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Version 1.

1 - Art and Design by Ludimist

“SOME FIGHTERS PERFECT NOT ONLY THEIR SKILL AND STRENGTH, BUT ALSO THEIR WEAPON.
SO, WHILE YOU WERE OUT PARTYING,
I MASTERED THE GIANT, SCREAMING TWIN-SHARKBLADE.
SO YOU SEE… IT’S NOTHING PERSONAL, KID.”

Eye for Quality Effectiveneness Table


WHEN YOU CHOOSE THIS SUBCLASS AT 3RD LEVEL, YOU GAIN Effectiveness Weapon Damage
PROFICIENCY WITH SMITH’S TOOLS. 1 1
ADDITIONALLY, YOU CAN USE AN ACTION TO TOUCH A WEAPON. 2 1d2
IF IT IS MAGICAL, YOU LEARN ITS NAME.
3 1d3
ONCE YOU HAVE USED THIS FEATURE A NUMBER OF TIMES
4 1d4
EQUAL TO YOUR PROFICIENCY BONUS, YOU CAN’T DO SO AGAIN
5 2d2
UNTIL YOU FINISH A LONG REST.
6 1d6
7 2d3
Weapon Prototype
8 1d8
AT 3RD LEVEL, YOU CREATE A UNIQUE PROTOTYPE WEAPON. THE 9 2d4
PROTOTYPE HAS AN EFFECTIVENESS LEVEL AND CAN BE ALTERED 10 1d10
BY DESIGNS. IT HAS A BASE WEIGHT OF 4 LBS. 11 1d6+1d4
EFFECTIVENESS YOUR WEAPON HAS A BASE EFFECTIVENESS
12 1d12
OF 8. THE WEAPON’S DAMAGE DICE DEPEND ON ITS EFFEC-
13 2d6
TIVENESS AS INDICATED ON THE EFFECTIVENESS TABLE. YOUR
14 3d4
PROTOTYPE’S BASE EFFECTIVENESS LEVEL IS INCREASED BY 1 AT
7TH (10), 10TH (11), 15TH (12) AND 18TH LEVEL (13). 15 1d8+1d6
DESIGNS CHOOSING DESIGNS ADDS NEW PROPERTIES TO THE 16 1d6+2d4
PROTOTYPE AND CHANGES ITS EFFECTIVENESS. YOUR PROTOTYPE 17 2d8
CAN HAVE ANY NUMBER OF BASIC DESIGNS SO LONG AS NONE 18 2d6+1d4
OF THEM ARE INCOMPATIBLE WITH EACH OTHER, ALL REQUIRE- 19 4d4
MENTS ARE FULFILLED, AND YOUR WEAPON’S EFFECTIVENESS 20 3d6
ISN’T BELOW 1. YOU CHOOSE THE DESIGNS OF THE PROTOTYPE 21 2d10
WHEN YOU CREATE IT. YOU FIND ALL BASIC DESIGNS AND THEIR 22 1d8+2d6
DESCRIPTIONS AT THE END OF THIS SUBCLASS’ DESCRIPTION. 23 2d6+2d4
WHEN YOU GAIN YOUR PROTOTYPE, CHOOSE WHETHER IT 24 2d8+1d6
DEALS BLUDGEONING, PIERCING OR SLASHING DAMAGE. 25 2d12
YOU ARE PROFICIENT WITH YOUR PROTOTYPE WEAPON AND
26 3d8
ONLY YOU CAN ATTACK WITH IT.
27 4d6
AT THE END OF A LONG REST, YOU CAN CREATE A NEW PROTO-
28 1d10+2d8
TYPE USING YOUR SMITH’S TOOLS. IF YOU ALREADY HAVE A PRO-
TOTYPE FROM THIS FEATURE, THE FIRST ONE IS IMMEDIATELY DE- 29 1d8+3d6
STROYED. 30 2d10+1d8
LANCE OF OBLIVION YOU HOLD THE PROTOTYPE INTO A DIREC-
Polyfunctionality TION AND SEND OUT A 5 BY 60 FEET LINE OF ANNIHILATION.
EACH CREATURE WITHIN THAT LINE MUST MAKE A DEXTERITY
AT 7TH LEVEL YOU UPGRADE THE PROTOTYPE WITH ANCIENT, SE- SAVING THROW (DC 8 + YOUR CONSTITUTION MODIFIER + YOUR
CRET TECHNOLOGY. CHOOSE BETWEEN HYDRAULIC NOZZLES, PROFICIENCY BONUS). ON A FAILED SAVE A CREATURE TAKES
GRAPPLING HOOK AND DETECTOR. 8D6 DAMAGE OF THE CHOSEN TYPE.
HYDRAULIC NOZZLES YOU BUILD A SYSTEM OF TUBES AND ONCE YOU’VE USED THIS FEATURE YOU CAN’T DO SO AGAIN
BOTTLES INTO YOUR PROTOTYPE THAT CAN RELEASE FLUIDS WHEN UNTIL YOU FINISH A SHORT OR LONG REST.
NEEDED. WHILE YOU ARE WIELDING THE PROTOTYPE, YOU CAN
SPEND AN ACTION TO REPRODUCE THE EFFECTS OF A FOG CLOUD
Killer Pose
OR GREASE SPELL EXCEPT YOU DON’T REQUIRE CONCENTRATION
AND THE EFFECTS LAST FOR 1 MINUTE. AT 18TH LEVEL YOU ARE NOT ONLY A MASTER OF YOUR WEAPON,
GRAPPLING HOOK YOU BUILD A GRAPPLING HOOK AND ROPE BUT THE WORLD ALSO NEEDS TO KNOW. THE BONUS TO YOUR
INTO YOUR PROTOTYPE. WHILE HOLDING THE PROTOTYPE, YOU ATTACK AND DAMAGE ROLLS WITH THE PROTOTYPE INCREASES TO
CAN SPEND AN ACTION TO REPRODUCE THE EFFECTS OF A VORTEX A +2.
WARP SPELL OR A BONUS ACTION TO REPRODUCE THE EFFECTS OF ADDITIONALLY, YOU CAN SPEND AN ACTION TO STRIKE AN EPIC
A MISTY STEP SPELL. POSE. IF YOU DO, YOUR SPEED BECOMES 0 FOR THE REST OF THE
DETECTOR YOU BUILD SENSORS INTO YOUR WEAPON THAT RE- TURN AND ANY NUMBER OF CREATURES WITHIN A 60-FOOT RA-
ACTS TO YOUR ENVIRONMENT. WHILE YOU ARE WIELDING THE DIUS THAT CAN SEE YOU MUST SUCCEED ON A WISDOM SAVING
PROTOTYPE, YOU CAN SPEND AN ACTION TO REPRODUCE THE EF- THROW (DC 8 + YOUR CONSTITUTION MODIFIER + YOUR PROFI-
FECTS OF A DETECT MAGIC OR DETECT GOOD AND EVIL SPELL EX- CIENCY BONUS) OR BE STUNNED UNTIL THE END OF YOUR NEXT
CEPT YOU DON’T REQUIRE CONCENTRATION AND THE EFFECTS LAST TURN. ONCE YOU HAVE USED YOUR KILLER POSE YOU CAN’T DO
FOR 10 MINUTES. SO AGAIN UNTIL YOU FINISH A SHORT OR LONG REST.
ONCE YOU’VE USED YOUR CHOSEN TECHNOLOGY A NUMBER
OF TIMES EQUAL TO YOUR PROFICIENCY BONUS, YOU CAN’T DO
SO AGAIN UNTIL YOU FINISHED A LONG REST. Basic Designs
Arcane Prototype Attached
AT 10TH LEVEL, YOU CAN INCORPORATE A MAGIC WEAPON INTO INCOMPATIBILITY: TWO HANDED, VERSATILE
YOUR PROTOTYPE WHEN BUILDING IT. IF YOU DO, THE PROTOTYPE IT TAKES 1 MINUTE TO EQUIP OR UNEQUIP YOUR PROTOTYPE.
BECOMES THE INCORPORATED WEAPON EXCEPT IT KEEPS ITS YOUR PROTOTYPE CAN’T BE KNOCKED OUT OF YOUR HAND OR
DAMAGE DICE, WEAPON PROPERTIES AND NAME. DROPPED. YOU CAN USE A HAND WIELDING YOUR PROTOTYPE
YOU CAN SPEND ONE MINUTE TO EXTRACT THE MAGIC AS IF IT WAS FREE EXCEPT YOU CAN’T ATTACK WITH ANY OTHER
WEAPON USING YOUR SMITH’S TOOLS. IF YOU DO, THE PROTO- WEAPON USING THAT HAND. YOUR PROTOTYPES EFFECTIVENESS
TYPE IS DESTROYED. WHEN THE PROTOTYPE IS DESTROYED DECREASES BY 1.
WHILE IT INCORPORATES A MAGIC WEAPON, IT LEAVES THE
MAGIC WEAPON IT ITS PLACE. Caustic
ADDITIONALLY, YOU CAN ADD ANY NUMBER OF ARCANE DE- INCOMPATIBILITY: TOXIC, BURNING, FREEZING, CRACKLING,
SIGNS TO YOUR PROTOTYPE. SCREAMING, WHISPERING, DARKENING
EFFECTIVENESS: -5
Hijo Ni Starche Jidana
WHENEVER YOU HIT WITH AN ATTACK USING YOUR PROTOTYPE,
AT15TH LEVEL YOU ENGRAVE YOUR PROTOTYPE WITH A SET OF YOU DEAL AN ADDITIONAL 1D4 POISON DAMAGE.
SYMBOLS YOU CAN NEITHER READ NOR UNDERSTAND. A HIDDEN
POWER AWAKENS WITHIN THE PROTOTYPE GRANTING YOU AC-
CESS TO A NEW DEVASTATING SPECIAL ATTACK. CHOOSE FIRE,
Double-Sided
REQUIREMENTS: TWO HANDED
COLD, LIGHTNING, THUNDER OR NECROTIC DAMAGE. WHILE
INCOMPATIBILITY: RANGED
YOU ARE WIELDING THE PROTOTYPE YOU CAN SPEND AN ACTION
EFFECTIVENESS: -1, (-6 WHEN ATTACKING AS A BONUS ACTION)
TO EITHER PRODUCE A STORM OF DESTRUCTION OR A LANCE OF
WEIGHT: +4 LBS
OBLIVION.
STORM OF DESTRUCTION SWINGING THE PROTOTYPE IN A CIR-
THE PROTOTYPE’S EFFECTIVENESS DECREASES BY 1. IF YOU AT-
CULAR MOTION YOU PRODUCE A WAVE OF DEVASTATION. EACH
TACK WITH YOUR PROTOTYPE AS PART OF THE ATTACK ACTION ON
CREATURE WITHIN A 15-FOOT RADIUS MUST MAKE A DEXTERITY
YOUR TURN, YOU CAN USE A BONUS ACTION IMMEDIATELY AFTER
SAVING THROW (DC 8 + YOUR CONSTITUTION MODIFIER + YOUR
TO MAKE A MELEE ATTACK WITH IT.
PROFICIENCY BONUS). ON A FAILED SAVE A CREATURE TAKES
8D6 DAMAGE OF THE CHOSEN TYPE.
Finesse Shooting
INCOMPATIBILITY: RANGED, HEAVY INCOMPATIBILITY: FINESSE, THROWN, REACH
EFFECTIVENESS: -3
THE PROTOTYPE HAS THE FINESSE PROPERTY.
THE PROTOTYPE HAS THE RANGED AND AMMUNITION (RANGE
Heavy 40/160) PROPERTY.
REQUIREMENTS: TWO HANDED
INCOMPATIBILITY: THROWN Silvered
EFFECTIVENESS: +2 EFFECTIVENESS: -1
WEIGHT: +6 LBS
THE PROTOTYPE IS SILVERED.
THE PROTOTYPE HAS THE HEAVY PROPERTY
Super-sized
Heavy Ammunition REQUIREMENTS: HEAVY
REQUIREMENTS: HEAVY, RANGED EFFECTIVENESS: +10
WEIGHT: +30 LBS
ALL RANGE INCREMENTS OF YOUR PROTOTYPE ARE DOUBLED.
WHILE WIELDING THE PROTOTYPE YOUR SPEED IS REDUCED BY
Impractical Spikes 5 FEET AND YOU HAVE DISADVANTAGE ON DEXTERITY SAVING
INCOMPATIBILITY: RANGED THROWS. YOU HAVE DISADVANTAGE ON ATTACKS MADE WITH
EFFECTIVENESS: +2 YOUR PROTOTYPE.
WHENEVER YOU ATTACK WITH YOUR PROTOTYPE, YOU TAKE 1
PIERCING DAMAGE. Thrown
INCOMPATIBILITY: RANGED, HEAVY
EFFECTIVENESS: -2
Light
INCOMPATIBILITY: HEAVY THE PROTOTYPE HAS THE THROWN (RANGE 20/60) PROPERTY.
EFFECTIVENESS: -2
WEIGHT: -2 LBS Toxic
THE PROTOTYPE HAS THE LIGHT PROPERTY. INCOMPATIBILITY: CAUSTIC, BURNING, FREEZING, CRACKLING,
SCREAMING, WHISPERING, DARKENING
EFFECTIVENESS: -5
Loading Mechanism
REQUIREMENTS: RANGED WHENEVER YOU HIT WITH AN ATTACK USING YOUR PROTOTYPE,
EFFECTIVENESS: +2 YOU DEAL AN ADDITIONAL 1D4 POISON DAMAGE.
WEIGHT: +3 LBS
THE PROTOTYPE HAS THE LOADING PROPERTY. Twin
INCOMPATIBILITY: TWO-HANDED, VERSATILE
Name of Legend YOUR PROTOTYPE IS A SET OF TWO IDENTICAL WEAPONS INSTEAD
EFFECTIVENESS: +1 (IF YOU HAVE SPOKEN THE NAME OF YOUR OF ONE.
WEAPON ALOUD WITHIN THE LAST 10 MINUTES)
THE PROTOTYPE HAS A BADASS NAME OF YOUR CHOOSING. Two-handed
INCOMPATIBILITY: VERSATILE, LIGHT, TWIN, DOUBLE, THROWN
EFFECTIVENESS: +3
Powerful Launch Mechanism WEIGHT: +2 LBS
REQUIREMENTS: TWO HANDED, RANGED
THE PROTOTYPE HAS THE TWO-HANDED PROPERTY.
ALL RANGE INCREMENTS OF YOUR PROTOTYPE ARE DOUBLED.

Reach Versatile
INCOMPATIBILITY: TWO-HANDED
INCOMPATIBILITY: RANGED
EFFECTIVENESS: +2 (WHILE YOU ARE WIELDING IT WITH BOTH
EFFECTIVENESS: -2
HANDS)
THE PROTOTYPE HAS THE REACH PROPERTY.
THE PROTOTYPE HAS THE VERSATILE PROPERTY.
Arcane Designs Screaming
INCOMPATIBILITY: TOXIC, CAUSTIC, WHISPERING, DARKEN-
ING, BURNING, FREEZING, CRACKLING
Burning EFFECTIVENESS: -5
INCOMPATIBILITY: TOXIC, CAUSTIC, SCREAMING, WHISPER-
ING, DARKENING, FREEZING, CRACKLING IF YOU HIT A CREATURE WITH AN ATTACK USING YOUR PROTOTYPE
EFFECTIVENESS: -5 YOU DEAL AN ADDITIONAL 1D8 THUNDER DAMAGE, AND THE
PROTOTYPE EMITS A SCREAM THAT IS AUDIBLE OUT TO 300 FEET.
IF YOU HIT A CREATURE WITH AN ATTACK USING YOUR PROTOTYPE
YOU DEAL AN ADDITIONAL 1D6 FIRE DAMAGE.
Ultra-acceleration
REQUIREMENTS: RANGED OR THROWN
Crackling EFFECTIVENESS: -3
INCOMPATIBILITY: TOXIC, CAUSTIC, SCREAMING, WHISPER-
ING, DARKENING, FREEZING, CRACKLING ALL RANGE INCREMENTS OF YOUR PROTOTYPE ARE DOUBLED.
EFFECTIVENESS: -5
IF YOU HIT A CREATURE WITH AN ATTACK USING YOUR PROTOTYPE Whispering
YOU DEAL AN ADDITIONAL 1D6 LIGHTNING DAMAGE. INCOMPATIBILITY: TOXIC, CAUSTIC, SCREAMING, DARKENING,
BURNING, FREEZING, CRACKLING
EFFECTIVENESS: -5
Darkening
INCOMPATIBILITY: TOXIC, CAUSTIC, SCREAMING, WHISPER- IF YOU HIT A CREATURE WITH AN ATTACK USING YOUR PROTOTYPE
ING, BURNING, FREEZING, CRACKLING YOU DEAL AN ADDITIONAL 1D8 PSYCHIC DAMAGE. YOU HAVE
EFFECTIVENESS: -5 DISADVANTAGE ON WISDOM SAVING THROWS WHILE WIELDING
THE PROTOTYPE.
IF YOU HIT A CREATURE WITH AN ATTACK USING YOUR PROTOTYPE
YOU DEAL AN ADDITIONAL 1D8 NECROTIC DAMAGE. WHEN YOU
FALL TO 0 HIT POINTS YOU DIE.

Freezing
INCOMPATIBILITY: TOXIC, CAUSTIC, SCREAMING, WHISPER-
ING, DARKENING, FREEZING, CRACKLING
EFFECTIVENESS: -5
IF YOU HIT A CREATURE WITH AN ATTACK USING YOUR PROTOTYPE
YOU DEAL AN ADDITIONAL 1D6 COLD DAMAGE.

Glowing
EFFECTIVENESS: -1
THE PROTOTYPE SHEDS BRIGHT LIGHT IN A 30-FOOT RADIUS AND
DIM LIGHT FOR AN ADDITIONAL 30 FEET

Magical ammunition
REQUIREMENTS: RANGED
IF YOU LOAD NO AMMUNITION IN YOUR PROTOTYPE, IT PRO-
DUCES ITS OWN, AUTOMATICALLY CREATING ONE PIECE OF
MAGIC AMMUNITION WHEN YOU MAKE A RANGED ATTACK
WITH IT. THE AMMUNITION CREATED BY THE PROTOTYPE VAN-
ISHES THE INSTANT AFTER IT HITS OR MISSES A TARGET.

Returning
REQUIREMENTS: THROWN
IF YOU THROW YOUR PROTOTYPE, IT REAPPEARS IN YOUR HAND
THE INSTANT AFTER IT HITS OR MISSES A TARGET. THIS DOCUMENT IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT
POLICY AND NEITHER ENDORSED NOR APPROVED BY WIZARDS OF THE COAST. PARTS OF
THE MATERIALS USED ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE
COAST LLC.
Artificer Specialization

Version 1.1
Art and Design by Ludimist

“NOW LOOK AT THAT RIDE IN THE MIDDLE OF THE FAIR? WITH SQUEAKY BLACK WAGONS AND MUCH A CHEAP SCARE?
BEHOLD THE DARK TRUTH ONLY FEW PEOPLE KNOW. ITS ORIGINS LIE DEEP IN THE DUNGEONS BELOW.
SOME PARTIES OF HEROES MADE OF ALL RACES, WILL RIDE SUCH A TRAIN INTO THE DARKEST OF PLACES.
THE MONSTERS PANIC, THEY TURN ON THEIR HEELS, WHEN THEY HEAR THE SOUND OF AN APPROACHING TRAINS WHEELS
WHEN THE DUNGEON DOORS OPEN AND THE WAGONS ARRIVE, SO DOES THE AXE AND THE SPELLS AND THE KNIFE.
DO YOU NOT WONDER, WHO PROVIDES SUCH A STRUCTURE? I TELL YOU, NONE LESSER THAN A DARK RIDE CONDUCTOR.”

Tools ProficiEncy Wagon Train


WHEN YOU ADOPT THIS SPECIALIZATION AT 3RD LEVEL, YOU GAIN AT 3RD LEVEL, YOU FINISH BUILDING A WHEELED TRAIN OF DARK
PROFICIENCY WITH SMITH’S TOOLS. IF YOU ALREADY HAVE THIS RIDE WAGONS. EACH WAGON IS A MEDIUM OBJECT, BUT ALL WAG-
PROFICIENCY, YOU GAIN PROFICIENCY WITH ONE OTHER TYPE OF ONS ARE CONNECTED AND MUST BE WITHIN 5 FEET OF THE ADJA-
ARTISAN'S TOOLS OF YOUR CHOICE. CENT WAGONS.
THE WAGONS’ AC EQUALS YOUR SPELL SAVE DC. THEY SHARE
Extra SpElls A POOL OF HIT POINTS EQUAL TO 20 + FIVE TIMES YOUR ARTIFICER
STARTING AT 3RD LEVEL, YOU ALWAYS HAVE CERTAIN SPELLS LEVEL, AND IT IS IMMUNE TO POISON AND PSYCHIC DAMAGE AND
PREPARED AFTER YOU REACH PARTICULAR LEVELS IN THIS CLASS, AS ANY EFFECT THAT WOULD CHANGE ITS SHAPE. IF THE MENDING
SHOWN IN THE DARK RIDE CONDUCTOR SPELLS TABLE. THESE SPELL IS CAST ON IT, IT REGAINS 3D6 HIT POINTS. YOU CAN ALSO
SPELLS COUNT AS ARTIFICER SPELLS FOR YOU, BUT THEY DON’T COUNT SPEND ONE HOUR OF STRENUOUS WORK USING YOUR SMITH’S
AGAINST THE NUMBER OF ARTIFICER SPELLS YOU PREPARE. TOOLS TO RESTORE ALL ITS HIT POINTS.
YOU CAN SPEND A MINUTE TO MOVE THE WAGON TRAIN FROM
Dark Ride Conductor Spells ITS EXTRADIMENSIONAL SPACE TO FREE SPACES YOU CAN SEE, ONE
OF WHICH MUST BE ADJACENT TO YOU. YOU CAN CHOOSE THE
Artificer Level Dark Ride Conductor Spells
NUMBER OF WAGONS EACH TIME YOU CONJURE THE TRAIN, BUT
3rd Fog Cloud, Guiding Bolt
YOU CAN’T CHOOSE A NUMBER HIGHER THAN SIX. YOU CAN ALSO
5th Find Traps, Knock SPEND ONE MINUTE TO PARK THE TRAIN INTO ITS EXTRADIMEN-
9th Hypnotic Pattern, Summon Undead
SIONAL SPACE, WHEREVER THE TRAIN IS. IF YOU DO SO, ALL CREA-
13th Black Tentacles, Summon Aberration
TURES ON THE TRAIN REMAIN IN THEIR PREVIOUS POSITIONS. YOU
17th Insect Plague, Passwall CAN RETURN THE WAGON TRAIN AND MOVE IT OUT OF ITS EXTRADI-
MENSIONAL SPACE, EVEN IF IT WAS DESTROYED.
SpEcial EffEcts THE WAGONS CAN BE WALKED THROUGH AND COUNT AS DIFFI-
AT 3RD LEVEL YOU LEARN TO OPEN DOORS FROM AFAR AND EVOKE CULT TERRAIN. WHEN THE WAGON TRAIN MOVES, ALL CREATURES
IMPRESSIVE MAGICAL EFFECTS. YOU KNOW THE THAUMATURGY STANDING ON THE WAGONS THAT ARE MEDIUM SIZE OR SMALLER
CANTRIP. MOVE WITH THE WAGON. WAGONS AND CREATURES MOVED BY A
WAGON DO NOT PROVOKE ATTACKS OF OPPORTUNITY.
FRIENDLY CREATURES STANDING ON YOUR WAGONS HAVE A +1 BO-
NUS TO THEIR ARMOR CLASS.
ComfortablE SEats
AT 9TH LEVEL, YOU BUILD NEW, SAFE, AND ERGONOMIC SEATS INTO
WHILE STANDING ON ONE OF YOUR WAGONS, YOU CAN SPEND A YOUR WAGONS. FRIENDLY CREATURES ON YOUR WAGONS GAIN THE
BONUS ACTION TO MOVE THE TRAIN. WHEN YOU MOVE THE TRAIN, FOLLOWING BENEFITS
CHOOSE A WAGON ON EITHER END OF THE TRAIN, AND MOVE IT IN
5-FOOT INCREMENTS UP TO 40 FEET OVER A SOLID SURFACE (YOU • THEY CAN’T BE FORCIBLY MOVED EXCEPT BY THE WAGON.
CAN MOVE IT IN A 10-FOOT INCREMENT WHEN MOVING IT DIAGO-
NALLY ON A SQUARE GRID AND USING THE PYTHAGOREAN RULE). • THEY HAVE ADVANTAGE ON ATTACK ROLLS THEY MAKE AS PART
WHENEVER A WAGON IS MOVED BY 5 FEET THIS WAY, EACH FOL- OF A PREPARED ACTION.
LOWING WAGON IS MOVED TO THE POSITION OF THE PREVIOUS ONE.
IF YOU MOVE THE WAGON TRAIN THIS WAY, YOUR MOVEMENT
SPEED BECOMES 0 FOR THE REST OF THE TURN.
Thrill RidE
STARTING AT 14TH LEVEL YOUR RIDE TRULY BREAKS THE LIMITS OF A
REGULAR DARK RIDE. YOU GAIN THE FOLLOWING BENEFITS:

• YOUR WAGONS HOVER, DON’T REQUIRE A SOLID SURFACE TO


MOVE AND DON’T FALL EXCEPT IF DESTROYED. FOR EVERY 5 FEET
YOU MOVE A WAGON HORIZONTALLY, YOU CAN MOVE IT 5 FEET
VERTICALLY. ADDITIONALLY, THE DISTANCE YOU CAN MOVE YOUR
WAGON TRAIN AS A BONUS ACTION IS INCREASED TO 60 FEET.

IF YOU ATTEMPT TO MOVE A WAGON INTO THE SPACE OCCUPIED • YOU CAN CAST THE KNOCK SPELL INSTEAD OF THE THAUMA-
BY A CREATURE, YOU CAN’T MOVE IT ANY FURTHER THIS TURN AND TURGY CANTRIP WHENEVER YOU CAST A SPELL WHILE STANDING
THE CREATURE MUST SUCCEED ON A STRENGTH SAVING THROW ON ONE OF YOUR WAGONS. YOU CAN DO SO WITHOUT EXPEND-
AGAINST YOUR SPELL SAVE DC. IF IT FAILS, THE CREATURE IS ING A SPELL SLOT AND THE SPELL MUST TARGET A DOOR.
PUSHED 5 FEET INTO THE DIRECTION OF THE WAGON’S MOVEMENT
THE WAGON MOVES INTO ITS SPACE. IF THE CREATURE IS HUGE OR
LARGER IT SUCCEEDS AUTOMATICALLY.
A WAGON CAN BE PUSHED OR PULLED 5 FEET TO A FREE SPACE
AS AN ACTION WITH A STRENGTH CHECK DC 20. WHEN IT IS
MOVED FURTHER THAN 10 FEET FROM AN ADJACENT WAGON THIS
WAY, THAT WAGON IS ALSO MOVED 5 FEET TO A SPACE WITHIN 5 Fun-gun
FEET OF THE WAGON THAT WAS MOVED PREVIOUSLY. THE SAME ITEM: A TRAIN WAGON
HAPPENS TO THE NEXT WAGONS ADJACENT TO THOSE WAGONS UN- THIS TRAIN WAGON HAS A STATIONARY CANNON INSTALLED. A
TIL ALL WAGONS ARE WITHIN 5 FEET OF EACH OTHER. IF ONE OF FRIENDLY CREATURE ON THAT WAGON CAN USE AN ACTION TO FIRE IT
THESE MOVEMENTS IS NOT POSSIBLE, NONE OF THE WAGONS AT A CREATURE IT CAN SEE WITHIN 60 FEET. THAT CREATURE MUST
MOVE AT ALL AND THE WAGON TRAIN TAKES 20 BLUDGEONING SUCCEED ON A DEXTERITY SAVING THROW AGAINST YOUR SPELL
DAMAGE INSTEAD. SAVE DC OR TAKE 2D6 FORCE DAMAGE.
IF ONE OF THE WAGONS FALLS, IT CAN’T FALL FURTHER THAN 5 FEET
FROM THE ADJACENT WAGONS.
REpulsion-cannon
ITEM: A TRAIN WAGON
Grand Conductor THIS TRAIN WAGON HAS A STATIONARY CANNON INSTALLED. A
AT 5TH LEVEL THE SPECIAL EFFECTS YOU CREATE FOR YOUR RIDE BE-
COME IMPRESSIVELY COMPLEX. WHENEVER YOU CAST A SPELL FRIENDLY CREATURE ON THAT WAGON CAN USE AN ACTION TO FIRE IT
USING YOUR SMITH'S TOOLS AS THE SPELLCASTING FOCUS, CHOOSE AT A CREATURE IT CAN SEE WITHIN 60 FEET. THAT CREATURE MUST
ONE: SUCCEED ON A STRENGTH SAVING THROW AGAINST YOUR SPELL
SAVE DC OR BE MOVED 15 FEET AWAY FROM THE CANNON.
• YOU GAIN A BONUS TO ONE DAMAGE ROLL OF THE SPELL EQUAL
TO YOUR INTELLIGENCE MODIFIER.

THIS DOCUMENT IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT
• YOU CAN CAST THE THAUMATURGY CANTRIP AS PART OF THE POLICY AND NEITHER ENDORSED NOR APPROVED BY WIZARDS OF THE COAST. PARTS OF
SAME ACTION. THE MATERIALS USED ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE
COAST LLC.
VERSION 1.1 BY LUDIMIST BACKGROUND ART: MIDJOURNEY (AI)

“I KNOW THESE TRACKS THERE IN THE MOONS LIGHT. I REMEMBER THESE HOWLS THAT FILL ME WITH
FRIGHT. HIS CLOAK IS MADE FROM YOUR EVERY FEAR. BEWARE, THE DRESSED-UP BARBARIAN IS
HERE. FOR TACT AND FOR DECENCY HE DOES NOT CARE. HE LIVES FOR THE MISCHIEF AND FOR A GOOD
SCARE. MY WARNING IS FREE, I DON’T NEED TO BE THANKED. DEAR CHILD RUN HOME QUICKLY, OR
YOU WILL GET PRANKED.”

Festive Actor Chilling Presence


WHEN YOU CHOOSE THIS SUBCLASS AT 3RD STARTING AT 6TH LEVEL YOUR SCARES REALLY
LEVEL, YOU GAIN PROFICIENCY WITH WEAVER’S START TO GET UNDER YOUR VICTIMS’ SKINS.
TOOLS AND ONE OF THE FOLLOWING SKILLS OF WHENEVER YOU FRIGHTEN A CREATURE WHILE
YOUR CHOICE: INTIMIDATION, DECEPTION OR WEARING YOUR SPOOKY COSTUME, YOU CAN
PERFORMANCE. DEAL PSYCHIC DAMAGE TO THAT CREATURE
EQUAL TO YOUR PROFICIENCY BONUS AND RE-
Spooky Costume DUCE ITS SPEED BY 10 FEET UNTIL THE BEGIN-
AT 3RD LEVEL YOU CREATE A SPOOKY COS- NING OF YOUR NEXT TURN.
TUME. WHILE WEARING IT, IF YOU ARE NOT
WEARING ANY ARMOR, YOUR ARMOR CLASS Costume Customization
EQUALS 10 + YOUR CONSTITUTION MODIFIER AT 10TH LEVEL YOU START TO WEAVE EXTRA
+ YOUR CHARISMA MODIFIER. YOU CAN USE SPOOKY MATERIALS INTO YOUR COSTUME.
A SHIELD AND STILL GAIN THIS BENEFIT. IF CHOOSE TWO DAMAGE TYPES. WHILE WEAR-
YOUR SPOOKY COSTUME IS EVER LOST OR DE- ING YOUR SPOOKY COSTUME YOU HAVE RE-
STROYED, YOU CAN RECREATE IT DURING A SISTANCE TO THE CHOSEN DAMAGE TYPES.
LONG REST USING FABRIC AND THREAD WORTH WHENEVER YOU FINISH A SHORT- OR LONG
AT LEAST10 GOLD PIECES. REST, YOU CAN REPLACE THESE DAMAGE
WHILE RAGING AND WEARING YOUR SPOOKY TYPES WITH TWO DIFFERENT DAMAGE TYPES.
COSTUME, YOU CAN USE A BONUS ACTION TO Jump Scare
SCARE A HOSTILE CREATURE WITHIN 5 FEET OF STARTING AT 14TH LEVEL, WHENEVER A CREA-
YOU. IF YOU DO, IT MUST SUCCEED ON A WIS- TURE YOU SEE WITHIN 20 FEET OF YOU MAKES
DOM SAVING THROW (DC 8 + YOUR PROFI- AN ATTACK ROLL OR SKILL CHECK, IF YOU ARE
CIENCY BONUS + YOUR CHARISMA MODIFIER) RAGING AND WEARING YOUR SPOOKY COS-
OR BECOME FRIGHTENED OF YOU UNTIL THE TUME, YOU CAN USE YOUR REACTION TO TELE-
BEGINNING OF YOUR NEXT TURN. PORT TO A FREE SPACE ADJACENT TO THAT
CREATURE AND FORCE IT TO MAKE A WISDOM
SAVING THROW (DC 8 + PROFICIENCY BONUS
+ CHARISMA MODIFIER) ON A FAILED SAVE,
IT BECOMES FRIGHTENED OF YOU UNTIL THE
BEGINNING OF YOUR NEXT TURN AND HAS TO
THIS DOCUMENT IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN REROLL THE ATTACK ROLL OR SKILL CHECK TAK-
CONTENT POLICY AND NEITHER ENDORSED NOR APPROVED BY WIZARDS OF
THE COAST. PARTS OF THE MATERIALS USED ARE PROPERTY OF WIZARDS OF ING THE LOWER OF THE TWO RESULTS.
THE COAST. ©WIZARDS OF THE COAST LLC.

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