons are now also considered Brawler weapons. When
Perfect Self you successfully make an attack using a Brawler weapon you
At 20th level, your Ki has perfected your body and soul, you may use your bonus action to attempt to grapple the
suffer none of the frailty of old age, and you can not be aged opponent you attacked.
magically (you can still die of old age). In addition, you no
longer need food or water, you gain proficiency in all saving Furiosity
throws, and you become immune to disease and poison. At 3rd level, you have learned to harness your Fury and use it
to strengthen yourself in battle. You can become Furious as a
bonus action. You can use your Fury a number of times equal
Pugilist to your Constitution modifier; you regain all uses of your Fury
Kingpin of fisticuffs after a long rest. While in your Fury, you gain the following
benefits as long as you are not wearing any armor or a shield:
No Guard You have advantage on Strength ability checks and
At 1st level, you have learned how to attack enemies much Strength saving throws.
easier but at the expense of the guard you would put up When you make a Brawler weapon attack using Strength,
against other melee combatants. When you make your first you can add double your Strength modifier to the damage
attack on your turn and you do so using a Brawler weapon or roll instead of using your normal Strength modifier
Hand to Hand, you can decide to drop your guard. Doing so You can jump double the distance you would normally be
gives you advantage on melee weapon attack rolls using able to
Brawler weapons or Hand to Hand during this turn, but If you reduce a creature’s health to 0 when in Fury, you
melee attack rolls against you have advantage until the start may move half of your movement towards a hostile
of your next turn. creature immediately

CHAPTER 2 | CLASSES
12
If you are able to cast spells, you can not cast them or
concentrate on them while in Fury. Your Fury lasts for 1
minute. All damage
you do while in Fury is considered lethal damage. lt ends
early if you are knocked unconscious or if your turn ends and
you have not attacked a hostile creature since your last turn
or have not taken damage since your last turn. You can also
end your Fury on your turn as a bonus action.
Terrifying Strength
At 10th level, you can use your action to frighten someone
with your terrifying strength. When you do so, choose one
creature that you can see within 30 feet of you. If the creature
can see or hear you, it must succeed on a Wisdom saving
throw (DC = 8 + your proficiency bonus + your Strength
modifier) or they become frightened of you until the end of
your next turn. On subsequent turns, you can use your action
to extend the duration of this effect on the frightened
creature.
Iron Grip
At 14th level, you have learned how to tighten your grip to the
point where next to nothing can escape from your grasp.
When a creature attempts to break free from a grapple you
have already established, they must use a Strength (Athletics)
check to do so. You also can not be disarmed from any
weapons or anything you are holding unless you are
incapacitated.
Relentless Fury
At 20th level, you have learned how to extend your Fury
beyond its perceived limits but doing so takes a toll on your
body. When you enter a Fury you may extend it past the 1
minute duration. When you do, you gain a level of Exhaustion
for each minute you stay in Fury beyond the initial minute.
When you take a short rest, you may reduce exhaustion levels
gained by this feature by half those accumulated (minimum
of 1).
Additionally, while in your Fury, if any Strength ability
check is lower than your Strength score, you may use your
Strength score in place of that total.

CHAPTER 2 | CLASSES
13
Gunslinger

The Gunslinger

Level Proficiency Bonus Features


1st +2 Fighting Style, Second Wind

2nd +2 Action Surge

3rd +2 Gunslinger Archetype

4th +2 Ability Score Improvement

5th +3 Extra Attack


6th +3 Longshot

7th +3 Gunslinger Archetype feature

8th +3 Ability Score Improvement

9th +4 Hit The Floor

10th +4 Gunslinger Archetype feature


11th +4 Extra Attack (2)

12th +4 Ability Score Improvement

13th +5 Hit The Floor Improvement

14th +5 Longshot (2)

15th +5 Gunslinger Archetype feature


16th +5 Ability Score Improvement

17th +6 Action Surge (2), Bullseye

18th +6 Gunslinger Archetype feature

19th +6 Ability Score Improvement

20th +6 Quickdraw

Since their invention, firearms have been favored by the

common folk over the bow and sword due to their relative

ease of use. For most, firearms have become a tool in the kit

of their everyday lives; though, Gunslingers refine the use of

firearms to a near art form. Gunslingers are at the top of their the ability to reload their firearms much faster than other
class in terms of speed, accuracy, and grit. Through practice Gunslingers. A Sharpshooter’s intended target and point of
and talent, they can draw, unload, and reload their guns in the impact rarely differentiate. The Crackshot is a believer that
time it would take a normal individual to manage their first gunslinging is more complex than the general population is
straight shot. Gunslingers are the masters of all types of led to believe. Where some are satisfied with simply “pointing
firearms, from pistols, rifles, and shotguns, to larger and shooting,” Crackshots see potential in their weaponry.
weaponry like gatling guns. If it slings lead, Gunslingers do it They use their firearms as tools rather than weapons, putting
best. A Gunslinger's style of firearms combat falls into three intent into their shots. Crackshots can use their firearms to
categories: the Sharpshooter, the Crackshot, and the Holy distract, disarm, push, or otherwise impair their targets. They
Gunslinger. also wield a combative know-how, which allows them to
The Sharpshooter places all of their bets on accuracy, they manipulate themselves, their allies, and their opponents to
believe that you can not kill what you can not hit. their tactical advantage.
Sharpshooters put years of practice into getting their lead The Holy Gunslinger merges gunslinging with zealotism.
down-range and on target. Their focus on accuracy has not Their devotion to their deity has granted them access to a
only allowed them to consistently strike their target, but to do range of divine spells in addition to their gunslinging
so in such a way that it damages them gravely. The prowess. The Holy Gunslinger’s faith also grants them the
Sharpshooter’s strenuous practice has also gifted them with ability to manipulate their gunslinging to fall further in line

CHAPTER 2 | CLASSES
14
with their Zealot siblings. They are able to inscribe their if the new roll is a 1 or a 2. The ranged weapon must have the
rounds with divine properties and sing holy hymns in order to two-handed property for you to gain this benefit.
channel their deity’s influence on the battlefield.
Second Wind
Class Features At 1st level, you have a limited well of stamina that you can
draw on to protect yourself from harm. On your turn, you can
As a Gunslinger, you gain the following class features. use a bonus action to regain hit points equal to 1d10 + your
Hit Points
Gunslinger level. Once you use this feature, you must finish a
Hit Dice: 1d10 per Gunslinger level
short or long rest before you can use it again.
Hit Points at 1st level: 10 + your Constitution modifier

Hit Points at higher levels: 1d10 (or 6) + your Constitution Action Surge
modifier per Gunslinger level after 1st At 2nd level, you can push yourself beyond your normal limits
for a moment on your turn. You can take one additional
Proficiencies action in addition to your regular action and bonus action.
Armor: light armor
Once you use this feature, you must finish a short or long rest
Weapons: simple weapons, shortswords, scimitars, whips, before you can use it again. At 17th level, you can use it twice
firearms
before a rest, but only once on the same turn.
Tools: none

Saving Throws: Dexterity, Strength


Gunslinger Archetype
Skills: choose two skills from Acrobatics, Animal Handling, At 3rd level, you choose an archetype that you strive to
Athletics, History, Insight, Intimidation, Perception, emulate in your gunslinging style and techniques. Choose
Mechanics and Survival Holy Gunslinger, Sharpshooter or Crackshot, all detailed at
Equipment the end of the class description. The archetype you choose
You start with the following equipment, in addition to the grants you features at 3rd level, and again at 7th, 10th, 15th,
equipment granted by your background: and 18th level.
a duster Ability Score Improvement
revolver and 20 pistol ammo When you reach 4th level, and again at 8th, 12th, 16th, and
(a) a simple weapon or (b) shortsword 19th level, you can increase one ability score of your choice
(a) derringer and 20 pistol ammo or (b) lever rifle and 20 by 2, or you can increase two ability scores of your choice by
rifle ammo 1. As normal, you can not increase an ability score above 20
(a) a dungeoneer's pack or (b) an explorer's pack using this feature.
Fighting Style Extra Attack
At 1st level, you adopt a particular style of fighting as your At 5th level, you can attack twice, instead of once, whenever
specialty, Choose one of the following options. You can not you take the Attack action on your turn. The number of
take a Fighting Style option more than once, even if you later attacks increases to three when you reach 11th level in this
get to choose again. class.
Akimbo Longshot
When you engage in two weapon fighting, you may use your
bonus action to make a ranged weapon attack. You can add At 6th level, you have learned how to make a shot past the
your ability modifier to the damage of the second attack. perceived limit of your firearms. At the start of your turn you
can use this feature to effectively double the ranges, both the
Dual-Weapon Fighting normal and the maximum range, of all firearm attacks you
When you engage in two-weapon fighting while you are make until the start of your next turn. Once you use this
wielding a melee weapon in one hand and a ranged weapon feature, you must finish a short or long rest before you can
in the other, you can add your ability modifier to the damage use it again. At 14th level, you can use it twice before a rest.
of the second attack and you gain a +2 bonus to damage rolls
with the weapon in your main hand. Hit The Floor
At 9th level, when a creature targets you with a ranged
Marksman weapon attack, you may use your reaction to fall prone,
You gain a +2 bonus to attack rolls you make with ranged imposing disadvantage on ranged attack rolls. At 13th level,
weapons. you can stand up from prone using only 5 feet of movement
and when you go prone using this feature you have advantage
Rifleman against Dexterity saving throws.
When you roll a 1 or 2 on a damage die for an attack you
make with a ranged weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even

CHAPTER 2 | CLASSES
15
Bullseye finish a long rest, that creature’s AC is unaffected by any
armor it is wearing (including natural armor) when
At 17th level, when you make a successful weapon attack determining if attack rolls you make against it hit. This
with a firearm you can use this feature to make another feature does not affect the creature adding its Dexterity
attack roll against the target and if you successfully make the modifier to its AC. Once you use this feature you can not use
attack roll you can double the damage dice for the attack. If it again until you finish a long rest.
you use this feature when you score a critical hit the damage
dice are tripled altogether. You can use this feature once per Correcting Shot
long rest. At 7th level, you have learned how to show off your shooting
skills in battle, allowing you to make confusing shots some
Quickdraw would call impossible. When you miss an attack roll, as a
At 20th level, Gunslingers know how to strike fast and true. reaction you can expend a trick die, choosing a Trick Shot to
When you roll initiative, you gain a special turn that takes go with it, and make a new attack roll either against the
place before other creatures can act. On this turn, you can original target or a new target of your choice. The trick die is
use your action to take the Attack action. If more than one expended whether you hit the target with your new attack roll
creature in an encounter has this feature, they all act first in or not.
order of initiative, then the regular initiative order begins. If Heightened Deliberate Aim
you would normally be 'surprised at the start of an encounter, At 10th level, your trick dice turn into d10s. at 15th level, they
you are not surprised but you do not gain this extra turn. turn into d12s.
Additionally, you can draw and holster your weapons freely
on your turn. Relentless
At 18th level, your gunslinging ability is unmatched, when you
Gunslinger Archetype roll initiative and have no trick dice remaining, you regain 1
trick die. Also, when you take the Attack action you may make
While the methodology between the archetypes may seem to another attack in addition to the ones granted by your class.
be very different, with many differences in the guns used and
how to use them, all Gunslingers have one thought in mind: Trick Shots
“how do I inflict the most damage I can with the firearms at The Trick Shots are presented below:
my disposal?”. Focused Shot
When you make an attack roll against a
creature with a Firearm, you can expend one trick die to add
Crackshot the trick die to the attack roll. You can use this Trick Shot
Shoots with intent before or after the attack roll is made, but before whether or
not the attack hit is known.
Deliberate Aim Gunslinger’s Cry
On your turn, you can use a bonus action
When you choose this archetype at 3rd level, you learn trick and expend one trick die to shout your gunslinger’s cry,
shots that are fueled by special dice called trick dice. bostlering one of your companions. Target a friendly creature
who can see or hear you, that creature gains temporary hit
Trick Shots.
You choose three trick shots, which are detailed points equal to your trick die + your Charisma modifier.
under “Trick Shots” below. Trick Shots are used to Gunslinger’s Grit
When another creature damages you
incorporate additional effects to your shots. You can use only with an attack, you can use your reaction and expend one
one Trick Shot per attack. You choose two additional Trick trick die to reduce the damage by the number you roll on your
Shots of your choice at 7th, 10th, and 15th level. Whenever trick die + your Dexterity modifier.
you choose new trick shots, you can replace one trick shot Gunslinger's Reflexes
On your turn, you can use a bonus
you have already chosen with a different one. action and expend one trick die in order to take the “Dodge”
Trick Dice.
You have four trick dice, which are d8s. A trick action until the start of your next turn.
die is expended when you use it. You regain all of your Hand Shot
When you hit a creature with a weapon attack
expended trick dice when you finish a short or long rest. You with a Firearm, you can expend one trick die to attempt to
gain another trick die at 7th level and one more at 15th level. make the creature drop one item of your choice that it is
Saving Throws.
Some of your trick shots require your holding. You add the trick die to the damage of the attack.
target to make a saving throw to resist the shot's effects. The The target must make a Strength saving throw; on a failed
saving throw DC is calculated as follows: save, the creature drops the item.
Trick Shot Save DC = 8 + your proficiency bonus + your Intimidating Shot
When you hit a creature with a weapon
Dexterity modifier attack with a Firearm, you can expend one trick die to
attempt to intimidate the target. You add the trick die to the
Points of Vulnerability damage of the attack. The target must make a Wisdom saving
At 3rd level, you have learned how to identify gaps in throw. On a failed save, the creature is frightened of you until
defenses and failures in the armor of enemies that you face. the end of your next turn.
You can choose a creature that you can see and until you

CHAPTER 2 | CLASSES
16
Leg Shot
When you hit a creature with a weapon attack with Holy Gunslinger
a Firearm, you can expend one trick die to attempt to knock
the target down. You add the trick die to the attack's damage Covenant of death
roll. If the target is a size of Large or smaller, it must make a
Strength saving throw. On a failed save, the target becomes Spellcasting
prone. At 3rd level, you augment your natural prowess with the
Long Shot
When you make a weapon attack with a ability to cast spells.
Firearm on your turn, you can expend one trick die to allow Cantrips.
You learn two cantrips of your choice from the
you to shoot up to the maximum range of the weapon without Zealot spell list. You learn an additional Zealot cantrip of your
disadvantage resulting from the target’s distance from you. If choice at 10th level.
the attack hits, you add the trick die to the attack's damage Spell Slots.
The Holy Gunslinger Spellcasting table shows
roll. how many spell slots you have to cast your spells of 1st level
Opportuning Shot
When you hit a creature with a weapon and higher. To cast one of these spells, you must expend a
attack with a Firearm, you can expend one trick die to slot of the spell's level or higher. You regain all expended spell
attempt to make the creature vulnerable to subsequent slots when you finish a long rest. For example, if you know
attacks. You add the trick die to the damage of the attack. The the 1st-level spell Cure Wounds and have a 1st level and a
next attack roll against the target by a creature other than you 2nd level spell slot available, you can cast cure wounds using
has advantage. This effect becomes inactive at the start of either slot.
your next turn. Spells Known of 1st-level and higher.
You know 3 1st
Provoking Shot
When you hit a creature with a weapon level Zealot spells of your choice. The Spells Known column
attack with a Firearm, you can expend one trick die to of the Holy Gunslinger Spellcasting table shows when you
attempt to provoke a creature into attacking you. You add the learn more Zealot spells of 1st level or higher. Whenever you
trick die to the damage of the attack. The target must make a gain a level in this class, you can replace one of the Zealot
Wisdom saving throw. On a failed save, the target had spells you know with another spell of your choice from the
disadvantage on all attack rolls against creatures other than Zealot spell list.
you. This effect becomes inactive at the start of your next Spellcasting Ability.
Charisma is your spellcasting ability
turn. for your Holy Gunslinger spells, but unlike Zealots you must
Ramming Shot
When you hit a creature with a weapon commit the spells that you use to memory. You use your
attack with a Firearm, you can expend one trick die to Charisma whenever a spell refers to your spellcasting ability.
attempt to push a target backwards. You add the trick die to In addition, you use your Charisma modifier when setting the
the damage of the attack roll. If the target is a size of Large or saving throw DC for any Holy Gunslinger spell you cast and
smaller, it must make a Strength saving throw. On a failed when making an attack roll with one.
save, the creature is shoved up to 15 feet in a direction away Spell Save DC= 8 + your proficiency bonus + your
from you. Charisma modifier
Returning Shot
When a creature misses you with an Spell Attack Modifier = your proficiency bonus + your
attack, you can use your reaction and expend one trick die to Charisma modifier
make a weapon attack with a Firearm against that creature.
If your attack hits, you add the trick die to the damage of the Covenant Weapon
attack. At 3rd level, you learn a ritual that creates a holy bond
Ricochet Shot
When you hit a creature with a weapon between yourself and one weapon. You perform the ritual
attack with a Firearm, you can expend one trick die to over the course of 1 hour, which can be done during a short
attempt to damage another creature with the same attack. rest. The weapon must be within your reach throughout the
Target another creature within 5 feet of the original target ritual, at the conclusion of which you touch the weapon and
and within your weapon’s range. If the original attack roll forge the bond. Once you have bonded a weapon to yourself,
would hit the second creature, they take damage equal to the you can not be disarmed of that weapon unless you are
number you roll on your trick die. The damage is of the same incapacitated. If it is on the same plane of existence, you can
damage type dealt by the original attack. summon that weapon as a bonus action on your turn, causing
it to teleport instantly to your hand.
You can have up to two
Rigged Shot
You can expend one trick die and use a bonus bonded weapons, but can summon only one at a time with
action to prepare your next shot. Target one creature within your bonus action. If you attempt to bond with a third
range of your Firearm. You have advantage on your next weapon, you must break the bond with one of the other two.
attack roll against that creature. If the attack hits, add the
trick die to the damage of the attack. Your Name on It
Tactical Shot
When you hit a creature with a weapon At 7th level, you have learned how to spiritually engrave your
attack with a Firearm, you can expend one trick die to inform ammunition with the proper markings so that they carry holy
one of your allies of a more tactical position. You add the trick elements with them. When you shoot a round, you can choose
die to the damage of the attack. Target a friendly creature for it to do 1d6 of extra radiant, fire, or lightning damage.
who can see or hear you. That creature can use its reaction to This damage increases at 13th level to 2d6.
move up to half of its movement speed, the creature doesn’t
provoke opportunity attacks during this movement.

CHAPTER 2 | CLASSES
17
Holy Gunslinger Spellcasting Wings sprout from your back and grant you a flying speed
– Spell Slots per Spell Level– of 60 feet.
Gunslinger
Cantrips
Spells
You emanate an aura of menace in a 30 feet radius. The
Level Known Known 1st 2nd 3rd 4th first time any enemy creature enters the aura or starts its
3rd 2 3 2 — — — turn in the aura, the creature must succeed on a Wisdom
saving throw or become frightened of you for 1 minute or
4th 2 4 3 — — — until it takes any damage.
5th 2 4 3 — — — Attack rolls against the frightened creature have
6th 2 4 3 — — — advantage.
7th 2 5 4 2 — — DC = 8 + your proficiency bonus + your Charisma modifier
8th 2 6 4 2 — —
9th 2 6 4 2 — — Sharpshooter
10th 3 7 4 3 — — Always on target
11th 3 8 4 3 — —
12th 3 8 4 3 — —
Improved Critical
At 3rd level, your firearm weapon attacks score a critical hit
13th 3 9 4 3 2 — on a die roll of 19 or 20 before any modifiers are calculated.
14th 3 10 4 3 2 —
15th 3 10 4 3 2 — Vigilance
At 3rd level, whenever you roll for initiative you may roll twice
16th 3 11 4 3 3 — and take the higher roll for your initiative.
17th 3 11 4 3 3 —
18th 3 11 4 3 3 — Sleight of Hand
19th 3 12 4 3 3 1 At 7th level, you can ignore the reloading qualities of all
firearms which you are proficient in.
20th 3 13 4 3 3 1
Deadly Focus
Holy Hymns At 10th level, when you make a firearm weapon attack, you
At 10th level, you can call on your god’s assistance by singing may choose to reroll that attack, but before whether the
their praises (literally, you can sing, hum, whistle, speak attack hits or misses is known. You may use this feature a
scripture, et cetera). As a bonus action you can start your number of times equal to your Wisdom modifier and you
Hymn, which lasts for 1 minute. It ends early if you are regain all uses of this feature on a long rest.
incapacitated or can not continue your Hymn (i.e. the Silence
spell). You can not conduct your Hymns if you are wearing Superior Critical
medium armor, heavy armor, or a shield. While your Hymn is At 15th level, your weapon attacks score a critical hit on a die
active you gain all of the following benefits that you choose: roll of 18-20 before any modifiers are calculated.
You gain a bonus to you AC equal to your Charisma Eagle Eye
modifier (minimum +1) At 18th level, your ability to pick out targets from a range is
Your walking speed increases by 10 feet almost inhuman to the point where attacking at long range
You have advantage on Dexterity (Acrobatics) and does not impose disadvantage on your ranged weapon attack
Strength (Athletics) checks rolls, your ranged weapon attacks ignore ½ cover and ¾
When friendly creatures within 30 feet of you must make cover.
a saving throw, the creature gains a bonus to the saving Additionally, you have advantage on any Wisdom
throw equal to your Charisma modifier (with a minimum (Perception) and Intelligence (Investigation) checks relying
bonus of +1) on sight.
You regain the use of this feature after a short or long rest.

Cleansing Shot
At 15th level, your shots can do more than just maim, they
carry your god’s power and they can heal. As an action, you
can shoot a creature and heal it for 8d8 hit points and you
can end one negative condition or spell effect on the creature,
this does not affect undead or constructs. You regain use of
this feature after a short or long rest.
Avenging Angel
At 18th level, you can assume the form of an angelic avenger.
Using your action, you undergo a transformation. Once you
use this feature, you can not use it again until you finish a
long rest. For 1 hour, you gain the following benefits:
CHAPTER 2 | CLASSES
18
Magus
The Magus
Proficiency
Magi
Cantrips

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

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

CHAPTER 2 | CLASSES
19

arcane energy; what is conjured gains benefits based on the

Conjurer’s elemental affinity. Their Evocation magic serves to

briefly create bursts of arcane energy in order to dispatch

foes as needed. Summoners are the most combative of the

Magi schools as they are unabated by the risks of combat and

they possess the types of magic best suited for it.

Class Features

As a Magus, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Magus level

Hit Points at 1st level: 6 + your Constitution modifier

Hit Points at higher levels: 1d6 (or 4) + your Constitution

modifier per Magus level after 1st

Proficiencies

Armor: none

Weapons: daggers, darts, slings, quarterstaffs, shortbows,

derringers

Tools: none

Saving Throws: Intelligence, Wisdom

Skills: choose two from Arcana, History, Insight,

Investigation, Mechanics, Medicine, and Religion

Equipment:

You start with the following equipment, in addition to the

equipment granted by your background:

a derringer and 20 pistol ammo

a dagger

(a) a component pouch or (b) an arcane focus

(a) a scholar’s pack or (b) an explorer’s pack

a spellbook

Spellcasting

As a student of arcane magic, you have started to show your

abilities in using the arcane arts through natural talent and

study and your spellbook containing your spells show the first

glimmerings of your true power. See chapter 10 of the PHB

for the general rules of spellcasting and chapter 5 of this

document for the Magus spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the

Magus spell list. You learn additional Magus cantrips of your

choice at higher levels, as shown in the Cantrips Known scroll in an evil Magus' chest, for example, or in a dusty
column of the Magus table. tome in an ancient library.
Copying a Spell into the Book. When you find a Magus
Spellbook spell of 1st level or higher, you can add it to your spellbook if
At 1st level, you have a spellbook containing six 1st-level it is of a level for which you have spell slots and if you can
Magus spells of your choice. spare the time to decipher and copy it. Copying a spell into
your spellbook involves reproducing the basic form of the
Your Spellbook spell, then deciphering the unique system of notation used by
The spells that you add to your spellbook as you gain levels the Magus who wrote it. You must practice the spell until you
reflect the arcane research you conduct on your own, as well understand the sounds or gestures required, then transcribe
as intellectual breakthroughs you have had about the nature it into your spellbook using your own notation. For each level
of the multiverse. You might find other spells during your of the spell, the process takes 2 hours and costs 50gp. The
adventures. You could discover a spell recorded on a cost represents material components you expend as you

CHAPTER 2 | CLASSES
20
experiment with the spell to master it, as well as the fine inks Ritual Casting
you need to record it. Once you have spent this time and You can cast a Magus spell as a ritual if that spell has the
money, you can prepare the spell just like your other spells. ritual tag and you have the spell in your spellbook. You don't
Replacing the Book. You can copy a spell from your own need to have the spell prepared.
spellbook into another book—for example, if you want to
make a backup copy of your spellbook. This is just like Spellcasting Focus
copying a new spell into your spellbook, but faster and easier, You can use an arcane focus (found in chapter 5 of the PHB)
since you understand your own notation and already know as a spellcasting focus for your Magus spells.
how to cast the spell. You need to spend only 1 hour and 10
gp for each level of the copied spell. If you lose your Learning Spells of 1st level and higher
spellbook, you can use the same procedure to transcribe the Each time you gain a Magus level, you can add two Magus
spells that you have prepared into a new spellbook. Filling spells of your choice to your spellbook. Each of these spells
out the remainder of your spellbook requires you to find new must be of a level for which you have spell slots, as shown on
spells to do so, as normal. For this reason, many Magi keep the Magus table. On your adventures, you might find other
backup spellbooks in a safe place. spells that you can add to your spellbook (see the “Your
The Book’s Appearance. Your spellbook is a unique Spellbook”).
compilation of spells, with its own decorative flourishes and
margin notes. It might be a plain, functional leather volume Rigoric
that you received as a gift from your master, a finely bound
gilt-edged tome you found in an ancient library, or even a At 1st level, you know Rigoric, the language of Magi that they
loose collection of notes scrounged-together after you lost use not only to communicate with each other but also helps
your previous spellbook in a mishap. them channel arcane energies. Rigoric is largely a runic
language but takes from multiple languages from throughout
Preparing and Casting Spells history, from those that have gone extinct to those still around
The Magus table shows how many spell slots you have to cast today. Rigoric takes from anything that better helps Magi
your spells of 1st level and higher. To cast one of these spells, channel their magic. Rigoric is a secret language of Magi, but
you must expend a slot of the spell’s level or higher. You the basics of it are often known to those who are proficient in
regain all expended spell slots when you finish a long rest. knowledge of Arcana, as the teachers of both practices often
You prepare the list of Magus spells that are available for you overlap. You and others who know this language
to cast. To do so, choose a number of Magus spells from your automatically spot hidden messages in Rigoric. Others spot
spellbook equal to your Intelligence modifier + your Magus the message's presence with a successful DC 15 Wisdom
level (minimum of one spell). The spells must be of a level for (Perception) check but can not decipher it without magical
which you have spell slots. For example, if you are a 3rd-level intervention. You can also attempt to determine the nature or
Magus, you have four 1st-level and two 2nd-level spell slots. gist of messages in Rigoric with a successful DC 15
With an Intelligence of 16, your list of prepared spells can Intelligence (Arcana) check, you may miss out on certain
include six spells of 1st or 2nd level, in any combination, information in the message or the nuances of the message by
chosen from your spellbook. trying to understand the message in this manner.
If you prepare the 1st-level spell magic missile, you can cast it Arcane Research
using a 1st-level or a 2nd-level slot. Casting the spell does not At 2nd level, the way that most Magi develop their natural
remove it from your list of prepared spells. You can change talent is through research and intense practice that come
your list of prepared spells when you finish a long rest. through the 4 major houses of magic: The Beguilers, The
Preparing a new list of Magus spells requires time spent Preservers, The Revokers, and the Summoners. All four are
studying your spellbook and memorizing the incantations and detailed at the end of the class description. Your choice
gestures you must make to cast the spell: at least 1 minute grants you features when you choose it at 2nd level and again
per spell level for each spell on your list. at 6th, 10th, 14th, and 18th level.
Spellcasting Ability Font of Magic
Intelligence is your spellcasting ability for your Magus spells,
since you learn your spells through dedicated study and At 2nd level, you tap into a deep wellspring of magic within
memorization. You use your Intelligence whenever a spell yourself. This wellspring is represented by Magi Points,
refers to your spellcasting ability. In addition, you use your which allow you to create a variety of magical effects.
Intelligence modifier when setting the saving throw DC for a
Magus spell you cast and when making an attack roll with Magi Points
one. You have 2 Magi Points, and you gain more as you reach
Spell Save DC = 8 + your proficiency bonus + your higher levels, as shown in the 'Magi Points' column of the
Intelligence modifier Magus table. You can never have more Magi Points than
Spell Attack Modifier = your proficiency bonus + your shown on the table for your level. You regain all spent Magi
Intelligence modifier Points when you finish a long rest.

CHAPTER 2 | CLASSES
21
Flexible Casting

You can use your Magi Points to gain additional spell slots, or throw to resist its effects, you can spend 3 Magi Points to
sacrifice spell slots to gain additional Magi Points. You can give one target of the spell disadvantage on its first saving
learn other ways to utilize your Magi Points as you reach throw made against the spell.
higher levels.
Quickened Spell
Creating Spell Slots When you cast a spell that has a casting time of 1 action, you
You can transform unspent Magi Points into one spell slot as can spend 2 Magi Points to change the casting time to 1
a bonus action on your turn. The Creating Spell Slots table bonus action for this casting.
shows the cost of creating a spell slot of a given level. You can
create spell slots no higher than 5th level. Subtle Spell
When you cast a spell, you can spend 1 Magi Point to cast it
Spell Slot
Magi Point
without any somatic or verbal components.
Level Cost
1st 2 Twinned Spell
2nd 3
When you cast a spell that targets only one creature and does
not have a range of self, you can spend a number of Magi
3rd 5 Points equal to the spell's level to target a second creature in
4th 6 range with the same spell (1 Magi Point if the spell is a
cantrip).
5th 7
Ability Score Improvements
Converting Spell Slots to Magi Points.
As a bonus action on your turn, you can expend one spell slot When you reach 4th level, and again at 8th, 12th, 16th, and
and gain a number of sorcery points equal to the slot's leveI. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
Metamagic 1. As normal, you can not increase an ability score above 20
using this feature.
At 3rd level, you gain the ability to twist your spells to suit
your needs. You gain two of the following Metamagic options Metamagic Mastery
depending on your arcane research. You gain another At 17th level, your research on metamagic has peaked.
Metamagic option at 9th and 15th level. You can use only one Instead of only being able to use your subclass specific
Metamagic option on a spell when you cast it, unless metamagic option (received at 10th level in your subclass
otherwise noted. archetype) on spells of your subclass's specific spell types,
you may instead use them on any Magus spells you know.
Careful Spell
When you cast a spell that forces other creatures to make a Font Overwhelming
saving throw, you can protect some of those creatures from At 20th level, you have found a way to overcharge yourself
the spell's full force. To do so, you spend 1 Magi Point and with arcane energy for a short time so that you can twist
choose a number of those creatures up to your Intelligence spells to your whim without expending your Magi Points.
modifier (minimum of one creature). A chosen creature When you use this ability for the next minute you may use
automatically succeeds on its saving throw against the spell. metamagic without expending Magi Points, you regain use of
Distant Spell this feature after a short or long rest.
When you cast a spell that has a range of 5 feet or greater,
you can spend 1 Magi Point to double the range of the spell.
When you cast a spell that has a range of touch, you can
Arcane Research
spend 1 Magi Point to make the range of the spell 30 feet. Magi have many options when choosing their area of
research. Fortunately for them, their choices are narrowed by
Empowered Spell the availability of instructors. The four major houses include
When you roll damage for a spell, you can spend 1 Magi Point the Beguilers, the Preservers, the Revokers, and the
to reroll a number of the damage dice up to your Intelligence Summoners. Oftentimes, there is at least one specific school
modifier (minimum of one). You must use the new rolls. You of magic that a Magus inherently favors. The reason Magi
can use Empowered Spell even if you have already used a houses adopt two styles is in order to broaden their horizons
different Metamagic option during the casting of the spell. so that their research is not too narrow and works with the
magic that seems most compatible with their preferred
Extended Spell school of magic.
When you cast a spell that has a duration of 1 minute or These areas of specialization also seek to enhance the
longer. you can spend 1 Magi Point to double its duration, to magical abilities that they’re most comfortable with in
a maximum duration of 24 hours. interesting ways. It is meant to deepen their bonds with
magic so that they gain magical skills unique to their
Heightened Spell research. Combining these styles can create things most
When you cast a spell that forces a creature to make a saving useful for the kind of magic they seek to use. All schools of

CHAPTER 2 | CLASSES
22
magic can work collaboratively and create unique abilities and you can not feel or perceive anything that happens to
when learned and studied together. However, unique doesn't your body. If your body dies while using this feature, you lose
always mean useful. That is the reason why the schools are control of the creature’s mind. After using this feature, you
often learned and taught together the way they are. must finish a long rest before you regain use of this feature.
Beguiler Tangible Projections
Enchant and deceive At 18th level, you have learned the secret of weaving tangible
magic into your illusions to give them a temporary reality.
After Image
When you cast an Illusion spell of 1st level or higher, you can
At 2nd level, you learn how to use your spells to bewilder your choose one inanimate, non-magical object that is part of the
enemies and cause them to lose track of your exact location. illusion and make that object real. You can do this on your
After casting an Illusion or Enchantment spell the next attack turn as a bonus action while the spell is ongoing. The object
roll against you is done so with disadvantage until the start remains real for 1 minute. For example, you can create an
illusion of a door on the wall of a jail cell and make it real
Classic Misdirection
long enough for you to step through. You can attempt to make
At 6th level, you have learned how to make a duplicate of an Illusory creature real but it must be of CR 5 or lower. If
yourself to distract enemies and take your place in the fray. As you choose illusory reality to create a creature, you may not
an action, you create a perfect illusion of yourself which is use it again this way until you finish a long rest.
semi-tangible and has hit points equal to ¼ of your hit point Preserver
total; it lasts for up to 5 minutes. The illusion appears in an
unoccupied space that you can see within 30 feet of you. As a Perceive and protect
bonus action on your turn, you can move the illusion up to 30
feet to a space you can see, but it must remain within 120 Arcane Shield
feet of you. For the duration, you can cast spells as though At 2nd level, your studies have revealed to you how to to use
you were in the illusion's space, but you must use your own your arcane energy to protect you and those around you.
senses. When you cast a Divination or Abjuration spell you may
Additionally, when both you and your illusion are within 5 imbue one ally with minor protective magic. Choose yourself
feet of a creature that can see the illusion, you have or one ally within 50 feet of you, they gain an AC bonus equal
advantage on attack rolls against that creature, given how to ½ of the level (rounded up) of Divination or Abjuration spell
distracting the illusion is to the target. The duplicate you casted until the start of your next turn. You may use this
disappears when it is reduced to 0 hit points; the creature feature a number of times equal to your Intelligence modifier
that caused its health to drop to 0 must make a Wisdom and all uses of this feature are restored when you finish a
saving throw against your Spell Save DC, or be charmed by long rest.
you for 1 minute. You regain use of this feature after a short
or long rest. Intervention
At 6th level, you can see glimpses into the future. These
Additional Metamagic: Flexible Saving glimpses allow you to concentrate your magical energy to
Throws give some ability to change the future. Whenever you or a
At 10th level, you gain the ability to change and shift the type creature within 100 feet of you makes an ability check, attack
of saving throw used to resist your spells from your roll, or saving throw, you can use your reaction to store that
specialized schools of magic to confuse and undermine those roll and make them reroll. You can then use another reaction
against you. When you cast an Enchantment or Illusion spell to use the stored roll to replace any ability check, attack roll
that requires a creature to make a saving throw, you may or saving throw. If you do not use the stored roll before you
expend 3 Magi Points and change the type of saving throw finish a long rest you lose it. Once you use this feature you
for the spell to another type of saving throw of your choice. can not use it again until you finish a long rest.
Mind Control Additional Metamagic: Enhanced
At 14th level, you gain the ability to take over and control the Concentration
mind of another creature. You choose a creature within 60 At 10th level, you gain the ability to use your magic to
feet of you that you can see, this creature must make a enhance your concentration and make it so you can
Wisdom saving throw (DC = your Spell Save DC). If you are concentrate multiple spells of your specialized schools of
in combat with the creature, it has advantage on the saving magic at once. When you cast a spell on your turn and you
throw. If the creature is unconscious, it has disadvantage on are already concentrating on a spell you may expend 3 Magi
the saving throw. If the creature is immune to psychic Points to cast another spell that is either Abjuration or
damage, it is unaffected by this feature. On a failed save, you Divination that requires concentration. When making
are now completely in control of that creature’s body for 1 concentration checks for these spells, you make each
hour, temporarily leaving your own body. You gain the concentration check separately.
creature's physical ability scores but maintain your mental
ability scores. On a successful save, nothing happens. While Improved Intervention
in control of this creature's body, your body lies unconscious At 14th level, your glimpses into the future have grown strong
enough that you can change events more frequently. You can

CHAPTER 2 | CLASSES
23
use your 'Intervention' feature twice before finishing a long This feature has no effect on undead and constructs. You can
rest. use this a number of times equal to your Intelligence modifier
and you regain all uses of this feature when you finish a long
Spell Resistance rest.
At 18th level, you have advantage on saving throws against
spells and spell effects. Additionally, you have resistance Enhanced Phylactery
against the damage of spells and spell effects. At 18th level, you have now studied your phylactery further
and have uncovered more of its many mysterious properties.
Revoker Your phylactery can give you:
Change and manipulate Resistance to necrotic damage (if you choose necrotic
damage as your resistance as your benefit through the
Success Revoked phylactery you instead gain immunity to necrotic damage),
At 2nd level, you gain the ability to cause an enemy to fail or poison damage
when they should have succeeded. When an enemy succeeds Advantage on saving throws against being poisoned, and
a saving throw against a Transmutation or Necromancy spell immunity to disease.
you casted, you may instead use your reaction to make them
reroll the saving throw (they must use the new roll). Once you Additionally, when you cast Animate Dead or Create
use this feature, you may not use it again until you finish a Undead, you can target one additional corpse or pile of
long rest. bones, creating another zombie, skeleton, or ghoul as
appropriate.
Phylactery
At 6th level, your work has brought you to the creation of a Summoner
phylactery, an ancient form of magic that you believe will give Conjure and destroy
you insight into the vast mysteries of life. You can spend 8
hours creating a phylactery that contains vast magic that you Elemental Affinity
can only tap the surface of. You gain one of the following At 2nd level, you pick one damage type from acid, cold, fire,
benefits that you can change at the end of every long rest: lightning, or thunder. Spells you cast ignore resistance to the
Darkvision out to a range of 60 feet damage of the chosen type (including attacks by creatures
An increase to speed of 10 feet while you are summoned by spells you cast).
unencumbered
Proficiency in Constitution saving throws Potent Cantrip
Resistance to acid, cold, fire, lightning, necrotic, or At 6th level, your damaging cantrips become more effective at
thunder damage (your choice whenever you choose this damaging foes. When a creature succeeds on a saving throw
benefit) against a cantrip you casted, the creature takes ½ the
cantrip's damage (if any) but suffers no additional effect from
Additionally, Undead creatures you summon gain hit points the cantrip. Additionally, if the cantrip is casted as a spell
equal to your Magus level and deal additional damage on attack you may add your Intelligence modifier to the damage
their attacks equal to your proficiency bonus. roll.
Additional Metamagic: Energy Change
Additional Metamagic: Chronoshift At 10th level, you have gained the ability to change the
At 10th level, you gain the ability to manipulate the time it damage type that a spell from your specialized school of
would normally take to cast one of your spells from your magic inflicts. When you cast a spell that is either
specialized schools of magic. When you cast a Necromancy Conjuration or Evocation that inflicts damage, you may
or Transmutation spell that has a casting time of 1 hour or expend 3 Magi Points to change that spell's damage type to
less, you can choose to expend 3 Magi Points to change its acid, cold, fire, lightning, or thunder damage.
casting time to 1 action.
Elemental Aura
Flesh from Earth At 14th level, you have learned how to make the creatures you
At 14th level, you gain the ability to transmute humanoid summon, along with yourself, radiate your favored element.
bodies. As an action, you can transform from 100 pounds to At the end of your turn, you and any creatures you summon
300 pounds of wood, dirt, stone, iron, copper, or material into deal 5 damage of the type you chose at 2nd level with
a humanoid body or skeleton, and you can also do the 'Elemental Affinity' to any creature within 5 feet of you or any
reverse. You can turn a creature within 5 feet of you into creature you summon. An enemy can not take more than 20
either wood, dirt, stone, iron, copper, or silver; when damage per round from this feature.
attempting this on a creature that is still living, that creature
makes a Constitution saving throw (DC = your Magi Spell Elemental Master
Save DC). On a failed save, they take 7d8 of force damage, At 18th level, you have now mastered the element you chose
the creature takes half as much on a successful save. If the at 2nd level as part of your 'Elemental Affinity'. You now
target is reduced to 0 hit points by this feature, they turn into ignore immunities and gain resistance to the damage type
the material you choose when you initiated this feature. you chose with 'Elemental Affinity'.

CHAPTER 2 | CLASSES
24
Maverick

The Maverick

Proficiency

Level Bonus Features

1st +2 Favored Enemy, Natural Explorer

2nd +2 Fighting Style, Maverick’s Fortitude

3rd +2 Poultices, Maverick archetype


4th +2 Ability Score Improvement

5th +3 Extra Attack, Vanish

6th +3 Additional Fighting style, Experienced

Aim

7th +3 Maverick Archetype feature

8th +3 Ability Score Improvement, Land’s

Stride

9th +4 Natural Anti-Venom

10th +4 Ability Score Improvement, Hide in

Plain Sight

11th +4 Maverick Archetype Feature

12th +4 Ability Score Improvement

13th +5 Experienced Aim Improvement

14th +5 Field Medic


15th +5 Maverick Archetype feature

16th +5 Ability Score Improvement

17th +6 Master of Survival

18th +6 Feral Senses

19th +6 Ability Score Improvement


20th +6 Foe Slayer

to identify and understand the nuances of the nature of


magic and magical devices. Some skilled Arcana Seekers
even possess the ability to steal and replicate the spells of
enemies used against them.
Improvisation is the key to survival in the wild. Luckily, The Hunter is a calculated survivalist. They meticulously
Mavericks are experienced in their ability to use the plan their strategies in order to best prepare themselves for
resources around them to their advantage. They are masters combat scenarios they are most likely to encounter. Hunters
of the terrains that they travel and are able to use the of large, individual prey may develop tactics around
surrounding natural resources to create poultices with maximizing focused damage and avoiding the attacks of
healing properties. Mavericks are also well versed in singular opponents. Hunters of smaller pacts of prey may
weaponry of all kinds, which makes them adaptable to a invoke strategies that affect multiple targets at once and that
variety of combat scenarios. They have been weathered by allow them to escape from being surrounded. Regardless of
their time in the wilderness and they are stronger for it. their prey, Hunters always have a plan.
Mavericks are about survival, by any means necessary. The Wrangler has a connection with nature that reaches
Mavericks operate within three disciplines of survival: the beyond that of other Mavericks. They possess a primal
Arcana Seeker, the Hunter, and the Wrangler. understanding with animals and beasts, which are bastions
The Arcana Seeker has a working knowledge of survival as of nature itself. Wranglers forge personal bonds with a variety
well as of the arts of magic. This makes them versatile as of beasts. These beasts can serve a multitude of purposes like
they have access to a number of arcane spells in addition to scouts, fighters, or travelling companions. For a Wrangler,
their survival skills. Arcana Seekers place an emphasis on their beast companions hold as much (if not more) influence
intellect rather than wisdom as their arcane abilities require on their lives than their adventuring comrades.
them to understand and memorize the complexities of
spellcasting. Also within their well of knowledge is the ability

CHAPTER 2 | CLASSES
25
Even when you are engaged in another activity while
Class Features traveling (such as foraging, navigating, or tracking), you
As a Maverick, you gain the following class features. remain alert to danger.
If you are traveling alone, you can move stealthily at a
Hit Points normal pace. When you forage, you find twice as much
Hit Dice: 1d12 per Maverick level

food as you normally would.


Hit Points at 1st level: 12 + your Constitution modifier

While tracking other creatures, you also learn their exact


Hit Points at higher levels: 1d12 (or 7) + your Constitution number, their sizes, and how long ago they passed
modifier per Maverick level after 1st through the area.
You choose additional favored terrain types at 6th and 10th
Proficiencies level.
Armor: light armor, medium armor

Weapons: simple weapons, martial weapons, firearms

Fighting Style
Tools: none

Saving Throws: Strength, Dexterity

At 2nd level, you adopt a particular style of fighting as your


Skills: choose three from Animal Handling, Athletics, Insight, specialty. Choose one of the following options. You can not
Investigation, Nature, Perception,
Stealth, and Survival take a Fighting Style option more than once, even if you later
get to choose again.
Equipment
You start with the following equipment, in addition to the Akimbo
equipment granted by your background: When engaging in two weapon fighting, you can add your
ability modifier to the damage of the second attack.
a simple weapon
a duster (a) a martial weapon or (b) a longbow and 20 Defense
arrows While you are wearing armor, you gain a +1 bonus to your
(a) a hunting rifle or (b) a bolt-action rifle and 20 rifle AC.
ammo
(a) a dungeoneer's pack or (b) an explorer's pack Dual-Weapon Fighting
When you engage in two-weapon fighting while you are
Favored Enemy wielding a melee weapon in one hand and a ranged weapon
in the other, you can add your ability modifier to the damage
Beginning at 1st level, you have significant experience of the second attack and you gain a +2 bonus to damage rolls
studying, tracking, hunting, and even talking to a certain type with the weapon in your main hand.
of enemy.
Choose a type of favored enemy: aberrations, beasts, Dueling
celestials, constructs, elementals, fiends, giants, When you are wielding a melee weapon in one hand and no
monstrosities, oozes, plants, or undead. other weapons, you gain a +2 bonus to damage rolls with that
Alternatively, you can select two races of humanoid (such weapon.
as Tieflings and Rougaru) as favored enemies.
You have advantage on Wisdom (Survival) checks to track Great Weapon Fighting
your favored enemies, as well as on Intelligence checks to When you roll a 1 or 2 on a damage die for an attack you
recall information about them. When you gain this feature, make with a melee weapon that you are wielding with two
you also learn one language of your choice that is spoken by hands, you can reroll the die and must use the new roll, even
your favored enemies, if they speak one at all. You choose one if the new roll is a 1 or a 2. The weapon must have the two-
additional favored enemy, as well as an associated language, handed or versatile property for you to gain this benefit.
at 6th and 14th leveI. As you gain levels, your choices should
reflect the types of monsters you have encountered on your Marksman
adventures. You gain a +2 bonus to attack rolls you make with ranged
weapons.
Natural Explorer
At 1st level, you are particularly familiar with one type of Rifleman
natural environment and are adept at traveling and surviving When you roll a 1 or 2 on a damage die for an attack you
in such regions. Choose one type of favored terrain: arctic, make with a ranged weapon that you are wielding with two
coast, desert, forest, grassland, mountain or swamp. When hands, you can reroll the die and must use the new roll, even
you make an Intelligence or Wisdom check related to your if the new roll is a 1 or a 2. The ranged weapon must have the
favored terrain, your proficiency bonus is doubled if you are two-handed property for you to gain this benefit.
using a skill that you are proficient in. While traveling for 1
hour or more in your favored terrain, you gain the following Two-Weapon Fighting
benefits: When you engage in two-weapon melee fighting, you can add
your ability modifier to the damage of the second attack.
Difficult terrain does not slow your group's travel.
Your group can not become lost except by magical means.

CHAPTER 2 | CLASSES
26
Maverick’s Fortitude extra movement. You can also pass through plants without
being slowed by them and without taking damage from them
At 2nd level, whenever you roll Hit Dice during a short rest if they have thorns, spines, or a similar hazard. In addition,
you may add your Wisdom modifier in addition to your you have advantage on saving throws against plants that are
Constitution modifier to the hit points you regain for each Hit magically created or manipulated to impede movement.
Die.
Natural Anti-Venom
Poultices At 9th level, you have advantage on saving throws against
At 3rd level, you can create herbal poultices that have healing poison and have resistance to poison damage. Additionally,
power comparable to some potions. You can spend 1 hour you can use one of your poultices to cure one poison effect on
gathering herbs and preparing these herbal poultices, using the creature you are applying it to, in addition to restoring hit
treated bandages to create a number of such poultices equal points.
to your Wisdom modifier (minimum 1). You can carry a
number of poultices at one time equal to your Wisdom Hide in Plain Sight
modifier (minimum 1). The poultices you create cannot be
applied by anyone but you. After 24 hours, any poultices that At 10th level, you can spend 1 minute creating camouflage for
you have not used lose their potency. You can spend 1 minute yourself. You must have access to fresh mud, dirt, plants, soot,
applying one of your poultices to a wounded creature, thereby or other naturally occurring materials with which to create
expending its use. That creature regains 1d6 hit points for your camouflage. Once you are camouflaged in this way, you
every two Maverick class levels you have (rounded up). can try to hide by pressing yourself up against a solid surface,
such as a tree or wall, that is at least as tall and wide as you
Maverick Archetype are. You gain a +10 bonus to Dexterity (Stealth) checks as
long as you remain there without moving or taking actions.
At 3rd level, you choose an archetype that you strive to Once you move or take an action or a reaction, you must
emulate: Arcana Seeker, Hunter, and Wrangler, all detailed at camouflage yourself again to gain this benefit. Additionally,
the end of the class description. Your choice grants you you can attempt to hide using this feature even when you are
features at 3rd level and again at 7th, 11th, and 15th level. only lightly obscured by foliage, heavy rain, falling snow, mist,
and other natural phenomena.
Ability Score Improvement Field Medic
When you reach 4th level, and again at 8th, 10th, 12th, 16th, At 14th level, you have become extremely skilled at applying
and 19th level, you can increase one ability score of your poultices. The amount of time to apply a poultice is now one
choice by 2, or you can increase two ability scores of your action.
choice by 1. As normal, you can not increase an ability score
above 20 using this feature. Master of Survival
Extra Attack At 17th level, you have refined your survival skills until they
At 5th level, you can attack twice, instead of once, whenever approach perfection. if you are not already proficient in
you take the Attack action on your turn. Survival, you gain proficiency with the Survival skill.
Whenever you make a Wisdom (Survival) check you can treat
a d20 roll of 9 or lower as a 10.
Vanish
At 5th level, you can use the Hide action as a bonus action on Feral Senses
your turn. Also, you can not be tracked by non-magical At 18th level, you gain preternatural senses that help you fight
means, unless you choose to leave a trail. creatures you can not see. When you attack a creature you
can not see, your inability to see it does not impose
Additional Fighting Style disadvantage on your attack rolls against it. You are also
At 6th level, you can choose a second option from the aware of the location of any invisible creature within 30 feet
Fighting Style class feature. of you, provided that the creature is not hidden from you and
you are not blinded or deafened.
Experienced Aim
At 6th level, your familiarity with your enemies' weak spots Foe Slayer
allows you to exploit them and more easily bypass their At 20th level, you become an unparalleled hunter of your
defenses. you gain a +1 bonus to any attack rolls made enemies, whenever you make a successful attack against one
against your favored enemies. This bonus increases to +2 at of your favored foes you can add your Wisdom modifier to
13th level. your damage rolls.
Land's Stride Maverick Archetype
At 8th level, moving through difficult terrain costs you no A Maverick’s life is one that frequently goes off the beaten
path. However, what they do on their trail depends on their

CHAPTER 2 | CLASSES
27
archetype. Some have long since chosen the archetype they Arcana Seeker Spellcasting
seek to emulate and the time before they fully commit is – Spell Slots per Spell Level–
spent honing themselves and preparing to commit Maverick
Cantrips
Spells

themselves fully to their chosen archetype. Others journey Level Known Known 1st 2nd 3rd 4th
and discover something that gives them a direction, rather 3rd 2 3 2 — — —
than aimlessly wandering through an unknown territory. 4th 2 4 3 — — —
Arcana Seeker 5th 2 4 3 — — —
Discoverer of magical secrets 6th 2 4 3 — — —
7th 2 5 4 2 — —
Spellcasting 8th 2 6 4 2 — —
At 3rd level, you augment your natural prowess with the 9th 2 6 4 2 — —
ability to cast spells.
Cantrips.
You learn two cantrips of your choice from the 10th 3 7 4 3 — —
Magus spell list. You learn an additional Magus cantrip of 11th 3 8 4 3 — —
your choice at 10th level. 12th 3 8 4 3 — —
Spell Slots.
The Arcana Seeker Spellcasting table shows 13th 3 9 4 3 2 —
how many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must expend a 14th 3 10 4 3 2 —
slot of the spell's level or higher. You regain all expended spell 15th 3 10 4 3 2 —
slots when you finish a long rest. For example, if you know 16th 3 11 4 3 3 —
the 1st level spell shield and have a 1st level and a 2nd level 17th 3 11 4 3 3 —
spell slot available, you can cast shield using either slot.
18th 3 11 4 3 3 —
Spells Known of 1st-level and higher.
You know three 1st 19th 3 12 4 3 3 1
level Magus spells of your choice. The Spells Known column 20th 3 13 4 3 3 1
of the Arcane Seeker Spellcasting table shows when you
learn more Magus spells of 1st level or higher. Whenever you

gain a level in this class, you can replace one of the Magus
spells you know with another spell of your choice from the Use Magic Device
Magus spell list. At 11th level, you have learned enough about the workings of
Spellcasting Ability.
Intelligence is your spellcasting magic that you can improvise the use of items even when
ability for your Arcana Seeker spells, since you learn your they are not intended for you. You ignore all class, race, and
spells through study and memorization. You use your level requirements on the use of magic items.
Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier when Arcane Emulation
setting the saving throw DC for an Arcana Seeker spell you At 15th level, you gain the ability to magically steal the
cast and when making an attack roll with one.
Spell Save knowledge of how to cast a spell from another spellcaster.
DC = 8 + your proficiency bonus +
Immediately after a creature casts a spell that targets you or
your Intelligence modifier includes you in its area of effect, you can use your reaction to

make an Intelligence (Arcana) check. The DC of the check is
Spell Attack Modifier = your proficiency bonus +
equal to the (Spells saving throw DC + the Spell Level) or
your Intelligence modifier (the Spell Attack roll + the Spell Level), depending on the type
of spell casted. If you succeed the ability check, you can use
Arcane Sniper this spell once without having to expend a spell slot (it does
At 3rd level, when you hit a creature with a ranged weapon not need to be a Magus spell). The spell is cast at the same
attack, you can spend one Arcana Seeker spell slot to deal level it was originally casted at. You can use this feature a
force damage to the target, in addition to the weapon's number of times equal to your Intelligence Modifier and you
damage. The additional damage is 2d6 for a 1st-level spell regain all uses of this feature when you finish a long rest.
slot, plus 1d6 for each spell level higher than 1st.
Hunter
Explorer of Arcana The ultimate predator
At 7th level, your search for arcane treasures and secrets has
led you to gain an uncanny knack in identifying things of an
arcane nature as well as finding the spots in which they hide. A Hunter’s Mark
If you are not already proficient in the Arcana skill or the At 3rd level, you can pick out a creature's weak points and you
Investigation skill you gain proficiency with those skills, your begin to pick up at where you can hit a creature to deal extra
proficiency bonus is doubled for any ability checks you make damage. You can cast the Hunter’s Mark spell a number of
with the Arcana and Investigation skills. times equal to your Wisdom modifier. You do not have to
provide any of the components to cast these spells. You
regain all uses of this feature when you finish a long rest.

CHAPTER 2 | CLASSES
28
Hunter's Prey Maverick's Companions
At 3rd level, you gain one of the following features of your At 3rd level, you gain the ability to fully tame beast
choice. companions that will train and listen to your commands fully.
Colossus Slayer: Your tenacity can wear down the most To tame a companion it must be a beast. You must make a
potent foes. When you hit a creature with a weapon attack, Wisdom (Animal Handling) check. If you do not have
the creature takes an extra 1d8 damage if it is below its hit proficiency with the Animal Handling ability, you gain
point maximum. You can deal this extra damage only once proficiency with it. The DC for the ability check is equal to
per turn. the beasts’ Constitution score + their CR (rounded up). If you
Giant Killer: When a Large or larger creature within 5 feet succeed your ability check, you must spend at least 24 hours
of you hits or misses you with an attack, you can use your within the next 7 days with the beast before it becomes your
reaction to attack that creature immediately after its attack, companion. You can tame multiple companion beasts at one
provided that you can see the creature. time. However, the total CR of beasts you can tame at once
Horde Breaker: Once on each of your turns when you must be less than or equal to ¼ of your Maverick class levels.
make a weapon attack, you can make another attack with the Your companions obey your commands as best as they can.
same weapon against a different creature that is within 5 feet They take their turns on your initiative, though they do not
of the original target and within range of your weapon. take any actions unless you command them to. On your turn,
you can verbally command all of your Companions where to
move (no action required by you). You can use your action to
Defensive Tactics verbally command them to take the Attack, Dash, Disengage,
At 7th level, you gain one of the following features of your Dodge, or Help action. While traveling through your favored
choice. terrain with only your companions, you can move stealthily at
Escape the Horde: Opportunity attacks against you are a normal pace.
made with disadvantage.
Multiattack Defense: When a creature hits you with an Primeval Assault
attack, you gain a +4 bonus to AC against all subsequent At 7th level, your Companions can add your Proficiency
attacks made by that creature for the rest of the turn. bonus to their attack rolls. Additionally, your Companions’
Steel Will: You have advantage on saving throws against attacks count as magical for the purpose of overcoming
being frightened. resistances and immunities.
Primal Torrent Superior Taming
At 11th level, you gain one of the following features of your At 11th level, you have perfected the regiment you use to train
choice. your Companions and they have grown stronger as a result.
Volley: You can use your action to make a ranged attack You can add your Wisdom modifier to your Companions’ AC
against any number of creatures within 10 feet of a point you and Damage Rolls.
can see within your weapon's range. You must have ammo for
each target, as normal, and you make a separate attack roll Absolute Coordination
for each target. If you are using a firearm you can not use any At 15th level, you and your Companions have become so in-
of your attacks that you have using this feature to reload your tune with each other that your coordination in battle has
weapon. become much more effective. Instead of using your action to
Whirlwind Attack: You can use your action to make a command your Companions, you can use your bonus action.
melee attack against any number of creatures within 5 feet of
you, with a separate attack roll for each target.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your
choice.
Evasion: You can nimbly dodge out of the way of certain
area effects. When you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Stand Against the Tide: When a hostile creature misses
you with a melee attack, you can use your reaction to force
that creature to repeat the same attack against another
creature (other than itself) of your choice.
Uncanny Dodge: When an attacker that you can see hits
you with an attack, you can use your reaction to halve the
attack's damage against you.
Wrangler
Bondsman of beasts

CHAPTER 2 | CLASSES
29
Outlaw

The Outlaw

Proficiency Sneak

Level Bonus Attack Features

1st +2 1d6 Expertise, Sneak Attack,

Thieves Cant

2nd +2 1d6 Cunning Action

3rd +2 2d6 Outlaw Archetype

4th +2 2d6 Ability Score Improvement

5th +3 3d6 Uncanny Dodge

6th +3 3d6 Expertise

7th +3 4d6 Evasion

8th +3 4d6 Ability Score Improvement

9th +4 5d6 Outlaw Archetype feature

10th +4 5d6 Ability Score Improvement

11th +4 6d6 Reliable Talent

12th +4 6d6 Ability Score Improvement

13th +5 7d6 Outlaw Archetype Feature

14th +5 7d6 Blindsense

15th +5 8d6 Slippery Mind

16th +5 8d6 Ability Score Improvement

17th +6 9d6 Outlaw Archetype Feature

18th +6 9d6 Elusive

19th +6 10d6 Ability Score Improvement

20th +6 10d6 Stroke of Luck

Information is valuable, especially in combat. Outlaws

specialize in collecting as much information about their

opponents as they can while revealing as little information

about themselves as possible. They analyze their targets,

looking for weaknesses that they could exploit. Outlaws find

the metaphorical (sometimes literal) cracks in the armor of

the problems they face and dig their knives deep into them.

They also deceive and vanish from their opponents, keeping

their true intentions hidden. Outlaws thrive in the dichotomy

of being unknown to their foes while simultaneously knowing

everything about them. An Outlaw’s area of expertise falls

into three categories: the Bandito, the Cutthroat, the take a bounty on their mother and chalk it up to being “just
Desperado, and the Knifeslinger. business.”
The Bandito dedicates themself to being as dexterous as The Cutthroat is a professional and a provider of services.
possible, in all aspects. For them, it is as if time worked a They treat bounties and the like as jobs, and they have the
little slower. Banditos make quick work of intricate tasks that right tools for it. Cutthroats are not only precise about killing,
would take much longer for ordinary people, like picking but also every step that leads up to it. From infiltration, to
locks, scaling buildings, or shuffling cards. A Bandito’s hands disguise, to getting the jump on their target. Cutthroats do it
are as swift as they are deliberate. Banditos also possess the all (and without suspicion if they are skilled enough). Because
ability to separate themselves from their work, they could bounty hunting is their profession, Cutthroats conduct their

CHAPTER 2 | CLASSES
30
business as such. They will not “kill some yellow-belly who Sneak Attack
stole my money!” but they will happily eliminate a party guilty
of petty theft, for the right price of course. At 1st level, you know how to strike subtly and exploit a foe’s
The Desperado strikes a balance between risk and reward. distraction. Once per turn, you can deal an extra 1d6 damage
For them, good fortune comes when they need it and the risk to one creature you hit with an attack if you have advantage
is very well worth the potential blunders afterward. on the attack roll. The attack must use a finesse or a ranged
Desperados are able to succeed in even the most unlikely of weapon. You do not need advantage on the attack roll if
circumstances, using their wit to decipher the best moment another enemy of the target is within 5 feet of it, that enemy
to push their luck. They are also well versed in the is not incapacitated, and you do not have disadvantage on the
dimensions of firearms, and through their understanding, are attack roll. The amount of the extra damage increases as you
able to load and smuggle them with ease. Desperados favor gain levels in this class, as shown in the Sneak Attack column
the pistol, and are able to use them to exploit their opponents of the Outlaw table.
in a similar fashion to their other Outlaw siblings.
The Knifeslinger is the most specialized of the Outlaw Thieves’ Cant
focuses. They do one thing and they do it very well, sling At 1st level, during your criminal training you learned thieves’
knives. Be it at a range or up close, Knifeslingers are at their cant, a secret mix of dialect, jargon, and code that allows you
most natural with daggers in their hands. They are equally to hide messages in seemingly normal conversation. Only
confident in throwing their daggers as they are in slashing another creature that knows thieves’ cant understands such
with them. The motions and techniques of close-quarters, messages. It takes four times longer to convey such a
personal combat are second-nature to the Knifeslinger. Their message than it does to speak the same idea plainly. In
familiarity with dynamics of combat allows them to react addition, you understand a set of secret signs and symbols
faster and grants them the ability to instill panic into their used to convey short, simple messages, such as whether an
enemies. area is dangerous or the territory of a thieves’ guild, whether
loot is nearby, or whether the people in an area are easy
Class Features marks or will provide a safe house for thieves on the run.
as an Outlaw, you gain the following class features. Cunning Action
Hit Points At 2nd level, your quick thinking and agility allow you to move
Hit Dice: 1d8 per Outlaw level

and act quickly. You can use a bonus action on each of your
Hit Points at 1st level: 8 + your Constitution modifier

turns in combat to take the Dash, Disengage, or Hide action.


Hit Points at higher levels: 1d8 (or 5) + your Constitution
modifier per Outlaw level after 1st Outlaw Archetype
proficiencies At 3rd level, you choose an archetype that you emulate in the
Armor: light armor

exercise of your Outlaw abilities: Bandito, Cutthroat,


Weapons: simple weapons, hand crossbows, longswords, Desperado, or Knifeslinger, all detailed at the end of the class
rapiers, shortswords, firearms

description. Your archetype choice grants you features at 3rd


Tools: thieves’ tools

level and then again at 9th, 13th, and 17th level.


Saving Throws: Dexterity, Intelligence

Skills: choose four from Acrobatics, Athletics, Deception, Ability Score Improvement
Insight, Intimidation, Investigation, Mechanics, Perception, When you reach 4th level, and again at 8th, 10th, 12th, 16th,
Performance, Persuasion, Sleight of Hand, and Stealth and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores o f your
Equipment
choice by 1. As normal, you can not increase an ability score
You start with the following equipment, in addition to the above 20 using this feature.
equipment granted by your background:
Uncanny Dodge
a duster, revolver, and 20 pistol ammo At 5th level, when an attacker that you can see hits you with
two daggers an attack, you can use your reaction to halve the attack’s
(a) derringer and 20 pistol ammo or (b) two additional damage against you.
daggers
(a) a burglar's pack or (b) an explorer's pack Evasion
Expertise At 7th level, you can nimbly dodge out of the way of certain
At 1st level, choose two of your skill proficiencies, or one of area effects, such as an explosion or cannonfire. When you
your skill proficiencies and your proficiency with thieves’ are subjected to an effect that allows you to make a Dexterity
tools. Your proficiency bonus is doubled for any ability check saving throw to take only half damage, you instead take no
you make that uses either of the chosen proficiencies. At 6th damage if you succeed on the saving throw, and only half
level, you can choose two more of your proficiencies (in skills damage if you fail.
or with thieves’ tools) to gain this benefit.

CHAPTER 2 | CLASSESN
31
Reliable Talent Ruthless
At 13th level, you feel no compassion for your enemies, or if
At 11th level, you have refined your chosen skills until they you do you do not show it. If you do not already have it you
approach perfection. Whenever you make an ability check gain proficiency in the Intimidation skill and you are immune
that lets you add your proficiency bonus, you can treat a d20 to being charmed. Along with this, you have learned to spare
roll of 9 or lower as a 10. no one, not even the defenseless. When you make attack an
incapacitated target double the sneak attack dice you use for
Blindsense your damage roll.
At 14th level, if you are able to hear, you are aware of the
location of any hidden or invisible creature within 10 feet of Thief's Reflexes
you. At 17th level, you have become adept at laying ambushes and
quickly escaping danger. You can take two turns during the
Slippery Mind first round of any combat. You take your first turn at your
normal initiative and your second turn at your initiative minus
At 15th level, you have acquired greater mental strength. You 10. You can not use this feature when you are surprised.
gain proficiency in Wisdom saving throws.
Cutthroat
Elusive The professional killer
At 18th level, you are so evasive that attackers rarely gain the
upper hand against you. No attack roll has advantage against Professional Practices
you while you are not incapacitated. When you choose this archetype at 3rd level, you gain
proficiency with two of the following tool sets: disguise kit,
Stroke of Luck forgery kit, or poisoner’s kit.
At 20th level, you have an uncanny knack for succeeding Collecting Aces
when you need to. If your attack misses a target within range, At 3rd level, your experience with bounties and deals has
you can turn the miss into a hit. Alternatively, if you fail an netted you with the ability to collect critical information about
ability check, you can treat the d20 roll as a 20. Once you use your targets. Spending 1 hour studying a target grants you
this feature, you can not use it again until you finish a short or one “Ace.” An Ace is a potential vulnerability of your target
long rest. which you have taken note of. You can collect a maximum of
three Aces on a single target and you can have up to two
Outlaw Archetype targets at a time. Any Aces you collect from a third target
causes you to lose all Aces on your first target. When making
Outlaws usually have many features in common, including an attack roll against a target which you have collected Aces
their emphasis on perfecting their skills, their precise and for, you can spend an Ace to grant yourself advantage on the
deadly approach to combat, and their increasingly quick attack roll (the Ace you spend must have been collected from
reflexes. But different outlaws steer those talents in varying the target of your attack). You gain additional uses for Aces at
directions, embodied by the Outlaw archetypes. Their choice 9th, 13th, and 17th level.
of archetype is a reflection of their focus. Not necessarily an
indication of your chosen profession, but a description of Innovating Intelligence
your preferred techniques. At 9th level, you can use Aces to do more than exploit the
combative vulnerabilities of your targets. When using a
Bandito disguise kit for the purposes of deceiving or emulating your
The elusive thief target, you can spend an Ace to gain advantage on your ability
check made in relation to the disguise kit. When using a
Fast Hands forgery kit for the purposes of deceiving or emulating your
At 3rd level, you can use the bonus action granted by your target, you can spend an Ace to gain advantage on your ability
Cunning Action to make a Dexterity (Sleight of Hand) check, check made in relation to the forgery kit. When using a
use your thieves’ tools to disarm a trap or open a lock, or take poisoner’s kit for the purposes of poisoning your target, you
the Use an Object action. can spend an Ace to gain advantage on your ability check
made in relation to the poisoner’s kit.
Second-Story Work
When you choose this archetype at 3rd level, you gain the Improved Aces
ability to climb faster than normal; climbing no longer costs At 13th level, your ability to gather, document, and
you extra movement. In addition, when you make a running comprehend the critical information that your target reveals
jump, the distance you cover increases by a number of feet has vastly improved. You can now collect a maximum of five
equal to your Dexterity modifier. Aces on one target and you can now have up to three targets
at a time. Additionally, you now collect two Aces on your
Supreme Sneak target per hour. You must still spend an entire hour studying
At 9th level, you have advantage on a Dexterity (Stealth) your target to collect Aces for that hour. For example, if you
check if you move no more than half your speed on the same had four Aces on a target, you would still need to spend an
turn.
CHAPTER 2 | CLASSES
32
entire hour studying your target to reach your maximum of Tactical Instincts
five Aces. At 3rd level, your unmistakable confidence propels you into
battle. You can add your Intelligence modifier to your
Perfectly Executed initiative rolls. In addition, you do not need advantage on your
At 17th level, your tendency for careful planning and rigorous attack roll to use your Sneak Attack if no hostile creature
research has granted you the ability to land that one perfect other than your target is within 5 feet of you. All the other
strike. When you successfully hit a target of whom you have rules for the Sneak Attack class feature still apply to you.
collected Aces in a way which grants you Sneak Attack, you
may spend a number of Aces (collected from that target) to Strike of Panic
add additional Sneak Attack dice equal to the amount of Aces At 9th level, when you make an attack with a dagger you can
spent (these dice are not doubled for critical hits). force the target to make a Wisdom saving throw (DC 8 + your
Dexterity modifier + your proficiency bonus). On a failed save,
Desperado the target has disadvantage on its next attack roll. You can
The swift risk-taker use this feature a number of times equal to your Intelligence
modifier (min. 1). You regain all uses of this feature after a
Gun Smuggler long rest.
At 3rd level, you have learned how to conceal your weapons
well enough that those that would want to take your Flurry of Blades
weaponry (or even want to know whether you are carrying a At 13th level, when you are wielding your blades, your hands
weapon) have a hard time finding where you have hidden move in a flurry of motion. You can use your action to make
them. You have advantage on any Dexterity (Sleight of Hand) either melee or ranged dagger attacks against all enemies
checks made to conceal firearms. within 15 feet of you. You must have a separate dagger for
each ranged attack, and you make a separate attack roll for
Speed Loader each target.
At 3rd level, you have learned how to reload quickly so as not
to hinder yourself in a gunfight. You can use your bonus Right Between the Eyes
action to reload a firearm. At 17th level, your deadliness and accuracy with a dagger has
reached its peak. When you successfully make a dagger
Pistolero attack using the Knife Juggler feature the enemy must make a
At 9th level, you have learned how to take advantage of your Dexterity saving throw (DC 8 + your Dexterity modifier + your
ability with a pistol in order to give yourself an edge, even in proficiency bonus). Roll a number of dice equal to half of your
less than favorable circumstances. As long as you are using a sneak attack dice pool (rounded down). On a failed saving
firearm that uses the pistol ammo type, you do not need throw the target takes sneak attack damage equal to the
advantage on your attack roll to use your Sneak Attack even if amount rolled, on a successful saving throw the target takes
no ally is within 5 feet of the creature you are attacking, and half that damage.
even if you have disadvantage on the attack roll. All the other
rules for the Sneak Attack class feature still apply to you.
Risky Gambit
At 13th level, you have learned how to make risky decisions
that could pay off in spades, with the knowledge it may beset
you soon enough. When you make an ability check, attack
roll, or saving throw you can choose to make it with
advantage. If you use this feature, the next ability check,
attack roll, saving throw you make must be made with
disadvantage. You may use this feature a number of times
equal to your Charisma modifier and you regain all uses of
this feature after you finish a long rest.
Dark Horse
At 18th level you have learned to pull yourself up when the
odds are stacked against your favor in order to come out on
top even in unlikely circumstances. When you make an ability
check, attack roll, or saving throw with disadvantage you may
add your Charisma modifier to the roll.
Knifeslinger
The sly blademaster
Knife Juggler
At 3rd level, you can use your bonus action to make a ranged
dagger attack.
CHAPTER 2 | CLASSES
33
Sage
The Sage
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Sagely Inspiration, Spellcasting 2 4 2 — — — — — — — —
2nd +2 Sage School, Renewal of Magic 2 5 3 — — — — — — — —
3rd +2 Expertise 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Constant Musings, Sagely Inspiration (d8) 3 8 4 3 2 — — — — — —
6th +3 Magical Insight, Sage School feature 3 9 4 3 3 — — — — — —
7th +3 Serene Mind 3 10 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 ─ 3 12 4 3 3 3 1 — — — —
10th +4 Magical Secrets, Sage School feature, 4 13 4 3 3 3 2 — — — —
Sagely Inspiration (d10)
11th +4 ─ 4 13 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 14 4 3 3 3 2 1 — — —
13th +5 Lingual Essence 4 15 4 3 3 3 2 1 1 — —
14th +5 Magical Secrets, Sage School feature 4 16 4 3 3 3 2 1 1 — —
15th +5 Sagely Inspiration (d12) 4 16 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 17 4 3 3 3 2 1 1 1 —
17th +6 Inscrutable Soul 4 18 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 20 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 20 4 3 3 3 3 2 2 1 1

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

CHAPTER 2 | CLASSES
34
as well as being knowledgeable. Scholars of Thought are

consistently in the process of acquiring new information,

seeing life as a constant cycle of learning. They develop

critical thinking and logic skills which allow them to pursue

knowledge through both wisdom and intelligence. Scholars

of Thought are also able to allow both their wisdom and

intelligence to influence their spellcasting.

Class Features

As a Sage, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sage level


Hit Points at 1st level: 8 + your Constitution modifier


Hit Points at higher level: 1d8 (or 5) + your Constitution

modifier per Sage level after 1st

Proficiencies

Armor: light armor

Weapons: all simple weapons, derringers

Tools: none

Saving Throws: Wisdom, Intelligence

Skills: choose two from Arcana, Animal Handling, History,

Insight, Investigation, Medicine, Mechanics, Nature,

Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the

equipment granted by your background:

a quarterstaff or (b) any simple weapon

a derringer and 20 pistol ammo

(a) a component pouch or (b) an arcane focus

(a) a scholar’s pack or (b) an explorer’s pack

Spellcasting

You have learned to untangle and reshape the fabric of reality

by understanding the flow and ebb of the magic and the

universe as a whole. Your spells are part of your vast

repertoire, magic that you can utilize for different situations.

See chapter 10 of the PHB for the general rules of

spellcasting and chapter 5 of this document for the Sage spell

list.

Cantrips

You know two cantrips of your choice from the Sage Spell

list. You learn additional Sage cantrips of your choice at

higher levels, as shown in the Cantrips Known column of the

Sage table.

Spell Slots when you learn more Sage spells of your choice. Each of
The Sage table shows how many spell slots you have to cast these spells must be of a level for which you have spell slots,
your spells of 1st level and higher. To cast one of these spells. as shown on the table. For instance, when you reach 3rd level
you must expend a slot of the spell's level at higher. You in this class, you can learn one new spell of 1st or 2nd level.
regain all expended spell slots when you finish a long rest. Additionally, when you gain a level in this class, you can
For example, if you know the 1st-level spell cure wounds and choose one of the Sage spells you know and replace it with
have a 1st-level and a 2nd-level spell slot available, you can another spell from the Sage spell list, which also must be of a
cast cure wounds using either slot. level for which you have spell slots.
Spells Known of 1st level and higher Spellcasting Ability
You know four 1st-level spells of your choice from the Sage Wisdom is your spellcasting ability for your Sage spells. Your
spell list. The Spells Known column of the Sage table shows magic comes from your perception of the universe and the
CHAPTER 2 | CLASSES
35
ways you have learned how to coax out this magic through that uses either of the chosen proficiencies. At 10th level, you
your perception and knowledge of this magic. You use your can choose another two skill proficiencies to gain this benefit.
Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the Ability Score Improvement
saving throw DC for a Sage spell you cast and when making When you reach 4th level, and again at 8th, 12th, 16th, and
an attack roll with one. 19th level, you can increase one ability score of your choice
Spell Save DC = 8 + your proficiency bonus + your Wisdom by 2, or you can increase two ability scores of your choice by
modifier 1. As normal, you can not increase an ability score above 20
Spell Attack Modifier = your proficiency bonus + your using this feature.
Wisdom modifier
Ritual Casting Constant Musings
You can cast any sage spell you know as a ritual if that spell At 5th level, you regain all of your expended uses of Sagely
has the ritual tag. Inspiration when you finish a short or long rest.
Spellcasting Focus Magical Insight
You can use an arcane focus as a spellcasting focus for your
sage spells. At 6th level, your perception of magic allows you to see
through magical deception much more easily. Any Wisdom
Sagely Inspiration saving throws or ability checks to see through illusion spells
are done with advantage.
At 1st level, you can inspire others through stirring words,
advice, or knowledge. To do so, you use a bonus action on Serene Mind
your turn to choose one creature other than yourself within
60 feet of you who can hear you. That creature gains one At 7th level, you can use your action to end one effect on
Sagely Inspiration die, a d6. yourself that is causing you to be charmed or frightened.
Once within the next 10 minutes, the creature can roll the
die and add the number rolled to one ability check, attack roll, Magical Secrets
or saving throw it makes. The creature can wait until after it At 10th level, you have plundered magical knowledge from a
rolls the d20 before deciding to use the Sagely Inspiration wide spectrum of disciplines. Choose two spells from any
die, but must decide before the GM says whether the roll class, including this one. A spell you choose must be of a level
succeeds or fails. Once the Sagely Inspiration die is rolled, it you can cast, as shown on the Sage table, or a cantrip. The
is lost. A creature can have only one Sagely Inspiration die at chosen spells count as Sage spells for you and are included in
a time. You can use this feature a number of times equal to the number in the Spells Known column of the Sage table.
your Wisdom modifier (a minimum of once). You regain any You learn two additional spells from any class at 14th level
expended uses when you finish a long rest. Your Sagely and again at 18th level.
Inspiration die changes when you reach certain levels in this
class. The die becomes a d8 at 5th level, a d10 at 10th level, Lingual Essence
and a d12 at 15th level.
At 13th level, you learn to perceive the souls and minds of
Sage Schools others so that you understand all spoken languages.
Moreover, any creature that can understand a language can
At 2nd level, you delve into the advanced techniques of a sage understand what you say.
school of your choice: School of Arts, School of Combat,
School of Duality, and School of Thought all detailed at the Inscrutable Soul
end of the class description. Your choice grants you features
at 2nd level and again at 6th, again at 10th, and 14th level. At 17th level, your thoughts can not be read by telepathy or
other means, unless you allow it. You can present false
Renewal of Magic thoughts by making a Charisma (Deception) check contested
by the mind reader's Wisdom (Insight) check. Additionally, no
At 2nd level, you have learned to regain some of your magical matter what you say, magic that would determine if you are
energy through use of rest meditation and pondering. Once telling the truth indicates you are being truthful if you so
per day when you finish a short rest, you can choose choose, and you can not be compelled to tell the truth by
expended spell slots to recover. The spell slots can have a magic.
combined level that is equal to or less than half your Sage
level (rounded up), and none of the slots can be 6th level or Superior Inspiration
higher. For example, if you are a 4th level Sage, you can
recover up to two levels worth of spell slots. You can recover At 20th level, when you roll initiative and have no uses of
either a 2nd level spell slot or two 1st-level spell slots. Sagely Inspiration left, you regain one use.
Expertise Sage Schools
At 3rd level, choose two of your skill proficiencies. Your A Sage values knowledge by both learning from those around
proficiency bonus is doubled for any ability check you make them as well as evaluating themselves and the internal truths

CHAPTER 2 | CLASSES
36
that they know. Sages are certain to reflect on reality and Creatures can not gain the benefits of this feature if they can
what they know as a method to improve themselves. In order not hear you, if they are immune to being charmed, or if they
to further their studies, Sages split into different colleges, all are a construct or undead. Once you use this feature, you
dedicating themselves to different aspects of society. Through must finish a long rest before you can use it again.
questioning their own preconceived notions and help from
their teachers and peers, they further themselves down their Display of Heroism
chosen Sage school and develop the areas they seek to truly At 14th level, you have learned how to use your art to not only
understand. Through their chosen path they seek touch people’s minds but also to inspire their souls. As an
enlightenment. Each path brings a different answer, because action you can begin to express an anecdote of heroism that
all good Sages know a good question has multiple answers. gives all allies within 60 feet advantage on attack rolls, ability
checks, and saving throws. You must concentrate on this
School of Arts feature as if you were concentrating on a spell, and this
Student of the fine arts feature can last a number of rounds equal to your Charisma
modifier (minimum of 1). Once you use this feature, you must
Bonus Proficiencies
finish a long rest before you can use it again.
At 2nd level, you gain proficiency with three artistic School of Combat
instruments of your choice and the Performance skill. You
may also use instruments you are proficient in as a spell Student of battle
focus.
Bonus Proficiencies
Countercharm When you join the School of Combat at 2nd level, you gain
At 2nd level, you gain the ability to use musical notes or proficiency with medium armor, shields, martial weapons,
words of power to disrupt mind-influencing effects. As an and firearms.
action, you can start a performance that lasts until the end of
your next turn. During that time, you and any friendly Combat Inspiration
creatures within 30 feet of you have advantage on saving At 2nd level, you learn to inspire others in battle. A creature
throws against being frightened or charmed. A creature must that has a Sagely Inspiration die from you can roll that die
be able to hear or see you to gain this benefit. The and add the number rolled to a weapon damage roll when
performance ends early if you are incapacitated or silenced they successfully make a weapon attack. Alternatively, when
or if you voluntarily end it (no action required). an attack roll is made against the creature, it can use its
reaction to roll the Sagely Inspiration die and add the
Cutting Words number rolled to its AC against that attack, this feature can
At 6th level, you learn how to use your wit to distract, confuse, be used after the attack is declared but before knowing
and otherwise sap the confidence and competence of others. whether it hits or misses.
When a creature that you can see within 60 feet of you makes
an attack roll, an ability check, a damage roll, or a saving Extra Attack
throw you can use your reaction to expend one of your uses At 6th level, you can attack twice, instead of once, whenever
of Sagely Inspiration, roll a Sagely Inspiration die and you take the Attack action on your turn.
subtract the number rolled from the creature's roll. You can
choose to use this feature after the creature makes its roll, Instant Inspiration
but before the GM determines whether the attack roll, ability At 10th level, when a creature receives Sagely Inspiration it
check, or saving throw succeeds or fails, or before the can use its reaction to immediately make one weapon attack
creature deals its damage. The creature is immune if it can against an enemy.
not hear you or if it is immune to being charmed.
Battle Magic
Nature’s Melody At 14th level, you have mastered the art of weaving
At 10th level, you have learned how to draw on the essence of spellcasting and weapon use into a single act. When you use
nature and the meaning of the world. As an action you can your action to cast a Sage spell, you can make one weapon
express this essence and when you do you can choose from attack as a bonus action.
cold, fire, lightning, necrotic, radiant, or thunder and you and
a number of allies equal to your Charisma modifier School of Duality
(minimum of 1) gain a resistance to that damage type. When Student of dichotomy
you or an ally make a damage roll, after making a successful
weapon attack, you can add 1d6 of the chosen damage to the
damage roll. Instead of choosing a damage type you could Bonus Cantrip
instead choose to have a number of allies equal to your When you join the School of Duality at 2nd level, you can
Charisma modifier (minimum of 1) regain hit points equal to choose an additional cantrip from the Sage’s cantrip list and
1d6 plus your Charisma modifier at the end of your turn until add it to your cantrips known.
the end of the duration of this feature. This feature lasts for a
number of rounds equal to half of your Sage class levels and Dual Casting
you must concentrate on this feature as if it were a spell. At 2nd level, when you cast a cantrip that normally targets
only one creature, the spell can instead target two creatures
within
CHAPTER 2 | CLASSES
37
range and within 5 feet of each other, if the cantrip has a Potent Spellcasting
range of touch both targets must be within touch range of At 10th level, you add your Wisdom modifier to the damage
you. you deal with any Sage cantrip.
Dual Casting Rational Spells
At 2nd level, when you cast a cantrip that normally targets At 14th level, you have learned to use not only your Wisdom
only one creature, the spell can instead target two creatures in spellcasting but also your Intelligence. When you cast a
within range and within 5 feet of each other, if the cantrip has Sage spell that you know, you can add your Intelligence
a range of touch both targets must be within touch range of modifier in addition to any place you would use your normal
you. spellcasting ability. This includes when determining Spell
Save DCs, spell attack modifiers and spell damage.
Perceptual Burst
At 6th level, you learn how to unleash the latent magical
energy residing in yourself that can be a boon for allies but
the bane of your enemies. As an action you can unleash this
energy, all allies within 30 feet regain hit points equal to your
Sage class levels + your Wisdom modifier and all enemies
within 30 feet must make a Constitution saving throw against
your Sage spell save DC, on a failure they take damage equal
to two times your Sage level, half as much on a success. You
can not use this feature again until you finish a long rest.
Mind and Body
At 10th level, you have learned how to operate matters of
mind and body so that they do not interfere as heavily with
each other. You gain resistance to psychic damage and you
now have advantage on all concentration checks.
Improved Dual Casting
At 14th level, when you cast a Sage spell of 1st through 5th
level that targets only one creature, the spell can instead
target two creatures within range and within 5 feet of each
other, if the spell has a range of touch it both targets must be
within touch range of you. If the spell consumes its material
components, you must provide the material components for
each target.
School of Thought
Student of the mind
Bonus Proficiencies
When you join the School of thought at 2nd level, you learn a
language of your choice. You also become proficient in your
choice of two of the following skills: Animal Handling,
Arcana, History, Insight, Investigation, Mechanics, Medicine,
Nature, Perception, Religion, or Survival.
Thorough Logic
At 2nd level, you gain the ability to further your logical
pursuits by using your wisdom. When you make an ability
check with a skill that you are proficient in and that uses your
Intelligence ability modifier you may also add your Wisdom
ability modifier to the ability check.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any
class. A spell you choose must be of a level you can cast, as
shown on the Sage table, or a cantrip. The chosen spells
count as Sage spells for you but do not count against the
number of Sage spells you have prepared.

CHAPTER 2 | CLASSESN
38
Shaman
the Shaman
Spell
Slot

Level Proficiency Bonus Features Cantrips Slots Level


1st +2 Spellcasting, Shamanic Path, Spirit Companion 2 1 1
2nd +2 Healing Touch 2 2 1
3rd +2 ─ 2 2 2
4th +2 Ability Score Improvement 3 2 2
5th +3 ─ 3 3 3
6th +3 Shamanic Path Feature 3 3 3
7th +3 Spirit Companion 3 3 4
8th +3 Ability Score Improvement 3 3 4
9th +4 ─ 3 4 5
10th +4 Land’s Stride 4 4 5
11th +4 Shamanic Mysticism (6th level), Shamanic Path Feature 4 4 5
12th +4 Ability Score Improvement 4 4 5
13th +5 Shamanic Mysticism (7th level) 4 5 5
14th +5 Spirit Companion 4 5 5
15th +5 Shamanic Mysticism (8th level) 4 5 5
16th +5 Ability Score Improvement 4 6 5
17th +6 Shamanic Mysticism (9th level) 4 6 5
18th +6 Shamanic Path feature 4 6 5
19th +6 Ability Score Improvement 4 7 5
20th +6 Immortal Body 4 7 5

Some people run themselves insane trying to forget their this channeling, they are able to emit these spiritual energies
pasts. But Shamans revel in their pasts, both the past that to protect themselves and their companions. Some skilled
they have experienced and the past of those that came before Animists are even able to temporarily enter or send others to
them. They draw their magic from the influential spirits that the spiritual planes.
are tied to them. Be it their ancestors, or a creature that Totemists channel the influence of specific animal spirits in
represents what the Shaman stands for, Shamans rely order to physically represent the traits of those spirits. Those
heavily on the support of the past. They have a rapport with who channel the bear are given strength and are made more
all things living and the spirits that they represent. Shamans resilient to physical damage by their bear spirits. Those who
are able to communicate with their spiritual companions in channel the wolf are made more hearty and pact-like by their
order to harness their focus, to speak with others’ spirits (be wolf spirits. Those who channel the eagle are made more
them living, dead, or otherwise), or to relive spiritual events swift, agile, and dexterous by their eagle spirits. While a
related to objects or locations. For Shamans, death is only a Totemist’s spirit animal is not required to be a bear, eagle, or
stage in the greater scheme of life. A Shaman’s spiritualism wolf, it should represent similar traits to one of the three.
can be relative to a specific spirit or to life as a whole: these
are denoted by the Animism and Totemism spiritual Class Features
pathways.
Animists are able to wield the dormant spiritual energies As a Shaman, you gain the following class features.
within any environment that they encounter. They are able to
draw from the spiritual planes in order to fuel their Hit Points
spellcasting ability, though drawing these energies comes at a Hit Dice: 1d8 per Shaman level

cost to their own spiritual stability. Animists are also able to Hit Points at 1st level: 8 + your Constitution modifier

channel the energies of the spiritual planes through them. In Hit Points at higher levels: 1d8 (or 5) + your Constitution
modifier per Shaman level after 1st
CHAPTER 2 | CLASSES
39

Proficiencies

Armor: light armor, medium armor, and shields

Weapons: simple weapons, scimitar, shortsword, trident,

blowgun, longbow, and net

Tools: herbalism kit

Saving Throws: Strength, Wisdom

Skills: choose two from Arcana, Athletics, Animal Handling,

Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the

equipment granted by your background:

a tomahawk and a simple or martial weapon

a long bow and 20 arrows

a hide armor or a duster

an explorer’s pack

a shaman focus

Spellcasting

Drawing on the divine essence of nature itself, you can cast

spells to shape that essence to your will. See chapter 10 of

the PHB for the general rules of spellcasting and chapter 5 of

this document for the Shaman spell list.

Cantrips

You know two cantrips of your choice from the Shaman spell

list. You learn additional Shaman cantrips of your choice at

higher levels, as shown in the Cantrips Known column of the

Shaman table. You learn an additional cantrip at 4th level and

an additional one at 10th level.

Preparing and Casting spells

The Shaman table shows how many spell slots you have to

cast your spells of 1st level and higher. To cast one of these

Shaman spells, you must expend a slot of the spell's level or

higher. You regain all expended spell slots when you finish a

short or long rest. You prepare the list of Shaman spells that

are available for you to cast, choosing from the shaman spell

list. When you do so, choose a number of Shaman spells

equal to your Wisdom modifier + half of your Shaman level

(minimum of one spell). The spells must be of a level for

which you have spell slots. The Shaman table shows how

many spell slots you have. The table also shows what the

level of those slots is; all of your spell slots are the same level.

To cast one of your Shaman spells of 1st level or higher, you

must expend a spell slot. You regain all expended spell slots Spell attack modifier = your proficiency bonus + your
when you finish a short or long rest. For example, when you Wisdom modifier
are 5th level, you have two 3rd-level spell slots. To cast the
1sl-level spell thunderwave, you must spend one of those Ritual Casting
slots, and you cast it as a 3rd-level spell. You can cast a shaman spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Ability
Wisdom is your spellcasting ability for your Shaman spells, Spellcasting Focus
since your magic draws upon your devotion and attunement You can use a shaman focus (found in chapter 5) as a
to nature. You use your Wisdom whenever a spell refers to spellcasting focus for your Shaman spells.
your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a shaman Shamanic Path
spell you cast and when making an attack roll with one. At 1st level, you start down your shamanic path. Most

shamans have similar practices but each has a particular
Spell save DC = 8 + your proficiency bonus + your Wisdom path they follow that when followed have different practices
modifier
CHAPTER 2 | CLASSES
40
and give them different abilities specialized for their own points equal to your Shaman class levels times 5. As an
path. The two major paths are Animism and Totemism, both action, you can touch a creature and draw power from the
detailed at the end of the class description. Your choice pool to restore a number of hit points to that creature, up to
grants you features at 1st level and again at 6th, 11th, and the maximum amount remaining in your pool. Alternatively,
18th level. you can expend 5 hit points from your pool of healing to cure
the target of one disease or neutralize one poison affecting it.
Spirit Companion You can cure multiple diseases and neutralize multiple
At 1st level, you have a spirit companion (you may choose the poisons with a single use of healing touch, expending hit
form it appears to you as). As a bonus action, you can channel points separately for each one. This feature has no effect on
your spirit companion and either gain advantage on all undead and constructs.
Wisdom checks and Wisdom saving throws for the next 5 Ability Score Improvement
minutes or you can add your Wisdom modifier to your attack
rolls and damage rolls for the next 30 seconds. You regain When you reach 4th level, and again at 8th, 12th, 16th, and
the use of this feature of a short or long rest. 19th level, you can increase one ability score of your choice
At 7th level, your spirit companion allows you to by 2, or you can increase two ability scores of your choice by
communicate with all creatures. You can cast Speak with 1. As normal, you can not increase an ability score above 20
Beasts, Speak with Plants, and Speak with the Dead as using this feature.
rituals without expending a spell slot.
At 14th level, your spirit companion can allow you to see Land’s Stride
into the past. You can call up visions of the past that relate to At 10th level, moving through non-magical difficult terrain
either an object or location in your immediate surroundings. costs you no extra movement. You can also pass through non-
From this, your spirit companion can inform you of either magical plants without being slowed by them and without
personal (using Personal Aura Seeking) or emotional (using taking damage from them if they have thorns, spines, or a
Emotional Aura Seeking) energies related to it. To do so, you similar hazard. In addition, you have advantage on saving
enter a meditation-like trance in which you converse with throws against plants that are magically created or
your spiritual companion. The trance lasts for 1 minute and manipulated to impede movement, such those created by the
the seeking fails if you are interrupted. You can use this Entangle spell.
feature a number of times equal to Wisdom modifier, you
must take a long rest before you regain all uses of this
feature. Shamanic Mysticism
Personal Aura Seeking. You discover one piece of At 11th level, you gain access to primal mystical spells that
information related to who or what has held this item or been only a deep understanding of the world around you has
in this location in the last several weeks. The number of allowed you to master. Choose one 6th level spell from the
weeks you are able to see back into are equal to your Wisdom Shaman spell list because, unlike the spells you prepare
modifier. The information you learn could be a name or a every day, these spells must be learned completely and
physical description of the individual. The individual you attempting to master them all can disrupt your inner balance
learn of is the last person to hold the item or enter the and cause many disastrous effects. You can cast your spell
location, unless you have a physical description or name once without expending a spell slot. You must finish a long
which you can focus upon that can allow you to learn if that rest before you can do so again. At higher level, you gain more
person owned the item or visited the location in the last Shaman spells of your choice that can be cast in this way:
number of weeks. Further uses of this feature on the same one 7th level spell at 13th level, one 8th level spell at 15th
item or location yield information pertaining to the next level, and one 9th level spell at 17th level. You regain all uses
person to hold the item or enter the location in reverse- of your Shamanistic Mysticism when you finish a long rest.
chronological order.
Emotional Aura Seeking. You discover one piece of Immortal Body
information related to why or how this item came into
ownership or this location was entered in the last several At 20th level, the primaI magic that you wield causes you to
weeks. The number of weeks you are able to see back into age and act far differently than a normal humanoid. For every
are equal to your Wisdom modifier. The information you 10 years that pass, your body ages only 1 year, you suffer
learn is limited, usually limited to only a single sentence like: none of the frailty of old age, you can not be aged magically,
“this area was last entered in a plot of revenge,” or “this item and you are immune to disease and poison.
last came into ownership by way of theft.” Further uses of this
feature on the same item or location yield information Shamanic Path
pertaining to the next person to hold the item or enter the
location in reverse-chronological order. Shamans represent many different things for many kinds of
people. For their own they are healers and medicine men and
Healing Touch the one among them that can commune with the spirits. They
tread a line between our world and others, they can even
At 2nd level, your touch becomes blessed with spiritual draw power from this connection. For a Shaman, the
energy and you can use this energy to heal wounds. You have shamanic path they choose is one of great importance. Those
a pool of healing power that replenishes when you take a long who walk this path usually end up being a student of
rest. With that pool, you can restore a total number of hit totemism or animism and both have very different ways of
interacting with the spirits around them.
CHAPTER 2 | CLASSES
41
Animism Spiritual Path
Communion with souls At 1st level, you choose a totem animal from bear, eagle, and
wolf, the totem animal you choose will affect the benefits you
get at this level as well as affect benefits you gain from
Unyielding Magic abilities at later levels.
At 1st level, you have learned to use your own life energy to Bear: You immediately gain 2 hit points and you gain an
tap into magic that you possess. You can cast a spell that is additional 2 hit points whenever you gain an additional level
5th level or lower that you have prepared without expending in the Shaman class.
a spell slot by expending an amount of hit points equal to 5 Eagle: You gain flying speed equal to your current walking
times the spell’s level that you are casting. You can also cast speed. This benefit works only in short bursts; you fall if you
spells at higher levels using this feature, to do so you expend end your turn in the air and nothing else is holding you aloft.
a number of hit points for the spell you are casting equivalent Wolf: You gain proficiency with Constitution saving throws.
to what you would expend on a normal spell of that higher
level. Any spells that allow you to regain hit points using this Extra Attack
feature can not be used on yourself. At 6th level, you can attack twice, instead of once, whenever
you take the attack action on your turn.
Spiritual Warding
At 6th level, the animistic spirits which are drawn to you Animalistic Ferocity
provide protection to you and your allies. You and friendly At 11th level, you have learned how to channel your
creatures within 10 feet of you have resistance to damage animalistic nature to give you an edge on the battlefield. On
from spells. your turn you can channel your totem animal as a bonus
action to gain benefits based on your spirit animal for 1
Twilight State minute.You may use this feature a number of times equal to
At 11th level, you gain the ability to put creatures or yourself your Wisdom modifier, you regain all uses of this feature after
into a state of existence that would make the target unable to a long rest.
interact with the world around you. You can use this feature Bear: You gain resistance to all non-magical bludgeoning,
on yourself or a creature within touch range and it acts as if piercing, and slashing damage
you casted the Etherealness spell with the following Eagle: Once per turn you may Disengage as a free action
exceptions: the plane they have been put in is the Twilight and you may Dash as a bonus action
Plane, a coalition of deep darkness or blinding light. Targets Wolf: You and all allies within 5 feet of you gain advantage
can only perceive the material plane while in this plane by on all attack rolls
making a DC 15 Wisdom (Perception) Ability check, the
target is stuck in the place in which they were transported to Primal Power
the Twilight Plane and can not move from that spot. You can At 18th level, you can feel the primal power of your totem
only dispel Twilight State early if you have used the feature animal flowing through your veins and it allows you to push
on yourself, which takes an action. If you attempt to use this past humanoid limitations based upon your totem animal.
feature on an unwilling creature they can make a Charisma Bear: Your Strength ability score maximum is now 24 and
saving throw against your Shaman Spell Save DC. On a you gain +4 to your Strength score
success they are not affected by Twilight State. Once you use Eagle: Your Dexterity ability score maximum is now 24
this feature, you must finish a long rest before you can use it and you gain +4 to your Dexterity score
again. Wolf: Your Constitution ability score maximum is now 24
and you gain +4 to your Constitution score.
Primal Spirit
At 18th level, through channeling powerful spiritual energies
you can assume the form of an ancient force of nature, taking
on an appearance you choose. For example, your skin might
turn green or take on a bark-like texture, your hair might
become leafy or moss-like, or you might sprout antlers or a
lion-like mane. Using your action, you undergo a
transformation. For 1 minute, you gain the following benefits:
You and friendly creatures within 30 feet of you can not be
charmed or frightened while you are in this form
All allies within 30 feet you regain 5 hit points per turn
Enemies within 60 feet of you have disadvantage on all
saving throws made against your Shaman spells that you
cast
Totemism
Communion with nature

CHAPTER 2 | CLASSES
42
Specialist

The Specialist

Proficiency Bomb

Level Bonus Damage Features

1st +2 2d8 Bombs, By Land and by

Sea

2nd +2 2d8 Area of Expertise, Quick

Hands

3rd +2 2d8 Smoke Bomb

4th +2 2d8 Ability Score


Improvement

5th +3 3d8 Extra Attack

6th +3 3d8 Explosive Force

7th +3 3d8 Area of Expertise feature

8th +3 3d8 Ability Score

Improvement

9th +4 3d8 Blast Shield

10th +4 4d8 Improved Bombs

11th +4 4d8 Area of Expertise feature

12th +4 4d8 Ability Score


Improvement

13th +5 4d8 Silencer

14th +5 4d8 Area of Expertise feature

15th +5 5d8 Field Reconnaissance

16th +5 5d8 Ability Score

improvement

17th +6 5d8 Improved Bombs (2)

18th +6 5d8 Area of Expertise feature

19th +6 5d8 Ability Score

Improvement

20th +6 6d8 Nitroglycerin

Specialists combine their knowledge of a modern

battlefield and their excellent agility to blow away their

enemies, literally. Specialists are able to craft specialized their area of expertise. Specialists have three areas of
bombs that have a form and function that start out similar to expertise that they can fit into: the Alchemist, the
grenades but evolve as they craft them further. They use Demolitionist, and the Mechanist, all of them serve to hone
these bombs to demolish any obstacles that would get in their the skills of the Specialists who go down them in one way or
way, often without worry as to their own wellbeing due to the another. Alchemists are skilled in the art of not only creating
safety mechanisms built into the bomb. Specialists are also concoctions with various effects, but also reproducing
highly adaptable and are usually smart enough to know when magical spells in their own way. The potions that an
to blow things up and when to ask questions. alchemist creates can be imbued with the magic of a spell
Some skilled specialists have even found a way to quiet the that can aid themselves or an ally. They are also able to
weapons of the modern battlefield, building things to bring a create health potions so that themself and their allies can
stealthier component to the loud firearms that define current stay fresh during and after battles. Though only one potion
combat. Specialists have found a way to explode onto the can be active at a time for a normal alchemist, they prove to a
battlefield in other ways too, especially by using the tools in great boon in times of need. Alchemists have also learned
how to effectively use poisons and acids in order to

CHAPTER 2 | CLASSES
43
be leave their opponents cowering in fear, which they Bombs
eventually build up a resistance to themselves.
Demolitionists are often the type of Specialists that would At 1st level, you gain the ability to specially craft bombs
rather blow things up first and ask questions later, despite similar to grenades used to damage your enemies. After you
what their better sense would tell them to do. These finish a long rest you can construct a number of bombs equal
Specialists focus on making their bombs not only much to your Specialist class levels + your Intelligence modifier
stronger but also more adaptable and will even remove safety (minimum of 1). It takes one hour to craft all of your bombs.
features from bombs so that they can blow up when certain You can buy the materials to make your bombs at most
special conditions are met, even if they are not present. general stores for 1 gold per the materials to make 1 bomb.
Demolitionists will use whatever they can to blow up, set fire The materials to make 1 bomb weigh half of a pound
to, and overall just completely ruin and demolish whatever (Specialists who choose to carry the materials to make
would stand in their way. multiple bombs with them must take this into consideration
If Specialists are masters of the modern battlefield, when determining their carrying capacity). With your bombs
Mechanists seek to be those of the future battlefield. you take an Attack action to make a Special Ranged Weapon
Mechanists wish to understand and advance technology Attack that can be thrown up to 60 feet (This Special Ranged
beyond how it currently exists, including the technology used Weapon Attack uses your entire action). The target hit by the
in battle. Every Mechanist has an impressive knowledge of bomb takes 2d8 bludgeoning from the explosion and every
mechanics and will often spend most of their free time creature within 5 feet of the target must make a Dexterity
tinkering with something. This almost always leads to a saving throw against your Specialist Save DC (your
further understanding of energy, especially electricity, and to Specialist Save DC will be used for other class features that
what kind of weapons could be built out of what they are require your target to make a saving throw to resist the
learning. Often Mechanists keep their new super weapons a feature’s effects), this includes the original target of the bomb.
secret unless you are either close to them or they plan to use On a failure, affected targets take 2d6 piercing damage from
it on you, but those that witness them equate them to things shrapnel, targets suffer no damage taken on a successful
that skilled practitioners of magic can do. save.
Bombs fail to explode and become inert if they miss, they
may not have hit the enemy properly or completely missed
Class Features their target. Any bombs you do not use before finishing a long
As a Specialist, you gain the following class features. rest become inert once you finish a long rest. An inert bomb
can not be used until after the interval in which you make
Hit Points your bombs, at which point the inert bomb is renewed and
Hit Dice: 1d8 per Specialist level
counts as one part of your bomb total for that day. The
Hit Points at 1st level: 8 + your Constitution modifier
amount of damage your bombs do increases as you gain
Hit Points at higher levels: 1d8 (or 5) + your Constitution levels in this class, as shown in the Bomb Damage column of
modifier per Specialist level after 1st the Specialist table.
Specialist Save DC = 8 + your proficiency bonus + your
Proficiencies Intelligence modifier
Armor: light armor

Weapons: simple weapons, firearms

Quick Hands
Tools: none

At 2nd level, you gain the ability to use the use object and
Saving Throws: Dexterity, Intelligence

search for object actions as bonus actions


Skills: choose three from the following skills Acrobatics,
Athletics, Deception, Insight, Intimidation, History, Area of Expertise
Investigation, Mechanics, Nature, Perception, Sleight of
Hand, Survival, and Stealth At 2nd level, you have begun to find what exactly you
specialize in as a Specialist and what kind of Specialist you
Equipment want to become: Alchemist, Demolitionist, or Mechanist.
You start with the following equipment, in addition to the Your choice grants you features at 2nd, 7th, 11th, 14th, and
equipment granted by your background: 18th level.
a duster, revolver, and 20 pistol ammo Smoke Bomb
a simple weapon
derringer and 20 pistol ammo At 3rd level, you have learned how to create smoke bombs to
(a) a dungeoneer's pack or (b) an explorer's pack give yourself a tactical advantage on the battlefield. As a
the material to make 40 bombs bonus action, you can throw a smoke bomb to a point within
60 feet of you. The smoke bomb creates a 10 feet radius
By Land and By Sea sphere of smoke centered on the point you threw it to. The
At 1st level, you have learned how to operate most vehicles smoke continues to expand after your turn with the radius
rather proficiently, you gain proficiency with vehicles (land) increasing 5 feet at the start of each of your turns until the
and vehicles (water). fog cloud has reached a 20 feet radius. The sphere spreads
around corners, and its area is heavily obscured. It lasts for 1
minute or until a wind of moderate or greater speed (at least
10 miles per hour) disperses it. You can not use this feature

CHAPTER 2 | CLASSES
44
again until you finish a short or long rest. Smoke Bombs do Strength score
not count towards your daily total of bombs. Dexterity score
Constitution score
Ability Score Improvement Intelligence score
When you reach 4th level, and again at 8th, 12th, 16th, and Wisdom score
19th level, you can increase one ability score of your choice Charisma score
by 2, or you can increase two ability scores of your choice by Class levels (if any)
At the GM's option, you might also
1. As normal, you can not increase an ability score above 20 realize you know a piece of the creature's history or one of
using this feature. its personality traits, if it has any.
Nitroglycerin
Extra Attack At 20th level, you have learned how to make a very high
At 5th level, you can attack twice, instead of once, whenever impact explosive bomb containing nitroglycerin. When
you take the Attack action on your turn. You can not use this making your bombs you can choose one to have it contain
feature to make more than one Bomb Attack. nitroglycerin rather than its normal components. You can
throw the nitroglycerin bomb to a spot within 60 feet of you.
Explosive Force Every creature within 25 feet radius of that spot must make a
At 6th level, you have learned how to make your bombs have Dexterity saving throw. On a failed save, affected creatures
a bigger bang for their buck. You may add your Intelligence suffer 6d6 of piercing damage.
modifier to the damage your bombs do. Additionally, every creature within a 15 feet radius of the
detonation point takes 4d8 bludgeoning damage and 4d8 fire
Blast Shield damage. The impact also leaves a crater destroying things in
the area of detonation, leaves scorch marks in the area, and
At 9th level, you have become quite adept at dodging any can be heard by creatures miles away.
damage done by bombs, especially your own. When you are
subjected to an explosion that allows you to make a saving
throw to take only half damage, you instead take no damage if Area of Expertise
you succeed on the saving throw, and only half damage if you All Specialists bring the same general things with them when
fail. You have advantage on saving throws against your own they enter into the fray, their quick wits and reflexes and the
bombs and other Specialist features. ability to blast away whatever gets into their path. What
differentiates Specialists is also the most important aspect of
Improved Bombs what it means to be a Specialist, their area of expertise. This
At 10th, level the radius to which the shrapnel of your bombs will often define how they best utilize the tools they have
will travel to increase from 5 feet to 10 feet. Additionally At been given in any situation as they strive to show how the
17th, level the shrapnel damage your bombs increase from to features of the expertise they embody, whether new or old,
4d6. shines.

Silencer Alchemist
At 13 level, you have invented to the best of your ability a way Brewer of potions and poisons
to quiet your firearm’s noise. When you use a firearm, you Potions
can attach a silencer to your firearms that will mask the noise At 2nd level, you learn how to craft potions that contain the
very efficiently, from a range it would be very hard to tell that ingredients to distill your magic. The potions you craft only
there was a noise or, if someone did hear, that it was even a contain the basic ingredients needed to house a spell. As an
firearm and not some noise natural to the area. Other action, you can instill the magic of one of the spells from your
creatures have disadvantage on Wisdom (Perception) checks alchemist spell list, listed below, into one of the potions.
to hear the noise your silenced firearms make. The silencer Your potions also work differently than a normal spell
however is unwieldy, technical, and somewhat impractical to would in multiple ways; you twist spells to fit your expertise.
the point that anyone other than you can not use it efficiently. As a potion, all spells have a range of ‘self’ (unless stated in
The first time you construct a silencer it comes without any the spell that the spell only affects you and the range
cost due to you having been experimenting with the indicates the radius that the spell’s powers emit from you).
foundation of it for some time, but if you need to craft another All spells only affect the creature that drank the potion,
one it requires one day of downtime and 200 gold to even if the spell indicates that it affects multiple creatures
represent the cost of materials used. and instructs you to choose multiple people.
You do not need any of the material components for the
Field Reconnaissance spells on your list. All potions last until the time limit on the
At 15th level, if you spend at least 1 minute observing or spell is reached (you can not choose to end the spell early).
interacting with another creature outside combat, you can You do not need to make concentration checks for spells
learn certain information about its capabilities compared to cast through potions that you or others have used.
your own. The GM tells you if the creature is your equal, The effect of the potions become inert through spells that
superior, or inferior in regard to two of the following would negate magical effects (such as ‘dispel magic’).
characteristics of your choice:
CHAPTER 2 | CLASSES
45
Alchemist Potion Crafting Spell
Level Spell
– Potions per Spell Level–
Specialist Level 1st 2nd 3rd 4th 5th 6th 2nd Barkskin, Beast Sense, Blur, Darkvision, Detect
Thoughts, Enhance Ability, Enlarge/Reduce,
2nd 1 — — — — — Invisibility, Lesser Restoration, Levitate, Mirror
3rd 2 — — — — — Image, N.’s Magic Aura, Protection from Poison, See
Invisibility, Spider Climb, Warding Wind (XGE)
4th 2 — — — — —
5th 2 1 — — — — 3rd Blink, Clairvoyance, Gaseous Form, Fly, Haste,
Nondetection, Protection from Energy, Remove
6th 2 1 — — — — Curse, Speak with Dead, Speak with Plants, Tongues,
7th 2 2 — — — — Water Breathing, Water Walk
8th 2 2 1 — — — 4th Death Ward, Divination, Freedom of Movement,
Greater Invisibility, Polymorph, Stoneskin
9th 2 2 1 — — —
10th 3 2 1 — — — 5th Commune with Nature, Contact Other Plane,
Control Winds (XGE), Dispel Good and Evil, Greater
11th 3 2 1 — — — Restoration, Legend Lore, Telekinesis, Transmute
12th 3 2 1 1 — — Rock, Scrying, Seeming, Skill Empowerment (XGE)
13th 3 2 2 1 — — 6th Find the Path, Investiture of Flame (XGE), Investiture
of Ice (XGE), Investiture of Stone (XGE), Investiture
14th 3 2 2 1 — — of Wind (XGE), T.'s Otherworldly Guise (TCoE), True
15th 3 2 2 1 1 — Seeing, Wind Walk
16th 3 2 2 1 1 —
17th 3 2 2 2 1 — Apothecary
At 2nd level, you have learned how to properly use tools that
18th 3 2 2 2 1 — are normal for an alchemist or apothecary to use. You gain
19th 3 2 2 2 2 1 proficiency with the alchemist supplies, herbalism kit, and
20th 3 2 2 2 2 1 poisoner’s kit, if you are not already proficient with them.
Additionally, your familiarity with these tools has allowed you
Potions become active from the moment you drink them by the ability to craft healing potions. You can make Potions of
taking the ‘use object’ action. Only one potion can be active at Healing that heal for 1d8 hit points, you can make a number
a time, if another one of your potions becomes active the of these per short or long rest equal to your Intelligence
effects of the last potion become inert and end immediately. modifier. It cost 20 gold per potion made to represent
Potions that you create can only be used until you finish a materials used.
long rest, at which point any crafted potions expire and
cannot be used after completing a long rest. At the end of a Noxious Bombs
long rest, you have access to a number potions equal to the At 7th level, you have learned how to add elements to your
number of Alchemist spell slots according to your Alchemist bombs to cause your opponents even more dismay on the
level indicated on the Alchemist potion making table. battlefield. Rather than the bludgeoning damage that your
To make a potion, you must have an Alchemist spell slot for bombs normally do, you can choose to have them do either
the appropriate spell level or higher. Your spells gain any acid or poison damage instead. Additionally, you can convert
improvements from using higher spell slots, if applicable one of your bombs into a Gas Bomb with the following
(excluding circumstances that increase how many creatures effects: you throw your bomb to an area within your normal
would be affected by the potion at once). range as an action, the bomb releases a poisonous gas within
Spellcasting Ability. Intelligence is your spellcasting a 25 feet radius of the spot it landed, the gas lasts 1 minute
ability for your alchemist spells, since you learn your spells and any creature that starts its turn in the poisonous gas
and how to make potions through dedicated study, practice must make a Constitution saving throw against your Spell
and memorization. You use your Intelligence whenever a Save DC. On a failed save, affected creatures are poisoned
spell refers to your spellcasting ability. In addition, you use for 1 hour. You can not make another gas bomb again using
your Intelligence modifier when setting the saving throw DC this feature until you finish a long rest.
for an Alchemist spell you cast.
Spell save DC = 8 + your proficiency bonus + your Potions of Greater Healing
Intelligence modifier. At 11th level, you have learned how to greatly enhance your
Spell List. the following table is a list of spells that you can Potions of Healing; they now heal for 2d8 + your Intelligence
craft into potions to use: modifier hit points. At 18 level, this increases to 4d8 + your
Intelligence modifier hit points and you can make your
Alchemist Spell List potions without a cost.
Spell
Level Spell Natural Resistance
1st Armor of A., Absorb Elements (XGE), Comprehend By 14th level, due to your extended time spent around acids
Languages, Detect Magic, Detect Poison and and poisons, your body has built up a resistance to them. You
Disease, Disguise Self, Expeditious Retreat, False gain resistance to acid and poison damage and have
Life, Feather Fall, Jump, Longstrider, Mage Armor, advantage on all saving throws against being poisoned.
Protection from Good and Evil, Sanctuary, Speak
with Animals, Zephyr Strike (XGE)
CHAPTER 2 | CLASSES
46
Potion Chugger Thermite Reaction
At 18th level, you have learned how to keep the effects of your At 18th level, as a Demolitionist you have learned how to
last potion active, even while under the effects of a new one. harness the destructivity of thermite. As an action, you can
You can have two separate creatures, including yourself, apply thermite to one creature or object within 5 feet of you.
under the effects of your potions, or two potions affecting The targeted creatures must make a Dexterity saving throw
yourself at the same time. A creature other than yourself can (DC = 8 + your proficiency bonus + your Dexterity modifier)
not be under the effects of two of your potions at the same to determine how thoroughly the target is doused in thermite.
time, and potions become inactive the same manner as When a creature doused in thermite suffers fire damage, they
before; when you use a new potion while two are active, the become ignited. When a creature is ignited, they immediately
oldest potion’s effects become inactive. suffer 4d8 fire damage on a failure, and take half as much on
a success. The creature then continues to suffer this damage
Demolitionist as a new damage roll at the start of the creature’s turn for 1
minute or until the creature uses two consecutive actions to
Creator of blasts and bombardments attempt to put out the flames. You can not use this feature
again until you finish a short or long rest.
Mad Bomber
At 2nd level, you begin to hone your skills as a bomber which Mechanist
allows you to throw your bombs twice the distance, up to 120
feet, that you would normally be able to. You also gain the Inventor of machines and mechanisms
ability to make an additional number of bombs equal to half
of your Specialist level on a short or long rest. Technological Expert
At 2nd level, you have become quite the savant when it comes
Light the Fuse to dealing with machines and burgeoning technology. If you
At 7th level, you have learned how to truly demolish anything are not already proficient in the Mechanics skill, or tinker
you hit with your bombs. Rather than the bludgeoning tools, you gain proficiency with them. Your proficiency bonus
damage that your bombs normally do, you can choose to have is doubled for any ability checks you make with the
them do either fire or thunder damage instead. Additionally, Mechanics skill and tinker tools.
you can also convert one of your bombs into a Satchel
Charge. You can throw the Satchel Charge to an area within Dazzler
your normal range and you can detonate the Satchel Charge At 7th level, you have learned how to harness the energy you
as a bonus action. The Satchel Charge has a 15 feet radius have been studying and infuse your bombs with it. Rather
from where you threw it and any creature within the radius than the bludgeoning damage that your bombs normally do,
must make a Dexterity saving throw. Affected targets suffer you can choose to have them do either lightning or radiant
4d6 piercing damage and 4d6 fire damage on a failed save, or damage instead. Additionally, you can convert one of your
half damage on a successful one. Then, affected targets bombs to produce a Flare Bomb which the light can blind
within the radius must then succeed a Strength saving throw your enemies. You can throw this bomb the same range as a
or be flung 20 feet in the opposite direction of the Satchel normal bomb as an action and anyone within 40 feet radius
Charge. You can not make another Satchel Charge again of the flare must make a Constitution saving throw. On a
using this feature until you finish a long rest. failed save, affected creatures are blinded for 1 minute. You
can not make another Flare Bomb again using this feature
Extra Sharp Shrapnel until you finish a long rest.
At 11th level, you have learned how to make your bomb’s
shrapnel even deadlier than before. When a creature Railgun
succeeds the Dexterity saving throw on your bombs' shrapnel At 11th level, your study of electricity has reached a point that
piercing damage, they now take half damage. you have begun to understand the powers of
electromagnetism and have the ability to harness
Conditional Detonation electromagnetism in order to create a railgun. The first time
At 14th level, you can set a condition to detonate your bombs you construct your Railgun, it is a product of long and
when the chosen condition is met. arduous work which took place over your entire time spent as
You may set your bombs on a timer, preparing a time for a Mechanist, if you ever need to construct a replacement
your bombs to detonate (no longer than 24 hours). railgun, it will take three days worth of downtime and 4000
You may also set your bombs to detonate when a certain gold to represent materials used.
amount of pressure is put on them (no less than 20 pounds of The railgun is a ranged weapon with a range of 180/400
pressure and no more 600 pounds of pressure). If these which does 5d8 + your Dexterity modifier piercing damage
bombs do not detonate within 24 hours, they become inert. and has the 'Loading' property. If there is an enemy directly
If the bombs you applied conditions to are discovered behind an enemy you hit with the railgun (up to 20 feet
before they explode, a creature can attempt to disarm them behind the creature you hit) you can make an attack roll
with the DC = 10 + your proficiency bonus + your Intelligence against that creature and this attack deals 2d8 + your
modifier; they must use either thieves tools or the Mechanics Dexterity modifier piercing damage. You can use your railgun
skill. If they fail the check to disarm the bomb, the bomb will a number of times equal to your Intelligence modifier, after
detonate and they must then make a Dexterity saving throw, which you must finish a long rest before you can use it again.
creatures that fail the saving throw take the bomb’s full
damage, creatures that succeed take half damage.
CHAPTER 2 | CLASSES
47
Analyst
At 14th level, you have advantage on ability checks made to
repair, disable, or discern the properties and abilities of
mechanical devices.
Death Ray
At 18th level, your studies and tinkering have culminated into
what might be one of the deadliest weapons man has ever
created, the Death Ray. The first time you construct your
Death Ray it is a product of long and arduous work which
took place over your entire time spent as a Mechanist, if you
ever need to construct a replacement one it will take one
week's worth of downtime and 10,000 gold to represent
materials used. As an action, you can fire the Death Ray
directly from you in a straight line for 120 feet. Any creature
in that line must make a Dexterity saving throw, affected
creatures take 8d12 radiant damage on a failed save, half as
much on a successful one. The Death Ray disintegrates, sets
fire to, or sears anything within the area that is not being
worn. You can not use the Death Ray again until you finish a
short or long rest.

CHAPTER 2 | CLASSES
48
Warlock
The Warlock
Cantrips
Spells
Spell
Slot
Invocations

Level Proficiency Bonus Features Known Known Slots Level Known


1st +2 Spellcasting, Otherworldly Patron, Pact Magic 2 2 1 1 ─
2nd +2 Eldritch Invocations 2 3 2 1 2
3rd +2 Pact Boon 2 4 2 2 2
4th +2 Ability Score Improvement 3 5 2 2 2
5th +3 ─ 3 6 3 3 3
6th +3 Otherworldly Patron feature 3 7 3 3 3
7th +3 ─ 3 8 3 4 4
8th +3 Ability Score Improvement 3 9 3 4 4
9th +4 ─ 3 10 4 5 5
10th +4 Otherworldly Patron feature 4 10 4 5 5
11th +4 Mystic Arcanum (6th level) 4 11 4 5 5
12th +4 Ability Score Improvement 4 11 4 5 6
13th +5 Mystic Arcanum (7th level) 4 12 5 5 6
14th +5 Otherworldly Patron feature 4 12 5 5 6
15th +5 Mystic Arcanum (8th level) 4 13 5 5 7
16th +5 Ability Score Improvement 4 13 6 5 7
17th +6 Mystic Arcanum (9th level) 4 14 6 5 7
18th +6 ─ 4 14 6 5 8
19th +6 Ability Score Improvement 4 15 7 5 8
20th +6 Black Magic 4 15 7 5 8

The Warlock uses ancient arcane ability to unleash power The Devil as patrons are sly by nature and will often make
that most mortals could only dream of having. Though they bargains that allow you to gain powers in return for
do increase their powers through hard work and discipline something important. This item or aspect may draw its
like others, they draw their powers from ancient, mysterious, importance not because they want it, but because someone,
and immensely powerful entities that have shown them favor. perhaps even yourself, does. They require sacrifices that they
These powers are thrust upon some Warlocks, some bargain know they can use later, and they frequently opt to take the
with their would-be patron, or a servant of them, and others long con. The deals they make ensnare many into deals that
work hard to garner enough favor to be gifted the power that often seem too good to be true, because they are. Though you
they seek. The power of the Warlock gives those that use it will gain great power and skill from your pact, often the price
choices as to the exact nature of their powers, from the spells you paid will not even be remotely equivalent. Sometimes
they use, to the invocations they make, to the pact boons they lesser servants of The Devil will form pacts themselves, but
receive. The pact boons Warlock receive can be the pact of the power all derives from the same source and the outcome
the armament which gives the user a conventional weapon to is always the same.
match the powers received from their patrons, the pact of the The Eldritch Remnants are ancient, powerful bodies of
chain which deems you the master over a creature that not magical energy. These cosmic fields have been left to fester
only serves your patron but now serves under you completely, for millenia. Over the course of time, they have grown to
or the pact of the tome which enhances your spellcasting massive reserves of potential arcane energy. They have
prowess. The final and most important choice a Warlock grown powerful enough to form their own consciousness and
must make is the pact itself and which patron they will be agency. Though they can not act in their own right, Eldritch
working under, as all of them have advantages and drawbacks Remnants impose their influence through those who have
of some kind. Warlocks can invoke pacts with a variety of borrowed from their massive arcane reserves.
powerful entities: the Devil, the Eldritch Remnant, the Loa, or Because Eldritch Remnants have no control of their own
the Void. cosmic bodies, they are often very controlling of their
CHAPTER 2 | CLASSES
49

detractors’ actions. Their goals are often fueled by their

desire for a physical form. Those who have taken the Eldritch

Remnant as a patron will often be given obscure tasks which

seem fruitless but will build upon the work of other

detractors and ultimately contribute to the Eldritch

Remnant’s larger plans.

The Loa exist as powerful spirits, some seeking to guide,

others seeking to grant luck (good or bad), and others seeking

only further their own goals. The one thing that links them

together is that they are all very macabre in nature and while

it might seem evil to some to them, it is just how they

function and some mean no harm by it. Many Lao seek to

help their followers, who revere them as gods in their own

rights, though their practices may seem odd and undesirable

to outsiders. Just as many Loa are extremely dark entities

though pleasure themselves through death and suffering.

Sometimes being able to tell the difference between which

Loa is which is impossible.

The least is known about The Void than any of the other

patrons, which seems impossible considering the Eldritch

Remnants, but at least things are sometimes comprehensible

through the gibbering madness of those that chose to study

them. The Void however, has few that have had any

interactions with it and survived to tell the tale. Those that do

survive only speak of a soul crushing black abyss that seeks

to envelop all that is into itself. Though some of the Warlocks

that make their pacts with the Void follow these ideals, others

just thirst for powers. For some it is unknown why The Void

gave them these powers, other than that the Void may be

seeking to further its horrific and mysterious goals.

Class Features

As a Warlock, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Warlock level


Hit Points at 1st level: 6 + your Constitution modifier


Hit Points at higher levels: 1d6 (or 4) + your Constitution

modifier per Warlock level after 1st

being of your choice: The Devil, The Eldritch Remnant, The


Proficiencies Loa, or The Void each of which is detailed at the end of the
Armor: light armor

class description. Your choice grants you features at 1st level


Weapons: simple weapons, derringers

and again at 6th, 10th, and 14th level.


Tools: none

Saving Throws: wisdom, charisma

Pact Magic
Skills: choose two skills from arcana, deception, history, Your arcane research and the magic bestowed on you by your
intimidation, investigation, nature, and religion patron have given you facility with spells.
Equipment Spellcasting
You start with the following equipment, in addition to the Drawing arcane power from your pact, you can cast spells
equipment granted by your background: that reflect the essence of your otherworldly patron. See
a quarterstaff chapter 10 of the PHB for the general rules of spellcasting
(a) a derringer and 20 pistol ammo or (b)other weapon of and chapter 5 of this document for the Warlock spell list.
choice
(a) a component pouch or (b) an arcane focus Cantrips
(a) a scholar’s pack or (b) an explorer’s pack You know two cantrips of your choice from the Warlock spell
list. You learn additional Warlock cantrips of your choice at
Otherworldly Patron higher levels, as shown in the Cantrips Known column of the
At 1st level, you have struck a bargain with an otherworldly Warlock table.

CHAPTER 2 | CLASSES
50
Spell Slots known. When you cast the spell, you can choose one of the
The Warlock table shows how many spell slots you have. The normal forms for your familiar or one of the following special
table also shows what the level of those slots is; all of your forms: imp, pseudodragon, sprite, or void ooze. Additionally,
spell slots are the same level. To cast one of your Warlock when you take the Attack action, you can forgo one of your
spells of 1st level or higher, you must expend a spell slot. You own attacks to allow your familiar to make one attack of its
regain all expended spell slots when you finish a short or long own.
rest. For example, when you are 5th level, you have two 3rd-
level spell slots. To cast the 1st-level spell thunderwave, you Pact of the Armament
must spend one of those slots, and you cast it as a 3rd-level You can use your action to create a pact weapon in your
spell. empty hand. You can choose the form that this weapon takes
each time you create it (a ranged weapon does not come with
Spells Known of 1st level and higher ammo, you must have ammo for the weapon). You are
At 1st level, you know two 1st-level spells of your choice from proficient with it while you wield it. This weapon counts as
the Warlock spell list. The Spells Known column on the magical for the purpose of overcoming resistance and
Warlock table shows when you learn more Warlock spells of immunity to non-magical attacks and damage. Your pact
your choice of 1st level and higher. A spell you choose must weapon disappears if it is more than 5 feet away from you for
be of a level no higher than what is shown in the table's Slot 1 minute or more. It also disappears if you use this feature
Level column for your level. When you reach 6th level, for again, if you dismiss the weapon (no action required), or if
example, you learn a new Warlock spell, which can be 1st, you die. You can transform one magic weapon into your pact
2nd, or 3rd level. Additionally, when you gain a level in this weapon by performing a special ritual while you hold the
class, you can choose one of the Warlock spells you know and weapon. You perform the ritual over the course of 1 hour,
replace it with another spell from the Warlock spell list, which can be done during a short rest. You can then dismiss
which also must be of a level for which you have spell slots. the weapon, shunting it into an extradimensional space, and
it appears whenever you create your pact weapon thereafter.
Spellcasting Ability You can not affect an artifact or a sentient weapon in this way.
Charisma is your spellcasting ability for your Warlock spells, The weapon ceases being your pact weapon if you die, if you
so you use your Charisma whenever a spell refers to your perform the 1-hour ritual on a different weapon, or if you use
spellcasting ability. In addition, you use your Charisma a 1-hour ritual to break your bond to it. The weapon appears
modifier when setting the saving throw DC for a Warlock at your feet if it is in the extradimensional space when the
spell you cast and when making an attack roll with one. bond breaks.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier Pact of the Tome
Spell attack modifier = your proficiency bonus + your Your patron gives you a grimoire. When you gain this feature,
Charisma modifier choose three cantrips from any class’s spell list. While the
book is on your person, you can cast those cantrips at will.
Spellcasting Focus They do not count against your number of cantrips known. If
You can use an arcane focus as a spellcasting focus for your you lose your grimoire, you can perform a 1-hour ceremony
Warlock spells. to receive a replacement from your patron. This ceremony
can be performed during a short or long rest, and it destroys
Eldritch Invocations the previous book. The book turns to ash when you die.
At 2nd level, in your study of occult lore, you have unearthed Ability Score Improvement
eldritch invocations, fragments of forbidden knowledge that When you reach 4th level, and again at 8th, 12th, 16th, and
imbue you with an abiding magical ability. You gain two 19th level, you can increase one ability score of your choice
eldritch invocations of your choice. Your invocation options by 2, or you can increase two ability scores of your choice by
are detailed at the end of the class description. When you 1. As normal, you can not increase an ability score above 20
gain certain Warlock levels, you gain additional invocations of using this feature.
your choice, as shown in the invocations known column of
the Warlock table. Additionally, when you gain a level in this
class, you can choose one of the invocations you know and Mystic Arcanum
replace it with another invocation that you could learn at that At 11th level, your patron bestows upon you a magical secret
level. called an arcanum. Choose one 6th-level spell from the
Warlock spell list as this arcanum. You can cast your
Pact Boon arcanum spell once without expending a spell slot. You must
At 3rd level, your otherworldly patron bestows a gift upon you finish a long rest before you can do so again. At higher levels,
for your loyal service. You gain one of the following features you gain more Warlock spells of your choice that can be cast
of your choice: in this way: one 7th-level spell at 13th level, one 8th-level spell
at 15th level, and one 9th-level spell at 17th level. You regain
Pact of the Chain all uses of your Mystic Arcanum when you finish a long rest.
You learn the Find Familiar spell and can cast it as a ritual.
The spell does not count against your number of spells Black Magic
At 20th level, you can increase the power of your spells by

CHAPTER 2 | CLASSES
51
letting in more of your patron’s power and overcharging advantage on all saving throws made against being charmed.
yourself with your patron’s magical energy. When you use a
Warlock class feature or cast a Warlock spell that uses one of Light Bearer
your spell slots that deals damage, you can deal maximum At 6th level, the pact you have made with your patron has
damage with it. The first time you do so, you suffer no given you insight into better use of the tools your devil has
adverse effects. If you use this feature again before you finish given you. When you use a spell that does fire or radiant
a long rest, you take 10d6 necrotic damage immediately after damage you may add your Charisma modifier to the damage
using this feature. Each time you use this feature again roll.
before finishing a long rest, the necrotic damage increases by
8d6. This damage ignores resistance and immunity. Fiendish Resilience
At 10th level, you can choose one damage type when you
finish a short or long rest. You gain resistance to that damage
Otherworldly Patron type until you choose a different one with this feature.
A Warlock’s choice of patron is the first and most important Damage from magical weapons or silvered weapons ignores
choice that they will make. Patrons are beings of great power this resistance.
that will lend that power to those they see fit. This first choice
is so important because it defines the power the Warlock will Hurled Through Hell
receive depending on the type of patron. Even among the At 14th level, when you hit a creature with an attack, you can
same kind of patron, the patron’s identity and expectations use this feature to instantly transport the target through the
are very important to how a Warlock will act. lower planes. The creature disappears and hurtles through a
Each patron is unique in their own way, despite how their nightmare landscape. At the end of your next turn, the target
pacts often have similar effects with patrons of the same type. returns to the space it previously occupied, or the nearest
Some patrons seek to further their own goals through unoccupied space. If the target is not a fiend, it takes 10d10
whatever means including living emissaries. Some are psychic damage as it reels from its horrific experience. Once
unknowable and inscrutable, their true intentions hidden you use this feature, you can not use it again until you finish a
from all views except those they find necessary to know. short or long rest.
There are those that are collectors; whether that be
knowledge, various arcane secrets, physical objects, or even The Eldritch Remnant
Warlocks themselves. There exist those that are not in these Deals with ancient arcanum
categories and to go through them all would take far too long,
as patrons are as diverse as the Warlocks they employ. Expanded Spell List
The Eldritch Remnant lets you choose from an expanded list
The Devil of spells when you learn a Warlock spell. The following spells
Deals with the infernal are added to the warlock spell list for you.
Expanded Spell List Eldritch Remnant Expanded Spells
The Devil lets you choose from an expanded list of spells Spell Level Spell
when you learn a Warlock spell. The following spells are 1st identify, magic missile
added to the warlock spell list for you. 2nd levitate, magic mouth
Devil Expanded Spells 3rd counterspell, dispel magic
Spell Level Spell
4th arcane eye, dimension door
1st burning hands, command
5th legend lore, telekinesis
2nd scorching ray, suggestion
3rd fireball, compulsion Spell Recharge
4th fire shield, wall of fire At 1st level, your patron’s power overflows within you,
allowing you to regain use of your magic without even
5th flame strike, hallow resting. You regain a Warlock Spell Slot for every 8 - your
Charisma modifier hours since you have finished your last
Deal with the Devil short or long rest. If you already have your maximum number
At 1st level, the deal with your devil has afforded you some of Warlock spell slots you can not regain a spell slot until one
kind of exceptional ability. Choose a skill or tool of your has been used.
choice that you are not proficient in and you gain proficiency
in it, you then also choose a skill or tool (it can be the same Arcane Aura
skill or tool this feature gave you proficiency in), your At 6th level, the magic that your patron has bestowed upon
proficiency bonus is doubled for any ability check you make has begun to seep out and is now creating a magical aura
with the skill or tool you have chosen. around you. This aura allows you to always perceive magic
around you and cut down the magical defenses of those that
Shrewd Minded oppose you. Your Arcane Aura’s range has a 15 feet radius
At 1st level, the pact with your devil makes it so being and within that radius, all creatures have disadvantage on
charmed by other lesser beings is much harder. You gain

CHAPTER 2 | CLASSES
52
saving throws against your Warlock spells. Additionally, you checks involving that creature. The voodoo doll ceases to
are always under the effects of detect magic within that 15 function if it is farther than 1 mile from the target. You can
feet radius. The radius of your aura increases to 30 feet at cast spells and attack the doll as if you were attacking the
14th level. creature you have targeted and any attack rolls or saving
throws for damaging spells the creature would make the doll
Eldritch Vitality automatically fail. Non-damaging spells cast on the doll act as
At 10th level, you have learned to bolster your arcane if the spell was cast on the creature the doll was the target of.
defenses immensely. As a bonus action, you can gain Every time you damage the doll, the creature who it
resistance to all magical damage, but doing so leaves you resembles makes a Constitution Saving Throw and on a
vulnerable to physical attacks. While you use this feature, you failure they take full damage done to the doll, on a success
have vulnerability to all non-magical bludgeoning, piercing, they take half the damage done. The doll dissipates when its
and slashing damage. You can stop the use of this feature as a hit points drop to 0 and any excess damage is not carried
bonus action. over.
Magical Discharge Hoodoo, Heals, and Hexes
At 14th level, you gain the ability to create a reactive magical At 10th level, after you finish a long rest, you can take a short
explosion when you are damaged by a spell. Whenever you amount of time to construct hoodoo bags that you can
take magical damage, you can use your reaction to make expend and utilize for a number of functions. You can
every creature within 30 feet of you make a Dexterity saving construct a number of bags equal to your Charisma modifier.
throw against your Warlock spell save DC. On a success, a As an action, you can use a hoodoo bag to cast the
creature takes damage equal to Warlock level + your Nondetection spell without expending a spell slot, you may
Charisma modifier, on a failure they take double that damage. cast Bestow Curse without expending a spell slot, or you can
Once you use this feature you must finish a long rest before heal a creature of your choice within touch range for 3d6 plus
you regain use of this feature. your Charisma modifier. As a bonus action, you may cast Hex
as a 3rd level spell without expending a spell slot.
The Loa
Deals with spirits Friends from the Other Side
At 14th level, you have found a way to bring forth some of the
Expanded Spell List
friends you have made on the ethereal plane. As a bonus
The Loa lets you choose from an expanded list of spells when action, you can summon a number of spirits. You have 20
you learn a warlock spell. The following spells are added to points to select a number of spirits to summon that equal to
the warlock spell list for you. or less than the number of points you have.
Zombies and Skeletons = 1 point
Loa Expanded Spells Shadows = 2 points
Spell Level Spell Specters and Ghouls = 4 points
1st hex, unseen servant Will-o’-Wisps and Ghasts = 8 points
2nd blindness/deafness, hold person
Wights = 12 points
Ghosts = 16 points
3rd animate dead, speak with the dead Wraiths = 20 points.
4th fabricate, polymorph On your turn you can use your action to command the
5th cloudkill, contagion spirits you summon. The spirits last for 10 minutes, or until
their hit points drop to 0, after which point they disappear.
Luck of the Spirits Once you use this feature, you can not use this feature again
At 1st level, you can call on your patron to alter fate in your until you finish a short or long rest.
favor. When you make an ability check, attack roll, or a saving
throw, you can use this feature to add 1d10 to your roll. You The Void
can do so after seeing the initial roll but before any of the Deals with the unknown
roll’s results occur. Once you use this feature, you can not use
it again until you finish a long rest. Expanded Spell List
The Void lets you choose from an expanded list of spells
Voodoo Doll when you learn a warlock spell. The following spells are
At 6th level, you have learned how to imbue a doll with the added to the warlock spell list for you.
likeness and essence of another creature. As an action, you
can turn your voodoo doll into one that resembles a creature Void Expanded Spells
that you can see within 60 feet, a creature you have met and Spell Level Spell
associated with for at least 30 minutes, or a creature you 1st inflict wounds, sleep
have observed for at least 4 hours. The voodoo doll has hit
points equal to 4 times your Warlock level. While you have 2nd darkness, silence
the voodoo doll, you have advantage on attack rolls made 3rd fear, hunger of hadar
against that creature and advantage Wisdom (Perception) 4th banishment, o.’s resilient sphere
5th antilife shell, wall of force
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53
Bleak Emptiness Ascendant Step
At 1st level, you can plunge a creature into an illusory realm. Prerequisite: 9th level

As an action, choose a creature that you can see within 60 You can cast Levitate on yourself at will, without expending a
feet of you. It must make a Wisdom saving throw against your spell slot or material components.
Warlock spell save DC. On a failed save, it is frightened by
you for 1 minute or until your concentration is broken (as if Beast Speech
you are concentrating on a spell). This effect ends early if the You can cast Speak with Animals at will, without expending a
creature takes any damage. Until this illusion ends, the spell slot.
creature thinks it is lost in the dark emptiness of the void
which you can detail to your choosing. The creature can see Beguiling Influence
and hear only itself, you, and the illusion. You must finish a You gain proficiency in the Deception and Persuasion skills.
long rest before you can use this feature again.
Bewitching Whispers
Crushing Aura Prerequisite: 7th level

At 6th level, you gain the ability to crush and stun your foes You can cast Compulsion once using a Warlock spell slot. You
with the aura of the void as an action. When you take this can not do so again until you finish a long rest.
action, each creature within 10 feet of you must succeed on a
Constitution saving throw or be stunned until the end of your Book of Ancient Secrets
next turn. This effect also ends if the creature takes damage. Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your grimoire.


Crushing Force Choose two 1st-level spells that have the ritual tag from any
At 10th level, you have learned how to add the crushing force class’s spell list. The spells appear in the book and do not
of the void to your spells. When you roll a 1 or 2 on a damage count against the number of spells you know. With your
die for a spell you cast that deals force damage, you can reroll grimoire in hand, you can cast the chosen spells as rituals.
the die and must use the new roll, even if the new roll is a 1 or You can not cast these spells except as rituals, unless you
a 2. have learned them by some other means. You can also cast a
Warlock spell you know as a ritual if it has the ritual tag. On
One with the Void your adventures, you can add other ritual spells to your
At 14th level you gain the ability to transform yourself into a grimoire. When you find such a spell, you can add it to the
shadow form as a bonus action. In this form, you have book if the spell’s level is equal to or less than half your
resistance to all damage and immunity to force damage, and Warlock level (rounded up) and if you can spare the time to
you can move through other creatures and objects as if they transcribe the spell. For each level of the spell, the
were difficult terrain. You take 5 force damage (ignoring any transcription process takes 2 hours and costs 50 gold for the
immunity) if you end your turn inside an object. You remain rare inks needed to inscribe it.
in this form for 1 minute or until your concentration is
broken (as if you are concentrating on a spell). You can not Combat Synchronization
use this feature again until you finish a short or long rest. Prerequisite: 13th level, Pact of the Chain feature

You may use your bonus action to have your familiar take an
attack action instead of forgoing one of your attacks.
Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet Devil's Sight
them to learn it. You can learn the invocation at the same You can see normally in both magical and non-magical
time that you meet its prerequisites. darkness to a distance of 120 feet.
Advanced Secrets Dreadful Word
Prerequisite: 11th level, Pact of the Tome feature
prerequisite: 7th level

You learn a 3rd level spell from any spell list of your choice, You can cast Confusion once using a Warlock spell slot. You
you can cast this spell as a Warlock spell without expending a can not do so again until you finish a long rest.
spell slot. When you cast this spell you must finish a long rest
before you can use this spell again. This spell does not count Eldritch Sight
against the Warlock spells you know. You can cast Detect Magic at will, without expending a spell
slot.
Agonizing Blast
Prerequisite: Eldritch Blast cantrip
Eldritch Spear
When you cast Eldritch Blast, add your Charisma modifier to Prerequisite: Eldritch Blast cantrip

the damage it deals on a hit. When you cast Eldritch Blast, its range is 300 feet.
Armor of Shadows Eyes of the Rune Keeper
You can cast Mage Armor on yourself at will, without You can read all written language.
expending a spell slot or material components.
Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell,
without expending a spell slot or material components.
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54
Forceful Weapons Misty Visions
Prerequisite: Pact of the Armament feature
You can cast Silent Image at will, without expending a spell
When you make an attack roll with your pact weapon, you slot or material components.
may substitute your Charisma modifier for the normal ability
modifier you would use for the attack roll made. One with Shadows
Prerequisite: 5th level

Formidable Chains When you are in an area of dim light or darkness, you can use
prerequisite: 10th level, Pact of the Chain feature
your action to become invisible until you move or take an
You can choose to replace your current familiar with a more action or a reaction.
formidable creature, choosing from arcane amalgamation,
black dog, poltergeist, or scoloxidae. Otherworldly Leap
Prerequisite: 9th level

Gaze of Two Minds You can cast Jump on yourself at will, without expending a
You can use your action to touch a willing humanoid and spell slot or material components.
perceive through its senses until the end of your next turn. As
long as the creature is on the same plane of existence as you, Repelling Blast
you can use your action on subsequent turns to maintain this Prerequisite: Eldritch Blast cantrip

connection, extending the duration until the end of your next When you hit a creature with Eldritch Blast, you can push the
turn. While perceiving through the other creature’s senses, creature up to 10 feet away from you in a straight line.
you benefit from any special senses possessed by that
creature, and you are blinded and deafened to your own Sculptor of Flesh
surroundings. Prerequisite: 7th level

You can cast Polymorph once using a Warlock spell slot. You
Lifedrinker can not do so again until you finish a long rest.
Prerequisite: 12th level, Pact of the Armament feature

When you hit a creature with your pact weapon, the creature Sign of Ill Omen
takes extra necrotic damage equal to your Charisma modifier Prerequisite: 5th level

(minimum 1). You can cast Bestow Curse once using a Warlock spell slot.
You can not do so again until you finish a long rest.
Mask of Many Faces
You can cast Disguise Self at will, without expending a spell Soul Incinerator
slot. Prerequisite: 12th level, Pact of the Armament feature

When you hit a creature with your pact weapon, the creature
Master of Myriad Forms takes extra fire damage equal to your Charisma modifier
Prerequisite: 15th level
(minimum 1).
You can cast Alter Self at will, without expending a spell slot.
Thief of Five Fates
Master of the Tome You can cast Bane once using a Warlock spell slot. You can
Prerequisite: 15th level, Pact of the Tome feature
not do so again until you finish a long rest.
You learn a 4th level spell from any spell list of your choice,
you can cast this spell as a Warlock spell without expending a Thirsting Weapon
spell slot, when you cast this spell must finish a long rest Prerequisite: 5th level, Pact of the Armament feature

before you can use this spell again. This spell does not count You can attack with your pact weapon twice, instead of once,
against the Warlock spells you know. whenever you take the Attack action on your turn.
Mind Flayer Tome of Secrets
Prerequisite: 12th level, Pact of the Armament feature
Prerequisite: 7th level, Pact of the Tome feature

When you hit a creature with your pact weapon, the creature You learn one 1st level and one 2nd level spell from any spell
takes extra psychic damage equal to your Charisma modifier list of your choice. You can cast these spells as a Warlock
(minimum 1). spell without expending a spell slot, when you cast either of
these spells you must finish a long rest before you can use
Minions of Chaos that spell again. These spells do not count against the
Prerequisite: 9th level Warlock spells you know.
You can cast Conjure Elemental once using a Warlock spell
slot. You can not do so again until you finish a long rest. Visions of Distant Realms
Prerequisite: 15th level

Mire the Mind You can cast Arcane Eye at will, without expending a spell
Prerequisite: 5th level slot.
You can cast Slow once using a Warlock spell slot. You can
not do so again until you finish a long rest.

CHAPTER 2 | CLASSES
55
Voice of the Chain Master
Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and


perceive through your familiar’s senses as long as you are on
the same plane of existence. Additionally, while perceiving
through your familiar’s senses, you can also speak through
your familiar in your own voice, even if your familiar is
normally incapable of speech.
Whispers of the Grave
Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a
spell slot.
Witch Sight
Prerequisite: 15th level

You can see the true form of any shapechanger or creature


concealed by illusion or transmutation magic while the
creature is within 30 feet of you and within line of sight.

CHAPTER 2 | CLASSES
56
Wielder

The Wielder

Proficiency

Level Bonus Features

1st +2 Fighting Style, Wielder Archetype

2nd +2 Challenge

3rd +2 Wielder Archetype feature


4th +2 Ability Score Improvement

5th +3 Extra Attack

6th +3 Ability Score Improvement

7th +3 Indomitable

8th +3 Ability Score Improvement


9th +4 Wieder Archetype feature

10th +4 Favored Weapon

11th +4 Extra Attack (2)

12th +4 Ability Score Improvement

13th +5 Indomitable (2)


14th +5 Ability Score Improvement

15th +5 Wielder Archetype feature

16th +5 Ability Score Improvement

17th +6 Challenge Improvement,

Indomitable (3)

18th +6 Extra Attack (4)

19th +6 Ability Score Improvement

20th +6 Wielder Archetype Feature

Those that follow the path of the Wielder are warriors in

the most traditional sense. They cling to weapons and

techniques of the old way even as time marches on around

them. This does not mean that you should discount them just

because their way of fighting may seem outdated because a

Wielder's true strength is often not as straightforward as it

would seem and they can prove quite effective even on today’s falter and dispatch any that would become obstacles in the
battlefields. This is because, though they seem simple at first, path that they have chosen. These warriors represent not
they exhibit true skill and mastery over their chosen areas as only an unyielding defense but also respectable offense that
well as a stalwart resilience that carries them through even nobody would dare scoff at for risk of wounding their pride
the most adverse situations. Not only that, but the bond they and honor, and drawing their ire.
form with their weapon of choice is not something you see in If the Knight is the Immovable then the Brute is the
the warriors of today. One thing is for sure, no matter what unstoppable force. These warriors storm into battle with very
kind of Wielder you are facing, whether it is a Brute, Knight, little concern, because they know that no foe could wound
or a Samurai, they are sure to give a true challenge and show them enough to keep them away from a proper battle. With
what battle really means. As for what battle will consist of mighty swings and their ability to shrug off even the hardiest
that depends on which path the given Wielder walks. of blows, the Brute will certainly show why you should fear
The Knight is a chosen defender, a vanguard that will facing them and be thankful if they are on your side. If you
protect all those that they deem worthy of being defended. ever do get the chance to see a Brute in battle you will surely
They are immovable objects that will face any foe without realize that their name comes from the true brutality they are
willing to inflict in a battle.

CHAPTER 2 | CLASSES
57
The Samurai is a mighty warrior, the same as the others, Protection
though their real power does not come from sheer strength When a creature you can see attacks a target other than you
like many wielders, but from the unnatural agility that flows that is within 5 feet of you, you can use your reaction to
through them and allows them to pull off unbelievable feats impose disadvantage on the attack roll. You must be wielding
with their weaponry. In fact, the feats they perform with their a shield.
weapon seem so unbelievable, others think it is just legend
when they hear a samurai was able to stop bullets with their Two-Weapon Fighting
sword or even launch an attack without even touching an When you engage in two-weapon fighting, you can add your
opponent with his weapon. A Samurai should never be ability modifier to the damage of the second attack.
underestimated, even if they are not as physically imposing as
the Knight or Brute. Wielder Archetype
At 1st level, you choose an archetype that you strive to
Class Features emulate in your combat styles and techniques. Choose from
As a Wielder, you gain the following class features. Brute, Knight, Samurai, or Spellsword all detailed at the end
of the class description. The archetype you choose grants you
Hit Points features at 1st level and again at 3rd, 9th, 15th, and 20th
Hit Dice: 1d12 per Wielder level
level.
Hit Points at 1st level: 12 + your Constitution modifier

Hit Points at higher levels: 1d12 (or 7) + your Constitution Challenge


modifier per Wielder level after 1st At 2nd level, you gain the ability to issue a challenge to a
creature that you are already in combat with so that the fight
Proficiencies becomes more about a personal battle between the two of
Armor: light armor, medium armor, heavy armor

you. You can issue your challenge as a bonus action and the
Weapons: simple weapons, martial weapons

enemy you challenge must be within 100 feet of you when


Tools: none

you issue the challenge; you must verbally issue the challenge
Saving Throws: Strength, Constitution

to the enemy. While in combat against the challenged enemy,


Skills: choose two from Acrobatics, Animal Handling, you gain advantage on all attack rolls against the challenged
Athletics, History, Insight, Intimidation, Perception, Religion, enemy, and you can add 1d6 damage to your rolls of the same
and Survival type of damage that your weapon deals. You and the
challenged creature have disadvantage on attack rolls made
Equipment against any creature other than each other, the challenge
You start with the following equipment, in addition to the ends when the challenged enemy’s hit points drop to 0, when
equipment granted by your background: you finish a short or long rest, or when you end the challenge
ballistic mail as a bonus action, by verbally declaring an end to your
(a) a martial weapon and shield or (b) two martial challenge. Once you use this feature, you can not use it again
weapons until you finish a short or long rest. At 17th level, the damage
two tomahawks die increases from 1d6 to 1d8.
(a) a dungeoneer’s pack or (b) an explorer's pack
Ability Score Improvement
Fighting Style When you reach 4th level, and again at 6th, 8th, 12th, 14th,
You adopt a particular style of fighting as your specialty, 16th, and 19th level, you can increase one ability score of
Choose one of the following options. You can not take a your choice by 2, or you can increase two ability scores of
Fighting Style option more than once, even if you later get to your choice by 1. As normal, you can not increase an ability
choose again. score above 20 using this feature.
Defense Extra Attack
While you are wearing armor, you gain a +1 bonus to AC. At 5th level, you can attack twice, instead of once, whenever
Dueling you take the Attack action on your turn. The number of
When you are wielding a melee weapon in one hand and no attacks increases to three when you reach 11th level in this
other weapons, you gain a +2 bonus to damage rolls with that class and to four when you reach 18th leveI in this class.
weapon.
Indomitable
Great Weapon Fighting At 7th level, you can reroll a saving throw that you fail. If you
When you roll a 1 or 2 on a damage die for an attack you do so, you must use the new roll, and you can not use this
make with a melee weapon that you are wielding with two feature again until you finish a long rest. You can use this
hands, you can reroll the die and must use the new roll, even feature twice between long rests starting at 13th level and
if the new roll is a 1 or a 2. The weapon must have the two- three times between long rests starting at 17th level.
handed or versatile property for you to gain this benefit.

CHAPTER 2 | CLASSES
58
Favored Weapon Aegis at the Ready
At 10th level, as a Wielder you have grown an affinity for one At 1st level, you can don and doff your shield as a bonus
particular type of weapon, and as such you have learned how action, instead of an action.
to use that weapon more efficiently than the other weapons Vanguard
in your arsenal. Pick a weapon you are proficient in (such as At 3rd level, you always stand at-the-ready to attack enemies
longsword, shortsword, halberd, etc.), while you wield that and strike them down when they come too close to you and
kind of weapon you have advantage on rolls against being your allies. Creatures provoke opportunity attacks from you
disarmed from it and attack rolls made with that weapon are even if they use the disengage action and when an enemy
a critical hit on a roll of 19 or 20. moves within your reach you can use your reaction to make
an attack against them.
Wielder Archetype Mounted Combatant
A Wielder can express themselves through three classic At 9th level, you have learned how to battle on your mount
expressions of their wielder archetype: the Brute, the Knight, much more effectively. If your mount is subjected to an effect
and the Samurai. that allows it to make a Dexterity saving throw to take only
half damage, it instead takes no damage if it succeeds on the
Brute saving throw, and only half damage if it fails. Additionally, if
Stubborn and strong an enemy makes an attack roll against your mount, you can
instead use your reaction to make that attack target you (it
Brute Strength must still meet or exceed your AC to hit), and if it does hit you
At 1st level, your might is already considerable and you can can halve the attack's damage.
lift and break things that many normal people would not be
able to. Your carrying capacity (including maximum load and Survivor
maximum lift) is doubled, and you have advantage on At 15th level, you attain the pinnacle of resilience in battle. At
Strength checks made to push, pull, lift, or break objects. the start of each of your turns, you regain hit points equal to 5
+ your Constitution modifier if your hit points are less than or
Savage Reaction equal to half of your hit point total. You do not gain this
At 3rd level, you have learned how to change targets benefit if you have 0 hit points.
incredibly quickly after dispatching the one you had been
focusing on. When you drop an enemy’s hit points to 0, you Defender
can use your reaction to immediately move up to your speed At 20th level, you have mastered the art of reacting to
towards an enemy and make a melee weapon attack against everything happening on the battlefield. You can use your
an enemy within range. reaction during a round even if you have already used a
reaction that round, however you may not use more than one
Fierce Grasp reaction per turn. Additionally, if an enemy makes an attack
At 9th level, you can wield a two handed weapon in one hand against anyone other than you while they are within 5 feet of
as long as you are not wielding a weapon in your other hand you, you can use your reaction to make an attack against
and you can use two weapon fighting even if the weapons you them.
are using do not have the light property.
Samurai
Unbreakable Nimble and nocent
At 15th level, you have learned how to brace yourself properly
for incoming damage. When you take damage you can Samurai’s Finesse
instead choose to reduce the amount of damage you take by While using a weapon that you are proficient in you can treat
half. Once you use this feature you can not use it again until that weapon as if it had the finesse property.
you finish a short rest or long rest.
Agile Maneuverability
Brutality At 1st level, you are able to move much more efficiently in
At 20th level, you can truly start dealing out true brutality to armor thanks to your training. You can add half of your
your enemies. You can roll one additional weapon damage proficiency score to Dexterity saving throws you make.
die when determining the extra damage for a critical hit with Additionally, when you wear medium armor, you can add a
a melee attack. Additionally once per turn, when you maximum of 3, rather than 2, to your AC if you have a
successfully make a melee weapon attack you can choose to Dexterity of 16 or higher. When you are wearing light armor,
maximize your damage roll. Once you use this feature you you have advantage on Acrobatics ability checks.
can not use it again until you finish a short or long rest or
until you score a critical hit. Step Like the Wind
At 3rd level, you have learned how to move more quickly in
Knight combat the less armor you are wearing. While not wearing
Devoted and defensive

CHAPTER 2 | CLASSES
59
heavy armor or using a shield, you can use the Disengage
action as a bonus action, and while not while not wearing
heavy armor, medium armor, or using a shield you can use
the Dash action as bonus action.
Deflect Missiles
At 9th level, you have learned to harness your almost
inhuman reaction speed to stop enemy ranged attacks. When
your enemy makes a ranged weapon attack you can use your
reaction to prevent an amount of damage that would be done
to you by ranged weapon attacks equal to 1d10 + your
Wielder level.
Crescent Strike
At 15th level, you can use your weapon to produce an attack
that hits enemies even if they are not in melee range. As an
action, you can use your melee weapon to slash in front of
you dealing damage in a 15 feet cone (20 feet if your weapon
has the reach property) and all creatures in that cone must
make a Dexterity saving throw (DC = 8 + your proficiency
bonus + your Strength or Dexterity modifier, your choice). On
a failure, they take 2d10 plus your Strength or Dexterity
modifier (your choice) of slashing damage, half as much on a
success.
Soul of Steel
At 20th level, you have come to understand your weapon so
well you can feel its spirit. Any weapons on your person can
not be broken by non-magical means, and all weapon attacks
you make with weapons you are proficient with count as
magical for the purpose of overcoming resistance and
immunity to non-magical attacks and damage. You can now
also draw out your weapon’s spirit to aid you in combat.
When you call out your weapon’s spirit, for the next 1 minute
when you make a successful attack with your weapon,
instead of rolling the weapon’s damage, you instead inflict the
maximum amount of damage the weapon can do. You regain
this feature when you finish a long rest.

CHAPTER 2 | CLASSES
60
Zealot
The Zealot
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Divine Domain, Spellcasting 3 2 — — — — — — — —
2nd +2 Channel Divinity (1/rest), Divine Smite, Divine 3 3 — — — — — — — —
Domain feature
3rd +2 ─ 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Extra Attack 4 4 3 2 — — — — — —
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3 — — — — — —
7th +3 ─ 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement, Divine Domain feature 4 4 3 3 2 — — — — —
9th +4 ─ 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 ─ 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 ─ 5 4 3 3 3 2 1 1 — —
14th +5 Purity of Body 5 4 3 3 3 2 1 1 — —
15th +5 ─ 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Zealots are servants of the divine, possessing a sense of duty Zealots of the Life Domain focus more on healing than
to the deity that they worship. Followers, like clergies, combat. Their style of spellcasting enhances their healing
temples, and common folk, are what gives deities their power abilities, allowing them access to spells specific to their
and influence. Zealots are recipients of minute portions of domain of zealotry. Life Domain Zealots also carry a warding
their deity’s power. But unlike Warlocks, a Zealot’s power is aura which protects themselves and their allies from the
granted through an oath of devotion to their deity, rather than damaging effects of other spells. They also possess a well of
an exchange. They are enforcers of their deity’s will, but still healing magic which is separate from their spells which they
maintain the agency to make their own values and can mend an amount of allies within their immediate vicinity.
judgements. Zealots often have personal reasonings for their Zealots of the Radiance Domain are a representation of all
devotion to their deity and have their own goals which align things that bring light. Their style of spellcasting incorporates
with their deity’s values. A Zealot’s style of spellcasting and fire, heat, flares, radiancy and all else that shines. Radiance
combat fall within four domains: the Combat Domain, the Domain Zealots have access to spells specific to their domain
Life Domain, the Radiance Domain, and the Sky Domain. which illuminate their enemies in order to stun and aust
Zealots of the Combat Domain are champions of battle. them. Wherever they go, they are always the brightest thing
They incorporate divine spellcasting as well as martial in the room, be it literally or metaphorically. Radiance
prowess into their fighting style. Combat Domain Zealots use Domain Zealots are mortal enemies of darkness in all
their deity’s influence in order to enhance their combative aspects.
ability. They have access to spells specific to their domain Zealots of the Sky Domain are the bringers of storms. They
which serve to protect themselves and their allies as well as incorporate elements such as lightning, thunder, ice, wind,
to destroy their enemies. Combat Domain Zealots are the and water into their spellcasting style. Sky Domain Zealots
soldiers of their deity and are willing to die for their cause. have access to spells specific to their domain which bring
upon torrents of the sky.
CHAPTER 2 | CLASSES
61
They are able to channel these elements into their attacks

and spells in order to maximize their impact. Storms bring

comfort rather than fear to Sky Domain Zealots.

Class Features

As a Zealot, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Zealot level


Hit Points at 1st level: 8 + your Constitution modifier


Hit Points at higher level: 1d8 (or 5) + your Constitution

modifier per Zealot level after 1st

Proficiencies

Armor: light armor, medium armor, shields

Weapons: all simple weapons, war hammer, and maul

Tools: none

Saving Throws: wisdom, charisma

Skills: choose two from acrobatics, athletics, history, insight,

medicine, persuasion, and religion

Equipment

You start with the following equipment, in addition to the

equipment granted by your background:

(a) a simple weapon or (b) a war hammer

(a) a lightweight padded vest or (b) a crude padded vest

(a) any other simple weapon or (b) a shield

(a) a priest’s pack or (b) an explorer’s pack

a holy symbol

Spellcasting

As a conduit for divine power, you can cast Zealot spells. See

chapter 10 of the PHB for the general rules of spellcasting

and chapter 5 of this document for the Zealot spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the

Zealot spell list. You learn additional Zealot cantrips of your

choice at higher levels, as shown in the Cantrips


Known

column of the Zealot table.

Preparing and Casting Spells

The Zealot table shows how many spell slots you have to cast

your spells of 1st level and higher. To cast one of these spells,

you must expend a slot of the spell's level or higher. You

regain all expended spell slots when you finish a long rest.

You prepare the list of Zealot spells that are available for you

to cast, choosing from the Zealot spell list. When you do so,

choose a number of Zealot spells equal to your Charisma

modifier + your Zealot level (minimum of one spell). The

spells must be of a leveI for which you have spell slots.

For example, if you are a 3rd-level Zealot, you have four


1st-level and two 2nd-level spell slots. With a Charisma of 16, Spellcasting Ability
your list of prepared spells can include six spells of 1st or 2nd Charisma is your spellcasting ability for your Zealot spells.
level, in any combination. If you prepare the 1st-level spell The power of your spells comes from your devotion to your
cure wounds, you can cast it using a 1st-level or 2nd-level deity. You use your Charisma whenever a Zealot spell refers
slot. Casting the spell does not remove it from your list of to your spellcasting ability. In addition, you use your
prepared spells. You can change your list of prepared spells Charisma modifier when setting the saving throw DC for a
when you finish a long rest. Preparing a new list of Zealot Zealot spell you cast and when making an attack roll with
spells requires time spent in prayer and meditation: at least 1 one.
minute per spell level for each spell on your list.
CHAPTER 2 | CLASSES
62
Spell Save DC = 8 + your proficiency bonus + your Charisma Divine Smite
modifier
Spell Attack Modifier = your proficiency bonus + your At 2nd level, when you hit a creature with a melee weapon
Charisma modifier attack, you can expend one Zealot spell slot to deal radiant
damage to the target, in addition to the weapon's damage.
Ritual Casting The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for
You can cast a Zealot spell as a ritual if that spell has the each spell level higher than 1st. The damage increases by
ritual tag and you have the spell prepared. 1d8 if the target is an undead or a fiend.
Spellcasting Focus Ability Score Improvement
You can use a holy symbol as a spellcasting focus for your When you reach 4th level, and again at 8th, 12th, 16th, and
Zealot spells. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
Divine Domain 1. As normal, you can not increase an ability score above 20
At 1st level, you choose one domain related to your god: using this feature.
Combat, Life, Radiance, Sky. Each domain is detailed at the
end of the class description. Your choice grants you domain Extra Attack
spells and other features when you choose it at 1st level. It At 5th level, you can attack twice, instead of once, whenever
also grants you additional ways to use Channel Divinity when you take the Attack action on your turn.
you gain that feature at 2nd level, and additional benefits at
6th, 8th, and 17th level.
Divine Intervention
Domain Spells At 10th level, you can call on your god to intervene on your
Each domain has a list of domain spells that you gain at the behalf when your need is great. Imploring your deity's aid
Zealot level noted in the domain description. Once you gain a requires you to use your action. Describe the assistance you
domain spell, you always have it prepared, and it does not seek, and roll percentile dice. If you roll a number equal to or
count against the number of spells you can prepare each day. lower than your Zealot level, your deity intervenes. The DM
If you have a domain spell that does not appear on the Zealot chooses the nature of the intervention; the effect of any
spell list, the spell is nonetheless a Zealot spell for you. Zealot spell or Zealot domain spell would be appropriate. lf
your deity intervenes, you can not use this feature again for 7
Channel Divinity days. Otherwise, you can use it again after you finish a long
At 2nd level, you gain the ability to channel divine energy rest. At 20th level, your call for intervention succeeds
directly from your god, using that energy to fuel magical automatically, no roll required.
effects. You start with two such effects: Turn the Unholy and
an effect determined by your domain. Some domains grant Purity of Body
you additional effects as you advance in level, as noted in the At 14th level, your body has been in contact with holy energy
domain description. When you use your Channel Divinity, you for such a prolonged period of times it starts that you have
choose which effect to create. absorbed enough to make yourself grow resilient and
You must then finish a short or long rest to use your resistant to tools that evil doers would often use against you.
Channel Divinity again. Some Channel Divinity effects You gain immunity to diseases and curses, as well as
require saving throws. When you use such an effect from this resistance to poison damage, and you have advantage on
class, the DC equals your Zealot spell save DC. At 6th level, saving throws against being poisoned.
you can use your Channel Divinity twice between rests, and
at 18th level, you can use it three times between rests. When
you finish a short or long rest, you regain your expended Divine Domain
uses. A Zealot serves their god with fervor and passion the likes of
which normal people could only imagine. Though the life of
Channel Divinity: Turn the Unholy zealotry is very similar for all of those who chose it, whether
As an action, you present your holy symbol and speak a they see each other as siblings, comrades in arms, rivals, or
prayer censuring fiends and undead, using your Channel even enemies depends on the gods that they worship. Zealots
Divinity. Each fiend or undead that can see or hear you within have different ways of expressing the powers given to them
30 feet of you must make a Charisma saving throw. If the by divine providence that represent the aspects of life their
creature fails its saving throw, it is turned for 1 minute or gods generally have control over. For many gods, their control
until it takes damage. A turned creature must spend its turns is very broad. The four divine domains are those usually
trying to move as far away from you as it can, and it can not associated with most gods.
willingly move to a space within 30 feet of you. It also can not
take 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 is nowhere to move, the creature can use the Dodge
action.

CHAPTER 2 | CLASSES
63
Combat Domain Life Domain Spells
Spell Level Spell
Bringer of battle
1st bless, cure wounds
Combat Domain Spells 2nd lesser restoration, spiritual weapon
Spell Level Spell
3rd beacon of hope, revivify
1st divine favor, shield of faith
4th death ward, guardian of faith
2nd magic weapon, spiritual weapon
5th mass cure wounds, raise dead
3rd crusader's mantle, spirit guardians
4th freedom of movement, stoneskin Bonus Proficiency
5th flame strike, hold monster When you choose this domain at 1st level, you gain
proficiency with heavy armor.
Bonus Proficiencies Disciple of Life
At 1st level, you gain proficiency with martial weapons, heavy At 1st level, your healing spells are more effective. Whenever
armor, and unarmed strikes. Your unarmed strikes deal 1d4 you use a spell of 1st level or higher to restore hit points to a
bludgeoning damage. Your unarmed strike damage increases creature, the creature regains additional hit points equal to 2
to 1d6 at 5th level and again to 1d8 at 11th level. + the spell's level.
Communion of Combat Channel Divinity: Preserve Life
At 1st level, your god gives you the distinct honor of being At 2nd level, you can use your Channel Divinity to heal the
able to use your divine spells while in martial combat. You badly injured. As an action, you present your holy symbol and
can perform the somatic components of spells even when you evoke healing energy that can restore a number of hit points
have weapons or a shield in one or both hands and you can equal to five times your Zealot level. Choose any creatures
use your weapon or shield as if it was a spell focus. within 30 feet of you, and divide those hit points among them.
Channel Divinity: Declaration of War
This feature can restore a creature to no more than half of its
At 2nd level, you can use your Channel Divinity to empower hit point maximum. You can not use this feature on an
combat abilities in nearly every way. As a bonus action, you undead or a construct.
can use your channel divinity to make all your weapon Blessed Healer
attacks count as magical for the purposes of overcoming At 6th level, the healing spells you cast on others heal you as
immunity and resistances for 1 minute. Additionally, you can well. When you cast a spell of 1st level or higher that restores
add your Charisma modifier to damage rolls and AC for the hit points to a creature other than you, you regain hit points
duration of this feature. equal to 2 + the spell's level.
Guided Hand Aura of Warding
At 6th level, when you, or a creature within 60 feet you, At 8th level, holy magic lies so heavily upon you that it forms
makes an attack roll that would miss, you can choose to a divine ward against enemy magic. You and friendly
reroll the attack, but must use the new roll. You can use this creatures within 10 feet of you have resistance to damage
feature a number of times equal to your Charisma modifier. from spells. At 18th level, the range of this aura increases to
You must finish a long rest before you regain all uses of this 30 feet.
feature.
Constant Vigilance Supreme Healing
At 8th level, your divine abilities help you to strike foes when At 17th level, when you would normally roll one or more dice
they first come within your range and allows you to cut off to restore hit points with a spell, you instead use the highest
their retreats. When a creature first moves within range for number possible for each die. For example, instead of
you and makes an attack roll with a melee weapon, you can restoring 2d6 hit points to a creature, you restore 12.
use your reaction to make an attack roll against that creature. Radiance Domain
Additionally, creatures within 5 feet of you provoke
opportunity attacks from you, even if they take the Disengage Bringer of light
action before leaving your reach.
Radiance Domain Spells
Complete Conquest Spell Level Spell
At 17th level, you regain a use of your Channel Divinity 1st burning hand, guiding bolt
whenever you drop a creature’s hit points to 0.
2nd flaming sphere, scorching ray
Life Domain 3rd daylight, fireball
Bringer of health 4th guardian of faith, wall of fire
5th flame strike, scrying

CHAPTER 2 | CLASSES
64
Bonus Cantrip Bonus Proficiency
When you choose this domain at 1st level, you gain the Light At 1st level, you gain proficiency with martial weapons.
cantrip if you do not already know it.
Might of the Stormbringer
Blinding Light At 1st level, when you make a successful spell attack against
At 1st level, you can briefly blind enemies with your holy a creature or a creature fails its saving throw against one of
flames. When you cast a Zealot spell of 1st level or higher your Zealot spells and that spell does cold, lightning, or
that deals either fire or radiant damage, you can have a thunder damage you can force that creature to make a
creature damaged by that spell make a Constitution saving Strength saving throw versus your Zealot spell save DC. On a
throw. The DC is equal to your Spell Save DC. On a failure, failure the target is knocked down and becomes prone and
the target has disadvantage on attack rolls and perception you can make a weapon attack as a reaction against the
checks that involve sight until the end of their next turn. You creature you knocked prone if they are within range, on a
can use this feature a number of times equal to your success this feature fails. You can use this feature a number
Charisma modifier. You must finish a long rest before you of times equal to your Charisma modifier and you regain all
regain all uses of this feature. uses of this feature on a long rest.
Channel Divinity: Like a Flash Channel Divinity: Destructive Wrath
At 2nd level, you can use your Channel Divinity to move as At 2nd level, you can use your Channel Divinity to wield the
fast as the light that you embody. On your turn, you can use power of the sky and storm with unchecked ferocity. When
your channel divinity to perform an action using your bonus you roll lightning or thunder damage, you can use your
action. Channel Divinity to deal maximum damage, instead of rolling
damage.
Luminous Splendor
At 6th level, you can feel your lustrous strength blossom Discharge
within you in such a way that your radiance will never dull. At 6th level, when you deal lightning damage to a Large or
When you roll a 1 or 2 on a damage die on attacks that deal smaller creature, you can also push it up to 10 feet away from
radiant or fire damage, you can reroll the die. You must use you.
the new roll, even if the new roll is a 1 or a 2.
Charged Smite
Shining Smite At 8th level, you have learned how to charge your divine smite
At 8th level, you are so infused with incandescent energy with the power of lightning itself. When you use the divine
from your god that all your melee weapon strikes carry divine smite feature, you add an additional 1d8 lightning damage to
power with them. Whenever you hit a creature with a melee the damage roll. At 14th level, this becomes 2d8 lightning
weapon, the creature takes an extra 1d8 radiant damage. lf damage.
you also use your Divine Smite with an attack, you add this
damage to the extra damage of your Divine Smite. Servant of the Sky
At 17th level, you gain resistance to lightning and thunder
Guiding Light damage and you gain the ability to sprout a pair of angel
At 17th level, you can use your action to summon a pillar of wings from your back, gaining a flying speed equal to your
light that extends out in a 5 feet radius and is 10 feet tall. This current speed. You can create these wings as a bonus action
pillar sheds bright light in a 120 feet radius and dim light for on your turn. They last until you dismiss them as a bonus
another 120 feet after that. Allies that are within the radius of action on your turn. You can not manifest your wings while
the dim light can add your Charisma modifier to their attack wearing armor unless the armor is made to accommodate
rolls. Allies within the radius of the bright light gain this them, and clothing not made to accommodate your wings
effect, and can also add your Charisma modifier to their might be destroyed when you manifest them.
damage rolls as radiant damage. Allies within the pillar gain
both effects and are also immune to radiant and fire damage
while within the pillar. Once you use this feature, you must
finish a long rest before you can use it again.
Sky Domain
Bringer of tempests
Sky Domain Spells
Spell Level Spell
1st fog cloud, thunderwave
2nd gust of wind, shatter
3rd call lightning, sleet storm
4th control water, ice storm
5th destructive wave, insect plague

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65
Races
Dense Skin. While not wearing armor, you gain a +1
Afflicted bonus to your Armor Class.
The Afflicted are a group of people who are descendants of a Diverse Ancestry. As an Afflicted, your family is descended
society which suffered a terrible fate. Their homelands were from another race of people which has been afflicted by the
ruptured by fissures which exposed a leyline of toxic toxic atmosphere. As such, you may choose one racial feature
primordial energy. Many members of this society simply died from the race of which you are descended from. This
as a result of the toxic radiation, but a select few were able to excludes ability score increases.
survive. Most survivors moved on, but some decided to stay Mutation. Your parents' exposure to the toxic environment
within the toxic region. They reasoned that living within the has caused a genetic mutation in you. You can add +1 to an
boundaries of the toxicity would protect them from foreign ability score of your choosing, excluding Constitution.
invasion and colonization. Over centuries, their bodies Languages. You can speak, read, and write Common and
adapted to the radiation and now they thrive in societies one other language.
which have been isolated from the world at large, living lives
free of war and foreign politics.
Seasoned Bodies
The appearance and physical proportions of an Afflicted are
largely reliant on their ancestry. The Afflicted are not a race
of people as much as they are a group of peoples which suffer
from the same syndrome. As such, all Afflicted have leathery,
dense skin. For them, growing hair is difficult, often
impossible. Instead, they sometimes participate in a practice
known as decorative branding, in which they seer their
weathered skin into decorative patterns, similar to tattooing.
Living Beyond Toxicity
Afflicted who move away from the toxic regions their people
call home often struggle with the complexities of societal and
geographical politics. Most are entirely naive to societies
which are composed of people from diverse backgrounds.
From the opposite perspective, most people are entirely
unfamiliar with societies and people which come from these
radioactive regions.
Afflicted Names
The Afflicted follow normal naming traditions shared by most
other intelligent humanoid races.
Afflicted Traits
Your Afflicted character has certain characteristics in
common with all other Afflicted.
Ability Score Increase. Your Constitution score increases
by 2.
Age. Afflicted live to roughly half of the life expectancy of
the race in which their family is descended from.
Alignment. Afflicted are not predisposed to any particular
alignment.
Size. An Afflicted's size is determined by the race in which
their family is descended from.
Speed. Your base walking speed is 30 feet.
Irradiated. You are immune to any environmental damage
or effects which are caused by toxic, irradiated, or poisonous
atmospheres. This does not include spells and magical
effects which involve poison.
Radioactive Resistance. You are resistant to radiant
damage.

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

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

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

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

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

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

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

CHAPTER 3 | RACES
74
Ability Score Increase. Your Constitution score increases
Sayre by 2 and your Dexterity score increases by 1.
The Sayre are native to hot desert climates. They have Age. Sayre can live to be up to 60 years old, however most
specific attributes which protect them from environmental start to experience the consequences of old age in their 40's.
effects that would otherwise hinder other desert travelers. Sayre reach adulthood at around 12 years old.
They require relatively little water, have protective eye lenses, Alignment. Sayre are not predisposed to any particular
and thrive in hot climates. They resemble humans, though alignment.
their skin is rough and they sport horns which emerge from Size. Sayre are between 5 and 7 feet tall and average
their foreheads. These horns come to a straight point, but the about 200 pounds. Your size is Medium.
tips are flat as if they had been sanded. Additionally, Sayre Speed. Your base walking speed is 35 feet.
have tails which are reptilian in shape, wide at the base and Darkvision. You can see in dim light within 20 feet of you
coming to a thin tip. Until recently, other people have only as if it were bright light, and in darkness as if it were dim
seen Sayre during deft journeys across the desert and usually light. You can not discern color in darkness, only shades of
made conscious efforts to avoid them. The relative mystery of gray.
the Sayre led them to unwillingly adopt the reputation of Resilient Lenses. You have advantage on saving throws
being 'Desert Devils.' Though they have become more against being blinded or having your eyesight impaired.
integrated into other societies, the stereotype still exists. Water Retentive. You only require about a liter of drinking
water every seven days in order to survive.
Primal Ancestry Desert Traverser. You ignore the effects of difficult terrain
in heat or desert related obstacles. Additionally, you ignore
Sayre arose from the arcane development of early humans. points of exhaustion caused by exposure to heat or desert
At the time, magic was dangerous and largely unknown to the related environments.
primal humans. However, some braver souls chose to Regenerative Heat. When taking a short rest in a warm
experiment with naturalistic methods of harnessing and environment, you may roll one additional hit die.
utilizing the untamed energy. As a result, many were killed. Languages. You can speak, read, and write Common and
Very few were able to successfully learn the very primitive Sayre.
form of naturalistic spellcasting and even their safety was not
guaranteed. The Sayre are rumored to have been born from
an early human's botching of a powerful transmutation spell.
The spell is rumored to have gotten too powerful for the
human to control and it erupted and an arcane explosion
which enveloped the mage along with anything within a
quarter-mile of them. The explosion left a crater and in the
crater was a variety of mutilated and transmuted beings.
Birds had grown gills and scales, trees now had wings for
leaves, and the mage along with the large reptiles which
roamed the primal countryside were now Sayre.
Lifelong Limitations
Sayres have a relatively short lifespan when compared to
other intelligent humanoid races. Due to the nature of their
creation and the environmental factors which challenged
early Sayres, they live relatively short lives in the current era.
However, Sayres have adapted to this socially, placing more
importance on the impact of actions taken which will live
beyond a Sayre's life over smaller short-term goals.
Sayre Names
Due to their short lifespans and their emphasis on living
beyond their own lives, Sayre use their familial surnames as
their primary identifier in social situations outside of their
family.
Sayre Names: Amda, Bach, Faahim, Gael, Ichbee, Laella,
Obrey, Quenti, Uumeka
Sayre Surnames: Atamati, Codik, Daffodil, Kadhir,
Ladiona, Nadrine, Radbrue, Walden
Sayre Traits
Your Sayre character has certain characteristics in common
with all other Sayres.

CHAPTER 3 | RACES
75
Feature: Life of a Different Tempo
Backgrounds City life is much more fast-paced when compared to the long
While adventurers usually come into this world the same way days of the countryside. There are always things to do and
as everyone else, that is not often when their story begins. people to see. You are experienced in the ebb and flow of
Most adventurers have seen a bit of life before things began living in a city. You understand how and when you can talk to
to get interesting. They often had a home, a job, and maybe a city dweller, and the questions that you should ask. You
some family. Backgrounds serve to encompass your understand that you should not waste their time or ask
character’s experiences before their first real adventure anything that takes more than a single breath to answer.
began. While Backgrounds do not represent everything that When speaking with residents of cities or large villages for
has made your adventurer who they are, they do represent the purposes of obtaining information, these residents are
where they have learned their most valuable lessons. much more likely to give you useful intelligence.
Cadet Deacon
Not necessarily a soldier of any army. A soldier in one way or Somewhere between a devoted follower and a priest, these
another offered life and limb for a gun and a cause in order to people have found it necessary to seek religion as their
be part of something greater. Something greater could be a driving force in life. Their thoughts and actions are often
nation’s military, or an organization of their own such as a dependent on their beliefs both morally and religiously.
mercenary or guerilla group. Soldiers have received basic Deacons tend to be less violent, but there is room for
training in terms of combat and survival.

exceptions. Some Deacons will try to push their religion on


Skill Proficiencies: Athletics, Survival others, others will keep it to themselves.

Tool Proficiencies: one type of gaming set, vehicles (land)


Skill Proficiencies: Insight, Religion

Equipment: an insignia of rank, a trophy taken from a fallen Equipment: a holy symbol (a gift to you when you entered
enemy (a dagger, broken blade, or piece of a banner), a set of your religion), a prayer book or prayer wheel, 5 sticks of
dice or deck of cards, a set of common clothes, and a belt incense, vestments, a set of common clothes, and a belt
pouch containing 10 gp pouch containing 15 gp

Language: one of your choice.


Feature: Basic Training
You have spent some time as a member of some militant Feature: Pay It Forward
organization. Before you were assigned your role in this As a deacon, you have spent a large portion of your life in
organization, you had been required to partake in a basic service of your deity and their followers. You find
training course. In this course you learned how to properly companionship in the common followers of your deity, even if
fight as well as basic survival skills. You are knowledgeable of you have never met them before. Your position as a deacon
basic warfare tactics as well as military codes. You have a gives you a level of religious authority somewhere between a
rapport with other members of your organization or of other devoted follower and a priest. You can often ask or recieve
allying organizations. favors from fellow followers in exchange for blessings and
services. Followers see these favors as providing a service to
City Folk your deity and thus earning their favor.
Not everyone was eager enough to make the primary venture Entrepreneur
into the wastelands, whether it be due to fear or smarts. City
Folk allowed the eager to test the metaphysical waters before It’s hard to make it out in the wastelands, many folk make
making the reach themselves. They are new in town and are their living from meat and harvest, but not the Entrepreneur.
not exactly accustomed to a new style of living. Though this The Entrepreneur has something, or in some cases had
does not mean they do not bring something of value, as City something, that folk were willing, or not so willing, to
Folk are generally worth more, both in reputation and in purchase. From local gun runners to big time oil drillers, the
blood.

Entrepreneur is always out to make a buck.

Skill Proficiencies: History, Mechanics


Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: your choice of a tool set, language, or Tool Proficiencies: one type of artisan’s tools

musical instrument
Equipment: a set of artisan’s tools (one of your choice), a
Equipment: a small knife, a map of the city you grew up in, a letter of introduction from your business, a set of traveler’s
token to remember your home by, a set of common clothes, clothes, and a belt pouch containing 15 gp
and a belt pouch containing 10 gp
Feature: Art of the Deal
You have a greater understanding of price, supply, and
demand when compared to more common folk. Because of
this understanding, you are always eager to take (or make) a
good deal when given the opportunity. You have insight into
the reasonings behind economic decisions that people make.
When making a deal (monetary or otherwise), you are able to
spot any loopholes or consequences that the deal may cause
you.

CHAPTER 4 | BACKGROUNDS
76
Explorer Variant: Cowboy
No matter the time period, there are always those that are Among the most noble folk of rural society, cowboys are born
born with the desire to discover. Explorers thought of the and raised on the ranch. In childhood, they were trained on
wastelands as an opportunity to fulfill their desire. Some the proper handling of animals and crops. In adulthood, they
explorers are unaware of the dangers of the wastelands that often run ranches of their own, larger ranches often require
those city-folk have the luxury of being oblivious to, as the many cowboys. This does not mean that cowboys are simply
underdeveloped wastelands have been a breeding ground for ranchers, as they also know their way around a gun or two.
some of the most dangerous creatures the world knows of Rather than having your artisan tools, trade goods, and
and the unrooting of their land is bound to cause conflict.

shovel or pitchfork you instead have a draft horse.


Skill Proficiencies: Insight, Perception
Immigrant
Tool Proficiencies: any one musical instrument or gaming
set of your choice
People most often leave their homes in search of opportunity.
Language: two of your choice.
People from across the world have crossed land and sea in
Equipment: one set of traveler's clothes, any one musical hopes of reaching opportunity and creating a better life for
instrument or gaming set you are proficient with, maps of themselves or their families. Immigrants often find their
places you have been and places you plan to go, a small piece hopes stunted as they are usually sent to the most menial and
of jewelry worth 10 gp in an odd style of craftsmanship, and a dangerous of jobs. But their hard work does not go unnoticed
pouch containing 5 gp as they are responsible for the swift development of housing
and transportation in the wastelands.

Feature: Explorer’s Intuition Skill Proficiencies: Mechanics, Religion

As an Explorer, you have made your living from discovering Tool Proficiencies: one instrument of choice and water
things that have either been forgotten or never been seen vehicles

before. You have spent some time adventuring, but you have Language: one of your choice.

spent longer studying in preparation. Your experience and Equipment: one set of common clothes in the style of your
depth of knowledge has given you the ability to ascertain the homeland, a musical instrument, a blanket, 10 candles, a
nature of an unknown artifact or anomaly, even if you are not tinderbox, a holy symbol or religious text, and a belt pouch
knowledgeable of the beings or parts of nature which containing 5gp.
produced it. When trying to determine the nature of an
artifact or anomaly that you are unfamiliar with, you are able Feature: All Eyes on You
to discern at least one useful piece of information about it. Your accent, mannerisms, figures of speech, and perhaps
even your appearance all mark you as foreign. Curious
Farmer glances are directed your way wherever you go, which can be
The saying goes “it’s like feeding an army.” Farmers are the a nuisance, but you also gain the friendly interest of scholars
most crucial element for success in society, especially before and others intrigued by far-off lands, to say nothing of
the mass implementation of railway systems. Societies can everyday folk who are eager to hear stories of your homeland.
not properly function progressively on an empty stomach. You can parlay this attention into access to people and places
With their importance being fully understood, Farmers are you might not otherwise have, for you and your traveling
amongst the most respected people of the wastelands.

companions. Government officials, scholars, and merchants,


Skill Proficiencies: Nature, Animal Handling
to name a few, might be interested in hearing about your
Tool Proficiencies: land vehicles and one set of artisan tools distant homeland and people.
from: brewer's supplies, carpenter's tools, cook's utensils, Lawman
leatherworker's tools, weaver's tools, woodcarver's tools

Equipment: one set of common clothes, a pitchfork or shovel, Someone has to keep the outlaws and criminals in check,
a wide brimmed hat, one set of artisan tools you are lawmen are those that seek justice and due trial. Either in
proficient in, a sack containing 5gp worth of trade goods, and charge of their town, or part of a greater organization,
a belt pouch containing 5gp. Lawmen are the bringers of law and order,with their laws
sometimes made by themselves. They are a separate entity
Feature: Of the Land from soldiers, as they are not usually officially endorsed by
You lack the formal education of the higher classes. But for any government.

how little you may know, there is a great deal that you Skill Proficiencies: Athletics, Insight

understand. You have a practical, working knowledge of Language: one of your choice.

astrology and meteorology, and can easily track the time and Equipment: a uniform of your design and an indication of
date, as well as predict the weather within a few hours, or your relationship with local law, a horn with which to
days if you are lucky. You understand the "secrets of life;" the summon help, a set of manacles, and a pouch containing 10
needs of life (water, light, air, salt, et cetera), the patterns of gp
physical inheritance, and the connections between different
plants and animals.

CHAPTER 4 | BACKGROUNDS
77
Feature: Watcher’s Eye Miscreant
Your experience in enforcing the law, and dealing with Everyone acts outside of the law every once in a while, the
lawbreakers gives you a feel for local laws and criminals. You difference between them and Miscreants is that a Miscreant’s
can easily find the local sheriff’s office or a similar once-in-a-while is actually quite often. Miscreants make their
organization and just as easily pick out the dens of criminal living outside of societal rules, whether it be through minor
activity in a community, although you are more likely to be crimes, like robbery, or something greater, like assassinations
welcome in the former locations rather than the latter. or smuggling.

Variant: Investigator Skill Proficiencies: Deception, Stealth

Rarer than a watchman or a patrol member are a Tool Proficiencies: one type of gaming set, thieves’ tools or
community's investigators, who are responsible for solving disguise kit

crimes after the fact. Though such folk are seldom found in Equipment: a crowbar, a set of dark common clothes
rural areas, nearly every settlement of decent size has at least including a hood or a bandana, and a belt pouch containing
one or two watch members who have the skill to investigate 15 gp
crime scenes and track down criminals. If your prior
experience is as an investigator, you have proficiency in Feature: Shady Business
Investigation rather than Athletics. Those who operate outside of the law have to do so in a way
which is not obvious. Being unfamiliar or awkward with the
Variant: Lawyer various methods of avoiding detection can pose a danger to
Lawyers are lawmen that, rather than through brute force, both yourself and your conspirerers. You are familiar with
deliver their justice through the laws of the region in which these shady practices and are able to circumvent the law to
they studied. Lawyers have a vast knowledge of the rights, varying degrees of success. In situations when you need to
privileges, and laws that apply to residents of their region. validate to others that you are a legitimate criminal, you are
Lawyers know how to leverage the law to their advantage able to do so without question.
through persuasive rhetoric. Lawyers receive a law degree or
certificate instead of a uniform or indication of rank. Also, Performer
lawyers receive a law textbook instead of a horn. Lastly, What would life be if not for the pleasures? Life in the
lawyers are proficient in Persuasion instead of Athletics. wastelands is not exactly easy, meaning pleasures are few
and far between. The Performer seeks to bring the “life” back
Local Legend into life. They may or may not be in it for the coin, but there is
“We walk amongst legends” has never been more true than in no doubt that the Performer feeds from the enjoyment of
the wastelands. Open and developing land creates the perfect others and knowing that they can make others happy also
breeding ground for legends to be made. Local Legends brings them joy. Performers may play music, dance, perform,
come in many shapes and sizes, but are usually known for or create, no matter the medium their livelihood is heavily
being one of the greatest of any one thing, whether it be reliant on others.
farming, persuading, killing, or even serving drinks. These

people are known for their profound skills or stories and are Skill Proficiencies: Acrobatics, Performance

often the subject of many campfire tales.

Tool Proficiencies: disguise kit, one type of musical


Skill Proficiencies: Animal Handling, Survival
instrument, artisan’s tools, or other performance instrument

Tool Proficiencies: one type of artisan’s tools, vehicles (land)


Equipment: a musical instrument or artisan’s tools (one of
Equipment: a set of artisan’s tools (one of your choice), a your choice), the favor of an admirer (love letter, lock of hair,
shovel, an iron pot, a set of common clothes, and a belt pouch or trinket), a costume, and a belt pouch containing 15 gp
containing 10 gp Feature: On Tour
Feature: All in a Day’s Work As a performer, you fulfill a job which requires countless
As a local figure, you have done something in your life which hours of study and practice. But while the spectacle of your
has made a large impact on a relatively small number of performances may capture the imagination of your audience,
people. You could have saved a farm from going up in flames, the spectacle often fades with age. As such, you often travel to
established a water route which provided fresh water to a introduce your performance to new audiences. Of course,
village, or orchestrated a counter-attack to some troublesome your entertainment is not free and thus you often rely on the
raiders. Regardless of your accomplishment, the people that generous tips of your audience in order to make a living. After
you helped will be forever grateful. Should you ask a favor of gathering an audience of at least ten individuals (how you
these people, they will be more than likely to accept it gather this audience is up to you) and performing for at least
(barring that the request is reasonable). You should work with one hour, your performance inspires the contributions of your
your DM to determine the details of your accomplishment. audience members; you make a Charisma (Performance)
check, the audience’s tips become equal to the score on your
Charisma (Performance) check in silver.

CHAPTER 4 | BACKGROUNDS
78
Nomad Scholar
You grew up in the wilds, far from civilization and the Scholars may find interest in a particular subject or in
comforts of town and technology. You have witnessed the academia as a whole. The scholar is studied and well-read.
migration of herds larger than forests, survived weather more Their interest may be focused on a subject like history,
extreme than any city-dweller could comprehend, and enjoyed science, philosophy, rhetoric, art, or mathematics. Regardless
the solitude of being the only thinking creature for miles in of their area of expertise, Scholars are trained in being able
any direction. The wilds are in your blood, whether you were to identify nuances and explain the more complex aspects of
a Nomad, an explorer, a recluse, a hunter-gatherer, or even a everyday life.

marauder. Even in places where you do not know the specific Skill Proficiencies: History, Investigation

features of the terrain, you know the ways of the wild.

Languages: two of your choice.

Skill Proficiencies: Athletics, Survival Equipment: a bottle of black ink, a quill, a small knife, a letter
Tool Proficiencies: navigator's tools or cartographer's tools
containing a question you have not yet answered or a favorite
Languages: one of your choice.
book, a set of common clothes, and a pouch containing 10gp
Equipment: a staff, a hunting trap, a trophy from an animal
you killed, a set of traveler's clothes, and a belt pouch Feature: Studied
containing 10 gp While students are required to have a working knowledge of
a variety of academic topics, they often have a specific field
Feature: Seasoned Traveller which is the subject of their focus. You have a specific field
As a nomad, your home is not a physical place as much as it for which you have dedicated some time in studying. This can
is wherever you lay your head. You have spent some time be a general topic, like mathematics or science, or a
wandering from place to place, sometimes with direction, specialized topic, like a specific creature or culture. You know
sometimes without. Your travels have gifted you with a vague a great deal about your topic of study. Additionally, if you
familiarity with the regions in which you have wandered, but encounter something related to a topic that you are
you lack the true knowledge of a resident of any given region. unfamiliar with, you know of people or institutions who
You know which travelling paths are best, and which are to be would be.
avoided. You are familiar with the average weather of any
given season in the regions in which you have travelled. You
are also familiar with the native plants and wildlife from any
region in which you have wandered.
Politician
For the Politician, leadership is in their blood. Their goals in
life revolve around making a change in the world they live in.
The change may be out of self-interest or for the interest of
the commonwealth. Politicians tend to have some influence
on local rules and laws and greater politicians sometimes
have influence on regional rules and law. In the lawless
wastelands, politicians have their work laid out for them.

Skill Proficiencies: History, Persuasion

Tool Proficiencies: one type of gaming set

Language: one of your choice.

Equipment: a set of fine clothes, a symbol of your office, and


a purse containing 25 gp
Feature: Influencer
As a politician, you have held some sort of institutionally
sanctioned office at some point in your life. You could have
been a lawmaker, mayor, or some other representative of your
people. Regardless, you have had some sort of influence over
people’s lives, for better or for worse. When trying to elicit
change in an organization or institution, you will often fare
better than a common citizen. Because of your history, people
of power are often more likely to grant you counsel and listen
to what you have to say.

CHAPTER 4 | BACKGROUNDS
79
Spell Lists
Magus Spells Longstrider

Mage Armor

Cantrips (0 Level)
Magic Missile

Protection from Evil and Good

Acid Splash
Shield

Booming Blade (TCoE)


Silent Image

Chill Touch
Sleep

Control Flames (XGE)


Snare (XGE)

Create Bonfire (XGE)


T.’s Caustic Brew (TCoE)

Dancing Lights
Thunderwave

Fire Bolt
Unseen Servant
Frostbite (XGE)

Green-Flame Blade (TCoE)


2nd Level
Gust (XGE) A.'s Scorcher (XGE)

Infestation (XGE)
Acid Arrow

Light
Alter Self

Lightning Lure (TCoE)


Arcane Lock

Mage Hand
Arcanist’s Magic Aura

Mending
Blindness/Deafness

Message
Blur

Mind Sliver (TCoE)


Continual Flame

Minor Illusion
Darkness

Mold Earth (XGE)


Darkvision

Poison Spray
Detect Thoughts

Prestidigitation
Dragon's Breath (XGE)

Ray of Frost
Dust Devil (XGE)

Shape Water (XGE)


Earthbind (XGE)

Shocking Grasp
Enlarge/Reduce

Sword Burst (TCoE)


Enthrall

Thunderclap (XGE)
Flaming Sphere

Toll the Dead (XGE)


Gentle Repose

True Strike Gust of Wind

Hold Person

1st Level Invisibility

Absorb Elements (XGE)


Knock

Alarm
Levitate

Armor of A.
Locate Object

Burning Hands
M.'s Earthen Grasp (XGE)

Catapult (XGE)
Magic Mouth

Cause Fear (XGE)


Magic Weapon

Charm Person
Mind Spike (XGE)

Color Spray
Mirror Image

Comprehend Languages
Misty Step

Detect Magic
Pyrotechnics (XGE)

Disguise Self
Ray of Enfeeblement

Earth Tremor (XGE)


Rope Trick

Expeditious Retreat
S.'s Snowball Swarm (XGE)

False Life
Scorching Ray

Feather Fall
See Invisibility

Find Familiar
Shadow Blade (XGE)

Floating Disk
Shatter

Fog Cloud
Spider Climb

Grease
Suggestion

Hideous Laughter
T.’s Mind Whip (TCoE)

Ice Knife (XGE)


Warding Wind (XGE)

Identify
Web
Illusory Script
Jump
3rd Level
Animate Dead

CHAPTER 5 | Spell Lists


80
Bestow Curse
Ice Storm

Blink
Locate Creature

Catnap (XGE)
Phantasmal Killer

Clairvoyance
Polymorph

Counterspell
Private Sanctum

Dispel Magic
Resilient Sphere

Enemies Abound (XGE)


Secret Chest

Erupting Earth (XGE)


Sickening Radiance (XGE)
Fear
Stone Shape

Fireball
Stoneskin

Fly
Storm Sphere (XGE)

Flame Arrows (XGE)


Summon Aberration (TCoE)

Gaseous Form
Summon Construct (TCoE)

Glyph of Warding
Summon Elemental (TCoE)

Haste
Vitriolic Sphere (XGE)

Hypnotic Pattern
Wall of Fire
Intellect Fortress (TCoE)

Life Transference (XGE)


5th Level
Lightning Bolt
Animate Objects

M.'s Minute Meteors (XGE)


Arcane Hand

Magic Circle
Cloudkill

Major Image
Cone of Cold

Nondetection
Conjure Elemental

Phantom Steed
Contact Other Plane

Protection from Energy


Control Winds (XGE)

Remove Curse
Creation

Sending
Danse Macabre (XGE)

Sleet Storm
Dawn (XGE)

Slow
Dominate Person

Spirit Shroud (TCoE)


Dream

Stinking Cloud
Enervation (XGE)

Summon Fey(TCoE)
Far Step (XGE)

Summon Lesser Demons (XGE)


Geas

Summon Shadowspawn (TCoE)


Hold Monster

Summon Undead Necromancy (TCoE)


Immolation (XGE)

Thunder Step (XGE)


Infernal Calling (XGE)

Tidal Wave (XGE)


Legend Lore

Tiny Hut
Mislead

Tiny Servant (XGE)


Modify Memory

Tongues
Negative Energy Flood (XGE)

Vampiric Touch
Passwall

Wall of Sand (XGE)


Planar Binding

Wall of Water (XGE)


Scrying

Water Breathing Seeming


Skill Empowerment (XGE)

Steel Wind Strike (XGE)

4th Level Synaptic Static (XGE)

Arcane Eye

Banishment
Telekinesis

Black Tentacles
Telepathic Bond

Blight
Teleportation Circle

Charm Monster (XGE)


Transmute Rock (XGE)

Watery Sphere (XGE)


Wall of Force

Compulsion
Wall of Light (XGE)

Confusion
Wall of Stone
Conjure Minor Elementals

Control Water
6th Level
Dimension Door
Chain Lightning

Fabricate
Circle of Death

Faithful Hound
Contingency

Fire Shield
Create Homunculus (XGE)

Greater Invisibility
Create Undead

Hallucinatory Terrain
Disintegrate

Eyebite

CHAPTER 5 | Spell Lists


81
Flesh to Stone
9th Level
Freezing Sphere
Astral Projection

Globe of Invulnerability
Blade of Disaster (TCoE)

Guards and Wards


Foresight

Instant Summons
Gate

Investiture of Flame (XGE)


Imprisonment

Investiture of Ice (XGE)


Invulnerability (XGE)

Investiture of Stone (XGE)


Mass Polymorph (XGE)

Investiture of Wind (XGE)


Meteor Swarm

Irresistible Dance
Power Word Kill

Magic Jar
Prismatic Wall
Mass Suggestion
Psychic Scream (XGE)

Mental Prison (iXGE)


Shapechange

Move Earth
Time Stop

Programmed Illusion
True Polymorph

Scatter (XGE)
Weird

Soul Cage (necromancy)


Summon Fiend (TCoE)
Wish
Sunbeam

T.’s Otherworldly Guise (TCoE)


Sage Spells
T.'s Transformation (XGE)

True Seeing
Cantrips (0 Level)
Wall of Ice Booming Blade (TCoE)

Dancing Lights

7th Level Guidance

Arcane Sword
Green-Flame Blade (TCoE)

Crown of Stars (XGE)


Light

Delayed Blast Fireball


Mage Hand

Dream of the Blue Veil (TCoE)


Mending

Etherealness
Message

Finger of Death
Mind Sliver (TCoE)

Forcecage
Minor Illusion

Magnificent Mansion
Prestidigitation

Mirage Arcane
Produce Flame

Plane Shift
Sword Burst (TCoE)

Power Word Pain (XGE)


Thunderclap (XGE)

Prismatic Spray
True Strike

Project Image
Vicious Mockery
Reverse Gravity

Sequester
1st Level
Simulacrum
Animal Friendship

Symbol
Bane

Teleport
Charm Person

Whirlwind (XGE) Color Spray

Comprehend Languages

8th Level Cure Wounds


A.'s Horrid Wilting (XGE)
Detect Magic

Antimagic Field
Disguise Self

Antipathy/Sympathy
Earth Tremor (XGE)

Clone
Faerie Fire

Control Weather
Feather Fall

Demiplane
Healing Word

Dominate Monster
Heroism

Feeblemind
Hideous Laughter

Illusory Dragon (XGE)


Identify

Incendiary Cloud
Illusory Script

Maddening Darkness (XGE)


Longstrider

Maze
Silent Image

Mighty Fortress (XGE)


Sleep

Mind Blank
Speak with Animals

Power Word Stun


T.’s Mind Whip (TCoE)

Sunburst Thunderwave

Unseen Servant

CHAPTER 5 | Spell Lists


82
2nd Level Awaken

Aid
Dominate Person

Animal Messenger Dream

Blindness/Deafness
Geas

Calm Emotions
Greater Restoration

Darkvision
Hold Monster

Detect Thoughts
Legend Lore

Enhance Ability
Mass Cure Wounds

Enthrall
Mislead

Heat Metal
Modify Memory

Hold Person
Planar Binding

Invisibility
Raise Dead

Knock
Scrying

Lesser Restoration
Seeming

Locate Animals or Plants


Skill Empowerment (XGE)

Locate Object
Synaptic Static (XGE)

Magic Mouth
Teleportation Circle
Ray of Enfeeblement
6th Level
See Invisibility

Shatter
Eyebite

Silence
Find the Path

Skywrite (XGE)
Forbiddance

Suggestion
Guards and Wards

Summon Beast (TCoE)


Irresistible Dance

Warding wind (XGE)


Mass Suggestion

Zone of Truth Mental Prison (XGE)

Programmed Illusion

3rd Level True Seeing


Beacon of Hope
7th Level
Bestow Curse
Arcane Sword

Catnap (XGE)
Dream of the Blue Veil (TCoE)

Clairvoyance
Etherealness

Dispel Magic
Forcecage

Enemies abound (XGE)


Magnificent Mansion

Fear
Mirage Arcane

Glyph of Warding
Project Image

Hypnotic Pattern
Regenerate

Intellect Fortress (TCoE)


Resurrection

Major Image
Symbol

Nondetection
Teleport
Plant Growth

Pyrotechnics (XGE)
8th Level
Sending
Antipathy/Sympathy

Speak with Dead


Dominate Monster

Speak with Plants


Feeblemind

Stinking Cloud
Glibness

Tiny Hut
Maze

Tongues Mind Blank

4th Level Power Word Stun

Charm monster (XGE)


Telepathy

Compulsion
9th Level
Confusion
Astral Projection

Dimension Door
Blade of Disaster (TCoE)

Death Ward
Freedom of Movement
Foresight

Greater Invisibility
Mass Polymorph (XGE)

Hallucinatory Terrain
Power Word Kill

Locate Creature
Psychic Scream (XGE)

Polymorph True Polymorph


5th Level
Animate Objects

CHAPTER 5 | Spell Lists


83
Shaman Spells Gust of Wind

Cantrips (0 Level) Healing Spirit (XGE)

Control Flames (XGE)


Heat Metal

Create Bonfire (XGE)


Hold Person

Druidcraft
Lesser Restoration

Frostbite (XGE)
Locate Animals or Plants

Guidance
Locate Object

Gust (XGE) Moonbeam

Infestation (XGE)
Pass without Trace

Lightning Lure(TCoE)
Protection from Poison

Magic Stone (XGE)


Silence

Mending
Skywrite (XGE)

Mold Earth (XGE)


Spider Climb

Poison Spray
Spike Growth

Primal Savagery (XGE)


Warding Wind (XGE)
Produce Flame
3rd Level
Resistance

Shape water (XGE)


Call Lightning

Shillelagh
Conjure Animals

Shocking Grasp
Conjure Barrage

Thunderclap (XGE)
Daylight

Toll the Dead (XGE) Dispel Magic

Erupting Earth (XGE)

1st Level Flame Arrows (XGE)

Absorb Elements (XGE)


Lightning Arrow

Animal Friendship
M.'s Minute Meteors
Meld into Stone

Beast Bond (XGE)


Nondetection

Charm Person
Plant Growth

Create or Destroy Water


Protection from Energy

Cure Wounds
Sleet Storm

Detect Magic
Speak with Plants

Detect Poison and Disease


Spirit Shroud (TCoE)

Earth Tremor (XGE)


Summon Fey (TCoE)

Entangle
Tidal Wave (XGE)

Ensnaring Strike
Wall of Water (XGE)

Faerie Fire
Water Breathing

Fog Cloud
Water Walk

Goodberry
Wind Wall
Hail of Thorns
4th Level
Healing Word

Hunter's Mark
Blight

Ice Knife (XGE)


Charm Monster (XGE)

Jump
Confusion

Longstrider
Conjure Minor Elementals

Purify Food and Drink


Conjure Woodland Beings

Snare (XGE)
Control Water

Speak with Animals


Dominate Beast

Thunderwave
Elemental Bane (XGE)

Zephyr Strike (XGE) Freedom of Movement

Giant Insect

2nd Level Guardian of Nature (XGE)

Animal Messenger Hallucinatory Terrain

Barkskin
Ice Storm

Cordon Of Arrows
Locate Creature

Darkvision
Polymorph

Dust Devil (XGE)


Stone Shape

Earthbind (XGE)
Stoneskin

Enhance Ability
Summon Elemental(TCoE)

Find Traps
Wall of Fire

Flame Blade
Watery Sphere (XGE)
Flaming Sphere

CHAPTER 5 | Spell Lists


84
5th Level Warlock Spells
Animate Objects
Cantrips (0 Level)
Antilife Shell

Awaken
Booming Blade (TCoE)

Commune with Nature


Chill Touch

Conjure Elemental
Create Bonfire (XGE)

Conjure Volley
Eldritch Blast

Contagion
Frostbite (XGE)

Control Winds (XGE)


Green-Flame Blade (TCoE)

Geas
Infestation (XGE)

Greater Restoration
Lightning Lure (TCoE)

Insect Plague
Mage Hand

Maelstrom (XGE)
Magic stone (XGE)

Mass Cure Wounds


Mind Sliver (TCoE)

Planar Binding
Minor Illusion

Reincarnate
Poison Spray

Scrying
Prestidigitation

Swift Quiver
Sword Burst (TCoE)

Transmute rock (XGE)


Thunderclap (XGE)

Tree Stride
Toll the Dead (XGE)

Wall of Stone
True Strike
Wrath of Nature (XGE) 1st Level
6th Level Charm Person

Bones of the Earth (XGE) Cause Fear (XGE)

Conjure Fey
Chaos Bolt (XGE

Druid Grove (XGE)


Comprehend Languages

Find the Path


Expeditious Retreat

Heal
Hellish Rebuke

Heroes’ Feast
Illusory Script

Investiture of Flame (XGE)


Protection from Evil and Good

Investiture of Ice (XGE)


Unseen Servant
Investiture of Stone (XGE)
2nd Level
Investiture of Wind (XGE)
Darkness

Move Earth
Earthbind (XGE)

Primordial Ward (XGE)


Enthrall

Soul Cage (XGE)


Hold Person

Sunbeam
Invisibility

Transport via Plants


Mind spike (XGE)

Wall of Thorns
Mirror Image

Wind Walk Misty Step

7th Level Ray of Enfeeblement

Fire Storm
Shadow Blade (XGE)

Mirage Arcane
Shatter

Plane Shift
Spider Climb

Regenerate
Suggestion
Reverse Gravity
3rd Level
Whirlwind (XGE) Counterspell

8th Level Dispel Magic

Animal Shapes
Enemies Abound (XGE)

Antipathy/Sympathy
Fear

Control Weather
Fly

Earthquake
Gaseous Form

Feeblemind
Hypnotic Pattern
Sunburst Intellect Fortress (TCoE)

Magic Circle

9th Level Major Image

Foresight
Remove Curse

Shapechange
Spirit Shroud (TCoE)

Storm of Vengeance
Summon Fey (TCoE)

True Resurrection Summon lesser demons (XGE)

Summon Shadowspawn (TCoE)

CHAPTER 5 | Spell Lists


Summon Undead Necromancy (TCoE)
Glibness

Thunder Step (XGE)


Maddening Darkness (XGE)

Tongues
Power Word Stun
Vampiric Touch
9th Level
4th Level Astral Projection

Banishment
Blade of Disaster (TCoE)

Blight
Foresight

Charm Monster (XGE)


Imprisonment

Dimension Door
Power Word Kill

Elemental Bane (XGE)


Psychic Scream (XGE)

Hallucinatory Terrain
True Polymorph
Shadow of Moil (XGE)

Sickening Radiance (XGE)


Zealot Spells
Summon Aberration (TCoE)
Cantrips (0 Level)
Summon Greater Demon (XGE)
Fire Bolt

5th Level Guidance

Contact Other Plane


Light

Danse Macabre (XGE)


Lightning Lure (TCoE)

Dream
Mending

Enervation (XGE)
Resistance

Far Step (XGE)


Sacred Flame

Hold Monster
Shocking Grasp

Infernal Calling (XGE)


Spare the Dying

Negative Energy Flood (XGE)


Thaumaturgy

Scrying
Toll the Dead (XGE)

Synaptic Static (XGE)


Word of Radiance (XGE)
Wall of Light (XGE)
1st Level
6th Level Bane

Circle of Death
Bless

Conjure Fey
Ceremony (XGE)

Create Undead
Command

Eyebite
Compelled Duel

Flesh to Stone
Create or Destroy Water

Forbiddance
Cure Wounds
Investiture of Flame (XGE)
Detect Evil and Good

Investiture of Ice (XGE)


Detect Magic

Investiture of Stone (XGE)


Detect Poison and Disease

Investiture of Wind (XGE)


Divine Favor

Mass Suggestion
Guiding Bolt

Mental Prison (XGE)


Healing Word

Scatter (XGE)
Hellish Rebuke

Soul Cage (XGE)


Inflict Wounds

Summon Fiend (TCoE)


Protection from Evil and Good

T.’s Otherworldly Guise (TCoE)


Purify Food and Drink

True Seeing Sanctuary

Shield of Faith
7th Level
Crown of Stars (XGE)
2nd Level
Dream of the Blue Veil (TCoE)
Aid

Etherealness
Augury

Finger of Death
Blindness/Deafness

Forcecage
Calm Emotions

Plane Shift
Continual Flame

Power Word Pain (XGE)


Enhance Ability

Reverse Gravity Find Traps

Gentle Repose

8th Level Hold Person

Demiplane
Lesser Restoration

Dominate Monster
Magic Weapon

Feeblemind
Locate Object

CHAPTER 5 | Spell Lists


Prayer of Healing
Planar Binding

Protection from Poison


Raise Dead

Silence
Scrying
Summon Celestial (TCoE)

Spiritual Weapon

Warding Bond
6th Level
Zone of Truth Blade Barrier

Create Undead

3rd Level Find the Path

Animate Dead
Forbiddance

Aura of Vitality
Harm

Beacon of Hope
Heal

Bestow Curse
Heroes’ Feast

Clairvoyance
Planar Ally

Create Food and Water


Soul Cage (XGE)

Crusader’s Mantle
True Seeing

Daylight
Word of Recall
Dispel Magic

Elemental Weapon
7th Level
Glyph of Warding
Conjure Celestial

Life Transference (XGE)


Divine Word

Magic Circle
Etherealness

Mass Healing Word


Fire Storm

Meld into Stone


Plane Shift

Protection from Energy


Regenerate

Remove Curse
Resurrection

Revivify
Symbol

Sending
Temple of the Gods (XGE)
Speak with Dead
8th Level
Spirit Guardians

Spirit Shroud (TCoE)


Antimagic Field

Tongues
Control Weather

Water Walk Earthquake

Holy Aura
4th Level
Aura of Life
9th Level
Aura of Purity
Astral Projection

Banishment
Gate

Compulsion
Mass Heal

Control Water
True Resurrection

Death Ward
Power Word Heal
Divination

Freedom of Movement

Guardian of Faith

Locate Creature

Stone Shape
5th Level
Circle of Power

Commune

Contagion

Dawn (XGE)

Destructive Wave

Dispel Evil and Good

Flame Strike

Geas

Greater Restoration

Hallow

Holy Weapon (XGE)

Insect Plague

Legend Lore

Mass Cure Wounds

CHAPTER 5 | Spell Lists


87
Companion’s Shield
Magical Items armor (metal shield), rare (requires attunement)

Scribe Rounds This circular metal shield has a flat face and a thick brim.
Scribe rounds are rounds of firearm ammunition which have Etched and painted into the center of the face are two arms
been imbued with the capabilities of casting a spell. bonded in a warrior’s handshake. One per long rest, as a
Creatures proficient in firearms can use their action to fire a bonus action, the user can target one creature they can see
scribe round, casting the spell of which it has been within 15 feet of them, the target’s AC is increased by 1 for
enchanted. Scribe rounds have a range equal to the spell's one minute.
range or the firearm's first range increment, whichever is
lower. Conductive Tomahawk of Throwing
Spell Save DC = 5 + your Dexterity modifier + the spell's weapon (tomahawk), uncommon (requires attunement)

level (or 12, whichever is higher) This tomahawk is covered in runes inscribed with inlaid
Scribe Round Attack Modifier = your Dexterity modifier + copper. You gain a +1 bonus to attack rolls and damage rolls
the spell's level with this weapon. When thrown as a ranged weapon attack,
this weapon deals an additional 1d6 lightning damage.
Spell Level Rarity Additionally, when you successfully hit a creature with this
1st Common weapon, it remains wedged in their body. Whenever this
creature suffers lightning damage while this weapon is
2nd Uncommon wedged in it, it suffers 2d6 additional lightning damage.
3rd Rare Creatures can use their action to unwedge this weapon.
4th Rare
Crow’s Nest
5th Rare wondrous item, uncommon (requires attunement)

6th Very Rare A light brown cowboy hat with a jet black feather sticking out
of the band. Once per long rest, the wearer can throw the
7th Very Rare feather into the air, the feather will poof into a black crow.
8th Very Rare The user can then issue the crow one of the following
9th Legendary
commands:
Scout: You give the crow a specific location within 500
Badge of Mercy feet, the crow will go to the location and once it has
wondrous item, uncommon, effective only until level 3
accomplished its mission, it will magically return to the
In a situation where the wearer has suffered two death saving hat as a feather. You will telepathically receive image(s) of
throw failures, and is about to suffer another, the badge what the crow saw.
releases a magical healing energy, healing the target for 5 hit Guard: The crow will fly 60 feet in the air and circle the
points, afterwards the badge is destroyed. hat, for 1 hour. If the crow becomes aware of any danger it
will begin to caw and the wearer will receive a telepathic
Belt of Returning warning of danger, afterwards the crow will magically
wondrous item, rare (requires attunement)
return to the hat as a feather.
This dark brown leather belt contains sheathes that can hold Forage: You give the crow a specific or general
up to 4 daggers. The wearer of this belt can attune up to 4 item/resource that the crow could realistically carry.
daggers to the belt. At the end of the wearer’s turn, they may Unless given the specific location of the item or resource,
choose to have any attuned dagger that was removed from its the crow will search the surrounding area for 1 hour. If
sheath magically return to the belt. the crow cannot find the item/resource it will magically
return to the hat as a feather. If the crow finds the
Cactoid Padded Vest item/resource it will attempt to carry it back to the wearer,
armor (padded vest), rare (requires attunement)
after it has returned it will then magically return to the hat
A dark green padded vest with large spines, the bases of as a feather.
which are the size of a whiskey glass. You gain a +1 bonus to If the crow dies or is incapacitated while conducting any of
AC while you are wearing this armor. This armor has 5 these commands it will magically return to the hat as a
charges. When the wearer is hit by an unarmed attack, they feather.
may expend a charge to inflict 1d4 piercing damage to the
attacker. This item regains all of its charges when you finish a Dagger of Spectral Silence
long rest. weapon (dagger), uncommon (requires attunement)

Coin of Certainty This blue-green dagger is slightly transparent. You gain a +1


wondrous item, uncommon
bonus to attack and damage rolls made with this dagger.
A regular gold coin. When this coin is flipped, it will always Impacts involving the dagger are completely silent. Events
land on its edge. like cutting a rope, clanking on ground, or stabbing into
something produce no sound from the dagger. However,
targets of the dagger can still produce sounds, only the
impact of the dagger is deafened.

CHAPTER 6 | MAGICAL ITEMS


88
Dancing Shovel “Bright”: The ball of energy glows bright illuminating the
wondrous item, uncommon
surrounding area in a 20 feet radius
This seemingly ordinary shovel carries a useful enchantment. “Low”: The ball of energy glows low illuminating the
Once per long rest, the user of the shovel can give the shovel surrounding area in a 10 feet radius
instructions for excavation and for 1 hour the shovel will “Off”: The ball of energy turns gray and floats to the
follow those instructions to the best of its ability. The shovel bottom of the case
becomes inactive when: it completes its objective, or 1 hour Frostbite Dagger
passes. weapon (dagger), rare (requires attunement)

This dagger is crystallized white and light blue and gives off a
Deceitful Bolt-Action Rifle visible frost, it is also noticeably cold to the touch. This
weapon (bolt-action rifle), rare (requires attunement)
dagger does an additional 1d6 cold damage. On a critical hit
This sleek and finely crafted rifle has its metal components with this dagger, the target must make a DC 15 Constitution
polished with a silver finish. The wooden stock is stained a saving throw or be Stunned until the end or their next turn.
dull black. You gain a +2 bonus to attack and damage rolls
made with this rifle. Also, while you are attuned to this Frostblast Dynamite
weapon, you are proficient in the Deception skill. If you are weapon (dynamite), rare

already proficient in the skill, you add double your proficiency As an action, you can light the fuse of this dynamite. Any
bonus to checks you make with it. creature within 10 feet of the dynamite when it detonates (at
Curse. This weapon is cursed, and becoming attuned to it the end of your turn) must make a DC 15 Dexterity saving
extends this curse to you. When you attack a creature with throw. On a failed save, affected creatures suffer 6d8 cold
this weapon and roll a 1 on the attack roll, the weapon turns damage and are considered restrained. Targets only suffer
your attack against you, dealing damage to you as though you half damage on a successful save.
had targeted yourself.
Glasses of Night Vision
Door-Kicking Boots wondrous item, uncommon (requires attunement)

wondrous item, common


When worn, these black-rimmed, circular, dark-green-lensed
These boots are equipped with shock-reflective soles. You glasses allow the user to see in low-light as if it were full-light
have advantage on Strength (Athletics) checks made to force and in no-light as if it were in low-light. The user cannot see
open doors while wearing these boots. colors, rather they see in various shades of green.
Duster of Darkness Glove of Spider’s Web
armor (duster), rare (requires attunement)
wondrous item, very rare (requires attunement)

A jet black duster that almost seems to disappear in the This singular, black glove is silky and fits tight to the wearer’s
shadow or in the night. You gain a +2 bonus to your AC while skin. There is a white pattern on the glove similar to that of a
you wear this armor. When the wearer makes a Dexterity spider web.
(Stealth) check in shadow, darkness, or night, it is done with This glove has 3 charges, the glove regains its charges after
advantage. Also, Wisdom (Perception) checks made towards a short or long rest. As an action, the wearer can expend a
the wearer while the wearer is in shadow, darkness,or night charge and aim the glove at any potentially solid surface
are done with disadvantage. within 40 feet. From the glove’s palm, a silky spider-like
webbing is shot. The webbing does not stick to surfaces that
Earrings of Message are slick, such as ones covered in oil or ice. The webbing can
wondrous item, rare
be used to climb, swing, or grab an object.
These small, yellow, circular earrings allow the wearer to cast DC 12 Athletics or Acrobatics check to climb or swing,
Message once per short or long rest. To cast the spell, the covering 40 feet of distance vertically (climb) or horizontally
wearer must touch one of the earrings, after which they will (swing)
glow blue until the wearer is finished with their message. To grab an object is an attack roll (1d20 + your Dexterity
modifier) against the object’s AC. The wearer can use their
Element Converter Firearm bonus action in order to attempt to pull an object they have
weapon (any firearm), uncommon (requires attunement)
grabbed (an Athletics check against a DC determined by the
Instead of piercing damage, this firearm deals acid, cold, fire, DM based on the object).
lightning, or thunder damage (DM's choice). This firearm still
consumes ammunition normally. Gloves of Musical Proficiency
wondrous item, uncommon

Ethereal Levitating Lantern These fingerless gloves are silky and form-fitting. While
wondrous item, very rare
wearing these gloves, you are proficient in one musical
This lantern is boxed shaped with a gothic, metal frame. instrument of your choice, this choice cannot be changed.
Inside the lantern case is a blue ball of energy that bounces
around inside the case as if there is no gravity. Attached to
the top of the lantern is a 3-feet metal chain. While the
lantern normally is limited by the forces of gravity, if the user
of the lantern holds the case or the chain, the lantern will act
as if there were no gravity.
The lantern has 3 command
words, which when spoken create the following effects:
CHAPTER 6 | MAGICAL ITEMS
89
Gravitational Bear Trap Juan-Ti’s Horse Whistle
wondrous item, uncommon
wondrous item, very rare (requires attunement to a horse)

This bear trap possesses a magical gravitational field which, Enchanted by a magical practitioner named Juan-Ti, this
when triggered, pulls would-be prey into its maw. As an horseshoe shaped whistle, once attuned to a horse, will
action, the user can deploy this trap. After the trap is teleport the attuned horse to a sanctuary owned and
deployed, any creature besides the user who moves within a maintained by Juan-Ti himself. At this sanctuary, the horse
10 feet radius of the trap must make a DC 14 Dexterity will live a joyful life with copious food, water and freedom. Up
saving throw, on a failed save the creature is pulled into the to three times per long rest, as an action the user can blow
same space as the trap, their movement speed becomes 0, the whistle, after which the horse is magically summoned
and they suffer 2d12 piercing damage. On a successful save, from the sanctuary to a target within 30 feet of the user, the
the creature is unaffected. A DC 12 Strength (Athletics) check user can choose the direction and speed in which the horse is
is required to undo the trap after it is sprung. Once the trap is teleported (standing, walking, galloping). If the user chooses
sprung, it cannot be deployed again until you finish a long the horse to be moving when summoned, it will move in the
rest. direction chosen by the user and at the speed in which the
user chose (walking: 20 feet, galloping: 60 feet). If the horse
(Invisible) Gravitational Bear Trap is summoned within 5 feet of the user, the user can choose to
wondrous item, rare
mount the horse at no consequence. Blowing the whistle
This bear trap possesses a magical gravitational field which, again will teleport the horse back to the sanctuary.
when triggered, pulls would-be prey into its maw. As an
action, the user can deploy this trap, after which it becomes Journal of Sending
invisible. After the trap is deployed, any creature besides the wondrous item, uncommon

user who moves within a 10 feet radius of the trap must This red leather journal contains 10 pages. On a page you
make a DC 16 Dexterity saving throw, on a failed save the can write a short message of 25 words or less. You can rip
creature is pulled into the same space as the trap, their the page you had written on from the journal after which it
movement speed becomes 0, and they suffer 3d12 piercing will teleport to an intended target that you are familiar with.
damage. On a successful save, the creature is unaffected. A The recipient recognizes you as the sender of the message.
DC 12 Strength (Athletics) check is required to undo the trap
after it is sprung. Once the trap is sprung, it cannot be Lasso of Truth
deployed again until you finish a long rest. wondrous item, uncommon

The braid of this lasso is inlaid with several golden strands.


Guitar of Healing Folk Tunes As an action, the user can lasso a target within 15 feet of
wondrous item (guitar), uncommon (requires guitar them. Encircling a creature with this lasso forces them to
proficiency)
make a DC 12 Charisma saving throw. On a failed save, the
This enchanted guitar is crafted of cherrywood and creature can not tell a deliberate lie for 1 minute. This effect
shimmering black strings. Over the course of a short rest, the does not compel the creature to speak or answer questions.
user may play a series of tunes which magically increases the Once you use this item, you can not use it again until you
fortitude of you and your allies. At the end of a short rest, up finish a long rest.
to six creatures of your choice that can hear you regain 3d6 +
3 hit points. You regain use of this feature after a long rest. Mage’s Glove
wondrous item, uncommon (requires attunement)

Hat of Holding This singular purple glove allows the wearer to cast Mage
wondrous item, uncommon
Hand at will.
This hat has an interior space considerably larger than its
outside dimensions. When not being worn, the hat’s hole has Magnetic Glove
a diameter of 1 foot and is 1 foot deep. The hat can hold up to wondrous item, rare (requires attunement)

150 pounds and has a volume of 32 cubic feet. Taking an This leather glove has a magically magnetic plate of steel in
item from the hat requires an action. Creatures that are the palm. This glove has 3 charges. As an action, the user can
placed inside the hat can breathe but they still must eat and expend a charge and pull a magnetic item (such as items
drink. When being worn, the hat fits perfectly to the head of made of aluminum, iron, steel, nickel, or cobalt) which weighs
the wearer. less than 10 pounds into the gloved hand. When pulling an
item which is already being held, the holder of the item must
Hunter’s Revolver succeed a DC 13 Strength saving throw or have their item
weapon (revolver), uncommon (requires attunement)
pulled from them. You regain 1 charge of this item when you
This revolver is stained light brown with a black grip. The finish a long rest.
black grip is marbled with accents of red. You gain a +1 bonus
to attack and damage rolls made with this revolver. When the
user makes a successful attack roll against a creature using
this weapon, that creature becomes marked and appears to
have a red aura only to the user of this weapon. If the user
then makes another successful attack roll against the
creature, then the creature suffers an additional 1d8 necrotic
damage in addition to the second attack’s damage. The mark
fades at the end of the user’s turn.
CHAPTER 6 | MAGICAL ITEMS
90
Monocle of Sharpshooting Rings of Solidarity
wondrous item, legendary (requires attunement)
ring, very rare (requires attunement)

The monocle has a dark brown rim and a circular clear lens, These rings once belonged to a couple who died in a terrible
etched in the glass of the lens is a crosshair, once attuned the accident. In order for these rings to be effective, the wearers
monocle will levitate by the chosen eye of the wearer. Once must truly love each other, whether it be romantic, familial,
per long rest, the wearer can activate the effect of the platonical. The effect of the rings of solidarity can only be
monocle, causing the etchings to glow red. On the round that used once, after which the rings are destroyed. If one of the
the monocle is activated, the wearer can use ranged weapons wearers of the rings dies and their body remains intact, they
at their max range without disadvantage, they also ignore up are instantly revived at 1 hit point.
to three-quarters-cover.
Sand-Glider Buggy
Muse Journal wondrous item, rare (requires land or sea vehicle proficiency)
wondrous item, rare (requires attunement, requires Sage This boat-shaped landcraft is used for sailing across sandy
class)
deserts. It is the size of a rowboat and can carry up to 6
This is an enchanted journal in which a Sage can write their Medium creatures. In desert terrain, a creature with
musings (words, advice, knowledge, et cetera). Whenever the proficiency in land or sea vehicles can pilot this buggy. The
user uses the Sagely Inspiration feature, they may treat their buggy's movement speed is 60 feet per round in one direction
Sagely Inspiration die as one tier higher than it currently is (approximately 7 miles per hour), or 30 feet per round if
(d6 to d8, d8 to d10, d10 to d12, d12 to d20) if they speak a turning. In terrains other than deserts, the buggy has a
unique musing written by the player. You may use this item movement speed of 0 feet and must be towed.
three times per long rest. Any attempted use of musings
already used before causes the Sagely Inspiration die to be Shield of the Sunset
lost entirely. armor (wooden shield), rare (requires attunement)

This wooden shield has its wood stained a rustic orange, the
Neverending Dime Novel center of the shield contains a simple painting of a sun
wondrous item, rare
setting over the horizon. You gain a +1 bonus to your AC
This book is one of the first of a new-wave of magical while this shield is equipped. While this shield is equipped, if
literature consumption technology. This book contains a a creature makes a attack roll against the wearer and
novel of a genre of the DM's choice. When the reader finishes critically fails, the shield absorbs the impact and retorts the
the novel, the next time they open the book the pages will strike with a fiery flare, dealing the creature 2d4 fire damage
contain the next chronological novel written by that author. if it is within 5 feet of the wearer or 1d4 if the creature is
Thumbing through every page of the book also causes the within 30 feet of the wearer. Attacks beyond 30 feet are out of
pages to contain the next novel. After finishing the author's the range of the shield.
most recent novel, the pages return to being their first novel.
New novels published by the author are magically and Shock Revival Ring
automatically added to the cycle. ring, rare (requires attunement)

The gem of this ring is a flat, yellow, diamond-like jewel.


Pisspot of Mutual Invisibility Pressing the flat of this ring against the chest of a recently
wondrous item, rare
deceased creature causes the ring to shatter and release an
Wearing this pisspot over one’s head gives the wearer total electric shock. The shock creates the same effect as a
invisibility, however the user cannot see through the bucket. Revivify spell.
Replenishing Ammo Belt Snake Charm
wondrous item, uncommon (requires attunement)
wondrous item, rare

This belt contains 12 loops on which rounds of ammo can be A small wooden replica of a rattlesnake’s tail, which when
stored. When you finish a long rest, the belt will magically be shaken mimics both a rattlesnake’s rattle and its hiss. As an
filled with an ammunition type of your choice. action, the user can throw the charm up to 30 feet,
afterwards the charm begins to rattle and jump on the
Revolver of Haste ground. Any creatures within a 20-foot circle of the charm
weapon (revolver), uncommon (requires attunement)
that do not have knowledge about this charm must make a
This silver revolver has a dark brown grip that is decorated DC 15 Wisdom saving throw; on failed saves, targets are
with the image of a wing on either side. You gain a +1 bonus frightened of the charm and must make DC 10 Wisdom
to attack and damage rolls made with this revolver. When a saving throws at the end of their next turn or continue to be
creature makes a weapon attack using this weapon, they gain frightened. If a creature fails the second saving throw, at the
an additional 10 feet of movement for that turn only. end of their next turn they must make a DC 5 Wisdom saving
throw or continue to be frightened. If a creature fails the third
saving throw, they will no longer be frightened at the end of
their next turn. Creatures that succeed the original DC 15
Wisdom saving throw are unaffected.

CHAPTER 6 | MAGICAL ITEMS


91
Sowbug Boots Tipi Hat
wondrous item, rare (requires attunement)
wondrous item, common

Light brown boots with magical green accents have spurs This tan hat shaped with a circular brim and rounded-cone
that resemble large sowbugs. Once per long rest, as a bonus body possesses the ability to provide temporary shelter. The
action, the wearer can issue the command word “bury,” after wearer can place the hat on the ground and make a lifting
which the sowbugs will animate and bury themselves into the gesture with their hand in order to cause this hat to grow into
ground. Starting on the wearer’s next turn, the wearer can a tipi capable of housing 3 Medium creatures comfortably.
then choose a grounded target within 30 feet and the
sowbugs will attempt to bury that target. The target must (Frail) Trunk of Mobility
make a DC 15 Strength saving throw or be buried 1 foot into wondrous item, rare

the ground and their movement speed is reduced to 0. On a This 6 feet by 3 feet by 3 feet trunk can hold up to 400
successful save, the target is unaffected. If the target is buried pounds worth of items. The medium-brown wooden and gold-
it must spend an action in order to dig itself out. trimmed trunk has a button where a keyhole normally would
be. Hitting this button will turn the trunk into a 6 inch by 3
Speedy Saddle inch by 3 inch trunk. When the trunk is shrunk, so are the
wondrous item, uncommon
items it contains. Any living creatures held within the trunk
This leather saddle is more angular and sleek than most. while it is shrunk must make a DC 10 Constitution saving
Equipping this saddle to a mount grants it +10 movement throw or suffer 5d10 force damage, successful saves take half
speed. damage. If any creature after suffering this damage is still
conscious, the trunk is destroyed and any items that were
Spittoon of Fortune held within it are permanently shrunk.
wondrous item, uncommon

A dirty, steel 64-ounce bucket with an impossible to remove (Pristine) Trunk of Mobility
gold coin at the bottom. This item is essentially useless wondrous item, legendary

unless certain conditions are met. If the bucket is filled to the This 6 feet by 3 feet by 3 feet trunk can hold up to 400
brim with nothing but spit, the spit will turn into gold and will pounds worth of items. The solid platinum and gold-trimmed
eventually start to overflow, making approximately 500 GP. trunk has a button where a keyhole normally would be,
hitting this button will turn the trunk into a 6 inch by 3 inch
Stein of Toasting by 3 inch trunk. When the trunk is shrunk, so are the items it
wondrous item, uncommon
contains. Any living creatures held within the trunk while it is
A 16-ounce metal beer stein wrapped with light brown shrunk must make a DC 25 Constitution saving throw or
leather. The imprinting on the leather displays a long table suffer 30d10 force damage, successful saves take half
encompassed by a group of individuals drinking and damage. If any creature after suffering this damage is still
laughing. The brim of the stein reads “to good days and better conscious, the trunk is destroyed and any items that were
nights” in a language of the DM’s choice. Once per long rest, held within it are permanently shrunk.
the user can propose and perform a toast in order to fill the
containers involved with varying liquids depending on the (The) Warden’s Hook & Chain
volume of the containers. wondrous item, very rare (requires attunement)

This large hook has a chain that hangs from the end of its
More than 32 ounces: Water handle for only a couple of links. Once per long rest, as an
32 ounces or less: Beer action, the user can throw the hook at a target within 15 feet
12 ounces or less: Wine of them. The chain extends as it travels and wraps itself
4 ounces or less: Whiskey around the wrist of the user. The target must make a DC 14
Sterling Silver Dagger Strength saving throw or be hooked and pulled within 5 feet
weapon (dagger), uncommon
of the user. The hook cannot affect creatures larger than a
This dagger has a black leather handle and a shining Medium size.
engraved silver blade. You gain a +1 bonus to attack and
damage rolls made with this dagger. This dagger does an
additional 1d8 radiant damage against a target that is undead
or a fiend.
Thunderous Knuckle Wraps
wondrous item, uncommon (requires attunement)

Blessed by the will of elemental celestials, these knuckle


wraps cause the wearer to inflict an additional 1d6 thunder
damage whenever they successfully hit with an unarmed
attack.

CHAPTER 6 | MAGICAL ITEMS


92
Monsters
Animated Objects Animated Automobile
Animated Objects are the product of crafters and enchanters Huge construct, unaligned
giving living purpose to mundane items. This purpose could
be protection, defense, or utility. These objects cannot think Armor Class 18 (natural Armor)
for themselves, rather they are programmed by their creator Hit Points 76 (9d12 + 18)
to perform a specific task. However, the success rate for Speed 60 feet
animating more complex and mechanical objects is much
lower than with objects like rugs and swords. Often,
enchanters will botch the animation process, causing the STR DEX CON INT WIS CHA
object to rampage or act randomly until it inevitably destroys 20 (+5) 10 (+0) 14 (+2) 1 (-5) 3 (-4) 1 (-5)
itself. It should also be noted that it requires much more skill
to control an animated object than it is to animate it in the Damage Immunities poison, psychic
first place. Many novice arcanists suffer terrible fates as a Condition Immunities blinded, charmed, deafened,
result of their own arcane hubris. frightened, paralyzed, petrified, poisoned
Senses blindsight 60 feet (blind beyond this radius),
Animated Automobile passive perception 6
Languages none
Automated carriages are emerging as cutting-edge Challenge 6 (2300 XP)
technology used for urban transportation. They are
expensive, slow, and dangerous. Inexperienced drivers and Antimagic Susceptibility. The animated automobile
careless pedestrians have led to fatal collisions which raise is incapacitated while in the area of an anti-magic
questions as to the necessity of these new-found transporters. field. If targeted by Dispel Magic, the animated
Some enchanters have seen this as an opportunity to improve automobile must succeed on a Constitution saving
upon the carriage by eliminating the risk-factor of human throw against the caster's Spell Save DC or fall
incompetence. The result of these few attempts however are unconscious for 1 minute.
arguably more fatal. Some attempts have caused these Drive By. The animated automobile does not
animated carriages to lose control and drive randomly until provoke an opportunity attack when it moves out
they crash. Other attempts have gone wrong on a more of an enemy's reach.
gruesome level, causing the automobiles to gain primal False Appearance. While the animated automobile
consciousness which drives them on a murderous rampage. remains motionless, it is indistinguishable from a
One automobile in particular has led to a new urban legend normal automobile.
concerning a grudge which the vehicle holds over its creator,
neither the automobile nor its creator have been sighted in ACTIONS
some time. Multiattack. The automobile makes 2 slam attacks

Slam. Melee Weapon Attack: +8 to hit, reach 5 feet.,


one target.
Hit: 16 (2d10 + 5) bludgeoning
damage. If the target is a creature that is huge or
smaller, it must succeed on a DC 15 Strength
saving throw or be knocked prone.

CHAPTER 7 | MONSTERS
93
Animated Shotgun Hangman's Noose
The animation of firearms has been toyed with by the arcane The hangman’s noose is the result of more malevolent
community as a new means of protecting their sanctums and arcanists capitalizing on an accident which had a more
pires from would-be bandits. The success rate for such an mundane purpose. It originates from a plan by a local
enchantment is much higher than more complex technology, enchanter to animate a lasso which would automatically
such as trains and automobiles. Bandits seeking to rob catch and hold horses and cattle. The runic structure was
magicians often come prepared with wards and potions unsuccessful and the enchanter was strangled by the
which protect against magical effects; they are often not animated rope. But, the rune notes were recovered by local
prepared for hot lead. As such, animated firearms have farmers and sold to magicians who, as far as the farmers
become increasingly popular within the culture of arcane knew, were going to try and perfect the enchantment. These
practitioners. However, botching firearm animations can lead shady magicians only actually modified the runes slightly and
to homicidal rampages much like any other animated object. began to manufacture animated strangling nooses.

Animated Shotgun Hangman's Noose


Small construct, unaligned Small construct, unaligned

Armor Class 16 (Natural Armor) Armor Class 13


Hit Points 42 (9d6 + 9) Hit Points 28 (8d6)
Speed 0 feet, fly 30 feet Speed 0 feet, fly 40 feet

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

Damage Immunities poison, psychic Damage Immunities poison, psychic


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

Ammo Reserves The animated shotgun Antimagic Susceptibility. The hangman's noose is
automatically reloads its ammo between turns. It's incapacitated while in the area of an anti-magic
ammo supply is located in a separate location and field. If targeted by Dispel Magic, the noose must
the ammo is teleported into the chamber.

succeed on a Constitution saving throw against the


Antimagic Susceptibility. The animated shotgun is caster's Spell Save DC or fall unconscious for 1
incapacitated while in the area of an anti-magic minute.
field. If targeted by Dispel Magic, the animated False Appearance. While the noose remains
shotgun must succeed on a Constitution saving motionless, it is indistinguishable from a normal
throw against the caster's Spell Save DC or fall rope.

unconscious for 1 minute. Tight Around the Neck. When the noose
False Appearance. While the shotgun remains successfully makes a critical hit against a creature,
motionless, it is indistinguishable
from a normal and then uses its choke attack on that target, the
shotgun. target is incapacitated until the end of its next turn.

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

CHAPTER 7 | MONSTERS
94
Arcane Amalgamation Arcane Amalgamation
These constructs are what happens when a mage conjurors small construct, same alignment as creator
pure magical energy and gives it a form. The center of these
arcane amalgamations are pure energy surrounded by a thick Armor Class 18 (natural armor)
outer shell of the mage's choosing. Often the composition of Hit Points 27 (5d6 + 10)
the outer shell will quickly change into whatever materials or Speed 0 feet, fly 30 feet (hover)
debris are nearby as the arcane amalgamation is almost
always in the process of repairing whatever minor cracks
there are in its outer shell. This is to ensure that it’s inner STR DEX CON INT WIS CHA
pure arcane energy never comes in contact with the outside. 10 (+0) 9 (-1) 15 (+2) 16 (+3) 16 (+3) 16 (+3)
If too much of its true form leaks out and is exposed to the
outside world, the arcane amalgamation will explode with the Damage Immunities poison, psychic
destructive force of pure magical energy. Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 120 feet, passive perception 13
Languages understands the languages of its creator
but can not speak
Challenge 2 (450 XP)

Componentless Caster. So long as the creator has all


material components to cast a spell that the arcane
amalgamation knows, no other components are
required for the spell cast by the arcane
amalgamation.

Destruction Burst. When the arcane amalgamation's


hit points are reduced to 0, it explodes in a burst of
arcane energy. Each creature within 30 feet must
make a DC 13 Dexterity saving throw, taking 13
(3d8) force damage on a failed save, or half as
much on a successful one.

Spellcasting. The arcane amalgamation is a 5th-level


spellcaster. Its spellcasting ability is the same as its
creator (Spell Save DC 13, +5 to hit with spell
attacks). The arcane amalgamation has spells
prepared from the list of spells that its creator
knows, below is an example spell list:

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


Hand

1st level (4 slots): Color Spray, Grease, Magic


Missile, Thunderwave

2nd level (3 slots): Invisibility, Ray of Enfeeblement,


Scorching Ray

3rd level (2 slots): Lightning Bolt, Protection from


Energy

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

CHAPTER 7 | MONSTERS
95
Black Dog
Black dogs are to hell hounds as dogs are to wolves. Though
they are fiends and are inherently infernal, some often
mistake the nature of black dogs as aberrations due to their
ghostly presence. Black dogs are labrador-shaped and pitch
black, though their eyes and outline emit a white glow. They
are associated with disaster and misfortune, folk tales and
campfire stories often describe them as forewarners of death.
Because of their loyalty, alertness, and malevolent presence,
black dogs are often the companions of warlocks and other
fiendish spellcasters.

Black Dog
Medium fiend, neutral evil

Armor Class 14 (natural armor)


Hit Points 71 (11d8 + 22)
Speed 40 feet

STR DEX CON INT WIS CHA


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

Skills perception +4
Senses darkvision 60 feet, passive perception 14
Languages understands abyssal and infernal but can
not speak it
Challenge 2 (450 XP)

Danger Sense. The black dog can not be surprised,


unless incapacitated.

Keen Hearing and Smell. The black dog has


advantage on Wisdom (Perception) checks that rely
on hearing or smell.

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

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

CHAPTER 7 | MONSTERS
96
Cactoids Cactoid Maverick
Cactoids are sentient cactus-people. They are desert dwellers Medium humanoid, any alignment
and mostly live alone or in small groups. Hostile Castoids are
likely to use their bodies to camouflage themselves in plain Armor Class 14
sight and ambush unknowing desert-travelers. Many think Hit Points 62 (10d8 + 12)
that Cactoids can survive entire seasons without needing Speed 30 feet
food or water. This, however, is untrue. Cactoids require
about a pint of water per week and about half of the food an
average humanoid would. Because of this, hostile Cactoids STR DEX CON INT WIS CHA
often steal water and food (and little else) when they ambush 13 (+1) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 10 (0)
their traveler victims.
Skills stealth +5, survival +3
Damage Resistances fire
Cactoid Brawler Senses passive perception 11
Languages Common, Cactoid
Medium humanoid, any alignment Challenge 2 (450 XP)
Armor Class 13
Hit Points 47 (6d8 + 12)

Speed 40 feet Prickly Hide. (10/day) When the cactoid maverick is


hit by an unarmed attack, they may inflict 1d4
piercing damage to the attacker.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 10 (0) ACTIONS
A Hunter's Mark. (1/day) The cactoid maverick can
Skills athletics +5, survival +3 cast Hunter's Mark as a bonus action.
Damage Resistances fire
Multiattack. The cactoid maverick makes two lever
Senses passive perception 11
rifle attacks.
Languages Common, Cactoid
Challenge 1 (200 XP) Lever Rifle. Ranged Weapon Attack: +5 to hit, range
120/300 feet, one target.
Hit: 9 (1d10 + 3)

bludgeoning damage.
Prickly Hide. (10/day) When the cactoid brawler hits
a punch attack or is hit by an unarmed attack, they
may inflict an additional 1d4 piercing damage.

ACTIONS
Multiattack. The cactoid brawler makes 2 punch
attacks.
Punch. Melee Weapon Attack: +4 to hit, reach 5
feet, one target.
Hit: 7 (1d6 + 3) bludgeoning
damage.

CHAPTER 7 | MONSTERS
97
Couatl Infant Couatl
Couatl are large serpent-like creatures with feathered wings. Medium celestial, any lawful alignment
Their scales and wings take shades of teal, white, yellow, and
pink. They begin their lives around the size of most Armor Class 17 (natural armor)
humanoids but over the course of centuries can grow to Hit Points 16 (3d8 + 3)
become long enough to coil mountain sides. Couatl were Speed 20 feet, fly 60 feet
most prevalent in ancient civilizations. Then, they were
worshiped for their powerful standings and were generally
lawful and good. Since the advancement of society and STR DEX CON INT WIS CHA
technology, Couatl’s followings have diminished. Now, Couatl 12 (+1) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 11 (+0)
serve to protect and preserve the most ancient of civilizations
that still continue to worship them. Couatl are divine Saving Throws con +3, wis +3, cha +2
creatures by nature and, through large followings and faith, Skills: insight +4, perception, +4, stealth +5
Couatl can garner even greater influence. But these creatures Damage Resistances radiant
are as beautiful as they are dangerous, they possess powerful Damage Immunities psychic; bludgeoning, piercing,
magical abilities in addition to their raw strength and agility. and slashing from non magical weapons
Senses truesight 120 feet, passive perception 14
Languages celestial
Challenge 2 (450 XP)

Innate Spellcasting. The couatl's spellcasting ability


is Wisdom (Spell Save DC 12). It can innately cast
the following spells, requiring only verbal
components:

At will: detect evil and good, detect magic,


resistance, thaumaturgy
1 per day each: bless, create food and water, cure
wounds, detect thoughts, lesser restoration,
protection from poison, sanctuary

Magic Weapons. The couatl's weapon attacks are


magical.

Shielded Mind. The couatl is immune to scrying and


to any effect that would sense its emotions, read its
thoughts, or detect its location.

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

CHAPTER 7 | MONSTERS
98
Young Couatl ACTIONS
Large celestial, any lawful alignment Multiattack. The couatl makes 2 attacks: 1 with its
constrict attack and then 1 with its bite or tail attack
Armor Class 19(natural armor)
Hit Points 110(13d10 + 39) Bite. Melee Weapon Attack: +9 to hit, reach 5 feet, one
Speed 30 feet, fly 90 feet creature.
Hit: 8 (1d8 + 5) piercing damage, and the
target must succeed on a DC 14 Constitution saving
throw or be poisoned for 24 hours. Until this poison
STR DEX CON INT WIS CHA ends, the target is unconscious. Another creature can
16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4) use an action to shake the target awake.
Constrict. Melee Weapon Attack: +7 to hit, reach 10
Saving Throws con +5, wis +7, cha +6 feet, one Large or smaller creature. Hit: 10 (2d6 + 3)
Skills: insight +11, perception, +8, stealth +8 bludgeoning damage, and the target is grappled
Damage Resistances radiant (escape DC 15 Dexterity saving throw). Until this
Damage Immunities psychic; bludgeoning, piercing, and grapple ends, the target is restrained, and the couatl
slashing from non magical weapons can not constrict another target.
Senses truesight 120 feet, passive perception 18
Languages all, telepathy 120 feet Tail Attack. Melee Weapon Attack: +9 to hit, reach 10
Challenge 6 (2300 XP) feet, one creature. Hit: 10 (1d8 + 3) bludgeoning
damage.
Innate Spellcasting. The couatl's spellcasting ability is Change Shape. The couatl can magically polymorph into
Wisdom (Spell Save DC 16). It can innately cast the a humanoid or beast that has a challenge rating equal
following spells, requiring only verbal components:

to or less than its own, or back into its true form. It


At will: detect evil and good, detect magic, detect reverts to its true form if it dies. Any equipment it is
thoughts, resistance, thaumaturgy wearing or carrying is absorbed or borne by the new
3 per day each: bless, create food and water, cure form (the couatl's choice). In a new form, the couatl
wounds, lesser restoration, moonbeam, protection retains its game statistics and ability to speak, but its
from poison, sanctuary, shield

AC, movement, Strength, Dexterity, and other actions


1 per day each: bestow curse, confusion, dream, are replaced by those of the new form, and it gains any
greater restoration , scrying

statistics and capabilities (except class features,


Magic Weapons. The couatl's weapon attacks are legendary actions, and lair actions) that the new form
magical.

has but that it lacks. If the new form has a bite attack,
Shielded Mind. The couatl is immune to scrying and to the couatl can use its bite in that form.
any effect that would sense its emotions, read its
thoughts, or detect its location.

CHAPTER 7 | MONSTERS
99
Adult Couatl Bite. Melee Weapon Attack: +11 to hit, reach 5 feet,
one creature.
Hit: 13 (2d6 + 6) piercing damage, and
Huge celestial, any lawful alignment
the target must succeed on a DC 17 Constitution
Armor Class 20 (natural armor) saving throw or be poisoned for 24 hours. Until this
Hit Points 157 (15d12 + 60) poison ends, the target is unconscious. Another
Speed 30 feet, fly 90 feet creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +11 to hit, reach 10
feet, one huge or smaller creature. Hit: 16 (3d6 + 6)
STR DEX CON INT WIS CHA bludgeoning damage, and the target is grappled
22 (+6) 22 (+6) 19 (+4) 20 (+5) 23 (+6) 21 (+5) (escape DC 18 Dexterity saving throw). Until this
grapple ends, the target is restrained, and the couatl
Saving Throws dex +11, con +9, wis +11, cha +10 can not constrict another target.
Skills: history +10, insight +16, perception, +11, Tail Attack. Melee Weapon Attack: +11 to hit, reach 15
stealth +11 feet, one creature. Hit: 15 (2d8 + 6) bludgeoning
Damage Resistances radiant damage.
Damage Immunities psychic; bludgeoning, piercing, and
slashing from non magical weapons Change Shape. The couatl can magically polymorph into
Senses truesight 120 feet, passive perception 21 a humanoid or beast that has a challenge rating equal
Languages all, telepathy 120 feet to or less than its own, or back into its true form. It
Challenge 13 (10000 XP) reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new
form (the couatl's choice). In a new form, the couatl
Innate Spellcasting. The couatl's spellcasting ability is retains its game statistics and ability to speak, but its
Wisdom (Spell Save DC 19). It can innately cast the AC, movement modes, Strength, Dexterity, and other
following spells, requiring only verbal components:

actions are replaced by those of the new form, and it


At will: bless, create food and water, cure, detect evil gains any statistics and capabilities (except class
and good, detect magic, detect thoughts, lesser features, legendary actions, and lair actions) that the
restoration, moonbeam, protection from poison, new form has but that it lacks . If the new form has a
resistance, sanctuary, shield, thaumaturgy bite attack, the couatl can use its bite in that form.
3 per day each: bestow curse, confusion, dream, dispel
magic, greater invisibility, greater restoration, hallow,
hold person, scrying

LEGENDARY ACTIONS
1 per day each: dispel evil and good, flame strike, The couatl can take 3 legendary actions, choosing from
hallucinatory terrain, heal, hold monster

the options below. Only one legendary action option


Legendary Resistance (3/day). If the couatl fails a saving can be used at a time and only at the end of another
throw, it can choose to succeed instead.
creature's turn. The couatl regains spent legendary
Magic Weapons. The couatl's weapon attacks are actions at the start of its turn.
magical.

Shielded Mind. The couatl is immune to scrying and to Detect. The couatl makes a Wisdom (Perception) or a
any effect that would sense its emotions, read its Wisdom (Insight) check.
thoughts, or detect its location. Spellcasting. The couatl casts a spell that it can cast at
will
ACTIONS Wing Attack (costs 2 actions). The couatl beats its
Multiattack. The couatl makes 3 attacks: one with its wings. Each creature within 10 feet of the couatl must
constrict attack and then two with its bite or tail attack succeed on a DC 19 Dexterity saving throw or take 13
(2d6 + 6) bludgeoning damage and be knocked prone.
The couatl can then fly up to half its flying speed.

CHAPTER 7 | MONSTERS
100
Ancient Couatl Bite. Melee Weapon Attack: +14 to hit, reach 10 feet,
one creature.
Hit: 17 (2d8 + 8) piercing damage, and
Gargantuan celestial, any lawful alignment
the target must succeed on a DC 19 constitution
Armor Class 21 (natural armor) saving throw or be poisoned for 24 hours. Until this
Hit Points 279 (18d20 + 90) poison ends, the target is unconscious. Another
Speed 30 feet, fly 90 feet creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +14 to hit, reach 15
feet, one Gargantuan or smaller creature. Hit: 21 (3d8
STR DEX CON INT WIS CHA + 8) bludgeoning damage, and the target is grappled
26 (+8) 22 (+6) 21 (+5) 22 (+6) 27 (+7) 23 (+6) (escape DC 21 Dexterity saving throw). Until this
grapple ends, the target is restrained, and the couatl
Saving Throws dex +12, con +11, wis +13, cha +11 can not constrict another target.
Skills: history +12, insight +20, perception, +14, Tail Attack. Melee Weapon Attack: +14 to hit, reach 20
stealth +12 feet, one creature.
Hit: 21 (3d8 + 8) bludgeoning
Damage Resistances radiant damage.
Damage Immunities psychic; bludgeoning, piercing, and
slashing from non magical weapons Change Shape. The couatl can magically polymorph into
Senses truesight 120 feet, passive perception 24 a humanoid or beast that has a challenge rating equal
Languages all, telepathy 120 feet to or less than its own, or back into its true form. It
Challenge 20 (25000 XP) reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new
form (the couatl's choice). In a new form, the couatl
Innate Spellcasting. The couatl's spellcasting ability is retains its game statistics and ability to speak, but its
Wisdom (Spell Save DC 22). It can innately cast the AC, movement modes, Strength, Dexterity, and other
following spells, requiring only verbal components:

actions are replaced by those of the new form, and it


At will: bless, bestow curse, confusion, create food and gains any statistics and capabilities (except class
water, cure wounds, detect evil and good, detect features, legendary actions, and lair actions) that the
magic, detect thoughts, dispel magic, dream, greater new form has but that it lacks. If the new form has a
invisibility, greater restoration, hallow, hold person, bite attack, the couatl can use its bite in that form.
lesser restoration, moonbeam, protection from poison,
resistance, sanctuary, scrying, shield, thaumaturgy
3 per day each: dispel evil and good, flame strike,
LEGENDARY ACTIONS
hallucinatory terrain, hold monster, holy aura, The couatl can take 3 legendary actions, choosing from
regenerate
the options below. only one legendary action option
1 per day each: control weather, feeblemind, foresight, can be used at a time and only at the end of another
glibness, heal, resurrection, sunburst, symbol

creature's turn. The couatl regains spent legendary


Legendary Resistance (3/day). If the couatl fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.

Magic Weapons. The couatl's weapon attacks are Detect. The couatl makes a Wisdom (Perception) or a
magical.

Wisdom (Insight) check.


Shielded Mind. The couatl is immune to scrying and to Spellcasting. The couatl casts a spell that it can cast at
any effect that would sense its emotions, read its will
thoughts, or detect its location.
Wing Attack (costs 2 actions). The couatl beats its
wings. Each creature within 15 feet of the couatl must
ACTIONS succeed on a DC 22 Dexterity saving throw or take 15
Multiattack. The couatl makes 3 attacks: 1 with its (2d6 + 8) bludgeoning damage and be knocked prone.
constrict attack and then 2 with its bite or tail attack The couatl can then fly up to half its flying speed.

CHAPTER 7 | MONSTERS
101
Chupacabra Cipitio
Chupacabras are small canine-like creatures that are Cipitios are humanoid creatures that resemble small
between three and four feet long. A chupacabra has leathery children, though their feet are backwards and they wear hats
skin, spiney spikes that run from the back of its head to the and facial wraps that cover a majority of their face. Removing
tip of its tail, and a face that resembles a bat. They generally their facial wraps reveals a monstrous looking baby-face with
make their living from harvesting blood from local wildlife gray skin and fangs. Their laughs are eerily playful, similar to
and ranch animals, but do not have a problem targeting a child’s laughter that has been lowered in pitch and sped up
people. in tempo. They enjoy causing mischief during the night and
are not generally violent unless they do not get their way.
They often travel the outlands, looking for vulnerable
Chupacabra travelers from which to steal.
Small monstrosity, chaotic evil

Armor Class 13 (natural armor)


Hit Points 33 (6d6 + 12)
Cipitio
Small humanoid, chaotic evil
Speed 30ft.
Armor Class 13 (leather armor)
Hit Points 7 (2d6)
STR DEX CON INT WIS CHA Speed 30 feet
14 (+2) 13 (+1) 14 (+2) 1 (-5) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA
Skills perception +3
Senses darkvision 60ft., passive perception 13 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
Languages none
Challenge 2 (450 XP) Skills perception, +3
Senses darkvision 60 feet, passive perception 9
Keen Smell. The chupacabra has advantage on Languages (simple) common
wisdom (perception) checks that rely on smell. Challenge 1/4 (50 XP)

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


cipitio can teleport up to 20 feet to an unoccupied
Multiattack. The chupacabra makes two attacks: one space that they can see.

bite attack and one claw attack Nimble Escape. The cipitio can take the disengage
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., or hide action as a bonus action on each of its
one target.
Hit: 7 (2d4 + 2) piercing damage and 3 turns.
(1d8) necrotic damage. The chupacabra heals hit
points equal to the necrotic damage dealt ACTIONS
Claw. Melee Weapon Attack + 5 to hit, reach one Poker. Melee Weapon Attack: +4 to hit, reach 5
target
Hit; 6 (1d8+2) slashing damage feet, one
target. Hit: 5 (1d4 + 2) piercing damage.
Revolver. Ranged Weapon Attack: +4 to hit, range
60/180 feet, one target.
Hit: 6 (1d10 + 2) piercing
damage.

CHAPTER 7 | MONSTERS
102
Gowrow
Gowrows are long, lizard-like creatures. They live in lakes
and caves and prey on local livestock. But the difference
between lizards and gowrows is vast, gowrows can grow to
be as long as ten feet and have no hind legs. They stick low to
the grounds and often crawl like a snake but can stand with a
hunched back. They have tusks as long as their face, which
also resembles a lizard.

Gowrow
Large monstrosity, unaligned

Armor Class 16 (natural armor)


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

STR DEX CON INT WIS CHA


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

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


Skills: insight +4, perception, +4, stealth +5
Damage Resistances bludgeoning, piercing, and
slashing damage from non-magical weapons
Senses darkvision 60 feet, passive perception 12
Languages none
Challenge 7 (2900 XP)

ACTIONS
Multiattack. The gowrow makes 2 attacks: 1 with its
tail and 1 with tusks
Tail. Melee Weapon Attack: +7 to hit, reach 10 feet,
one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Tusks. Melee Weapon Attack: +7 to hit, reach 10
feet, one target. Hit: 15 (2d10 + 4) piercing
damage.

CHAPTER 7 | MONSTERS
103
Jackalope Transformed Jackalope
Jackalopes are somewhere between a jackrabbit and an Small monstrosity, chaotic evil
antelope. They are slightly larger than a jackrabbit with
antlers similar to that of antelope, though the antlers are armor class 12
proportionate to their bodies. Jackalopes are not generally Hit Points 16(3d4+9)
aggressive and are rather kind-mannered. Their diet is mostly Speed 30 feet
consistent with that of a regular jackrabbit, spare one key
detail. If they are fed after sunset they are sent into a
bloodthirsty craze and are a nuisance to kill, as they also gain STR DEX CON INT WIS CHA
the ability to heal their wounds through a process spurred by 15 (+2) 15 (+2) 16 (+3) 2 (-4) 10 (+0) 4 (-3)
their defensive immune system. Their craze can only be
alleviated by slaying them or applying with a swift strike to Senses darkvision 60 feet, passive perception 10
their bum. Some have cited that if one were to forcefully Languages none
remove a crazed jackalope’s head from its body that two Challenge 1/4 (50 XP)
would form in its place.
Keen Smell. The jackalope has advantage on
Wisdom (Perception) checks that rely on smell.

Jackalope Fission. If a transformed jackalope is reduced to 0


hit points using non-magical bludgeoning, piercing
Small monstrosity, unaligned or slashing damage, two new transformed
jackalopes are formed from the corpse of the fallen
Armor Class 12 jackalope with maximum hit points equal to half of
Hit Points 7(3d4) the maximum hit points of the slain jackalope.
Speed 30 feet Jackalopes with a maximum of 1 hit point can not
use this effect.

Regeneration. They regain 10 hit points at the


STR DEX CON INT WIS CHA
beginning of their turn if they have at least 1 hit
7 (-2) 11 (+0) 15 (+2) 2 (-4) 10 (+0) 4 (-3) point. They can not heal a number of hit points
larger than their hit point maximum.
Senses darkvision 60 feet, passive perception 10
Languages none ACTIONS
Challenge 1/8 (25 XP)
Multiattack. The jackalope makes 2 attacks: 1 bite
attack and 1 claw attack
Keen Smell. The jackalope has advantage on
Wisdom (Perception) checks that rely on smell.

Bite. Melee Weapon Attack: +4 to hit, reach 5 feet,


Transformation. If fed after sunset, the jackalope will one target.
Hit: 4 (1d4 + 2) piercing damage.
transform into a more gnarled version of itself and
be sent into a bloodthirsty rage. Ram.. Melee Weapon Attack: +4 to hit, reach 5 feet,
one target.
Hit: 1 (1d6 + 2) bludgeoning
ACTIONS
Multiattack. The jackalope makes two attacks: one
bite attack and one claw attack
Bite. Melee Weapon Attack: +4 to hit, reach 5 feet,
one target.
Hit: 4 (1d4 + 2) piercing damage.
Ram.. Melee Weapon Attack: +0 to hit, reach 5 feet,
one target.
Hit: 1 (1d6-2) bludgeoning

CHAPTER 7 | MONSTERS
104
Jersey Devil
Jersey Devils are thought to have been spawned from a
woman who had cursed her unborn child to a powerful devil.
Jersey Devils have a body shape similar to a starved
kangaroo, with visible bones and ribs. Unlike kangaroos,
Jersey Devils have wings similar to a bat and horns that are
closer to tusks than antlers. Jersey devils are asexual and can
only reproduce by harvesting unborn children from pregnant
individuals, whether they are dead or alive, and infecting
them with Jersey Devil blood. They exclusively feast on
humanoid flesh, some cite that Jersey Devils reject any type of
flesh that is not human.

Jersey Devil
Medium fiend, chaotic evil

Armor Class 13(natural armor)


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

STR DEX CON INT WIS CHA


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

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


Damage Resistances bludgeoning, piercing, and
slashing from non-magical weapons
Senses darkvision 120 feet, passive perception 12
Languages none
Challenge 6 (2300 XP)

Devil's Sight. Magical darkness does not impede the


jersey devil's darkvision .

Magic Resistance. The jersey devil has advantage on


saving throws against spells and other magical
effects.

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

CHAPTER 7 | MONSTERS
105
Lakelurker Lechuza
Lakelurkers are humanoid creatures with scaled fish-like Like a scientific experiment gone wrong, lechuzas are human
skin and webbed appendages. Their heads are round but sized owls with the face of a woman. No one is quite sure
feature fisk-like eyes, mouths and gills. Lakelurkers are where these creatures originate from though some radical
amongst the pickiest of creatures in terms of where they live. believers attest blame to religious origins. Lechuzas are
They live in water, but not shallow water, as they stand at deceptive creatures that prey on the vulnerable and
about six feet tall and like space to swim. They also can not goodhearted. They often lure their prey at night, mimicking a
live in any oceans, as saltwater will kill them. This means that baby’s cry in order to lure those who would be looking to
they can only live in deep freshwater lakes. Evolution has not help.
been merciful to these creatures, but for what they lack in
versatility they make up for in terms of raw strength as they
can halve trees in a single chop. They rarely leave the water, Lechuza
though they are capable of it for around an hour before they
suffocate. Salt literally sears their skin as the result of a Medium monstrosity, neutral evil
chemical reaction, meaning a salt bath can literally cook Armor Class 13 (natural armor)
them alive. There have been reports of Lakelurkers fighting Hit Points 33 (6d8 + 6)
for territory with Bullywugs, though they usually have the Speed 20 feet, fly 60 feet
disadvantage.
STR DEX CON INT WIS CHA
Lakelurker 16 (+3) 12 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0)
Medium monstrosity, neutral evil
Skills perception, +5
Armor Class 13(natural armor) Damage Resistances bludgeoning, piercing, and
Hit Points 33(6d10 + 12) slashing from non-magical weapons
Speed 20ft., swim 40ft. Senses passive perception 15
Languages none
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1) Dive Attack. If the lechuza is flying and dives at least
30 feet straight toward a target and then hits it
with a melee weapon attack, the attack deals an
Senses darkvision 60 feet, passive perception 10
extra 9 (2d8) damage to the target.

Languages aquan
Flyby. The lechuza does not provoke an opportunity
Challenge 2 (450 XP)
attack when it flies out of an enemy's reach.

Keen Sight and Smell. The lechuza has advantage on


Semi-Amphibious. The lakelurk breathes water but Wisdom (Perception) checks that rely on sight or
can breathe air for up to 1 hour. After not breathing smell .
water for 1 hour, the lakelurk dies.

ACTIONS ACTIONS
Multiattack. The lechuza makes two talon attacks.
Multiattack. The lakelurker makes 2 attacks: 1 with
its bite and 1 with its claws. Talons. Melee Weapon Attack: +5 to hit, reach 5
feet, one target.
Hit: 8 (2d4 + 3) piercing damage
Bite. Melee Weapon Attack: +6 to hit, reach 5 feet,
one target.
Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 feet,
one target.
Hit: 9 (2d4 + 4) slashing damage.

CHAPTER 7 | MONSTERS
106
Minhocao Minhocao
Minhocao are large, eel-shaped fish which are native to lakes Huge beast, unaligned
large enough to accommodate them, often growing to be up
to 40 feet long. They feed exclusively on terrestrial meat, Armor Class 15 (natural armor)
meaning that their food supply is limited strictly to land Hit Points 140 (12d12 + 62)
animals which drink from these great lakes. The scales of a Speed swim 40 feet
Minhocao are rigid and bone-like, appearing like some sort of
living fossil. Minhocao rarely, if ever, surface from the water.
Rather, they have a retractable pointed tongue which STR DEX CON INT WIS CHA
functions much the same as a harpoon. When a Minhocao 20 (+5) 12 (+1) 18 (+4) 4 (-3) 11 (+0) 10 (+0)
needs to feed, it floats close to the surface of the water and
waits for prey to come and drink. After selecting a prey, it Saving Throws str + 7, con + 6
launches its tongue, gouges the animal, and retracts the Skills: athletics +7
tongue, taking the meal with it. The entire process is Damage Resistances cold, non-magical bludgeoning,
lightning-fast, capable of being missed if one glanced in piercing, and slashing damage
another direction. Minhocao are also capable of slamming Senses darkvision 120 feet, passive perception 10
their bodies against the underwater terrain, creating small- Languages none
scale seismic activity. Locals who live near lakes in which Challenge 11 (7200 XP)
Minhocao dwell state that this seismic activity often precedes
rainy storms. ACTIONS
Multiattack. The minhocao makes 2 attacks: 1 slam
and 1 bite
Slam. Melee Weapon Attack: +7 to hit, reach 10
feet, one target. hit: 14 (2d8 + 5) bludgeoning
damage.
Bite. Melee Weapon Attack: +7 to hit, reach 10
feet, one target. hit: 17 (2d12 + 5) piercing
damage.
Harpoon. Ranged Weapon Attack: +7 to hit, range
50/80 feet, hit: 11 (1d12 +5) piercing damage. If
the minhocao successfully hits a target with this
attack, it may choose to drag the target into melee
range of it. If it does so, it may then take a bite
attack against the creature.
Minho Quake. If the minhocao is close to a solid
surface (such as a lakebed or shipwreck) it may
slam its body into it, creating a vibrative
shockwave. Creatures within 120 feet of the
minhocao must make a DC 16 Strength saving
throw. On a failure, the targets suffer 3d10 force
damage and are forced 40 feet in the opposite
direction of the minhocao (if they are underwater)
or prone (if they are on land). On a successful save,
the targets suffer half damage.

CHAPTER 7 | MONSTERS
107
Mothman Mothman
Mothmen are more myth than reality. Most of what is known Large fey, neutral
about mothmen has been passed down through legend.
Those who have seen a Mothman and survived cite them as Armor Class 17 (natural armor)
being humanoid with a moth’s face where a human’s Hit Points 189 (18d10 + 90)
shoulders would be, they also cite them having wings which Speed 30 feet, fly 90 feet
extend from their arms and have a span of about twice the
creature’s height. It is common knowledge that anyone who
encounters a mothman has been met with a terrible fate. STR DEX CON INT WIS CHA
They are creatures of mystery; their threatening presence is 20 (+5) 14 (+2) 20 (+5) 11 (+0) 17 (+3) 10 (+0)
somehow ominous. Locations of Mothmen sightings have a
tendency of becoming places of tragedy. Scorched villages, Saving Throws dex +5, wis +6, cha +3
giant explosions, and natural disasters have been known to Skills: athletics +8, perception +9, stealth +5
follow the Mothmen. Damage Resistances cold, fire, lightning and non-
magical bludgeoning, piercing, and slashing
damage
Senses blindsight 60 feet, darkvision 120 feet,
passive perception 19
Languages all, telepathy: 120 feet
Challenge 11 (7200 XP)

Magic Resistance. The mothman has advantage on


Saving Throws against spells and other magical
effects.

Spider Climb. The mothman can climb difficult


surfaces, including upside down on ceilings,
without needing to make an ability check.

Paralyzing Gaze. When a creature starts its turn


within 30 feet of the mothman and is able to see
the mothman’s eyes, the mothman can magically
force it to make a DC 17 Wisdom saving throw,
unless the mothman is incapacitated.
On a failed
saving throw, the creature is paralyzed. Paralyzed
creatures can make subsequent saving throws at
the end of each of their turns to resist the
paralyzation. After succeeding a Saving Throw
against this effect, the target creature is then
unaffected by this effect for the next 24 hours.

Unnatural Disaster. Any critical success (natural 20)


rolls for any ability checks, attack rolls, or saving
throws made within 30 feet of the mothman must
be rerolled, the new roll must be used.

ACTIONS
Multiattack. The mothman makes 3 attacks: 2 melee
attacks and 1 wing attack
Slam. Melee Weapon Attack: +9 to hit, reach 5 feet,
one target. hit: 11 (2d6 + 4) bludgeoning damage.
Wing Attack. The mothman beats his wings and
each creature within 10 feet of the mothman must
succeed on a DC 16 Dexterity Saving Throw or take
10 (2d4 + 5) bludgeoning damage and be knocked
prone.

CHAPTER 7 | MONSTERS
108
Oil Ooze
Discovered by drillers looking for crude oil, the Oil Ooze is a
sizable blob of gelatinous oil. The ooze was animated slowly
over time by evil, primal forces which stand opposed to
natural living beings. The Oil Ooze is inherently destructive
and instinctually seeks to destroy all living life forms it
encounters. The torches and lanterns that drillers and
explorers often carry with them tend to ignite Oil Oozes,
causing them to quickly burn-out but also harms those who
are near them.

Oil Ooze
Medium ooze, chaotic evil

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

STR DEX CON INT WIS CHA


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

Damage Resistance acid, cold, slashing


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

Amorphous. The oil ooze can move through a space


as narrow as 1 inch wide without squeezing.

Combustible. When this creature takes fire damage


from any source, the creature is lit ablaze and takes
2d10 fire damage at the end of each of its turns
until its hit points are dropped to 0. While the
creature is on fire it does an additional 2d6 fire
damage with each of its attacks.
False Appearance. While the oil ooze remains
motionless, it is indistinguishable from an oily pool.

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

CHAPTER 7 | MONSTERS
109
Rougaru Rougaru Shaman
Rougaru are wolf-people commonly mistaken for werewolves. Medium humanoid, any lawful alignment
They are as intelligent as any other humanoid but have
endured centuries of oppression due to their beastly Armor Class 11
appearance and their inaccurate association with Hit Points 32 (5d8 + 10)
werewolves. It is most common to find a Rougaru living in Speed 35 feet
the wilderness with a pack or working as a laborer under a
wealthy farmer or industrial tycoon. While most people have
been reproachfully accepting of Rougaru in society after STR DEX CON INT WIS CHA
learning of their non-relation to lycanthropy, some still think 14 (+2) 13 (+1) 14 (+2) 10 (0) 16 (+3) 8 (-1)
of them as beasts living amongst people.
Skills athletics +4, nature +2, perception +5
Senses darkvision 60 feet, passive perception 15
Rougaru Languages Common, Rougarais
Challenge 2 (450 XP)
Medium humanoid, any lawful alignment

Armor Class 11

Hit Points 32 (5d8 + 10) Keen Smell. The rougaru shaman has advantage on
Speed 35 feet Wisdom (Perception) checks that rely on smell.
Spellcasting. The rougaru shaman is a 4th-level
STR DEX CON INT WIS CHA Shaman. Its spellcasting ability is Wisdom (Spell
Save DC 13, +5 to hit with spell attacks). It has the
15 (+2) 13 (+1) 16 (+3) 10 (0) 12 (+1) 8 (-1) following spells prepared:

Cantrips (at will): shocking grasp, shillelagh

Skills athletics +4 2nd level (2 Slots): entangle, healing word,


Senses darkvision 60 feet, passive perception 11 moonbeam
Languages Common, Rougarais
Challenge 1/2 (100 XP) ACTIONS
Multiattack. The rougaru shaman makes 2 staff

attacks.
Keen Smell. The rougaru has advantage on Wisdom
(Perception) checks that rely on smell. Staff. Melee Weapon Attack: +4 to hit, reach 5 feet,
one target. Hit: 6 (1d6 + 2) bludgeoning damage.
ACTIONS
Multiattack. The rougaru makes 2 claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 feet,
one target.
Hit: 6 (1d6 + 2) slashing damage.

CHAPTER 7 | MONSTERS
110
Sasquatch Big Foot
These creatures exist somewhere between apes and Big Foot is a legendary sasquatch with stealth skills like no
humanoids. Sasquatches stand erect anywhere between 7 to other and his strength is not anything to disregard either.
8 feet tall, they are covered in hair and live in the high There seems to be no clear evidence of his existence though
mountains. One will probably smell a sasquatch before they he still has a sizable number of believers. The Big Foot lives
are able to see one, as they are reported to have a distinct and high in the mountains, far from any kind of intelligent life.
horrid smell. They are not to be taken lightly, as they can fling
people with ease as well as sprint and climb in large strides.
Big Foot
Huge beast, unaligned
Sasquatch Armor Class 16(natural armor)
Large beast, unaligned Hit Points 157(15d12 + 60)
Speed 40 feet, climb 40 feet
Armor Class 12(natural armor)
Hit Points 51(6d10 + 18)
Speed 40 feet, climb 40 feet STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 7 (-2)
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 5 (-3) 12 (+1) 7 (-2) Skills athletics +9, perception +4, stealth +8
Senses darkvision 60 feet, passive perception 14
Languages none
Skills perception +3, stealth +3 Challenge 7 (2900 XP)
Senses darkvision 60 feet, passive perception 13
Languages none
Forest Camouflage. Big Foot has advantage on
Challenge 3 (700 XP)
Dexterity (Stealth) checks made to hide in forest
terrain.

Forest Camouflage. The sasquatch has advantage on Keen Smell. Big Foot has advantage on Wisdom
Dexterity (Stealth) checks made to hide in forest (Perception) checks that rely on smell.

terrain.

Legendary Resistance (1/day). If Big Foot fails a


Keen Smell. The sasquatch has advantage on saving throw, it can choose to succeed instead.
wisdom (perception) checks that rely on smell.
ACTIONS
ACTIONS
Multiattack. Big Foot makes 2 fist or rock attacks
Multiattack. The sasquatch makes 2 fist or rock (depending on rock availability).
attacks (depending on rock availability).
Fist. Melee Weapon Attack: +9 to hit, reach 10 feet,
Fist. Melee Weapon Attack: +6 to hit, reach 5 feet, one target.
Hit: 22 (3d10 + 6) bludgeoning
one target.
Hit: 10 (1d12+4) bludgeoning damage. damage.
Rock Ranged Weapon Attack +6 to hit, range Rock Ranged Weapon Attack: +9 to hit, range
20/40 feet, one hit.
Hit: 14 (3d6+4) bludgeoning 30/60 feet, one
target. Hit: 30 (7d6 + 6)
damage. bludgeoning damage.
Nature Call. Big Foot has forged a connection with
the creatures that share his mountainous home
terrain. If Big Foot is in Mountain terrain he can, as
an action, issue a war call which summons a
number of beasts equivalent to a CR of 3. For
example, Big Foot could summon three dire wolves
which add to CR 3 or six black bears which add to
CR 3. The beasts appear in the most logical location
available within 60 feet of Big Foot.

CHAPTER 7 | MONSTERS
111
Scoloxidae Scoloxidae
Scoloxidae are pure black bugs with armor plating all along Medium aberration, chaotic evil
the back and sides of its body. It has two long antennae that it
uses to examine things it does not believe are immediate Armor Class 18 (natural armor)
threats. Its underbelly is covered in countless small legs with Hit Points 60 (8d8 + 24)
two large trowel-like forelegs that it uses to quickly burrow its Speed 30 feet, burrow 30 feet
way underground and two large paddle-like hind legs it uses
to shovel loose particles out of the tunnels that it digs. This
creature is always on the search for prey and when it finds STR DEX CON INT WIS CHA
some, will open its mouth, which first appears as a slit on its 17 (+3) 13 (+1) 16 (+3) 5 (-3) 13 (+1) 10 (+0)
otherwise completely unmarked face, and will then open into
a gash filled with large needle-like teeth. It can then shoot its Damage Resistances force
jaws several feet out of its mouth to catch and restrain any Senses blindsight 30 feet, tremorsense 60 feet,
escaping prey. If the scoloxidae ever feels threatened by a foe passive perception 11
or finds itself in a fight against multiple enemies it may Languages none
attempt to roll into a ball and perform a rolling tackle in order Challenge 2 (450 XP)
to gain some kind of advantage or flee more easily.
Void Sense. The scoloxidae can sense any creature
that also has Void Sense within 60 feet of it and
knows the location of that creature. It can also
communicate telepathically with them even if one
or both creatures are incapable of speech normally.

ACTIONS
Multiattack. The scoloxidae makes 2 attacks: 1 bite
attack and 1 claw attack
Claws. Melee Weapon Attack: +5 to hit, reach 5
feet, one target.
Hit: 8 (1d10 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 10
feet, one target.
Hit: 5 (1d4 + 3) piercing damage,
and the target is grappled (escape DC 13). Until
this grapple ends, the target is restrained, and the
scoloxidae can not bite another target.
Rolling Tackle. The scoloxidae rolls up into a ball and
then moves its full speed in a straight line in a
direction of its choice. Creatures in its path must
make a DC 13 Strength saving throw. On a failure,
the target is knocked prone and takes 13 (3d6+3)
bludgeoning damage. On a success, the target only
takes half as much damage and the scoloxidae is
stopped in front of the creature who succeeded on
the saving throw.

CHAPTER 7 | MONSTERS
112
Skunk Ape
Contrary to what the name implies, Skunk Apes are actually
of the mephitidae family (along with skunks) and not of the
primate family (which apes belong to). What evolution has
sacrificed with their agility and stealth, it has made up for
with size and strength. Their faces are badger-like and they
are shaped like fat kangaroos. Like skunks, their fur is long,
sleek, and mostly black with white stripes. Also like skunks,
Skunk Apes have a gland which releases a putrid, sour smell
which can be used in a variety of ways. The two most
common ways the stink is used are: to give themselves an
advantage in a fight, or to drive out smaller predators in order
to steal their food. Skunk Ape hides are considered exotic
because of their relative difficulty of harvesting and often
fetch a high price in order to be processed into fashionable
coats and rugs.

Skunk Ape
Large beast, unaligned

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

STR DEX CON INT WIS CHA


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

Saving Throws str +9


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

ACTIONS
Multiattack. The skunk ape makes 3 attacks: 1 bite
attack and 2 claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 feet,
one target. hit: 17 (2d12 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 feet,
one target. hit: 19 (3d10 + 4) slashing damage.
Stink Spray. (2/Day) The Skunk Ape releases a
noxious gas which affects all creatures within a 20
feet radius of the Skunk Ape. Effected creatures
must make a DC 17 Constitution saving throw. On
a failed save, affected creatures suffer 7d6 poison
damage and are poisoned for the next minute. On a
successful save, affected creatures suffer half
damage.

CHAPTER 7 | MONSTERS
113
Spring-Heeled Jack Spring-Heeled Jack
More of a legend than a man, Spring-Heeled Jack is known Medium fiend, neutral evil
for his notorious slaughters in urban settings across the
region. He dresses in dress boots, tan formal pants, a black Armor Class 18 (natural armor)
belt, and a black coat that seems to stretch from fingertip to Hit Points 212 (25d8 + 84)
fingertip and appears to be bound to Jack’s skin. He also has Speed 40 feet (30 feet without longstrider)
metallic claws that extend from his fingers and a cloak that
makes him resemble that of a bat. He is cited to possess
supernatural abilities, such as being able to leap over tall STR DEX CON INT WIS CHA
buildings and breathe fire. 24 (+7) 20 (+5) 18 (+4) 16 (+3) 16 (+3) 24 (+7)

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


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

Devil's Sight. Magical darkness does not impede


Spring-Heeled Jack’s darkvision.

Hellfire Forged. Spring-Heeled Jack’s weapon


attacks are magical and deal an extra 18 (4d8) fire
damage on a hit (included in the attacks).

Magic Resistance. Spring-Heeled Jack has advantage


on saving throws against spells and other magical
effects.

Innate Spellcasting. Spring-Heeled Jack's spellcasting


ability is Charisma (Spell Save DC 19). Spring-
Heeled Jack can innately cast the following spells,
requiring no material components:

At Will: disguise self, expeditious retreat, jump,


invisibility, longstrider

3 per day each: fireball, wall of fire

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

CHAPTER 7 | MONSTERS
114
Sombreron
Sombrerons are showmen, or rather showthings, before
anything else. They find pleasure in gathering an audience
through any means possible. Often they will untie livestock or
kidnap individuals only to relish in the attention that it
garners. Sombrerons have an affinity for pretty people,
particularly people with long hair. They have an unhealthy
obsession with braiding hair and will braid the hair of any
horses, dogs, mules or people that they can.
Sombrerons have an obsessive personality. If they find
someone that they fancy, they will become infatuated with
them, stalking them until they get their attention. They will
sing and dance for their obsession and will sometimes charm
them into becoming part of their audience, permanently.
Sombrerons have skin that is so dark that looking at them
is as if staring into the void of deep space. Their face simply
consists of two large, round eyes with deep pupils and an
eerie grin that stretches across their face. They average a
height of around four-and-a-half feet. They wear an almost all
black wardrobe that consists of boots, pants, a flashy belt, a
formal button-up, gloves, and a sombrero that is as wide as
they are tall.

Sombreron
Medium fey, chaotic neutral

Armor Class 15 (lightweight padded vest)


Hit Points 71 (11d8 + 22)
Speed 30 feet

STR DEX CON INT WIS CHA


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

Skills stealth +4, performance +7


Senses darkvision 60 feet, passive perception 9
Languages none
Challenge 3 (700 XP)

Spellcasting. The sombreron is a 4th-level


spellcaster. Its spellcasting ability is Charisma (spell
save DC 13, +5 to hit with spell attacks).
It has the
following bard spells prepared:

Cantrips (at will): friends, prestidigitation, vicious


mockery

1st level (4 slots): charm person, dissonant


whispers, sleep, speak with animals,
thunderwave

2nd level (3 slots): knock, invisibility, shatter

Obsession (1/day) As a bonus action, the


sombreron can pick a target of their obsession.
That target has disadvantage on saving throws
made against spells that the sombreron casts until
the target finishes a long rest.

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

CHAPTER 7 | MONSTERS
115
Thunderbird Alpha Thunderbird
Thunderbirds are large, eagle-esque birds with inherent Huge elemental, unaligned
elemental abilities. They roost high in mountains and are
closely correlated with thunderstorms. Whether the birds Armor Class 18 (natural armor)
cause the storm or they are simply attracted to them is a Hit Points 161 (14d12 + 70)
mystery to most. In truth, it is a bit of both. Thunderbirds are Speed 15 feet, fly 80 feet
rumored to have the ability to direct lighting in order to
capture prey. They have dark blue feathers which are
accented by a deep yellow beak and talons. They average a STR DEX CON INT WIS CHA
wingspan of 13 feet and are generally lean birds, making 22 (+6) 20 (+5) 20 (+5) 5 (-3) 16 (+3) 10 (+0)
them swift fliers.
Saving Throws dex +9, wis +7, cha +4
Skills perception +7
Thunderbird Damage Resistances non-magical bludgeoning,
piercing, and slashing damage
Large elemental, unaligned Damage Immunities lightning, thunder
Senses darkvision 120 feet, passive perception 17
Armor Class 15 (natural armor) Challenge 11 (7200 XP)
Hit Points 93 (11d10 + 33)
Speed 15 feet, fly 60 feet

Liftoff. When the Alpha Thunderbird begins to fly


STR DEX CON INT WIS CHA from the ground, all creatures within a 15 feet
radius of the Alpha Thunderbird must make a
12 (+1) 18 (+4) 16 (+3) 4 (-3) 14 (+2) 10 (+0) Strength saving throw (DC 16). On a failed save,
affected creatures take 18 (4d8) thunder damage
Skills perception +5 and are knocked prone. On a successful save,
Damage Resistances non-magical bludgeoning, creatures takes half damage. The Thunderbird can
piercing, and slashing damage only use this ability once per turn.
Damage Immunities lightning, thunder
Senses darkvision 120 feet, passive perception 15 Rolling Thunder. Creatures have disadvantage on
Challenge 6 (2300 XP) attacks of oppurtunities made against the
thunderbird. If a creauture misses an attack of

oppurtunity against the thunderbird the
Rolling Thunder. Creatures have disadvantage on thunderbird may use it's reaction to immediately
attacks of oppurtunities made against the use its thunder cry if it is available.
thunderbird. If a creauture misses an attack of
oppurtunity against the thunderbird the ACTIONS
thunderbird may use it's reaction to immediately Multiattack. The thunderbird makes 3 attacks: 2
use its thunder cry if it is available. talon attacks and 1 bite attack
Talon. Melee Weapon Attack: +10 to hit, reach 5
ACTIONS feet, one target. hit: 15 (2d8 + 6) slashing damage
Multiattack. The thunderbird makes 3 attacks: 2 and 7 (2d6) lightning damage..
talon attacks and 1 bite attack
Bite. Melee Weapon Attack: +10 to hit, reach 5
Talon. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. hit: 17 (2d10 + 6) piercing
feet, one target. hit: 8 (1d8 + 4) 3 slashing damage damageand 10 (3d6) lightning damage..
and 3 (1d6) lightning damage. Thunder Cry. (Recharge 5-6) The thunderbird
Bite. Melee Weapon Attack: +7 to hit, reach 5 feet, bellows an eagle-like screech which can rupture ear
one target. hit: 9 (1d10 + 4) piercing damage and 7 drums. Creatures within 100 feet of the
(2d6) lightning damage. Thunderbird must make a constitution saving
throw, DC 17. On a failure that creature takes 55
Thunder Cry. (Recharge 6) The thunderbird bellows (10d10) thunder damage and they are deafened for
an eagle-like screech which can rupture ear drums. 1 minute, creatures take half as much damge on a
Creatures within 60 feet of the Thunderbird must success. Creatures immune to Thunder damage are
make a constitution saving throw, DC 15. On a immune to the effects of this feature.
failure that creature takes 27 (5d10) thunder
damage and they are deafened for 1 minute,
creatures take half as much damge on a success.
Creatures immune to Thunder damage are immune
to the effects of this feature.

CHAPTER 7 | MONSTERS
116
Tremor Young Tremor
Amongst the creatures with the most varying sizes, Tremors Huge monstrosity, unaligned
resemble giant worms with a toothy opening at one end that
they use to feed. They travel underground and only surface to Armor Class 16 (natural armor)
swallow prey. They can range from ten feet long to forty feet Hit Points 114 (12d12 + 36)
long. Tremors mostly feast on livestock and wildlife and they Speed 30 feet, burrow 20 feet
tend to avoid settlements, as the packed ground hinders their
movements. There are folk tales of those that were
swallowed by a tremor that were able to battle their way up STR DEX CON INT WIS CHA
and out of the tremor’s digestive system. 20 (+5) 6 (-2) 17 (+3) 1 (-5) 6 (-2) 4 (-3)

Senses blindsight 30 feet, tremorsense 60 feet,


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

STR DEX CON INT WIS CHA ACTIONS


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

CHAPTER 7 | MONSTERS
117
Adolescent Tremor Adult Tremor
Gargantuan monstrosity, unaligned Gargantuan monstrosity, unaligned

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


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

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

Saving Throws con +9, wis +3 Saving Throws con +11, wis +4
Senses truesight 120 feet, passive perception 9 Damage Resistances lightning
Languages none Senses truesight 120 feet, passive perception 9
Challenge 10 (5900 XP) Languages none
Challenge 14 (11500 XP)
Tunneler. The tremor can burrow through solid rock
at half its burrow speed and leaves a 10-feet Tunneler. The tremor can burrow through solid rock
diameter tunnel in its wake. at half its burrow speed and leaves a
15·foot·diameter tunnel in its wake.
ACTIONS
Multiattack. The tremor makes 2 attacks: 1 bite
ACTIONS
attack and 1 stinger attack. Multiattack. The tremor makes 2 attacks: 1 bite
attack and 1 stinger attack.
Bite. Melee Weapon Attack: +11 to hit, reach 10
feet, one target.
Hit: 17 (3d6 + 7) piercing damage. Bite. Melee Weapon Attack: +9 to hit, reach 10
If the target is a Large or smaller creature, it must feet, one target.
Hit: 22 (3d8 + 9) piercing damage.
succeed on a DC 17 Dexterity saving throw or be If the target is a Huge or smaller creature, it must
swallowed by the tremor. A swallowed creature is succeed on a DC 19 Dexterity saving throw or be
blinded and restrained, it has total cover against swallowed by the tremor. A swallowed creature is
attacks and other effects outside the tremor, and it blinded and restrained, it has total cover against
takes 14 (4d6) acid damage at the start of each of attacks and other effects outside the tremor, and it
the tremor's turns. If the tremor takes 30 damage takes 21 (6d6) acid damage at the start of each of
or more on a single turn from a creature inside it, the tremor's turns. If the tremor takes 30 damage
the worm must succeed on a DC 21 Constitution or more on a single turn from a creature inside it,
saving throw at the end of that turn or regurgitate the worm must succeed on a DC 21
Constitution
all swallowed creatures, which fall prone in a space saving throw at the end of that turn or regurgitate
within 10 feet of the tremor. If the tremor dies, a all swallowed creatures, which fall prone in a space
swallowed creature is no longer restrained by it and within 10 feet of the tremor. If the tremor dies, a
can escape from the corpse by using 20 feet of swallowed creature is no longer restrained by it and
movement, exiting prone. can escape from the corpse by using 20 feet of
movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +11 to hit, reach
10 feet, one creature. Hit: 19 (3d6 + 7) piercing Tail Stinger. Melee Weapon Attack: +9 to hit, reach
damage, and the target must make a DC 17 10 feet, one creature. Hit: 19 (3d6 + 9) piercing
Constitution saving throw, taking 31 (9d6) poison damage, and the target must make a DC 19
damage on a failed save, or half as much damage on Constitution saving throw, taking 42 (12d6) poison
a successful one. damage on a failed save, or half as much damage on
a successful one.
Acid Belch (recharge 5-6). The tremor belches acid
in a 15 feet cone. Each creature in the cone must Acid Belch (recharge 5-6). The tremor belches acid
make a DC 14 Dexterity saving throw, taking 49 in a 20 feet cone. Each creature in that cone must
(11d8) acid damage on a failed save, or half as make a DC 18 Dexterity saving throw, taking 54
much on a successful one. (12d8) acid damage on a failed save, or half as
much on a successful one.
Static Discharge (1/day). The tremor releases a
discharge of static electricity that it holds within its
body. Every creature within 20 feet of the tremor
must succeed a DC 19 Dexterity saving throw,
taking 44 (8d10) lightning damage, or half as much
on a successful one.

CHAPTER 7 | MONSTERS
118
Uktena The Uktena Hierarchy
Uktena are an ancient race of serpent-like elementals with The Uktena have a very strict caste system that they live by in
exceedingly long life spans that channel power from planes of which each member of the tribe has a specific purpose. Upon
air and water. They love storms and are often associated with reaching maturity, an Uktena will transform into a form that
them, sometimes being seen as harbingers of bad weather. allows them to fulfill their purpose well. While every Uktena
They are also known as 'horned serpents,' though calling is assigned a role from a young age based upon their
them that to their faces may draw their ire. They appear personality and their aptitudes, sometimes an Uktena finds
similar to snakes and are affixed with a variety of horns. their role unpleasant or unfitting. While the caste system is
Though, this is where the similarities between all the strict, it exists to provide structure, as not to cause strife
different Uktena stop. Each caste Uktena looks and behaves amongst tribe mates. For this reason, a Uktena can change
rather differently, in order to fulfill their designated purpose. its caste. To achieve a caste change the Uktena in question
These creatures left their original home plane in search of must work hard to prove that they will be a good fit in their
other enlightened races like themselves, and to uplift other new proposed role, and must continue to perform their
less intelligent creatures. While travelling to other planes, current role until their new role is approved. If a Uktena is
they found very few races that they considered "enlightened" unable to change caste due to lack of aptitude, they must
and slowly lost hope in the other creatures that they found. remain in their current role because it is believed that is what
Eventually, they grew disillusioned with their original is best for everyone. While most times the Uktena in question
purpose and abandoned it with many, choosing to settle in will just accept this and continue to work their determined
the planes they had come to and live solely amongst their role, some may work to get better so that they may one day be
tribes. allowed to enter their preferred caste, but a rare few may
The Uktena have chosen an isolated existence. The rebel from the tribe and strike out in self-exile.
isolation keeps them far from other creatures that they find to Children are excluded from the caste system, as they
be destructive and dangerous. The foremost of these dangers represent the future of the tribe and also because their role
are other humanoid races to which Uktena will go to great has yet to be determined. They do not yet understand the
lengths not to associate with. For this reason, the Uktena live ways of the world or even all the customs of the tribe. Due to
in remote locations such as islands or other temperamental this, immature Uktena are raised by the entire tribe. It is the
areas that other creatures would not live in for fear of job of all tribe members to keep children safe and teach them
dangerous storms and cold. Areas such as these are similar the things they need to know before they mature fully.
to the original home of the Uktena. Immature Uktena are only distinguishable from other regular
Due to their distaste for most other sentient creatures, the snakes by the small brown curved horns that sit at the top of
Uktena have become extremely territorial. Those that do their heads, and by their ability to speak in a small high
come near their homes are chased off swiftly with use of pitched voice that greatly contrasts the low pitched voices of
force. Many creatures do not take the hint quite how it was mature Uktena.
intended, and will often attempt to fight back against The metamorphosis of maturing Uktena into their new role
whatever forces the Uktena have sent against them. This is often seen as an important day in Uktena culture and is
often results in further retaliation from the Uktena, with celebrated heavily. It is on such days of celebration that the
larger forces being sent. In some dire cases where one of Uktena will place aside their duties and instead hold a
their own are injured or killed, the offender will be hunted celebration in the honor of the one reaching maturity and
down relentlessly and will be executed to provide receiving a role to help their fellow tribe members. These are
retribitution for their deceased kin. The biggest sin one can also days in which castes are set aside and Uktena mingle
commit against the Uktena is to kill an Uktena child. This is freely without care. Though the castes are restrictive, no
because children are considered helpless, and the Uktena Uktena would mistreat another without proper reason.
only have a new child in the tribe every 3 years. In most Oftentimes, a higher caste is indicative of a higher self-worth
circumstances, Uktena will refuse to kill a child from any and a metaphorical badge that signifies personal
sentient species even in the most dire of situations due to the achievement. This inflation of personality will sometimes
feeling that the act is inherently evil. cause the higher castes to talk down to the lower ones.
The Uktena are devout worshippers of the mysterious Maturing Uktena have multiple forms that can be assumed
Celestial Constrictor. Little is known to the Uktena about this upon metamorphosis. This depends on their specific
being other than that they claim that it controls the flow of aptitudes. All Uktena forms are very different and most
time and that it holds the world together, but it does so in a metamorphosis results are based on whatever function the
way which struggles and causes itself great pain, making the maturing Uktena is most well built for. The one that initiates
ultimate self-sacrifice. The Uktena are very secretive with the metamorphosis is the Coatlicue, the tribe's mother. At the
their worship as they think others would misinterpret or end of the celebration the Coatlicue begins the ritual that will
misunderstand the teachings and followings of the Celestial bring about the metamorphosis into what is the next part of
Constrictor. The Uktena believe that it would be sacrilegious maturing Uktena's life. While most Uktena will have a form
for lesser beings to claim allegiance to and pray in honor of seen time and time again by its tribe members, during times
the Celestial Constrictor. of great need a unique form may be produced to exceptional
Uktena to assist the Coatlicue in leading their tribe towards
the ever changing future.

CHAPTER 7 | MONSTERS
119
Amaru
The Amaru are the hunters and trackers of the tribe, They Amaru
are often dispatched when there are signs of invaders along Large elemental, lawful neutral
with the Unktehi. These creatures are well-versed in the
areas of nature, survival, and stealth, and will use whatever Armor Class 16 (studded leather)
resources available to them to gain an advantage. Because Hit Points 110 (13d10 + 39)
the Amaru will do what is necessary for them to achieve Speed 40 feet, swim 50 feet
victory over an opponent and maintain the safety of the tribe,
they have begun to use firearms to combat outsiders. Most STR DEX CON INT WIS CHA
Uktena shun firearms as they are seen as exceedingly
destructive and barbaric, with most Uktena preferring 17 (+3) 19 (+4) 17 (+3) 13 (+1) 18 (+4) 10 (+0)
traditional weaponry. The Amaru, however, look past these
qualities and look at the advantages of a stronger weapon Saving Throws dex +7, con +6, wis +7,
which they can rely on, especially when they have to fight an Skills acrobatics +7, perception +7, stealth +7,
opponent on equal terms. The sounds the firearms make also survival +7
reminds them of the thunderclaps which many Amaru have Damage Resistances thunder; bludgeoning, piercing,
and slashing from non-magical weapons
taking a liking to. Some Amaru have even been inspired to Damage Immunities cold, lightning
create guns that incorporate thunder into them. Senses blindsight 30 feet, passive perception 17
Amaru have long, slender serpent bodies that are Languages primordial
surprisingly strong for how agile they are. The Amaru have Challenge 8 (3900 XP)
two sets of what appear to be long, stag-like horns made of a
quality similar to bone. These horns, however, are actually Amphibious. The amaru can breathe air and water.

extremely nimble limbs that allow them to hold and Magic Resistance. The Amaru has advantage on
manipulate objects with extreme precision. At the same time, saving throws against spells and other magical
these horns are still as hard as bone, making them difficult to effects.

damage and not conducive of pain. The Amaru are outfitted Poisoned Tipped Weapons Most weapons in an
with lightweight armor that allows them to maximize their amaru's arsenal are coated with a dangerous
dexterity and have scales that are typically dark green, brown, poison. When it hits an attack with a poisoned
and black, which allows them to blend into natural tipped weapon, the target must make a
environments. Constitution saving throw (DC 16). On a failure the
attack deals an additional 11 (2d10) poison
damage to the target, half as much on a success.

Hypermobility The Amaru has advantage on all


ability checks against being disarmed. Additionally,
the Amaru does not have disadvantage when it
makes a ranged weapon attack within 5 feet of its
target.

Innate Spellcasting. The unktehi spellcasting ability


is Wisdom (spell save DC 15). The Amaru can
innately cast the following spells, requiring no
material components:

At will: Fog Cloud, Hunter's Mark

3 per day each: Lightning Arrow

1 per day each: Pass Without A Trace, Control


Water

ACTIONS
Multiattack. The Amaru makes 3 attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 10
feet, one target.
Hit: 7 (1d6 + 4) slashing damage
and the target must make a Constitution saving
throw (DC 16). On a failure the target takes 11
(2d10) poison damage, half as much on a success.
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 feet, one target.
Hit: 8 (1d8 + 4) piercing
damage and the target must make a Constitution
saving throw (DC 16). On a failure the target takes
11 (2d10) poison damage, half as much on a
success.
Revolver. Ranged Weapon Attack: +7 to hit, range
60/180 feet, one target.
Hit: 9 (1d10 + 4)
bludgeoning damage plus 7(2d6) thunder damage.

CHAPTER 7 | MONSTERS
120
Apotma'Kin These Uktena are also unique in that their initial rejection
in long held beliefs often causes a crisis of faith, leading them
These Uktena are exiled from their tribe, though typically this to reject almost all, if not their entire ideology, which was held
exile is self-imposed. Their doubts grow for one reason or dear in their old life. This sometimes results in a complete
another, and they no longer feel like a part of their tribe. This solitude from all creatures with any that happen to stumble
divergence of thoughts and actions may come from some upon being subject to the whims of this Uktena which are as
kind of self-reflection but is often caused by speaking to ever-changing as the tides and the winds. Other Apotma’Kin
another creature at length that is not an Uktena. This change seek enlightenment, learning from other creatures and
then manifests itself physically and causes an extreme helping those that they find deserving. Creatures being
change to the rebelling Uktena. helped by the Apotma'Kin may find this friendliness
Apotma'Kin are physically the most unique of all of the questionable or even alarming. Some of the most dangerous
Uktena. They are truly gargantuan serpents, larger than even Apotma'Kin are those who have rejected structure altogether
the Coatlicue in size and sprout two additional heads. These and forfeited their sentience, acting similar to wild animals.
heads appear to resemble a crow and a jaguar, though they These Apotma'Kins will attempt to lure unwary creatures
are covered in the same bark blue scales that the rest of towards itself and will then drag them down into the depths
Apotma'Kin is covered in, excluding for the beak of the crow's that they generally reside in, with some choosing to chase
head. Each head seems to have their own personality. The and toy with its would-be prey before finally ending their
jaguar is typically quick to anger while the crow speaks in a suffering.
low, calming tone, attempting to give a sense of security to The Apotma'Kin is often known to most for tales of its
whomever it is speaking to. The Apotma'Kin's main head is unpredictable nature and their preying of any within its grasp,
that of a large snake with a large horn that grows out just including defenseless children. Many will warn you not to
above its nostrils that curves slightly back towards itself and listen to voices that seem to come from large bodies of water
forks at the end, curving back in on itself. This head also has as it could easily be an Apotma'kin trying to lure towards it.
a mane of long red hair starting at the top of its head. The Many also warn that even though its form appears
belly of this serpent has pure white scales. monstrous, many find its words to be oddly agreeable and
may venture towards it without thought of the threat that it
might pose. However, even the most well intentioned
Apotma'Kin will often pose a danger whether it means to or
not due to its fickle and erratic behavior.

Apotma'Kin

Magic Resistance. The apotma'kin has advantage on


Gargantuan elemental, any chaotic alignment
saving throws against spells and other magical effects.

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

STR DEX CON INT WIS CHA ACTIONS


26 (+8) 14 (+2) 22 (+6) 16 (+3) 20 (+5) 20 (+5) Multiattack. The apotma'kin makes 3 attacks: 1 bite
attack, 1 horn attack, and 1 beak attack.
Saving Throws con +7, wis +5, cha +3 Beak. Melee Weapon Attack: +13 to hit, reach 15 feet,
Skills: deception +10, intimidation +10, perception, one target.
Hit: 26 (4d8 + 8) piercing damage.
+10, persuasion +10
Damage Resistances bludgeoning, piercing, and Bite. Melee Weapon Attack: +13 to hit, reach 20 feet,
slashing from non-magical weapons one target.
Hit: 30 (4d10 + 8) piercing damage.
Damage Immunities cold, lightning, thunder Horns. Melee Weapon Attack: +13 to hit, reach 20 feet,
Senses blindsight 30 feet, passive perception 20 one target.
Hit: 34 (4d12 + 8) bludgeoning damage.
Languages primordial
Challenge 16 (15000 XP) Freezing Breath (1/day). Cold Breath (Recharge 5-6). The
apotma'kin exhales a bitter blast of poison and ice
Amphibious. The apotma'kin can breathe air and water.
from its snake head in a 90-foot cone. Each creature in
Innate Spellcasting. The apotma'kin's spellcasting ability that area must make a DC 18 Constitution saving
is Wisdom (Spell Save DC 18). It can innately cast the throw, taking 27 (6d8) cold damage plus 27 (6d8)
following spells, requiring only verbal components:

poison damage and being stunned until the end of


At will: Create and Destroy Water, Fog Cloud, Gust of their next turn on a failed save, or half as much damage
Wind, Call Lightning, Sleet Storm on a successful one.
3 per day each: Cone of Cold, Ice Storm

1 per day each: Chain Lightning, Tsunami, Wall of Ice

CHAPTER 7 | MONSTERS
121
Awanyu
The Awanyu are the elite soldiers and guards for the Uktena, Awanyu
and are only called to action in extreme circumstances or to Medium elemental, lawful neutral
protect the most valued members of the tribe. These
creatures are stoic by nature and often only think of their Armor Class 18 (studded leather)
duty. Because of the role they play in the tribe, they must be Hit Points 127 (15d8 + 60)
ready at any moment's notice to combat drastic threats to the Speed 30 feet, swim 60 feet
tribe. For this reason, Awanyu do not socialize much outside
of interaction with other Awanyu. These interactions mainly STR DEX CON INT WIS CHA
consist of training, as Awanyu seek to, at the very minimum,
maintain their current skill level and are always looking to 19 (+4) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 17 (+3)
improve, gaining more tails in the process. Despite their
perceived aloofness, the Awanyu are actually quite pleasant Saving Throws dex +11, con +9, wis +10
to be around. When they are relaxed, they are often found Skills: insight +10, perception, +10
looking after the tribe's children due to the importance Damage Resistances bludgeoning, piercing, and
Uktena children hold. slashing from non-magical weapons
Damage Immunities cold, lightning, thunder
The Awanyu are surprisingly small compared to Unktehi, Senses blindsight 30 feet, passive perception 12
which is the other warrior caste. But the Awanyu are just as Languages primordial
strong as their Unktehi brethren, while also being incredibly Challenge 13 (10000 XP)
nimble and dexterous. The Awanyu wear studded leather
armor customized to their body type that allows them to Amphibious. The awanyu can breathe air and water.

maintain full dexterity with shining gold, silver, and ivory Innate Spellcasting. The awanyu spellcasting ability is
colored scales that cover their body forming unique patterns. Wisdom (Spell Save DC 17). The awanyu can
The Awanyu have a crown of spiky, thorn-like horns covering innately cast the following spells, requiring no
the back of their heads with some of these horns being on material components:

their upper back as well. Where a normal serpent's tail would At will: Create and Destroy Water, Fly, Control
be, the awanyu instead has at least four tails that are often Water

swishing and flicking about. It has independent control of 3/day each: Call Lightning

each of these tails; they are prehensile and they wield 1/day each: Cone of Cold

scimitars during combat. Older and more accomplished Magic Resistance. The awanyu has advantage on
Awanyu often have more tails and will frequently grow them saving throws against spells and other magical
as they grow as a fighter, though no one has seen an Awanyu effects.

with more than nine. Some Uktena legends tell of Awanyu Reactive Limbs. The awanyu can take a reaction for
every attack it can make in a combat.
with as many as twelve tails.
ACTIONS
Variant: Awanyu with additional tails

Multiattack. The awanyu makes 4 attacks: 2 with its


Some Awanyu are considered elite even among scimitar and 2 with its shortsword.
their other noble brethren. The Coatlicue that leads
their tribe will acknowledge this and grant them Scimitar. Melee Weapon Attack: +11 to hit, reach
more tails for their exemplary performance. For 10 feet, one target.
Hit: 9 (1d6 + 6) slashing
every tail they are granted, they gain an additional damage plus 7(2d6) lightning damage.
scimitar attack for their multiattack and their
Shortsword. Melee Weapon Attack: +11 to hit,
Challenge Rating goes up by 1.
reach 10 feet, one target.
Hit: 9 (1d6 + 6) slashing
damage plus 7(2d6) cold damage.

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

CHAPTER 7 | MONSTERS
122
Coatlicue
The Coatlicue is the leader, as well as the mother, of an Coatlicue's Skirt of
Uktena tribe. There is only ever one Coatlicue in a tribe at Snakes
once. She is in charge of all of the important decisions in
their tribe and has direct authority over all Uktena of her Large swarm of medium beasts, unaligned
tribe. Most Uktena outside of her tribe will still heed her Armor Class 14
words. While most Uktena are androgynous, and often do not Hit Points 78 (12d10 + 12)
bother with the concept of gender, the Coatlicue appears Speed 0 feet,
quite feminine. This seems to partially correlate with her role
as tribe mother. The Coaticule is the only member in an
Uktena tribe capable of producing offspring. Once every three STR DEX CON INT WIS CHA
years, the Coatlicue produces a child Uktena without the 14 (+2) 18 (+4) 173 (+1) 2 (-4) 10 (+0) 3 (-4)
assistance of any other Uktena. This child is then raised by
the entire tribe and, when the time comes, the Coatlicue will Damage Resistances bludgeoning, piercing
initiate the ritual of metamorphosis and the child will become Damage Vulnerabilities slashing
a fully mature Uktena. Senses blindsight 10 feet, passive perception 10
The Coatlicue is unique amongst Uktena as she is the most Languages none
humanoid of all Uktena. The Coatlicue is very large with her Challenge Included in the Coatlicue’s Challenge
body being over eight feet tall. Her upper half is of a Rating
humanoid woman, though still covered in scales from the
neck down. Her lower half is of a snake, with her tail easily Amphibious. The skirt can breathe air and water.

measuring over nine feet long in most cases. Coatlicues often Live Clothing. The skirt of snakes is considered
appear beautiful, with wild unkempt green and blue hair, and clothing for the purposes of all spells and moves
have three serpent-like eyes. The third eye is located on her along with its wearer. The skirt of snakes can not
forehead just above her nose. She wears a skirt of living attack the wearer unless by magical effect.

snakes around her waist that seems to act as her pets. They Swarm. The skirt of snakes and other creatures can
seem to have an affection for each other. On top of her head occupy the same space. The skirt can not regain hit
is a set of long sinuous pointed horns. A Coatlicue's scales points or gain temporary hit points.
vary wildly in color depending on the individual Coatlicue,
though often they have many patches of brightly colored ACTIONS
scales ranging from deep, royal blues and purples, to bright Multiattack. The skirt of snakes makes 2 bite
pinks and yellows, to vibrant, verdant greens of all shades. attacks.

A Coatlicue cares deeply for all her tribe members and is


deeply compassionate for all life. If she can, she will often try Bites. Melee Weapon Attack: +7 to hit, reach 5 feet,
to allow trespassers off with warnings and if she discovers a one creature.
Hit: 18 (4d8) piercing damage, or 9
wounded creature she will often feel compelled to nurse it (2d8) piercing damage if the skirt has half of its hit
back to health. She will even take in an abandoned child of points or fewer. The target must make a DC 16
any race if she is the one to find it. If a creature proves to be a Constitution saving throw, taking 27 (6d8) poison
damage on a failed save, or half as much damage on
threat to her children, she will not hesitate to order it killed a successful one.
and if one kills an Uktena, they are surely to be slain.
All Uktena have extremely long lifespans, some living up to
a milenia. The Coatlicue is usually the most long-lived among
the Uktena. When a Coatlicue feels her time may soon come
to an end, she will begin looking for a successor. She will
begin to groom them so that they are prepared for their new
role when the time comes. An unexpected death of a
Coatlicue is rare, as any Uktena will lay down their life to
protect the Coatlicue of their tribe. Almost all Coatlicue have
the foresight to select a successor, though there have been
cases in which a Coatlicue passes away without choosing a
successor. In these circumstances, the tribe will either merge
with the next closest tribe or the tribe will collectively choose
who they think is most fit to take the role of temporary leader,
during which the tribe can deliberate for a period of time over
which Uktena should become the next Coatlicue.

CHAPTER 7 | MONSTERS
123
Coatlicue

Magic Weapons. The couaticule weapon attacks are


Huge elemental, lawful neutral
magical.
Armor Class 20 (natural armor)
Hit Points 241 (21d12 + 105) ACTIONS
Speed 40 feet, swim 60 feet, fly 60 feet Multiattack. The coatlicue makes 3 attacks: 1 bite
attack and 2 longsword attacks.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +14 to hit, reach 5 feet,
25 (+7) 18 (+4) 21 (+5) 20 (+5) 26 (+8) 20 (+5) one creature.
Hit: 16 (2d8 + 7) piercing damage, and
the target must succeed on a DC 20 Constitution
saving throw or take 22 (4d10) cold damage and gain
Saving Throws dex +11, con +12, int +12, wis +14 one level of exhaustion, the creature takes half as much
Skills: history +12, insight +20, perception, +14, damage on a success.
stealth +12
Damage Immunities cold lightning, thunder; Longsword. Melee Weapon Attack: +14 to hit, reach 10
bludgeoning, piercing, and slashing from non feet, one creature. Hit: 16 (2d8 + 7) slashing damage
magical weapons plus 13 (3d8) lightning damage.
Senses blindsight 30 feet, truesight 120 feet, passive
perception 24 LEGENDARY ACTIONS
Languages primordial The Coatlicue can take 3 legendary actions, choosing
Challenge 22 (41000 XP) from the options below. Only one legendary action
option can be used at a time and only at the end of
Amphibious. The coatlicue can breathe air and water.
another creature's turn. The couatl regains spent
Innate Spellcasting. The coatlicue’s spellcasting ability is legendary actions at the start of its turn.
Wisdom (Spell Save DC 22). It can innately cast the
following spells, requiring only verbal components:

Keen Eye. The coatlicue makes a Wisdom (Perception)


At will: Create and Destroy Water, Fog Cloud, Gust of or a Wisdom (Insight) check.
Wind, Call Lightning, Lightning Bolt, Ice Storm Gore (costs 2 actions). The coatlicue attempts to gore a
3/day each: Cone of Cold, Chain Lightning, Wall of Ice

target with its horns. Melee Weapon Attack: +14 to hit,


1/day each: Control Weather, Tsunami, Storm of reach 15 feet, one creature. Hit: 40 (6d10 + 7)
Vengeance

piercing damage.
Legendary Resistance (3/day). If the coatlicue fails a
saving throw, it can choose to succeed instead.
Condensed Storm (costs 3 actions). The coatlicue sends
Living Skirt. The coatlicue has a skirt of living snakes an orb of condensed energy that contains all the
that takes its turns on the coaticule's turns. The skirt properties of a storm. Ranged Spell Attack: +15 to hit,
gives the coaticule half cover for the purposes of range 150 feet, one target. Hit: 22 (4d10) thunder
Armor Class and if an attack would hit the coaticule but damage. Whether you hit or miss, each creature within
misses due to the cover bonus she receives from her 30 feet of the original target must make a Dexterity
skirt, it instead hits the skirt and deals damage to it. saving throw (DC 22). Each of these creatures takes
The coaticule stops receiving these benefits when the 18(4d8) lightning damage plus 18(4d8) bludgeoning
skirt's hit points are reduced to 0. damage on a failed save, or half as much damage on a
successful one.

CHAPTER 7 | MONSTERS
124
Kuai The Kuai frequently dress in dark robes crafted to fit their
elongated snake like-bodies with an oversized hood made to
The Kaui are the most clever and intelligent amongst the fit over their large, curved and coiled ram-like horns that sit
Uktena and are often the force driving the culture forward. upon their head. Their robes are inlaid with crystals that they
They often attempt to bring about necessary changes to use as spellcasting focuses. The Kaui have no other limbs or
Uktena, who are generally very traditional and resist change additional tails to manipulate objects like most other Uktena.
as a culture. The Kuai often look to the objects left by Instead, they rely on the use of telekinesis and Mage Hand to
trespassers on their lands in attempts to figure out how they perform these actions. The Kuai generally have some shade
work and if they can be incorporated into their culture. This of blue scales with either deep red or purple patterns along
was the case with spellcasting as they learned the study of their back that they keep hidden using their robes. Only a
arcane magic from the magical artifacts, items, spell scrolls, Kuai's most trusted friends or loyal allies will know what a
and spellbooks that were either left and forgotten in the Kuai's back pattern looks like.
places where they have made their home or taken from the
trespassers they have encountered over the years. The
newest interest of the Kuai are the relatively new mechanical
devices that seem to be appearing more and more often, chief
among those being firearms. While they are unable to use
them due to their reliance on telekinesis and general lack of
limbs, they are more than happy to show the Amaru how to
properly make and use them.

Kuai

Motionless Casting. The kuai does not need to use


Medium elemental, lawful neutral
somatic components for casting spells.

Armor Class 14 (17 with Mage Armor) Spellcasting. The kuai is a 15th-level spellcaster. Its
Hit Points 84(13d8 + 26) spellcasting ability is Intelligence (Spell Save DC 18)
Speed 30 feet, swim 60 feet +10 to hit with spell prepared).
It has the following
magus spells known:

Cantrips (at will): Mage Hand, Poison Spray,


STR DEX CON INT WIS CHA Prestidigitation, Ray of Frost, Shocking Grasp

1st level (4 slots): Armor of A., Fog Cloud, Shield,


18 (+4) 13 (+1) 14 (+2) 22 (+6) 16 (+3) 13 (+1) Thunderwave
2nd level (3 slots): Gust of Wind, Misty Step, Shatter

Saving Throws dex +8, int +10, wis +7 3rd level (3 slots): Counterspell, Lightning Bolt, Sleet
Skills: arcana +14, investigation +10, Mechanics +10 Storm

Damage Resistances thunder; bludgeoning, piercing, 4th level (3 slots): Blight, Dimension Door, Ice Storm

and slashing from non-magical weapons 5th level (2 slots): Cone of Cold, Contact Other Plane

Damage Immunities cold, lightning 6th level (1 slots): Wall of Ice

Senses blindsight 30 feet, passive perception 13 7th level (1 slots): Prismatic Spray

Languages primordial 8th level (1 slots): Control Weather


Challenge 10 (5900 XP)
ACTIONS
Amphibious. The kuai can breathe air and water.

Bite. Melee Weapon Attack: +4 to hit, reach 5 feet, one


Magic Resistance. The kuai has advantage on saving target.
Hit: 13 (2d8 + 4) piercing damage.
Thundering
throws against spells and other magical effects.
Innate Ram (Recharge 5-6). The kuai rams a creature with its
Spellcasting. The misi'ginebig spellcasting ability is horns dealing channeling a concussive force of thunder
Wisdom (Spell Save DC 18). The misi'ginebig can for this vicious attack. melee weapon attack: +7 to hit,
innately cast the following spells, requiring no material reach 5 feet, one target. Hit: 11 (2d6+4) piercing
components:
damage plus 17 (5d6). If the kuai successfully makes
At will: Create and Destroy Water, Control Water, Fog this attack the target must make a DC 16 Strength
Cloud,
saving throw, on a failure the target is sent flying 40
1/day each: Chain Lightning, Wall of Ice, Plane Shift
feet in a straight line.

CHAPTER 7 | MONSTERS
125
Misi'Ginebig The Misi'Ginebigs are the shamans and priests of the
Uktena. They are the healers and the ones who perform the
The Misi'Ginebig has a large, powerful serpentine body bulk of spiritual duties for the tribe. They are considered to
dressed in a cape that is a bright blue on the outside and dark be the wisest of the Uktena, outside of the Coatlicue, and
blue on the inside. They wear very simple and sparse clothing often expend wisdom to other Uktena whether they were
outside of that. Their scale colorations tend to be bright asked for it or not. When they are not performing community
colors such as orange, red, blue, and pink but only have two service, they can often be found communing with nature.
of the colors for their scales that alternate, separated by a They will often go to waterfalls to meditate within them, or
black band each time. The Misi'Ginebig also has arms that it will sit out in harsh storms allowing the rain and wind to beat
constructs from water that seems to follow its will exactly as on them while their horn draws lightning towards it like a
if it were truly part of them. Misi'Ginebig have one large lightning rod. The Misi'Ginebig believe that subjecting
conical horn that grows out of their head that occasionally themselves to these harsh conditions will bring them closer
seems to crackle with electricity. spiritually to the Celestial Constrictor and will allow them to
understand the truths of the world as it does.

Mise'Ginebig

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

Large elemental, lawful neutral


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

STR DEX CON INT WIS CHA ACTIONS


18 (+4) 17 (+3) 16 (+7) 11 (+0) 20 (+5) 13 (+1) Multiattack. The mise'ginebig makes 2 attacks: 1 bite
attack and 1 slam attack
Saving Throws dex +7, wis +9 Bite. Melee Weapon Attack: +8 to hit, reach 5 feet, one
Skills: nature +8, perception, +9, survival +9 target.
Hit: 11 (2d8 + 4) piercing damage and the
Damage Resistances bludgeoning, piercing, and target must make a DC 16 Constitution saving throw.
slashing from non-magical weapons On a failure the target is paralyzed until the end of their
Damage Immunities cold, lightning, thunder next turn and they take 18 (4d8) lightning damage, on
Senses blindsight 30 feet, passive perception 19 a success the target takes half damage.
Languages primordial
Challenge 11 (7200 XP) Slam. Melee Weapon Attack: +8 to hit, reach 5 feet,
one target.
Hit: 10 (2d6 + 4) bludgeoning damage plus
Amphibious. The misi'ginebig can breathe air and water. 5 (1d10) cold damage.
Heart of the Storm. Any creature that starts its turn Eye of the Storm (Recharge 6). The misi'ginebig releases
within 30 feet of the misi'ginebig must make a a blast of wind and thunder from its horn. Any
Dexterity saving throw (DC 15), on a failure they take creatures within 5 feet of the misi'ginebig is
18(4d8)lightning damage.

unaffected. Any other creatures within 30 feet


Innate Spellcasting. The misi'ginebig spellcasting ability Misi'Ginebig must make a Constitution saving throw
is Wisdom (Spell Save DC 17). The misi'ginebig can (DC 16), creatures take 23 (5d8) thunder damage and
innately cast the following spells, requiring no material are deafened for 1 minute on a failure, half as much
components:
damage on a successful save. Any creatures within 90
At will: Create and Destroy Water, Control Water, Fog feet of Misi'Ginebig must make a DC 16 Strength
Cloud,
saving throw, creatures take 17 (5d6) bludgeoning
1/day each: Chain Lightning, Wall of Ice, Plane Shift

damage and are knocked prone on a failure, half as


Magic Resistance. The misi'ginebig has advantage on much damage on a successful save.
saving throws against spells and other magical effects.

Spellcasting. The misi'ginebig is a 13th-level spellcaster.


Its spellcasting ability is Wisdom (spell save DC 17),
+9 to hit with spell attacks). It regains its expended
spell slots when it finishes a short or long rest. It has
the following Shaman spells prepared:

CHAPTER 7 | MONSTERS
126
Pita'Skog
Pita'Skog are the most common form a Uktena will take Pita'Skog
upon metamorphosis. This is because they are the average Medium elemental, lawful neutral
tribe members that perform all the day-to-day chores
necessary for the tribe to function. The Pita'Skog often have Armor Class 15 (natural armor)
rather bland colorations of light browns and grays with Hit Points 45 (7d8 + 14)
occasionally spot and stripes of pale yellow or green mixed Speed 30 feet, swim 40 feet
in. They have blunt ossicone-like horns that sit at the back of
their heads. They also have a forked tail with one of its tail- STR DEX CON INT WIS CHA
ends being more agile and dexterous and is used for more
fine tasks, with the other tail-end being more muscular that is 15 (+2) 17 (+3) 14 (+2) 11 (+0) 12 (+1) 10 (+0)
used for heavier lifting and more strenuous physical activity.
Pita'Skogs are responsible for all the general functions and Damage Resistances thunder; bludgeoning, piercing,
the mundane work that needs to be done and are the and slashing from non-magical weapons
cornerstone of the tribe. Some of these jobs may be menial in Damage Immunities cold, lightning
nature and may seem demeaning. Though Pita’Skog Senses blindsight 30 feet, passive perception 11
Languages primordial
complain mildly on occasion, they still take pride in their Challenge 4 (1100 XP)
work, as it keeps the tribe functioning properly. These
creatures are still quite fearsome adversaries compared to Amphibious. The pita'skog can breathe air and
the average member of most races, but the Pita'Skog clearly water.

were not designed for combat like many other Uktena and Magic Resistance. The pita'skog has advantage on
will only enter combat in extenuating circumstances due to saving throws against spells and other magical
not being physically fit for harsh combat, but also not effects.

menatlly prepared for it. Innate Spellcasting. The pita'skog spellcasting ability
is Wisdom (spell save DC 13). The pita'skog can
innately cast the following spells, requiring no
material components:
*1/day each: Fog Cloud,
Thunderwave, Gust of Wind, Call Lightning

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

CHAPTER 7 | MONSTERS
127
Unktehi
The Unktehi are the front line warriors of the Uktena ,and are Unktehi
sent as a response to most general threats. They also Large elemental, lawful neutral
function as village guards for the tribe in their day-to-day
work. These Uktena, while not as skilled as many of their kin, Armor Class 17 (half-plate)
seek to prove themselves as a point of honor. While they do Hit Points 93 (11d10 + 33)
not have all the combat capabilities of other Uktena, they use Speed 30 feet, swim 40 feet
mixtures of natural prowess, battle tactics, and the natural
magic they possess to combat threats. The Unktehi STR DEX CON INT WIS CHA
instinctually work well as part of a group, rather than as a
singular entity, and are part of a unit of other Uktena they 19 (+4) 17 (+3) 17 (+3) 12 (+1) 14 (+2) 8 (-1)
frequently train and work with. Despite their proclivity to
work as a group, Unktehi as a whole tend to lack social grace Saving Throws dex +6, con +6
and understanding. They tend to speak very little, even to Skills Athletics +7
those they consider friends, will speak before thinking of the Damage Resistances thunder; bludgeoning, piercing,
consequences, and will often take manners of speaking and slashing from non-magical weapons
Damage Immunities cold, lightning
literally. Senses blindsight 30 feet, passive perception 12
The Unktehi have large muscular serpentine bodies and Languages primordial
wear heavy armor to protect themselves in combat because Challenge 7 (2900 XP)
they lack the natural armor and dexterity that many of their
kin have. Their scales tend to be bright warm colors such as Amphibious. The unktehi can breathe air and water.
bright scarlets or fiery reds, with dark blue and purple Innate Spellcasting. The unktehi spellcasting ability
blotches all along their bodies. Unktehi have three tails and is Wisdom (spell save DC 14). The unktehi can
use their right and left tails to wield two scimitars, which are innately cast the following spells, requiring no
the traditional weaponry of the Uktena. The Unktehi's horns material components:

consist of a large stout one, which is rather sharp and 3/day each: Fog Cloud, Thunderwave, Gust of Wind
powerful, and another one that sits right above their nose. 1/day each: Call Lightning, Lightning Bolt, Ice
They often use these horns to devastating effect, viciously Storm
charging at enemies of the tribe. uprooting their enemies Magic Resistance. The unktehi has advantage on
from where they once stood and pushing them back along saving throws against spells and other magical
with the charging Unktehi. effects.

Pack Tactics. The unktehi has advantage on an


attack roll against a creature if at least one of the
unktehi's allies is within 5 feet of the creature and
the ally is not incapacitated.

ACTIONS
Multiattack. The unktehi makes 3 scimitar attacks
Scimitar. Melee Weapon Attack: +7 to hit, reach 5
feet, one target.
Hit: 11 (2d6 + 4) slashing damage
plus 3(1d6) lightning damage.
Vicious Charge (Recharge 4-6). The Unktehi charges
at an enemy makes a melee weapon attack: +7 to
hit, reach 5 feet, one target. Hit: 17 (2d12+4)
piercing damage. If the unktehi successfully makes
this attack the target must make a DC 15 Strength
saving throw, on a failure they are pushed back in a
straight line equal to the unktehi's movement, the
unktehi takes no attacks of opportunity while
moving in this way. The unktehi deals an additional
3(1d6) piercing for every 5 feet of movement they
move while charging. after using its vicious charge
the unktehi may make a scimitar attack using its
bonus action. cl<divass='pageNumber auto'>
Void Ooze
While this creature appears to be an ooze of some kind, in
truth it is a being made of many smaller creatures that
cooperate together perfectly to survive the harshness of the
void. They invade other worlds, often out-pacing the common
predators of other planes. Each creature that makes up these
oozes is as small as a particle of sand. They use this
advantage to sneak into small places other creatures could
not fit in order to chase down fleeing prey or escape from
something that might pose a danger to it. Every part of the
void ooze moves so perfectly in sync that they can actually
contort and manipulate their bodies at will and in very quick
motions to help lessen the effects of attacks made against it.
The void ooze appears as a viscous and black shimmering
liquid as it moves fluidly and often slowly across a surface. If
it intends to move quickly, it will fly through the air, often
moving in the shape of a perfect sphere until it comes into
contact with something.

Void Ooze
Small aberration, chaotic evil

Armor Class 13(natural armor)


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

STR DEX CON INT WIS CHA


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

Damage Resistances force


Senses blindsight 60 feet, passive perception 10
Languages none
Challenge 1 (200 XP)

Amorphous. The void ooze can move through


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

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

CHAPTER 7 | MONSTERS
129
Wendigo Dens. Wendigos tend to appear in remote and
Wendigo cold locations. Though a wendigo will try to make its way to
The wendigo is a creature from folk-tale and fable said to be a populated areas they are often stopped as swiftly as possible.
tall thin emaciated beast created when one's fellow man In addition to people being on the lookout for these monsters
chooses to commit one of the worst taboos imaginable, they seem to hate the heat as it cancels out their regenerative
feasting upon the flesh of another person. The problem is abilities and so they stick to subarctic regions and ever frigid
that wendigos are more than just tall tales meant to scare a arboreal forests. They will frequently set up traps all over the
person into doing the right thing. areas they call home and then drag prey that's been trapped
Catching the attention of a wendigo is one of the worst back to a cave where they reside, so that they may dine on the
things you can do as once one finds a suitable host they will body of their prey at their leisure.
do anything to inhabit it. It is said that the wendigo can't Wetikoa When a wendigo consumes enough flesh it seems
make a man do anything they don't want to but that the spirit to undergo a transformation of sorts, such things rarely
is a cloying song in its ear that drives it towards an insatiable happen as it tends to take years of consuming the flesh of
hunger for everything that person could want. When the usually hundreds of people to trigger it but when it does the
person is finally overcome by greed and gluttony. One thing new creature is called a wetikoa. The wetikoa keeps its long
that will always call a wendigo into a body though is boney physique but it has grown to an unwieldy size now. Its
cannibalism, as there is nothing that a wendigo enjoys more body seems to coil in upon itself so that it can move quickly
than feasting on the flesh of a humanoid. Upon finding one but it's true outstretched size is truly massive. The limbs and
that has committed the ultimate taboo they can inhabit them body of a wetikoa seem to coil upon themselves like a snake
immediately and will continue to feast on the closest people constricting its prey. In addition it seems that it's flesh can no
before moving on to find new prey. longer cover its long limbs completely leaving long stretches
The wendigo itself is a malevolent spirit that wants nothing of the Weitkao's body made up entirely of bone. In addition
more than to consume and destroy, and when they find a the Wetikoa also gains a large gaping maw in the middle of
human akin to themselves they may attempt to possess them. it's abdomen and now has its body covered in the same red
Those that the wendigos possess are almost always eyes that originally just adorned its skull.
overcome with gluttony or greed just like the spirit, and just The appearance of wetikoa has made the existence of the
as their sins against their fellow man warps their soul, so wendigo an even bigger curiosity to people. Some scholars
does the wendigo warp their flesh. Those possessed by the speculate that perhaps it is not simply that the wendigo
spirit of a wendigo transform into a roughly humanoid simply enjoys its gluttony but that it is working towards
creature that appears boney, emaciated, and frail but is something. Perhaps through consumption of the human flesh
actually a frightening monster of great strength, intellect, and it knows it can grow stronger and reach new forms upon the
speed. material plane. Perhaps the wendigos do have true forms
The body a wendigo inhabits quickly transforms to fit the upon the material plane and they can only be acheived by
aberrant creature's spirit. With it's flesh turning an icy blue possesion, gluttony, murder and, cannabalism.This is only a
before being most covered in dark coarse fur. It's body theory though as wendigos and wetikoas rarely speak save to
stretches to 8 and in some cases over 9 feet tall with long, lure prey closer with their ability to mimic any voice they've
gaunt, gangly limbs draping in front of it. Upon its neck sits heard. Most still believe that wendigos do what they do out of
what appears to be a stag skull at first glance, but it's mouth sure hunger and glee as they seem to enjoy hunting and
is full of long sharp canines and between the two sockets toying with their prey. Still though rumors circulate of what
where the eyes would normally sit is one blood red eye that happens when a weitkoa manages to eat thousands of people,
stares without end. the information is rarely anything concrete and the creature
Wendigos normally appear in frontier towns and small sounds nothing short of the ravings of a madman. Still
villages where the truly monstrous people that give birth to a though descriptions of such things are liable to send shivers
wendigo in flesh go left unchecked. Wendigos are known to down the spine of even the hardiest adventurer.
appear during harsh winters in remote locations, where
people often have to give into an unforgivable act just to
survive the harsh elements. What the cannibal doesn't realize
is that what they thought was their salvation from starvation
has cursed them to the life of a monstrous creature.
Origins. No one is quite sure where the spirit comes from;
all that is known is that they are definitely not and never were
humanoids. Despite this the spirit seems to see what we have
and wants it, all of it. Given the chance the wendigo will not
stop consuming, it will continue to grow taller and larger but
never more full, always ravenous for more. The spirit seems
to have never had a body on the material plane of it's own
though it yearns for one deeply. With its body it seeks to
indulge itself in all the worldly pleasures it could not, being
especially interested in dining on the flesh of humanoids.
Though the body can be destroyed it seems that when this
happens the spirit goes back to wherever it came from
before, making a wendigo nearly impossible to truly kill.

CHAPTER 7 | MONSTERS
130
Wendigo Wetikoa
Large Aberration, chaotic evil Huge Aberration, chaotic evil

Armor Class 16(natural armor) Armor Class 17(natural armor)


Hit Points 95(10d10 + 40) Hit Points 138(12d12 + 60)
Speed speed 45 feet, climbing 45 feet Speed speed 45 feet, climbing 45 feet

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 12 (+1) 10 (+0) 8 (-1) 22 (+6) 20 (+5) 22 (+6) 12 (+1) 14 (+2) 10 (+0)

Skills deception +5, stealth +7 Saving Throws int +5, wis +6, cha +4
Damage Resistances necrotic Skills perception +6, deception +8, stealth +9
Damage Immunities cold; bludgeoning, piercing, Damage Immunities cold, necrotic; bludgeoning,
and slashing from non magical attacks not made piercing, and slashing from non magical attacks
with silvered weapons not made with silvered weapons
Senses darkvision 120 feet, passive perception 13 Senses darkvision 120 feet, passive perception 16
Languages languages it knew prior to Languages languages it knew prior to
transformation transformation
Challenge 7 (2900 XP) Challenge 12 (8400 XP)

Chilling Presence. The wendigo emits a freezing Chilling Presence. The wetikoa emits a freezing aura.
aura. Creatures who begin their turn within 5 feet Creatures who begin their turn within 10 feet of
of the wendigo suffer 7 (2d6) cold damage.

the wetikoa suffer 7 (2d6) cold damage.


Regeneration. The wendigo regains 10 hit points at
the start of its turn if it has at least 1 hit point. If Essence Drain. Being in the wetikoa's presence is
the wendigo takes fire damage, this trait doesn't enough for it to take one's vitality. Creatures who
function at the start of the
wendigo's next turn.

begin their turn within 10 feet of the wetikoa must


Mimicry. The Wendigo can mimic any persons voice make a a constitution saving throw, DC 17. On a
it has heard. A creature that hears the voices can failure the creature takes 7(2d6) necrotic damage
tell they
are imitations with a successful DC 15 and the wetikoa heals for that much. If the wetikoa
Wisdom (Insight) check. takes fire damage, this trait doesn't function at the
start of the wetikoa's next turn.

Regeneration. The wetikoa regains 20 hit points at


ACTIONS the start of its turn if it has at least 1 hit point. If
Multiattack. The wendigo makes 1 claw attack and 1 the wetikoa takes fire damage, this trait doesn't
bite attack. function at the start of the wetikoa's next turn.

Mimicry. The Wetikoa can mimic any persons voice


Claws. Melee Weapon Attack: +7 to hit, reach 5 it has heard. A creature that hears the voices can
feet, one creature.
Hit: 9 (1d10 + 4) slashing tell they
are imitations with a successful DC 18
damage and 3 (1d6) cold damage. Instead of Wisdom (Insight) check.
dealing damage, the wendigo can grapple the target
(escape DC 15). ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 feet, Multiattack. The wetikoa makes 2 claws attacks and
one creature.
Hit: 11 (2d6 + 4) piercing damage 1 Maw attack, the wetikoa may replace it's maw
and 3 (1d6) necrotic damage. attack with it's consume.
Feast. If the wendigo is grappling a creature, it can Claws. Melee Weapon Attack: +10 to hit, reach 15
choose to bite into the creature. Melee Weapon feet, one creature.
Hit: 13 (2d6 + 6) slashing
Attack: +7 to hit, reach 5 feet, one creature.
Hit: 11 damage and 7 (2d6) cold damage. Instead of
(2d6+4) piercing damage 13 (3d8) necrotic dealing damage, the wendigo can grapple the target
damage. If the attack succeeds the wendigo can (escape DC 17).
use its regeneration trait immediately regardless of
whether or not it was rendered nonfunctional. The Maw. Melee Weapon Attack: +10 to hit, reach 10
creature must then make a Wisdom saving throw feet, one creature.
Hit: 17 (2d10 + 6) piercing
(save DC 14), on a failed save the creature is damage and 7 (2d6) necrotic damage and the
frightened of the wendigo until the end of their wetikoa heals for half of the necrotic damage dealt
next turn. rounded up.
Consume. If a creature falls to 0 hit points while the
wetikoa is grappling them then the wetikoa may
consume that creature. The wetikoa brings the
creature in and devours them with the mouth in the
middle of it's stomach, and upon doing so the
wetikoa regains 50 hit points.

CHAPTER 7 | MONSTERS
131
Wereant
Essentially giant ants, Wereants function much in the same Fire Wereant
as regular ants. They scavenge what they can and live to Medium beast, unaligned
serve their queen ant, though their caverns are easily Armor Class 13(natural armor)
passable by humans. They have a prey-predator relationship Hit Points 13(3d8)
with tremors, wereants eat the smaller tremors and larger Speed 30 feet, burrow 15 feet
tremors eat the wereants. Conflict between tremors and
wereants is common as they share the same living
environment. STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 11 (+0) 1 (-5) 9 (-1) 3 (-4)

Wereant Skills stealth +4


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

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

CHAPTER 7 | MONSTERS
132
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