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Creator: U/Maxhydro

Writer: U/ThePumpkinator87
Table Of Contents Part 19: Enemies, Creaturs &
Monsters (pg. 92)
Part 1: Overview (pg. 3)
Part 19a: Police, Task Force, and
Part 2: Racial Adjustments (pg. 4) Special Ops (pg. 92)
Part 3: Additional Races (pg. 5) Part 19b: Larger Than Life
Part 4: Class Adjustments (pg. 14) Monsters (pg. 97)
Part 5: The Artificer (pg. 16) Part 19c: Golems (pg. 115)
Part 6: The Card Master (pg. 26) Part 19d: Victorian Horrors (pg.
Part 7: The Gunslinger (pg. 31) 153)
Part 8: Backgrounds (pg. 44)
Part 9: New Spells (pg. 51)
Part 10: Rule & Properties For
Firearms (pg. 59)
Part 11: Magic Items (pg 66)
Part 12: Artifacts (pg 75)
Part 13: New Feats (pg. 77)
Part 14: Steampunk Tools (pg. 80)
Part 15: Unique Items/Gear (pg 81)
Part 16: Prosthetics (pg 84)
Part 17: Madness (pg. 88)
Part 18: Mounts & Vehicles (pg. 90)

2
Overveiw
GM Note: This is a live document, and will be
City Vs Outside World
updated as the campaign progresses. It is not, by any In the cities, where Elves, Humans, Dwarves, and Gnomes
means, all-inclusive. Particularly: expect to see populate the majority of the area, various other more “exotic
additional weapons, relevant ammunition types, and races” can be found, though in a smaller number, such as
other miscellaneous items as the story progresses. gnomes, goblins, half-orcs, dragonborn, etc. Some of these
races though prefer the tranquility of the outside world and
less populated settlements, closer to the forefront of nature
and the world.
General info: Cities still have their traditional divisions of the poor
This compendium centers around the aspects of the district and rich district, but this division has expanded to the
victorian/elizabethan era, aka, mid to late 1800s. This point where, the poor district is much larger, due to the
compendium introduces firearms, various constructs and exodus of people moving to cities for their larger job
automatons, multiple classes, races, revisions on traditional opportunities, their safety and other aspects.
races and classes, equipment and mechanics that fit the Law Enforcement are more well equipped then your
overall theme that is Steampunk. average town guard, but aren’t necessarily better. While
medicine, that with advancement in technology, has also
World background: improved, to the point where people can live longer, and
healthier.
A new era of technological and cultural advancement has The richer parts of the cities are usually closer to the city
befallen the world, introducing new ideas and aspects into center or in a higher positions of the land, having better
the traditional fantasy and medieval/rennasaunse traditions access to many different kinds of services, such as medicine
of the world. From small scale, where small countries and and law enforcement. The poorer parts of the cities are
cities have some advancements, to a much larger scale, usually grouped up together, closer to the city walls. The
where the whole world is under the influence of this slums, ghettos, the run-down areas, where the poor and
advancement. In these areas, population has exploded. struggling gather up to try and survive in this new age in the
Settlements would grow and have it’s population and density cities. In these areas, law enforcement and other services are
rivalling traditional large cities. The danger of monsters a bit scarcer, causing crime to be more rampant. But the real
attacking has dwindled, while the threat of crime has risen. drawbacks of these cities is the underworld. The nest of
It’s much more probable to be a victim of a mugging then a criminals. The place where thieves and murderers culminate
horde of orcs attacking in this era. Though the danger still to grow their desire for anarchy and crime. Usually, the
exists. You never know when various monsters and tribes underworld of a city and the slums are the same place or is
may decide to conquer or have also advanced in some way. an like an infestation that has grown to the size of the whole
Either in it’s equipement to it’s tactics, but still keeping true to town. No matter how much Law Enforcement may try to cut
their basic methods. down on the underworld, they will never be able to destroy it
completely. And some, don’t want to. For corruption spreads
largest in very populated areas.

3
Tech Savvy. Advantage on any checks that involve
Racial Adjustments manipulating a mechanical or electronic item.
These changes will evolve with the campaign as it goes.
Everything you see here is capable of changing in the future. Forest Gnomes
Forest gnomes are likely to have spent most of their time
Dwarves: living outside of the “civilized” world. They have adapted to
using electrical lighting with modern technology, but still
Hill Dwarf: retain an uncanny familiarity with the “uncivilized” world.
Many of what used to be referred as “hill dwarves” moved on Thus, they will notice small differences in natural
to fill in as intermediaries between the deep-dwelling environments and will have advantage on perception checks
mountain dwarves and the growing “civilized” world. Hill outside of civilization as long as they can see.
dwarves have become surface dwellers that gain advantage
on persuasion checks among common folk, but have Half-Elves
lessened dark vision up to 30 ft. Life spent among modern technology and readily accessible
lighting has left half-elves without darkvision.
Mountain Dwarf: Half-elves still retain a stigma that haunts them throughout
Many of the mountain dwarves remained in seclusion within their life as a half-breed. Quick thinking and the need to
mountainous fortresses. Their heritage retains the 60 foot adequately assess social situations has left them advantaged
darkvision. Instead they have trouble congregating into on insight checks against commoners.
civilized areas and prefer more natural areas. Half-elves will be disadvantaged on persuasion checks
against an individual who has “racial pride,” particularly
Elves: among Elves and Humans. As a half-breed, half-elves are
With the exception of drow and (under the right conditions) unable to reproduce.
moon elves, life among modern technology has left most
elves without darkvision. See individual elf type for Half-Orcs
replacement perks. Orcs can still be found in the modern world as a sentient
species, but are more often than not in highly vegetated areas
High elves far from civilization, usually farmers or secluded societies.
High elves have advantage on perception checks involving Half-orcs are shunned in a manner similar to half-elves, but
eyesight in direct sunlight. Moon Elves have darkvision up to tend to be (reasonably so) more feared. They gain advantage
60 feet in direct moonlight, as long as there are no other light for intimidation checks against “common” folk.
sources within 60 feet. They also have advantage on For the above mentioned reason, half-orcs will be
perception checks in these conditions. disadvantaged in persuasion and deception checks against
common folk (Humans/Elves).
Wood elves Due to modern technology, half-orcs (and Orcs, for that
Wood elves are likely to have spent most of their time living matter) are unlikely to have a major understanding of
outside of the “civilized” world. They have adapted to using technology and will have disadvantage with technology
electrical lighting with modern technology, but still retain an unless having been trained.
uncanny familiarity with the “uncivilized” world. Thus, they The warrior culture of Orcish genetics have allowed half-
will notice small differences in natural environments and will orcs to be particularly adept at “sizing up” opponents. They
have advantage on perception checks outside of civilization may analyze an opponent and roll perception against the
as long as they can see. target’s deception to determine its threat (CR).
As a half-breed, half-orcs are unable to reproduce.
Drow
All drow were born in the underdark. They retain their 60 Tieflings
feet of darkvision. The banishment of the drow to the
underdark still applies. They are a rare sight on the surface In “modern” society, sin and vice run rampant. Tieflings are
world, and are - at the very least - regarded in a suspicious the offspring of demons with humanoid races. They are
manner. Drow are disadvantaged in all charisma checks if treated as such: children of vice. Tieflings have disadvantage
they are recognized as drow. on all charisma checks when dealing with “normal”
The few drow that have a reason to leave the underdark commoners in “normal” situations.
know to hide their true identity. A character who plays a Tieflings have advantage on deception, persuasion, and
surface dwelling drow will have proficiency with the disguise intimidation checks when dealing with individuals of a
kit. If a class or background would normally grant proficiency “shady” nature. This extends to individuals who glorify a life
with the disguise kit, they gain proficiency with another of “sin and vice.”
toolkit of their choice instead (DM discretion). Due to modern technology and their most probable
upbringing within cities, outside of resting most Tieflings
Gnomes: have never spent time in the dark but still retain their
“Rock Gnomes” are now more commonly known as “Tinker- darkvision but only up to 30 ft.
Gnomes” as their tinkering typically places them in
technological roles.

4
Additional Races
Some Automaton can be incredibly naive and lack a sense
Clockwork Automaton of introspection. However, many others are the opposite and
By u/Maxhydro question their existence, they wonder if, as constructs, they
have souls, and ask what becomes of them in the afterlife.
Created by an ambitious master engineer who wanted to The more intelligent automaton create complex philosophies
create life. The engineer gave their all to birth such a about what they perceive and learn. Though they can show
creation. Using clockwork prothstetics, the scientist had loyalty to religions and organizations, typically they become
created a fully sentient automaton. At first they were loyal to a small group of comrades.
mindless, blindly following machines but eventually grew Automatons often have little life experience as they have
consciousness. Thoughts, emotion, they'd ask questions and spent most of their time working towards one specific duty. If
wondered if they too were a living being. No such answer was there is one interest all Clockwork Automatons share it is
know to be true or not, and the scientist died in the wake of their love of working and the satisfaction of a job well done.
his creations or so it is thought. Many create endless lists of goals and chores to feed that
The fate of these machines is unknown not many were feeling. They take pride in their work and can work incredibly
made to the complexity that the scientist created. All hard, both traits that make them dislike idleness and failure.
schematics, designs, plans, notes, everything was gone. Automatons can excel at most tasks, having a single-minded
Nothing was left behind for anyone to find but a single note. efficiency, especially in combat related roles. But this same
The note told of a secret apprentice that would continue his single-mindedness can often translate to a lack of creativity
work where no one could find him. Only few automatons and they can be easily surprised or "outflanked."
exist having a "soul" but more are thought to come when the Automatons built for war understand duty, the chain of
apprentice rises from his hiding hole. command, and conflict. While Automatons.
Clockwork Automatons dislike being called "it" and usually
Physical Description accept the gendered pronoun that they most closely
Made of gears, metal, and cogs held together by magic, the resemble. Some Automaton adopt names from the culture
Clockwork Automaton are beings constructed out of thick they were created in, though most of their names were
porcelain, metal, and metal filaments around a skeletal frame assigned at construction and are straightforward and related
of metal, and unknown fibers acting as a muscular system. A to their job, abilities or rank. Many Automaton simply accept
network of tubes run through the Automaton's body, filled the nicknames given to them by their comrades while others
with a blood-like fluid designed to lubricate and nourish their seek more meaningful names that best describe them.
gears.
The Automaton are completely sexless and genderless, Automaton Names
though their bodies may have been designed with masculine Clockwork Automatons usually either adopt
or feminine features, these are considered by the Automaton their names from whatever race currently
to be little more than aesthetic aspects. The Automaton are built them or they adopt a name for their
able to be repaired and modified by those with the know-how, purpose, rank, or field along with the
which can give an endless array of possibilities to their surname of their creator.
appearances if the engineer is capable. Some adopt a "personal name," these are
A Clockwork Automaton on average stands little taller than decided by the Automatons themselves
their creators race height and weighs in at 100 - 300 lbs. and are usually determined after long
These numbers may vary among the Automaton specifics. periods of soul-searching. This is
usually a special designation a
Personality Automaton has for its friends and
Clockwork Automatons can have unique personality traits, carries a special meaning to them
though, as they are constructs, those are restricted in some emotionally.
ways. They experience anger, pain, fear, and hatred like their
human creators. All Automatons naturally seem reserved,
stoic, and pensive, hiding an array of emotions behind their
minorly inexpressive metallic faces. Their faces were not
designed to display facial expressions merely replicate
talking. So it can seem like they are distant to the
conversation. Despite their lack of physical facial
expressions, they're not completely without them, as their
eyes tend to brighten when experiencing strong or specific
emotions. Some automaton have their faces modified to be
more expressive for their companion's comfort, but these
expressions are learned rather than natural and often appear
stilted and awkward.

5
Automaton Traits
Ability Score Increase. Your Constitution scores is
increased by 1.
Age. Automaton are created as adults; they have no
childhood or adolescence. It is theorized that Automaton may
show signs of physical deterioration after about 150-200
years, but have no further aging effects after that point and no
maximum age.
Alignment. Automaton tend toward lawful alignments, as
they were constructed to be built for one purpose, usually to
help.
Size. Automatons who are gendered as "male" are created
broader and heavier while "female" gendered automatons are
thinner, more elegant with their facial features and look more
like their core race. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Living Construct. Even though you were constructed, you
are a living creature. You are immune to disease. You do not Center Stage You can choose to gain proficiency in one of
need to eat or breathe, but you can ingest food and drink if the following skills: Deception, Performance, or Sleight of
you wish. Hand .
Instead of sleeping, you enter an inactive state for 4 hours
each day. You do not dream in this state; you are fully aware Mystical Automaton
of your surroundings and notice approaching enemies and Using the magic inside them to their full potential, they are
other events as normal. built to assist and contain great magical powers and work
Composite Plating. Your construction incorporates metal with highly adept teachers.
sheeting, granting you a +1 bonus to Armor Class. Ability Score Increase. You can choose to increase your
Electrical Conductivity Electrical Conductivity; Lightning Intelligence, Wisdom, or Charisma by 1.
attacks are a gamble when you're struck by them. When you Pushing the Limits You can choose to gain proficiency in
take damage from a Lightning source, you may make a one of the following skills: Arcana, History, Perception, or
Constitution Saving Throw. The DC is either 10 or half of the Persuasion.
damage taken from the source rounded down.
If you succeed, you can spend your reaction to fling some of Medical Automaton
the energy back, causing them to make a dexterity saving Made to help people who are injured they are well known for
throw. The DC is 8 + your proficiency + your con modifier. If their medical application. They know how to fix many injuries
they fail the save, they take half of the damage you took, if but not any that are too severe.
they succeed they take no damage and you have disadvantage Ability Score Increase. Your Wisdom is increased score
on attacks until the end of your next turn. by 1.
This ability recharges after a short or long rest Rest Easy You gain proficiency in Wisdom (Medicine)
Languages. You can speak, read and write Common, and checks
your creators native language. Bilingual You gain an additional language of your choice.
Subraces Only four subraces were known to have been
created or altered. With this they are quite unique in their
own respect build for different jobs.
Guardian Automaton
Automatons build to protect and help others with safety.
Always wishing to make everything save and fending off
those who would harm weaker beings.
Ability Score Increase. Your Strength score is increased
by 1.
Military Grade. You gain proficiency in one of the
following skills: Athletics, Intimidation, or Survival
Dancer Automaton
Built to entertain these Automaton are agile, small, and quick
on their feet. Their purpose was to perform and make all
those around them adore their performance be it dancing or
other things.
Ability Score Increase. Your Dexterity score is increased
by 1.

6
Dromites Dromite Traits
By KenMarble
Your dromite character has a number of traits in common
with all other dromites. Ability Score Increase Your Charisma
Another Cosmos score increases by 2.
Beyond the known planes of existence lies other realities. Age Dromites mature slightly faster than humans,
These are not simply additional planes. They are entirely reaching adulthood in early to mid-teens. They typically live
different cosmologies, entire sets of planes organized in ways as long as humans.
far different from the known cosmology. One such reality was Alignment Dromites tend toward no particular alignment.
the home of the dromites. The best and the worst are found among them.
Unlike the known Inner Planes that are composed of the Size Dromites average about 3 feet tall and weigh about 40
four elements as well as Positive and Negative Energy planes, pounds. Your size is Small.
the reality of the dromites was based on the five energies Speed Your base walking speed is 25 feet.
(acid, cold, electricity, fire, and sound) as well as the planes of Keen Smell You have advantage on Wisdom (Perception)
Elemental Life and Elemental Undeath all intertwined within checks that rely on smell.
the Ocean of Thought. This cosmology was known as the Natural Armor Your have hardened, almost exoskeleton-
Cosmic Mesh, as each plane of existence was a strand woven like skin. When you aren't wearing armor, your AC is 12 +
through the others merging and splitting in an infinite weave. your Dexterity modifier. You can use your natural armor to
The dromites were beings touched by the Energy Planes, determine your AC if the armor you wear would leave you
much like the elemental genasi of this reality. Just as the with a lower AC. A shield's benefits apply as normal while you
planes were interwoven with each other, so too do the use your natural armor.
dromite castes typically live with and are born to each other. Languages You can speak, read, and write Common and
Each caste is touched by one of the forms of energy, but they Primordial.
are not subraces in a traditional sense since any type can be Subrace Five subraces of dromite exist: dissolution caste,
born within a community. glimmer caste, ice caste, pyre caste, and voice caste. Choose
one of these subraces.
Invasion of Nightmare
The influence of the Ocean of Thought engulfing these planes
lead to a preponderance of psionic magic both from trained
practitioners, as well as abilities native to the beings
themselves. The power of the dromites manifested itself in
their use of their planetouched energy, but other races, most
long forgotten, were born with a wide array of psionic
abilities.
Unfortunately, such a concentration of psionic ability
garnered the attention of a dimension of nightmare. Slowly
corrupting the beings within these planes, this nightmare
dimension managed to seep its way into that reality. As the
infestation grew, it reached a threshold and these planes
were opened up entirely to this dreadful realm.
Horrors surged throughout that entire universe, consuming
and twisting its inhabitants into frightening monstrosities. As
the end drew near, the dromites managed to find a means for
some of them to escape. The Pyre Caste had discovered
links, almost like metaphysical overlaps, between their
Energy Plane of Fire and another reality the Elemental Plane
of Fire of this reality.
Drohma, the goddess and mother of the dromites
sacrificed herself in a conflagration of divine energy strong
enough to rip a hole between the two realities. Waves of
dromites fled before the link was broken in hopes of
containing the infestation to that reality. Now refugees in
another reality, dromites have tried to find a place and a new
purpose.

7
Glimmer Dromite They are tall and thin to the point of occasionally being
In many respects, Glimmer caste dromites are more the mistaken for a short elf. They are typically either a near white
opposite of the Ice caste dromites than the fire ones are. with deep violet accents or a lavender with striking yellow
While the Ice dromites thoughtfully consider their actions, highlights. In both cases, the colors are in branching patterns
Glimmer dromites blurt out virtually every thought that ever similar to cracks of lightning.
occurs to them. One would think this would lead to many Glimmer caste dromites have the following traits.
regretted comments, but Glimmer dromites see life and the Ability Score Bonus. Your Dexterity score increases by 1.
world as too fleeting to waste on regrets. To many others, it Energy Resistance. You have resistance to lightning
looks as if Glimmer dromites live their lives as a race – damage.
constantly focusing on the next moment before the current Speed Burst. You are able to double your movement speed
one has been experienced. An Glimmer dromite actually until the end of your turn. You are unable to use this ability
seeing a project through to completion is a rare thing indeed. again until you complete a short or long rest.
Ironically, they actually share some characteristics with the Energy Ray. You know the shocking grasp cantrip.
Ice dromites. Their ability to think quickly on their feet Charisma is your spellcasting ability for it.
actually leads them to be among the more intelligent
dromites as well. Furthermore, in their own very different Ice Dromite
ways, the Ice and Glimmer caste dromites tend to be the The members of the Ice caste tend to be more calculating
ones most focused on the future. and analytic than others. Some dromites, especially of the
Glimmer and Pyre castes, look upon the members of the Ice
caste as slow in thought, and sometimes even dim-witted
because their inability to react quickly. This is far from the
truth, as Ice dromites tend to be the most intelligent and wise
members of their race, but take the time to analyze every
action before it is taken, and every word before it is spoken.
They may not snap to judgment as the Glimmer dromites
would, but their precision in thought and logic are greatly
beneficial. A more accurate criticism is that Ice dromites lack
emotions. Although not entirely true, they often become too
caught up in considering a situation and all the alternative
courses of action, that they often leave little room in their
thoughts for emotional reactions to grab hold. Besides,
emotions can be fleeting, and by the time a Ice dromite
reacts, the emotion may have already passed, leaving only the
cold logic speaking.
They are broadly built and typically shorter for dromites.
Their skin is often a consistent color in the blue to white
shades. Any variations in their skin tone is subtle and difficult
to notice.
Ice Caste dromites have the following traits.
Ability Score Increase Your Intelligence score increases
by 1.
Energy Resistance You have resistance to cold damage.
Calculating Mind You have advantage on Intelligence
saving throws.
Energy Ray You know the ray of frost cantrip. Charisma is
your spellcasting ability for it.
Pyre Dromite
Pyre caste dromites are among the most passionate and
emotional of their race. Their emotions may seem erratic to
others, but to the members of the Pyre caste, this is simply
how they react to an ever-changing world. As things happen
around them, it only makes sense that their emotional
reactions would shift as well. Pyre dromites tend to be the
most excluded of the castes because most dromites are not
thick-skinned enough to deal with a Pyre caste member
calling them their truest friend one day and then bitterly
insulting them the next.

8
This does not bother the Pyre dromites greatly, as they Dissolution Dromite
prefer their own company anyway. Most of the other castes Dissolution caste dromites are often somber and can make
seem dull and unfeeling to the Pyre dromites. Although the other dromites uncomfortable. They realize all reality is a
Glimmer caste is as capable as the Pyres to dare to great cycle of renewal. Living things die and become food for other
feats of bravery (or foolishness if you ask the Ice dromites), life. Mountains rise and eventually crumble. Everything is
the Glimmer ones do so more from compulsion, whereas the temporary and in transition, and Dissolution dromites are
Pyre dromites savor every breathtaking moment. drawn to helping that cycle. Others see them as destructive,
They, along with the Glimmer Caste, are typically the but Dissolution dromites feel resisting change is unnatural
tallest of the dromites. However, their builds run the full and harmful. Despite the opinions of others, Dissolution
range from slim to well muscled. The skin tones are typically dromites are rarely malicious and are not wanton agents of
a pale yellow with red, orange, and deep black streaks and destruction. They are reminders that anything built will
stripes. someday fall, and everyone will someday die. These
Pyre Caste dromites have the following traits. reminders make many other dromites uncomfortable.
Ability Score Increase Your Strength score increases by However, when a dromite community is threatened, the other
1. castes are quick to overlook that as the Dissolution dromites
Energy Resistance You have resistance to fire damage. remind their enemies just how transitory their existence is as
Bold Spirit You have advantage on saving throws against well.
the frightened condition. Members of the Dissolution Caste tend to be thin and frail
Energy Ray You know the fire bolt cantrip. Charisma is in appearance. This is deceiving as their wiry frames mask a
your spellcasting ability for it. flexible resilience. Their skin tends towards yellow-greys with
green spots and speckles randomly scattered.
Voice Dromite Dissolution Caste dromites have the following traits.
Voice caste dromites are an interesting blend of the passion Ability Score Increase Your Constitution score increases
of the Pyre caste and the calm of the Ice caste. Their by 1.
emotional lives are as rich as any Pyre dromites, but it is an Energy Resistance You have resistance to acid damage.
introspective richness, every bit as analytical as the Ice Find the Weak Spot You can find the weaknesses in
dromite’s logic, but focused more on the ephemeral emotions objects, and have advantage on attack rolls against objects
within them and the subtle wisdom in the world around. until the end of your turn. Once you use this trait, you can’t
Voice dromites express their emotion through works of art use it again until you finish a short or long rest.
that range from the life-altering enlightening to the utterly Energy Ray You know the acid splash cantrip. Charisma is
nonsensical. In the later cases, Voice dromites merely shake your spellcasting ability for it.
their heads in realization that the other castes can never see
the world as they do and experience the things they can
experience. Even though they prefer contemplation and
creative expression to seeking positions of authority within
their community, many Voice dromites view themselves as
greater than their brethren. They only wish that their art,
whether it is a song or a sculpture, helps elevate the other
castes toward the serenity and superiority of the Voice
dromites.
They are small and thin, making them typically the
meekest of the dromites. They are often various shades of
grey with one other highlight color, but this color can be
virtually anything. These accents ripple over their chitin skin
like waves.
Voice Caste dromites have the following traits.
Ability Score Increase Your Wisdom score increases by 1.
Energy Resistance You have resistance to thunder
damage.
Powerful Hearing You have advantage on saving throws
against the deafened condition.
Musical Talent You are proficient with one musical
instrument of your choice.
Energy Ray You know the thunderclap cantrip. Charisma
is your spellcasting ability for it.

9
The Kobold (Revised) Kobold Skirmisher
By u/Elevatorrampage Kobold Skirmishers are the iconic type of kobolds you might
Kobolds are aggressive, inward, yet industrious small find in a dungeon, quick, and deadly, atleast as long as there
humanoid creatures. They are noted for their skill at building are a few in the same room.
traps and preparing ambushes, and mining. Kobolds are Ability Score Increase. Your Dexterity and Wisdom
distantly related to dragons and are often found serving scores both increases by 1.
dragons as minions. Quick on Your Feet. When you are engaged in the
begining of combat you can move an additional half your
Kobold Traits speed towards any target that has yet to moved.
Subterranean. Whenever you make an Wisdom(Survival)
As a Kobold you have the following Racial Traits: check while underground, you are considered proficient in
Ability Score Increase. Your Dexterity score increases by the Survival skill and add double your proficiency bonus to
1. the check, instead of your normal proficiency bonus.
Age. Kobolds reach adulthood at age 6 and can live up to Kobold Weapons Training. You have proficiency with the
120 years (but rarely do so). Dagger, shortsword, Whip, and Hand Crossbow.
Alignment. Kobolds are fundamentally selfish, making
them evil, but their reliance on the strength of their group
makes them trend toward law. Kobold Scavenger
Size. Kobolds are between 2 and 3 feet tall and weigh Kobold Scavengers are the smart kobolds, often times the
between 25 and 35 pounds. Your size is Small. pesky traps found in a kobold din are designed by this type of
Speed. Your base walking speed is 30 feet. kobold, raised to use whatever they have at their disposal to
Darkvision. You can see in dim light within 60 feet of you get the job done.
as if it were bright light, and in darkness as if it were dim Ability Score Increase. Your Intelligence score increases
light. You can't discern color in darkness, only shades of gray. by 2.
Gear-smith. As part of a long rest, you can harvest raw Use what you got.. You are proficient in improvised
materials to create a hunting trap, Alchemist's Fire, Acid or weaponry and you increase the damage die of the improvised
Basic Poison. You can always create one item, and you can weapons to a d6. You may use your intelligence in place of
attempt to make a second item, using an appropriate DC 15 strength or dexterity for your attack and damage. You must
tool check. use the same modifier for both rolls.
These items are all only usable once and have no value to Gear Tinker. You are able to more effectively use your
merchants. To use this trait, you need appropriate artisan's creations, change the saving throws of your crafted gear.
tools, such as Smith's tools, Alchemist's supplies, or Gear save DC = 8 + your proficiency bonus + your
Poisoner's kit Intelligence modifier.
Sunlight Sensitivity. You have disadvantage on attack rolls Tool Versatility. You gain proficiency in two tools of your
and on Wisdom (Perception) checks that rely on sight when choice.
you, the target of your attack, or whatever you are trying to Skill Proficiency. You are proficient with one Intelligence
perceive is in direct sunlight. based skill of your choice.
Languages. You can speak, read, and write Common and
Draconic.
Subrace. Three subraces of Kobold exist: Kobold
Dragonheart, Kobold Skirmisher, and Kobold Scavenger
choose one of them for your character.

Kobold Dragonheart
Kobold Dragonhearts, also known as dragonwrought kobolds
or Urd, are kobolds that are more closely connected to
dragons in some way, and have some traits similar to them.
Ability Score Increase. Your Charisma score increases by
2.
Hardened scales. Your armor class while unarmored is
12+ your dex modifier.
Flight. You have a flying speed of 30 feet. To use this speed,
you can’t be wearing medium or heavy armor.
Kobold’s Breath. You can cast the Color Spray spell once
with this trait, requiring no material or Somatic components,
and you regain the ability to cast it this way when you finish a
long rest. Charisma is your spellcasting ability for this spell.

10
Mannequin
By u/Ezfi
Created by an ambitious wizard who wanted to start a
dressmaking business, mannequins are living constructs with
the sole purpose of selling wares, clothing in particular.
Graceful, sly and alluring, they are perfectly designed to find
out what customers want and offer it to them before they can
think to ask. While their original inventor is long dead, the
recipe for their creation still circulates, and many merchants
and nobles employ them for retail and other services. All
mannequins are intelligent—they have to be to analyze their
clientele so effectively—but most are content in a life of
subservience. Only the strangest and most daring among
them pursue a life of independence.
Faceless Replicas
Mannequins are constructs, usually made out of either wood
or metal. They are sometimes painted a solid color, but more
expensive and well crafted ones may be allowed to show their
true material. They have no real facial features. Some have a
flat plane instead of a face, while others have a face carved
into the head. Even when they appear to have facial features,
none of them work, and they are incapable of facial
expressions. Due to their lack of a mouth, they speak with a
basic form of telepathy.
While most resemble humans in form and build, they can
be constructed to resemble any medium-sized humanoid
race, from elves to dragonborn. The race they resemble will
reflect the industry they were made to be employed in and
what race they mostly sold to. Some mannequins have
multiple interchangeable head casings that they can wear to
resemble different races.
Stiff yet Graceful
Originally made to sell clothing, mannequins know how to
show off whatever they are wearing. When they move, they do
so with grace, fluidity and poise, even in the midst of battle or
when they are overcome by intense emotion. They are
programmed to be careful with the "merchandise" on their
bodies, and become extremely distraught if their outfit is
damaged or soiled.
When mannequins aren't moving, they stand completely still, Living Construct. Even though you were constructed, you
without the slightest twitch or fluctuation. It can be very are a living creature. You are immune to disease. You do not
difficult for someone who is unfamiliar with the race to tell need to eat or breathe, but you can ingest food and drink if
that it is alive at all before it starts to move. They have you wish. Instead of sleeping, you enter an inactive state for 4
incredible patience while holding still and can stay that way hours each day. You do not dream in this state; you are fully
for days on end, ignoring slight discomforts and annoyances. aware of your surroundings and notice approaching enemies
When they stand still, they have a habit of striking a graceful and other events as normal.
pose and holding it as long as they have to. Business Sense. Add your proficiency bonus to any
Charisma (Persuasion) and Wisdom (Insight) checks related
Natural Merchants to buying, selling and trading items and services. If you are
From the way they move, mannequins may seem to be already proficient, add double your proficiency bonus.
shallow creatures, but they are highly intelligent in matters of Statuesque. You have the ability to stay unnaturally still.
economics and trade. They are experts in selling people You have advantage on Dexterity (Stealth) checks when you
things they don't need and getting them to pay more for the are not moving.
things they do need. This expertise also helps them when False Face. You are able to use all of your senses and
they are on the buying end of a transaction, making them speak normally, despite having no real facial features. You
effective hagglers and deft at spotting unfair prices and cannot be blinded by non-magical means, except by covering
scams. They take great pride in their mercantile prowess. your entire face with an opaque material. You also cannot be
Nothing makes them feel better than a successful sale where deafened by non-magical means except by covering your
everyone leaves happy. whole face with a thick material that blocks sound.
While their opinions on morality can vary from individual Perfect Fit. Whatever you wear magically resizes to fit
to individual, all mannequins have a strict, instinctual code of your body. You may wear armor and clothing made for Small
conduct when it comes to money and possessions. Stealing is and Large humanoid creatures without having to modify it.
the most terrible sin possible from their perspective. Large When you take armor or clothing off, it will return to its
thefts can throw even the most gentle and good-natured original size.
mannequin into a murderous rage. Languages. You can read, write, and speak Common and
one language of your choice.
Mannequin Names
Mannequins are named by their owners, so their names can
follow the pattern of any culture in the world. Often they will
lack a family or clan name, or their family or clan name will
be based on the store they worked for or the noble family they
served. Their names tend to be elegant and trendy. A single
mannequin may go through many names in their lifetime.
For mannequin name options, look at the name section for
the race of your character's previous owners.
Mannequin Traits
As a mannequin, the way that you were designed and
constructed gives you a variety of traits that you share with
other mannequins.
Ability Score Increase. Your Charisma score increases by
2, and your Dexterity score increases by 1.
Age. Being constructs, mannequins come into the world
fully formed. They normally last about 500 years before
breaking down.
Alignment. Made to follow orders, most mannequins tend
towards lawful neutral. Free mannequins normally have a
more chaotic streak in them that pushed them away from
their predefined place in life.
Size. Mannequins are often around the same size as
humans, although they can be slightly bigger or smaller
depending on what race they were modeled after. Their inner Art Credit
mechanisms are too complex to be condensed down to Mannequin picture by Niki-UK on Deviantart
halfling size. Your size is medium.
Speed. Your base walking speed is 30 feet. Artist unknown for the marketplace picture, but it
is a piece of official concept art from Guild Wars 2.
Class Adjustments

S
everal classes are eligible for firearms proficiency. Paladin
Firearms proficiency is dexterity and strength
based.. If you would like to be proficient with Martial weapons proficiency may be substituted with
firearms, see below class notes. proficiency in both sidearms and long arms. If you do so,
substitute the following:
“Martial weapon and shield…” with long arm, as indicated
Unearthed Arcana’s “Modern Magic” subclasses are below in items.
available, see link: “Five javelins….” with sidearm starting item, as indicated
http://media.wizards.com/2015/downloads/dnd/UA_Modern below in items.
Most classes offer the chance to start with an Explorer’s
pack or Dungeoneer’s pack. The “City Living” pack listed in Ranger
the items below may be substituted instead. Be sure to check Martial weapons proficiency may be substituted with
the pack notes in the items section for substitutions that proficiency in both sidearms and long arms. If you do so,
apply to all packs. GM Note: As the game progresses, higher substitute the following:
caliber firearms may have a strength requirement to be able “Two short swords or…” with two sidearms, as indicated
to attack using proficiency bonus. below in starting items.
“A longbow and...” with long arm, as indicated below in
Barbarian starting items.
Barbarians are automatically granted proficiency with long Archery fighting style also applies to long arms and
arms. They may substitute starting with the greataxe or other sidearms.
martial weapon with the substitute noted within Items
(starting equipment) under longarms. Rogue
Rogues are proficient with sidearms, muskets, wheellock
Bard guns, carbines, and rifles.
Bards are proficient with with sidearms, muskets, rifles and Under starting equipment, substitute “a shortbow…” with
carbines. They may start with a sidearm of their choice (DMs sidearm from starting items in below section.
choice of starting guns). Rogues may take proficiency with long arms in exchange
for proficiency with longswords, rapiers, and short swords.
Cleric If this is taken, under starting equipment substitute “a
rapier…” with long arm as indicated below under starting
Be sure to note the “City Domain” from the Unearthed items.
Arcana link if you would like to be proficient with firearms.
NOTE: Clerics may not select any of the new technomancy Warlock
spells at the DMs discretion. Wizards are proficient with sidearms
Fighter NOTE: Warlocks may not select technomacy
subclasses/spells at the DMs discretion.
Martial weapons proficiency may be substituted with
proficiency in both sidearms and long arms. If you do so, Wizard
substitute the following: Wizards are Proficient with sidearms.
“Martial weapon and shield…” with Martial longarm, as NOTE: Wizards may not select technomancy
indicated below in starting items. subclasses/spells at the DMs discretion.
“Light crossbow….” with simple sidearm, as indicated
below in starting items.
The “Archery” fighting style also applies to sidearms,
longarms, and heavyarms.
Monk
Deflect missiles does not apply to ballistic weapons
(firearms). Deflect missiles DOES apply to ranged weapons if
the monk is wielding a simple melee weapon.
New ability at 3rd level of monk: bullet time. See “deflect
missiles:” the same mechanic for missile weapons apply to
ballistic weapons, but rather than being able to throw a
ballistic weapon back at the attacker the monk may expend a
Ki point to move up to 10 feet (2 squares) without provoking
attacks of opportunity.

13
Giving Classes Guns
Barbarians start with proficiency in Primitive
Firearms and Shotguns. Barbarians can use firearms
for the purposes of benefiting from melee abilities
such as Rage, Reckless Attack, and Brutal Critical,
and Frenzy, but they must be at least within 10 feet
of the creature attacked to use them.

Bards start with proficiency in sidearms, muskets,


rifles and carbines.

Card Master start with proficiency in Primitive


Firearms and Pistols.
Clerics start with proficiency in sidearms and
firearms that have the Scatter property.

Druids cannot be proficient in firearms, as they are


always made from metal in some measure. The DM
can make exceptions to this.

Fighters start with proficiency in longarms and


sidearms. Fighters can choose from any Gun Tactic
when choosing from Fighting Styles.
Monks start with proficiency in Primitive Firearms,
but they do not count as monk weapons.

Mystics start with proficiency in Primitive Firearms


and Pistols.

Paladins start with proficiency in longarms and


sidearms. Paladins. Paladins can use firearms for
Divine Smite, Improved Divine Smite, and any
spells that would require them to take an attack
with a melee weapon before taking effect, but you
must be within at least 10 feet of the creature
attacked to do so. Paladins can only get the
Akimbo Shooting, Breacher, Gun Duelist, and
Shield Shooting Gun Tactic when choosing from
Fighting Styles.
Rangers start with proficiency in longarms and
sidearms. Rangers can choose from any Gun Tactic
when choosing from Fighting Styles.

Sorcerers, Warlocks, and Wizards get proficiency in


sidearms.
Rogues start with proficiency in sidearms, muskets,
wheellock guns, carbines, and rifles.

14
Additional Classes

A
dditional classes have been added to the
universe of Dungeons and Dragons made by Intense Rivalries
content creators and Wizards of the Coast. The artificers’ need to invent and expand their knowledge
These are to give players more options when creates an intense drive to uncover new magic discoveries.
selecting a class to play making in game Good-aligned artificers recover items on adventures or offer
roleplay and combat a more fun experience. gold or wondrous items to those who possess items they are
keen to own. Evil ones have no problem committing crimes to
Artificer claim what they want.
Almost every artificer has at least one rival, someone whom
By u/Revlid they seek to outdo at every turn. By the same token, artificers
A gnome sits hunched by the campfire, carefully using needle with similar philosophies and theories band together into
and thread to darn a ranger's cloak. As he works, he loose guilds. They share their discoveries and work together
incorporates tiny runes into the stitch pattern, symbols which to verify their theories and keep ahead of their rivals.
emit an ever-brightening glow. Finally the light fades, as the
energies channeled by his needle flow into the finished cloth.
He grins, and experimentally waves a handful of nothing in
the air. He hopes she likes her brand new invisibility cloak.
A troll growls in hunger as it looms over a dwarf. The short
girl smiles. One eyelid flickers. She whips a wand from some
hidden sheathe, and with a thunderous roar blasts the beast
with a gout of arcane, twisting flame. The troll’s growls turn
into shrieks of panic as it turns to flee, and she blows smoke
from the tip of her blasting rod.
The half-orc magician sprints down the corridor, panting
breathlessly as he flees a scuttling thing with far too many
teeth. It screeches as he rounds a corner, certain that it has
him pinned. Then a fist of fire-hardened clay smashes into its
carapaced head, and it goes reeling as a golem steps forth.
Makers of magic-infused objects, artificers are defined by
their inventive nature. Like wizards, they see magic as a
complex system waiting to be decoded and controlled
through a combination of thorough study and investigation.
Artificers, though, focus on creating marvelous new magical
objects. Spells are often too ephemeral and abstract for their
tastes. Instead, they seek to craft potent items.

Cunning Inventors
Every artificer is defined by a specific craft or science, which
they use as a foundation for their arcane practices. Some
artificers are engineers, who develop mechanisms that work
in conjunction with magical sigils and patterns. Others are
alchemists, focused on the creation of potions and ointments
with mystical ingredients. Still others are tailors, sculptors,
woodworkers, gemcutters, and even chefs.
To an artificer, magic is not something beyond
comprehension, but an ancient and ever-evolving art which
should be explored for any number of reasons. Novelty,
discovery, power, wealth, and the simple joy of creation all
drive artificers onwards.

INTRO | ARTIFICER 1
15
The Artificer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Artificer Specialty, Spell Formulae, Tool Expert 2 2 1 1st
2nd +2 Infuse Magic, Wrightlore 2 3 2 1st
3rd +2 Specialty feature, Wondrous Panoply 2 3 2 2nd
4th +2 Ability Score Improvement 3 4 2 2nd
5th +3 Delicate Infusion, Potent Wonder (1) 3 4 2 3rd
6th +3 Talismonger 3 5 2 3rd
7th +3 Minor Wonder (3) 3 5 2 4th
8th +3 Ability Score Improvement 3 6 2 4th
9th +4 Potent Wonder (2) 3 6 2 5th
10th +4 Specialty feature 4 7 2 5th
11th +4 Master of Craft, Greater Wonder (1) 4 7 3 5th
12th +4 Ability Score Improvement 4 8 3 5th
13th +5 Magnificent Creation, Potent Wonder (3) 4 8 3 5th
14th +5 Speciality feature 4 8 3 5th
15th +5 Infusion Surge, Greater Wonder (2) 4 9 3 5th
16th +5 Ability Score Improvement 4 9 3 5th
17th +6 Specialty feature 4 9 4 5th
18th +6 ─ 4 10 4 5th
19th +6 Ability Score Improvement 4 10 4 5th
20th +6 Spirit of the Muse, Greater Wonder (3) 4 10 4 5th

Creating an Artificer Class Features


As you build your artificer character, think about their As an artificer, you gain the following class features.
specialty. What drew them to this craft, and what was the first
thing they made? Who was their teacher, and what was their Hit Points
relationship? Do they have a rival, or favor lone research? Hit Dice: 1d8 per artificer level
What sort of role do artificers play in the setting of your Hit Points at 1st Level: 8 + your Constitution modifier
game? Are they isolated geniuses performing dangerous Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
magical research, or the cornerstone of a mighty industry? modifier per artificer level after 1st
Why did you set out adventuring? You might be fleeing a
disastrous experiment, in need of funding, searching for an Proficiencies
ancient artefact to study, or eager to discover new ingredients Armor: Light armor
and materials for your creations. Weapons: Simple weapons
How do you relate to your party? Do they value your Tools: Tinker's tools and two of your choice
magical insight and tinkering, or do you meddle to the point Saving Throws: Constitution, Intelligence
of perfectionism? Do you subject your friends to endless Skills: Choose two skills from Arcana, History, Investigation,
minutiae, or closely guard your secrets? Medicine, Nature, Religion, Sleight of Hand
Equipment
Quick Build You start with the following equipment:
You can make an artificer quickly by following these
suggestions. First, put your highest ability score in (a) a handaxe and a light hammer or (b) any two simple
Intelligence, followed by Constitution or Dexterity. Second, weapons
choose the guild artisan background. Third, choose the a light crossbow and 20 bolts
mending and prestidigitation cantrips, along with the 1st studded leather armor
level spells cure wounds and thunderous smite. tinker's tools
(a) dungeoneer’s pack or (b) explorer's pack

2 CHARACTER CREATION | SLAYER


Artificer Specialty Infuse Magic
At 1st level, you choose your Specialty as a crafter of amazing Starting at 2nd level, you gain a pool of infusion charges
items. You can choose from Apothecary, Bladesmith, which you can use to create temporary magic items. This
Golemancer, or Wandslinger, all of which are detailed at the pool starts empty, but you can expend a Spell Formulae spell
end of the class description. slot to gain charges equal to the slot's level.
Your choice grants you features at 1st level and again at All your infusion charges are lost at the end of a short or
3rd, 10th, 14th, and 17th level. long rest, whether they are in an item or your pool.
Specialty Tools Infusing Items
Every specialty grants proficiency with a specific set of tools You can choose one artificer spell you know of 1st level or
useful to its secret arts. If you are already proficient with higher, and spend 1 minute infusing it into an inanimate
these tools, the DM should allow you to choose another. object you are touching. Once this process is complete, you
transfer any number of infusion charges to the item.
Spell Formulae An item can hold a number of charges up to your
You are versed in the estoreric magic of an artificer. Intelligence modifier (minimum one) at once. You cannot
infuse the same spell into multiple items, or infuse multiple
Cantrips
spells into the same item.
You know two cantrips of your choice from the artificer spell Using Infused Items
list. You learn additional artificer cantrips of your choice at A creature with Intelligence 6 or more holding or wearing an
higher levels, as shown in the Cantrips Known column of the infused item can cast its spell with a range of self (or touch, if
Artificer table. it targets the infused object), by spending a number of the
Spell Slots
item's charges equal to the spell's level.
The Artificer table shows how many spell slots you have, and For example, expending a 3rd level Spell Formulae slot
what level those slots are; all of your spell slots are the same offers 3 infusion charges. Infusing these into a cloak with
level. To cast an artificer spell of 1st level or higher, you must absorb elements allows the wearer to cast that spell three
expend a spell slot. You regain all expended spell slots when times at 1st level, or once each at 2nd and 1st level.
you finish a short or long rest. The spell uses your spellcasting ability, and does not
require concentration. The bearer can cast it even if they
Spells Known of 1st Level and Higher
could not normally cast spells, and the infused item acts as a
At 2nd level, you know three 1st-level spells of your choice spellcasting focus for its spell. An infused spell ends early if
from the artificer spell list. the bearer casts another infused spell.
The Spells Known column of the Artificer table shows
when you learn more artificer spells of your choice. A spell
you choose must be of a level no higher than what's shown in
the table's Slot Level column for your level.
When you gain a level in this class, you can choose one of
the artificer spells you know and replace it with another spell
from the artificer spell list for which you have spell slots.
Spells learned through other artificer features do not count
toward your Spells Known, and cannot be swapped.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer
spells. In addition, you use your Intelligence modifier when
setting the saving throw DC for an artificer spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier

Tool Expert Wrightlore


Also at 1st level, choose two of your tool proficiencies. You Also at 2nd level, your understanding of magical craftwork
double your proficiency bonus for any ability check you make allows you to analyze the secrets of magic items. You learn
that uses these tool proficiencies. the spells detect magic and identify, which don't count toward
Beginning at 11th level, this feature applies to all of your your number of spells known and are artificer spells for you.
tool proficiencies. You can cast these spells at will, without expending a spell
slot or providing any material components.

CLASS FEATURES | ARTIFICER 3


Wondrous Panoply
At 3rd level, you complete two minor wonders, magical items Knick Knacks & Widgets
that only you can use. You decide the specific form your wonders take, as
Wonders each contain a spell, chosen from the table below, appropriate to your Artificer Specialty. They could
which you can cast without expending spell slots or material be rune-carved amulets, mechanical contraptions, a
components. These spells are cast at their lowest level, and belt of potions, or something even stranger. For
end immediately if they are cast again. If a spell targets one inspiration, check the list of trinkets on page 160
or more creatures, its range becomes self. of the Player's Handbook.
You treat spells you can cast using your wonders as You do not need a separate action to ready a
artificer spells you know for the purposes of infusion. wonder. This is represented by its casting time.
If a wonder is stolen or lost, you can remake it during a
short or long rest with 1 hour of work and 25gp of materials.
You complete an additional minor wonder at 7th level. At
5th level, you create a potent wonder, and another at 9th and Talismonger
13th level. You complete a greater wonder at 11th level, and
another at 15th and 20th level. Beginning at 6th level, you can spend 10 minutes working on
If you wish, your wonder can contain a spell associated an object to end all curses affecting it. If the object is a cursed
with a lower level of item (e.g. a Potent Wonder can contain magic item, its curse remains, but the spell breaks its owner's
jump). When you gain an artificer level, you can choose one of attunement so it can be removed.
your wonders and remake it into another of the same level. You can also end any spells affecting the object, a process
which occupies a number of additional minutes equal to the
Wonders Table total combined spell levels of each removed spell.
Level Spells
Minor alarm, comprehend languages, continual flame, Master of Craft
darkvision, detect poison and disease, disguise
self, enthrall, grease, jump, illusory script, mage
Starting at 11th level, you learn fabricate, which does not
armor, magic mouth, nystul's magic aura, purify count toward your number of spells known and is an artificer
food and drink, silent image, speak with animals, spell for you. If you are proficient with appropriate tools (e.g.
unseen servant, water breathing carpenter's tools for wood) you can cast that spell without
Potent any cantrip, alter self, animal friendship, arcane
expending spell slots.
lock, feather fall, feign death, fog cloud, levitate, In addition, you now ignore all class, race, and level
meld into stone, phantom steed, spider climb, requirements for the use of magic items.
speak with dead, speak with plants, tenser's
floating disk, tongues, water walk Magnificent Creation
Greater barkskin, detect evil and good, detect thoughts, Beginning at 13th level, when you complete a long rest you
enhance ability (one effect), expeditious retreat,
fly, gust of wind, invisibility, longstrider,
can choose one of the following spells: arcane gate,
nondetection, see invisibility, stinking cloud forcecage, globe of invulnerability, mordenkainen's
magnificent mansion, mordenkainen's magnificent sword,
move earth, simulacrum, or symbol.
Ability Score Improvement Once before the end of your next long rest, you can cast
When you reach 4th level, and again at 8th, 12th, 16th, and this spell as an artificer spell, without expending a spell slot.
19th level, you can increase one ability score of your choice
by 2, or you can increase two scores by 1. You can’t increase Infusion Surge
an ability score above 20 using this feature. Starting at 15th level, you gain infusion charges equal to your
Intelligence modifier (minimum one) when you complete a
Delicate Infusion short or long rest.
Starting at 5th level, when you create an infused item, you Additionally, you can use a bonus action to supply any
can describe a circumstance under which the spell triggers. number of infusion charges from your infusion pool to an
The first time that circumstance occurs while the item is item you have already infused within 60 feet. You must
held or worn by a valid creature, the infused spell is cast complete a short or long rest before you do so again.
without an action. This consumes charges normally.
For example, you might specify that an item infused with Spirit of the Muse
darkvision casts that spell when its wearer is plunged into At 20th level, you can spend 1 minute to reflect on your
darkness, consuming two charges. designs and ideas. If you do so, you regain all your expended
If you wish, you can instead use an action to set this trigger spell slots from your Spell Formulae feature.
on one of your wonders. Once you regain spell slots with this feature, you must
You must complete a short or long rest before you set finish a long rest before you can do so again.
another trigger.

4 CLASS FEATURES | ARTIFICER


Transcendant Alchemy
Artificer Specialties Starting at 17th level, you can use an action to heal a creature
Artificers pursue a variety of specialties, ranging from you are touching, magically infusing their internal chemistry.
methods to materials to goals. The wide-ranging hunter who That creature immediately regains all its lost hit points, and
works the bones and hides of his prey into mystical gear is you can end one disease or condition afflicting it.
just as much an artificer as the proud architect who reshapes You cannot do so again until you complete a long rest.
the land to match his geomantic designs.
Some specialties are self-taught, but others are literal Bladesmith
schools or guilds, complete with all the support and Hammering away at their forge, the bladesmith labours in
obligations such an organization offers. pursuit of legends: awesome weapons of incredible power,
born from steel and skill. Such artificers often join parties of
Apothecary mighty warriors, for how better to learn a blade's needs?
In a world where the gods will heal their chosen followers of
all that ails them, the study of herbs and minerals for Specialty Tools
restorative properties is sometimes regarded as backwards When you choose this specialty at 1st level, you gain
or even heretical. The apothecary brews regardless, seeking a proficiency with smith's tools.
cure for what ails them. You also gain proficiency with shields, heavy armor, and
martial melee weapons.
Specialty Tools
When you choose this specialty at 1st level, you gain Forge Arts
proficiency with alchemist's supplies or brewer's supplies. Also at 1st level, you learn to channel the heat of the forge.
You learn green-flame blade, which is an artificer cantrip for
Bolstering Draught you and does not count toward your cantrips known.
Also at 1st level, you learn to temporarily reinforce the vitality
of others with a stiffening concoction. You can use your Master of the Hammer
action and touch a creature to grant them temporary hit Starting at 3rd level, if you know an artificer spell that
points equal to 1d6 + your Intelligence modifier. These enhances a melee attack or improves a weapon's qualities
temporary hit points last for 1 hour. (e.g. magic weapon), you can infuse it into multiple separate
You can choose to catalyze this brew upon applying it, melee weapons at once.
increasing the hit points provided by your artificer level but In addition, you can use a bonus action to reforge a metal
reducing their duration to one round. weapon you are holding, with the following effects:
Potent Curatives You can change the spell infused into that weapon.
Beginning at 3rd level, if one of your infused spells is used to You can add any number of infusion charges to the item
restore a creature's hit points, grant it temporary hit points, directly from your pool.
or remove a condition, it regains 4 hit points in addition to You can transform the weapon into another type of metal
any supplied by the spell. weapon (e.g. a shortsword into a greataxe). Magic items
If you know an artificer spell which can restore a creature's revert back into their original form after 1 minute.
hit points, grant it temporary hit points, or remove a Master of the Anvil
condition, you can infuse it into multiple objects at once. Also at 3rd level, you have +1 AC while wearing metal armor.
This does not stack with the Defense Fighting Style.
Hardened Stomach
Starting at 10th level, long experience with various chemicals Stoke the Forge
grants you immunity to disease, poison damage, and the At 10th level, you gain resistance to fire damage. You also
poisoned condition. learn the heat metal spell. This is an artificer spell for you,
In addition, you learn the mass cure wounds spell, which is and does not count toward your spells known.
an artificer spell for you and does not count toward your
spells known. Sage of Steel
Also at 10th level, if you cast a cantrip on your turn, you can
Devil's Bargain Brew use a bonus action to reforge your weapon and then make a
Beginning at 14th level, when you complete a short or long single melee weapon attack with the altered weapon.
rest you can administer a special brew to a willing creature
within 30 feet. One of the creature's ability scores of your Font of Blades
choice increases by +2, as does its potential maximum in that At 14th level, you can cast blade barrier without expending a
score. However, it suffers disadvantage on all rolls made with spell slot. You must finish a long rest before you do so again.
one other ability, also of your choice.
The brew's effects last until you finish a short or long rest. Forge Lord
Beginning at 17th level, you have resistance to non-magical
bludgeoning, piercing, and slashing damage while wearing
armor made of metal.
Golemancer Advanced Servitor
While the creation of life is an ambition for many artificers, You continuously work to improve your golem's capabilities.
most abandon it in favor of more practical pursuits. The It uses your proficiency bonus instead of its own.
golemancer has not, and seeks to perfect the art of crafting a It has a number of hit dice equal to your own, and adjusts
servant with an inexhaustible body and unthinking mind. its maximum hit points accordingly.
Whenever you gain the Ability Score Improvement class
Specialty Tools feature, your golem can increase one ability score of your
When you choose this specialty at 1st level, you gain choice by 2, or two ability scores of your choice by 1, up to
proficiency with potter's tools. the normal maximum of 20.
Construct Servant You can rebuild your golem (see the Better, Faster,
Also at 1st level, you create a servant golem from clay and Stronger sidebar) to be tiny, small, or medium-sized. This
precious stones. This loyal companion uses the traits of an adjusts its hit dice, carrying capacity, and so on as normal.
ape with the following modifications: Starting at 5th level, you can build a large golem, and at
11th level you become able to build a huge golem.
It is a construct instead of a beast.
It loses the Multiattack action. Golem Programming
It is immune to being charmed, frightened, or exhausted. Starting at 3rd level, you can use a bonus action to use your
It is immune to being poisoned, as well as poison damage, golem's senses while it is within 100 feet. While you do so,
and does not need to eat or breathe. you can communicate telepathically with your golem.
It has proficiency in all saving throws, and adds its On your turn, you can use your action to give your golem
proficiency bonus to its AC and damage rolls. one of the following commands. It can use its reaction to
Your golem can understand your languages, and obeys your receive the relevant benefit until the start of your next turn:
commands as best it can. It rolls for initiative like any other Accelerated Reposition. Your golem immediately moves
creature, but you determine its actions. If you are up to its full speed.
incapacitated or absent, it acts on its own. Guardian Protocols. One creature of your choice benefits
from the Dodge action while within 5 feet of your golem.
Priority Target. Your golem gains advantage on its attack
rolls against one creature of your choice.
Better, Stronger, Faster Alternatively, you can use your action and spend a Spell
If you cast mending on your golem, it can spend Formulae spell slot to overclock your golem. It can use its
Hit Dice to regain hit points, just as though it had reaction to immediately take an action, in addition to any
completed a short rest. action it takes or took on its own turn this round.
If you actually complete a short rest, your golem
regains all of its hit points, as you engage in more Wondrous Automaton
mundane yet thorough repairs. Starting at 10th level, your golem incorporates a copy of each
If your golem dies, you can rebuild it during a of your wonders into its body, and can use them in the same
long rest. This occupies four hours of work, and manner as yourself. It also counts as a single inanimate
consumes raw materials based on its size: tiny object for the purposes of infusion charges.
(5gp), small (10gp), medium (25gp), large
(100gp), huge (200gp).
You can spend 1 minute using your potter's
Hack Construct
tools to harvest valuable reagants from your
Beginning at 14th level, you can cast command at will, as an
destroyed golem (DC 20). If you succeed, this cost artificer spell, without expending a spell slot or material
is eliminated. components. This spell can only be used to target constructs.
You can also remodel a living golem in a new Additionally, you can spend a Spell Formulae spell slot to
size. This works the same as rebuilding a golem of cast the animate objects spell, as an artificer spell. You must
the new size, but has half the material cost. complete a long rest before you do so again.
Magical Materials
Beginning at 17th level, your golem gains resistance to all
damage while you are within 30 feet of it.

6 SPECIALTIES | ARTIFICER
Wandslinger Infused Blast
All artificers invest themselves in their creations, but the Also at 10th level, when you use the Blast Essence feature
wandslingers are those who obsess over a single tool of you can spend a Spell Formulae spell slot, or five infusion
destruction, pouring their soul into every minor adjustment. charges, to alter the shapes in the following ways:
The wandslingers are legendary as wandering warriors, ever- Diffused Blast. The size of the cone increases to 60 feet,
ready to test their blasting rods against a new foe. and it inflicts an extra 2d10 damage.
Explosive Blast. The radius of the sphere increases to 30
Specialty Tools feet, and it inflicts an extra 2d10 damage.
When you choose this specialty at 1st level, you gain Piercing Blast. The length of the line increases to 150
proficiency with woodcarver's tools. feet, and it inflicts an extra 2d10 damage.
Blasting Rod Swift Wand
Also at 1st level, you create a blasting rod, a special wand Beginning at 14th level, when you roll initiative and are not
imbued with destructive magic. You learn the firebolt cantrip, surprised, you gain a special turn that takes place before
which is an artificer cantrip for you and does not count other creatures can act.
toward your number of cantrips known. If more than one creature in an encounter has such a
If you cast firebolt through your blasting rod, it inflicts your feature, they all act first in order of initiative, then the regular
choice of acid, cold, fire, lightning, or thunder damage, and initiative order begins.
deals additional damage equal to your artificer level. On this turn, you can move, ready your blasting rod, and
You can only have a single blasting rod at a time. If your rod use your rod to cast firebolt or project a shape. You cannot
is lost or destroyed, you can make a new one during a long take any other actions or a bonus action.
rest with 50 gp of materials and 4 hours of work.
Disintegration Blast
Focus Blast At 17th level, you can use your blasting rod to cast
Starting at 3rd level, if you cast firebolt through your blasting disintegrate as a 9th level spell, without expending a spell
rod and miss, you can use a bonus action to cast it again at slot. You must complete a long rest before you do so again.
the same target.
Blast Essence
Beginning at 10th level, you learn to properly shape volatile
energies. As an action while holding your blasting rod, you
can project an area of destructive magic from yourself.
Each creature in that area must make a saving throw at
your artificer spell save DC. A creature that fails suffers
magical damage as though struck by your firebolt, without
the normal damage bonus. If they succeed, they suffer half
damage.
You choose one of the following shapes when you reach
10th level, and select another at 14th and 17th level: I Do Not Aim With My Eye
In settings more comfortable with guns as part of
Diffused Blast. 15-feet cone (Strength save). A creature their aesthetic, the Wandslinger can be replaced
that fails its saving throw is pushed 10 feet away. with the Gunsmith. This specialty works in the
Explosive Blast. 10-feet radius sphere (Constitution save). exact same way, except that it uses a personalized
This shape centers on a point you can see within 120 feet. arcane firearm in place of a blasting rod.
Piercing Blast. 50-feet line (Dexterity save). Creatures You can assume that the verbal component of
receive no benefit from half or three-quarters cover on firebolt is replaced by the gun's loud retort.
their saving throw. Similarly, it is possible to reflavour a Golemancer
as a Roboticist: this version of the Artificer is more
magical than mechanical, but play what suits you.

SPECIALTIES | ARTIFICER 7
Artificer Spell List
Cantrips Level 3
Acid Splash Blinding Smite
Blade Ward Blink
Light Conjure Barrage
Mage Hand Elemental Weapon
Mending Flame Arrows (Elemental Evil Player's Guide, pg. 18)
Prestidigitation Gaseous Form
Produce Flame Glyph of Warding
Level 1 Haste
Lightning Arrow
Absorb Elements (Elemental Evil Player's Guide, pg. 15) Nondetection
Armor of Agathys Protection from Energy
Cure Wounds Protection from Poison
Ensnaring Strike Level 4
False Life
Hail of Thorns Death Ward
Searing Smite Elemental Bane (Elemental Evil Player's Guide, pg. 17)
Shield Fire Shield
Shield of Faith Freedom of Movement
Thunderous Smite Otiluke's Resilient Sphere
Wrathful Smite Polymorph
Level 2 Staggering Smite
Stoneskin
Blur Level 5
Branding Smite
Enlarge/Reduce Banishing Smite
Flame Blade Conjure Volley
Invisibility Greater Restoration
Lesser Restoration Swift Quiver
Magic Weapon
Mirror Image
Misty Step

8 SPELL LIST | ARTIFICER


Design Notes
This take on the Artificer class is designed to fill the niche of Multiclassing
a support caster. It provides many of the same features as the Whether learning treasure-hunting skills from a
Unearthed Arcana Artificer, but is intended to allow more rogue or focusing on magical theory as a wizard,
flexibility and a clearer focus. artificers can benefit from multiclassing as much as
any adventurer. The details are as follows:
Cracked Magic Artificer Multiclass Prerequisites
The Artificer uses short rest spell slots, much like the Ability Score Minimums: Intelligence 13
Warlock's Pact Magic, but its ability to convert slots into
infusion charges allows it to use preparation and forethought Artificer Multiclass Proficiencies
to supply buffs more flexibly and efficiently. Light armor, medium armor, two tools
The lack of concentration on these spells means
Barbarians can use them, and allows Searing Smite and Artificer Multiclass Spell Formulae
similar spells to be cast without interrupting the wielder's If you gain warlock levels as a artificer (or vice
own concentration. This is not without precedent; potions versa), add together all your warlock levels and all
allow the same thing. your artificer levels, and use the Warlock table to
The Artificer spell list is limited to those spells which determine your number and level of Pact Magic
enhance the character who casts them or the object they're spell slots. You can use these interchangeably with
stored in, to let Artificers create a cloak of invisibility or a Spell Formulae spell slots.
potion of cure wounds. Artificer Feats
This class' higher level features are roughly balanced
against the Warlock's Mystic Arcana spells. The Magic Initiate, Ritual Caster, and Spell Sniper
feats (along with other feats that allow a character
to learn spells) add the artificer spell list to those
At Willworking that can be chosen from. Artificer spells use
The Artificer has a limited number of spell slots. Even when Intelligence as their spellcasting ability.
parceling them out into infusion charges, the Artificer will
mostly be giving control of the spell to another character.
This limits the agency its players can exercise.
Therefore the Artificer comes with a great range of at will Custom Build
spells, which it can use for out-of-combat utility without If you want to add your own material to this class, you're
expending any resources. These include features like absolutely welcome! The most obvious areas are the spell list,
Wrightlore, as well as access to custom Wonders. the choice of Wondrous Panoply spells, and the Specialties.
In combat, an Artificer is more likely to rely on their Artificer Spells. The only restriction on Artificer spells is
subclass (or Specialty), which supplies their turn-by-turn that they should enhance the caster or an object in their
combat features. A Golemancer commands her golem, a possession. Try to imagine a magic item that has this effect.
Wandslinger blasts his enemies, and so on. Wondrous Panoply. Spells suitable for the Wondrous
Artificial Flavour
Panoply cannot inflict damage or restore health, and
This version of the class eschews mechanical or clockpunk probably shouldn't require a saving throw on the part of the
flavour in favour of a "magical artisan" theme. This makes it victim. Always consider what would happen if a PC could
usable in a much broader range of settings, but as noted cast that spell over and over, every turn.
elsewhere in this document, can easily be replaced. Artificer Specialties. An Artificer's Specialty should focus
The Artificer does not create literal magic items, which are on what they make, how they make it, or what it's made from.
dependent on the setting and campaign, hard to balance, and The Specialty should also provide the Artificer with
can be lost or consumed. Instead, it emulates them with its something they can do every turn in combat. The Apothecary
Wondrous Panoply and temporary infusions. can bolster its allies, the Bladesmith can attack with martial
weapons, the Golemancer can support its golem, and the
The Drawing Board
Wandslinger can blast its enemies at range.
So that's it: the Artificer is a short-rest caster focused on At 1st level, the Artificer gets a tool proficiency, and the
buffs, capable of creating temporary magic items with a little central focus for its turn-by-turn play.
prep-time, festooned with magical gizmos, and specialized in At 3rd level, that central focus should be improved and
a particular craft they can employ on adventures. refined, its gaps filled. Make this cool: it's the last Specialty
I'm interested in any and all feedback. Let me know what feature the Artificer will receive for a while.
you think, and let me know if you play with this class! As a reward for sticking around until 10th level, the
Art Credit: Wizards of the Coast (opening image, specialty Artificer gets a hefty (and flexible) boost to its focus.
vial), Cygames (golem), Pottermore (wands). All art will be 14th level is something of a breather, offering an oddball
removed on request of the license holder. feature that sits orthogonal to the rest of the Specialty.
17th level is equivalent to a single specific 9th level spell,
cast once per long rest.

DESIGN NOTES | ARTIFICER


Artificer Spell List
Level 1 Multiclassing
Whether learning treasure-hunting skills from a
Absorb Elements (Elemental Evil Player's Guide, pg. 15) rogue, or spending more time on pure magical
Armor of Agathys theory as a wizard, artificers can benefit from
Ensnaring Strike multiclassing as much as any adventurer. The
False Life details are as follows:
Hail of Thorns
Searing Smite Artificer Multiclass Prerequisites
Shield Ability Score Minimums: Intelligence 13
Shield of Faith
Thunderous Smite Artificer Multiclass Proficiencies
Wrathful Smite Light armor, medium armor, two tools
Level 2 Artificer Multiclass Spell Formulae
If you gain warlock levels as a artificer (or vice
Blur versa), add together all your warlock levels and all
Branding Smite your artificer levels, and use the Warlock table to
Conjure Barrage determine your number and level of Pact Magic
Enlarge/Reduce spell slots. You can use these interchangeably with
Flame Blade Spell Formulae spell slots.
Invisibility
Lesser Restoration
Magic Weapon
Mirror Image
Misty Step
Level 3
Blinding Smite
Blink
Elemental Weapon
Flame Arrows (Elemental Evil Player's Guide, pg. 18)
Gaseous Form
Haste
Lightning Arrow
Nondetection
Protection from Energy
Protection from Poison
Level 4
Death Ward
Elemental Bane (Elemental Evil Player's Guide, pg. 17)
Fire Shield
Freedom of Movement
Otiluke's Resilient Sphere
Polymorph
Staggering Smite
Stoneskin
Level 5
Banishing Smite
Conjure Volley
Swift Quiver

24
In combat, a Card Master focuses on supporting their allies
Card Master and weakening their enemies through powerful magics.
Running Forward with his cloak billowing behind him, a When it comes to it though, a Card Master always have a
human draws three cards from his deck: one green, one red, trick up their sleeve, and can unleash some powerful spells to
one orange. Finally within range, he throws the cards keep their enemies at bay, before fleeing, enthralling or
forward. Each card strikes a different target, embedding into finishing off their enemies.
the flesh like a razor blade. An orc becomes wreathed by
flame, another covered in acid, and the last one collapses and Collectors of the Arcane
lets out screams of agonizing pain. A Card Master is defined by their collection of magical cards.
Pulling out and intricately crafted card embedded with As they travel and adventure throughout the world, a Card
gold, the human lifts his hand into the air. He speaks a single Master will either create or find cards to add to their
word, and the card glows a blindly bright gold. All around collection. They can also trade with a copy from other Card
him, meteors fall from the sky, exploding into giant balls of Masters , eventually creating a vast collection of cards that
flame and light. they can choose to put into their deck.
With eyes closed and a hand over mouth a human shivers Using Card Magic is much harder than it looks. While a
in terror as she sees the death of the men in front of her. creature inadequate with card magic may think all that Card
Picking up the dealt cards, the Card Master warns her of the Masters need to do is to throw their magical cards and hope
danger that is to come around him. He says "Ma'am, I sure for the best, even beginning their path as a Card Master takes
am lucky but everyone around me isn't so. I recommend you years of practice and countless hours of study.
get on outta here before your next to have your fate dealt." In
a shining grin and tip of the hat he walks away the women
falling to her knees in terror.
Spinning a gold coin in his hands, the human clears his
mind and focuses on the cards in front of him imagining he's
playing with other players. With a deft wriggle of the fingers,
the man pushes all his money into his pocket, and with a
weary smile flips his cards over, showing a winning hand,
despite having lady luck on his he never truly feels lucky to of
done any harm to anyone.
A means to what end
Card Masters are the followers of an ancient martial art,
defined by card that they place in a deck. Utilizing the power
stored in the collection , Card Masters can create fiery
explosions , arcane illusions, arcane lightning, and all sorts of
spectacular events. Card Masters piece together collections
of their cards , which serve as their way of casting spells.
With this uncanny ability to manipulate the world and the
people around them with cards alone they can do amazing
things. Whether stealing money from people, gambling from
tavern to tavern, a Card Master must decide whether their
gift should be used for good or ill. Many focus on travelling,
searching for wealth and fame by their mystical powers of
card magic put them above most else. Others focus on their
ability to manipulate the world through magic by studying
their gift.

25
The Card Master
Level Proficiency Bonus Features Cantrips Known Hands Size Deck Size Card Level
1st +2 Card Magic, Implied Odds 3 2 6 1st
2nd +2 Path of Mastery 3 2 6 1st
3rd +2 Luck of the Draw 3 2 6 2nd
4th +2 Ability Score Improvement 4 2 8 2nd
5th +3 — 4 3 8 3rd
6th +3 Path of Mastery Feature 4 3 8 3rd
7th +3 — 4 3 10 4th
8th +3 Ability Score Improvement 4 3 10 4th
9th +4 ─ 4 4 10 5th
10th +4 Path of Mastery Feature 5 4 12 5th
11th +4 Legendary Card (6th level) 5 4 12 5th
12th +4 Ability Score Improvement 5 4 12 5th
13th +5 Legendary Card (7th level) 5 5 12 5th
14th +5 Path of Mastery Feature 5 5 12 5th
15th +5 Legendary Card (8th level) 5 5 12 5th
16th +5 Ability Score Improvement 5 5 12 5th
17th +6 Legendary Card (9th level) 5 6 12 5th
18th +6 — 5 6 12 5th
19th +6 Ability Score Improvement 5 6 12 5th
20th +6 Card Trick 5 6 12 5th

Creating a Card Master Class Features


Creating a Card Master requires access to at least a small As a Card Master, you gain the following class features
starter set of cards. How did your character find these cards?
Did you have a master you learned from? Did you find them Hit Points
in a ancient ruin, and then experimented with them until you Hit Dice: 1d8 per Card Master level
figured out how to use them? Did you have natural talent, or Hit Points at 1st Level: 8 + your Constitution modifier
did it come slowly to you after years of practice? Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
What causes you to start adventuring? Are you on a quest modifier per Card Master level after 1st
to add to your collection? Have you taken on an apprentice
whom you are teaching your art? Or perhaps you simply wish Proficiencies
to put your newfound power to the test. Armor: Light Armor
Weapons: Simple weapons
Quick Build Tools: One gaming set of Playing Cards
You make a Card Master quickly by following these Saving Throws: Intelligence, Charisma
suggestions. First, Charisma should be your highest ability Skills: Choose two from Acrobatics, Arcane, Deception,
score , followed by Dexterity or Constitution. Second , choose History, Intimidation, Investigation, and Sleight of Hand
the Charlatan Background. Third, choose card throw, minor
illusion, and light cantrips, and add the following spells-cards Equipment
to your collection: burning hands , color spray, disguise self, You start with the following equipment, in addition to the
false life, ray of sickness, and shield. equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar's pack or (b) a dungeoneer's pack
Leather armor and a playing card set, and two daggers

26
Card Magic Spellcasting Ability
At 1st level you know the card throw cantrip is detailed at the Charisma is your spellcasting ability for your card master
end of the class description, and two other cantrips of your spell, so you use your Charisma whenever a spell refers to
choice from the card master spell list. You learn additional your spellcasting ability. In addition, you use your Charisma
Card Master cantrips of your choice at higher levels, as modifier when setting the saving throw DC for a card master
shown in the Cantrips Known column of the Card Master spell you cast and when making an attack roll with one.
table. Spell save DC = 8 + your Proficiency bonus + your
Charisma modifier
Spell attack modifier = your Proficiency bonus + your
Card Collection Charisma modifier
At 1st level, you have a collection of of six 1st-level Card Your spell are always cast as if you had an arcane focus.
Master spellcards of your choice.
Preparing A Deck and Drawing a Hand Implied Odds
The Card Master table shows the size of your deck of cards At 1st level, your proficiency in card magic has made you
which you use to cast spells. The table also shows what the unnaturally lucky and precise. Your spell attack score a
level of those cards is; all of your cards are of the same level. critical hit on a roll of 19 or 20. Additionally, whenever a
You add unique spell-cards to your deck whenever you creature rolls a 1 on a save against one of your spell, the spell
complete a long rest. To do so, choose a number of spell- score a critical hit on that creature.
cards in your collection equal to the size of your deck, shown
in the Car Master table. Path of Mastery
As an action, you can draw a hand of cards from your deck. When you reach 2nd level, you choose a path of mastery,
Before you do so, you must assign each of the spell-cards in shaping your path through one of the two specializations: the
your deck a number. Then you must roll the appropriate die Gambler and the Master of Luck, each detailed at the end of
based on your deck size, adding the spell-card that you rolled the class description.
to your hand. Repeat this until you have added a number of You choice grants you features at 2nd level and again at
spell-cards to your hand equal to your hand size, shown in the 6th, 10th, and 14th.
Card Master table.
For example, if you are a 5th-level Card Master, you first
assign each of the ten cards in your deck a number, 1-10. Luck of the Draw
Then, you roll a d10 three times, noting which cards are At 3rd level, your gifts in card magic allow you to gain an even
added to your hand. If you assigned the spell burning hands greater advantage when things go well for you. Choose one of
the value of 3 and then end up roll 3 on your d10, then you the following options.
add burning hands to your hand. If you roll the same number
multiple time, then that allows you to cast that spell multiple
times per draw.
In order to cast one of your spell-cards of 1st level or
higher, you must have that card in your hand of cards. Once
you cast a spell-card with in your hand, that spell-card is
discarded and may not be used again until you draw a new
hand. You are able to draw a new hand when you finished a
short or long rest.
Adding Card of 1st Level and Higher
Each time you gain a Card Master level, you can add two card
master spell-cards of your choice to your collection. Each of
these spell-card must be of a level no higher than what's
shown in the table's Card Level column for your level. On
your adventures, you might find other spells that you can dd
to your collection, using the same rules as a wizard
spellbook.

27
Quick Draw Life's Gambit
Whenever you score a critical hit with one of your spells, you At 6th level, when you are reduced to 0 hit points but not
can move up to your speed as part of the same action. killed outright, you can choose to drop to 1 hit point instead.
However, if the creature that reduced you to 0 hit points is not
Two of a Kind killed before the end of your next turn, you are automatically
Whenever you score a critical hit with one of your spells, your reduced to 0 hit points.
first spell attack on your next turn has advantage on the Once you use this feature you can't use it again until you
attack roll and +1 to the damage roll. complete a short or long rest.
Under the Gun Tip the Scales
Whenever you score a critical hit with one of your spells, you Starting at 10th level, whenever you make an attack roll,
gain +3 AC until the start of your next turn. ability check, or saving throw, you can choose to roll an
additional 1d10 after seeing the results of your roll. If the
Ability Score Improvement number rolled on the d10 is even then you add the number of
your roll. If the number if off you instead subtract the number
When you reach 4th level, and again at 8th, 12th, 16th, and from the roll.
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by Deal with Death
1. As normal, you can't increase an ability score above 20 At 14th level, whenever another creature you can see makes
using this feature. an attack roll, you can use your reaction to roll 3d4 and apply
the number rolled as a penalty to the creature's roll. However,
Legendary Card if the attack hits, the number rolled is instead applied as a
At 11th level, you are given a Legendary Card. When you first bonus to the attack's damage.
acquire your Legendary Card, choose a 6th-level spell from
the card master spell list, adding that spell to your Legendary Master of Luck
Card. Your legendary card is separate from your other cards As a Master of Luck, the odds seem to unnaturally swing in
and cannot be added to your deck. your favor. You gain a multitude of abilities and skills that
You can cast a spell added to your Legendary Card once cause life to just go your way, such as better card draws, more
without needing to draw it. You must finish a long rest before precise attacks, and uncanny escapes from danger. Those
you can do so again. who follow this aspiration often become thieves and
At higher levels, you gain more card master spell of your adventurers, allowing their luck alone to carry them through
choice that can be cast in this way: one 7th-level spell at 13th the day.
level, one 8th-level spell at 15th level and one 9th-level spell at
17th level. You regain all uses of your Legendary Card when Lucky Escape
you finish a long rest. Starting when you choose this path at 2nd level, you gain the
ability to effortlessly escape from your enemies due to luck
Card Trick alone. You can take a bonus action on each of your turns to
Starting at 20th level, when you roll for initiative and have no take the Disengage action.
spell-cards in your hand, you can draw one spell-card.
Re-Draw
At 6th level, whenever you score a critical hit, you can choose
Path of Mastery to discard one of the cards in your hand. If you do so, you
The ideal of the Card Master has Two main specializations: then immediate draw another card from your deck.
the Gambler and the Master of Luck. Uncanny Precision
Starting at 10th level, your spell attacks score a critical hit on
The Gambler a roll of 18-20. Additionally, whenever a creature rolls a 1 or 2
As a Gambler, you specialize in the art of risk-taking. You on a save against one of your spell, the spell scores a critical
become skilled in calculating the risk versus the reward in hit on that creature.
every action you take, and you gain abilities that are both very
risky and very powerful. Those who follow this specialization Scry
are often charismatic daredevils and entertainers that take Starting at 14th level, you can use your complete mastery of
pride in the flashy, high-risk plays that mark this path. card magic to play a card directly from your deck, without
having to roll to have it enter your hand. As an action on your
Reckless Spell turn, you may draw a card of your choice from your deck and
Starting when you choose this path at 2nd level, you can then immediately cast it.
choose to cast one of your card master spells recklessly. You can use this feature up to two times. You regain all
When you do so, a spell attack is made with advantage or the expended uses when you finish a long rest.
save of a save-based spell is made with disadvantage.
However whenever you use this ability you must succeed on a
DC 12+spell level Charisma saving throw or take 1d6 force
damage per spell level as the spell backfires.

28
Appendix A: Spell List
Witch Bolt Gaseous Form Arcane Gate
Card Master
Hypnotic Pattern Chain Lightning
Cantrips (0 Level) 2nd Level Lightning Bolt Circle of Death
Acid Splash Aganazzar's Scorcher Major Image Disintegrate
Blade Ward Blindness/Deafness Melf's Minute Meteors Globe of Invulnerability
Card Throw Blur Protection from Energy Investiture of Flame
Fire Bolt Cloud of Daggers Sleet Storm Investiture of Ice
Frostbite Darkness Stinking Cloud Investiture of Stone
Light Darkvision Water Breathing Investiture of Wind
Mage Hand Detect Thoughts Water Walk Mass Suggestion
Message Earthblind Sunbeam
Minor Illusion Enhance Ability 4th Level True Seeing
Poison Spray Gust of Wind Banishment
Prestidigitation Hold Person Blight 7th Level
Ray of Frost Invisibility Confusion Delayed Fireball
Thunderclap Levitate Dominate Beast Etherealness
Mirror Image Greater Invisibility Finger of Death
1st Level Misty Step Ice Storm Fire Storm
Burning Hands Phantasmal Force Polymorph Prismatic Spray
Charm Person Scorching Ray Stoneskin Teleport
Chromatic Orb See Invisibility Vitriolic Sphere
Color Spray Shatter Watery Sphere 8th Level
Comprehend Languages Spider Climb Abi-Dalzim's Horrid Wilting
Detect Magic Suggestion 5th Level Dominate Monster
Disguise Self Cloudkill Earthquake
Earth Tremor 3rd Level Cone of Cold Incendiary Cloud
Expeditious Retreat Animate Dead Control Winds Power Word Stun
False Life Blink Creation Sunburst
Feather Fall Clairvoyance Dominate Person
Fog Cloud Counterspell Hold Monster 9th Level
Ice Knife Dispel Magic Immolation Gate
Identif Eruption Earth Seeming Meteor Swarm
Ray of Sickness Fear Telekinesis Power Word Kill
Shield Fireball Teleportation Circle Time Stop
Silent Image Fly Wish
Thunderwave 6th Level

Card Throw
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous 4. Green: The target takes 1d6 + your spellcasting ability
modifier poison damage.
You conjure and then throw a magical card with a random 5. Blue: The target takes 1d6 + your spellcasting ability
effect. Make a ranged spell attack against the target. On a hit modifier cold damage.
a target is hit by a card of one of the following colors, which 6. Violet: The target takes 1d6 psychic damage and must
each have a unique effect and purpose. For each target roll a succeed on a Constitution saving throw or become blinded
d6 to determine which color and effects it. until the end of their next turn.
1. Red: The target takes 1d6 + your spellcasting ability The spell creates more than one card when you reach
modifier fire damage higher level: two cards at 5th level, three cards at 11th level,
2. Orange: The target takes 1d6 + your spellcasting ability and four at 17th level. You can direct the cards at the same
modifier acid damage. target or at different ones. Make a separate attack roll for
3. Yellow: The target takes 1d6 + your spellcasting ability each card.
modifier lightning damage.

29
The Gunslinger
A Human finishes loading rounds into her gun and and runs
straight into a pack of angry kobolds that are threatening her
town. She tumbles and spins, her weapon burping out salvo
after salvo of hot lead against the poorly armed draconians
with naught but simple spears to use against her.
Setting his perch up at the top of a tree, a Half Elf begins to
train the custom built sights of his homemade rifle on his
prize. Amidst the roaming herd of goblins and hobgoblins,
there stands a single, massive fire giant shouting commands
to the monsters near the edge of a cliff. As he lets out a
haughty guffaw, the half-elf sees his opening. His lips curl into
a grin, and he pulls the trigger.
A band of orcs move in and surround a Tiefling and her
disarmed friends, calling for their surrender. Undeterred, the
tiefling turns her steely gaze to the firearms within her hands,
and imbues them with a mysterious arcane force. Suddenly,
she starts to twirl about, firing a multitude of magically
charged shots towards her now baffled foes.
Whether outlaws from a distant land trying to redeem Born for Adventure
themselves, swashbucklers with an eye for the explosive, or
smiths that wish to show off their talents to the world in the Most adventurers seek adventure out. Others have it thrust
heat of battle, gunslingers come from many backgrounds, but upon them. Gunslingers seem to have been born with a
all have one thing in common. They’re all very good with natural affinity and curiosity for exploration and dealing with
guns, and use unique fighting styles and speed to strike down the problems out in the wild. You'll find them at the job board
any foe that challenges them with less advanced weaponry. before any paladin or fighter, and they'll be eager to take on
the challenges of the darkest and most dangerous dungeons.
Using Unique Weapons With Style The more challenging the encounter, the greater use they'll
get out of their pride and joy.
Though this is heavily dependent on the adventure being run,
guns are considered very rare in most adventures, and few Creating a Gunslinger
know how to operate them. Their exotic nature can lead to
confusion and panic among those at the business end of When creating a gunslinger, consider two major things.
these tools. Gunslingers take advantage of this and combine Firstly, consider how rare guns are in the adventure your DM
the usage of these guns with a stylistic grace and speed very is running, and then consider how your character came
few can comprehend. A Gunslinger will take nearly any across their knowledge of how to make and use them? Did
opportunity they feel appropriate to show off with their they have a eureka moment in a time of renaissance? Did
weapons of choice, and as they hone their skills with these they train with a mentor before deciding to go on their own
distributors of supersonic lead death, they become speedy, path? Or did they form a pact with a dark entity for this
nearly impossible to track and able to hit a target with their knowledge? Either way, their background should lead them to
guns under nearly impossible circumstances. come across these deadly tools for use in their adventures.

30
Proficiencies
The Gunslinger
Armor: Light Armor and Medium Armor or Shields
Weapons: Longarms, Sidearms, Daggers, Shortswords,
Proficiency Rapiers, Scimitars, Clubs, Crossbows, Whips
Level Bonus Features Tools: Tinker’s Tools or Smith's Tools
1st +2 No Coward's Weapons, Gun Saving Throws: Dexterity, Charisma
Tactics Skills: Choose two from Arcana, Acrobatics, Animal
Handling, History, Insight, Intimidation, Investigation,
2nd +2 Basic Gun Stunts, Quickdraw Perception, Performance, Persuasion, Sleight of Hand, or
3rd +2 Gunslinging Trail, Lucky Item Survival.
4th +2 Ability Score Improvement
Equipment
5th +3 Bulletstorm, Overwatch You start with the following equipment, in addition to the
6th +3 Ability Score Improvement equipment granted by your background:
7th +3 Iron Intuition, Bullet Time (a) A personal effect, such as a hat, cape, or trench coat
8th +3 Ability Score Improvement and leather armor or (b), a personal effect and scale mail
(if proficient).
9th +4 Trail Feature (a) A Primitive Longarm and a Shortsword, Rapier, Whip,
10th +4 Shootout Sense or Scimitar, (b) a Primitive Sidearm and a shortsword,
rapier, whip, or scimitar, or (c) a Primitive Longarm and a
11th +4 Advanced Gun Stunts shield (if proficient), along with 20 pieces of ammo that
12th +4 Ability Score Improvement match the firearm chosen.
13th +5 Trail Feature, Lucky Item (a) A Primitive Sidearm and 10 rounds, or (b) two
Improvement daggers, a whip or a shortsword.
(a) An dungeoneer’s pack or (b) a scholar’s pack.
14th +5 Superior Overwatch
15th +5 Final Stand
16th +5 Ability Score Improvement Variant Rule: Firearms are Prominent
17th +6 Trail Feature If firearms are prominent in your world, you may
instead choose the following equipment variations.
18th +6 Superhuman Reflexes
(a) An Advanced Longarm and a shortsword,
19th +6 Ability Score Improvement
rapier or scimitar or (b) an Advanced Sidearm
20th +6 Gunslinging Supreme, Bulletstorm and a shortsword, rapier, whip, or scimitar, or (c)
(2) an Advanced Longarm and a shield (if proficient)
along with 20 pieces of ammo that match the
firearm chosen.
(a) An Advanced Sidearm and 10 rounds, or (b)
two daggers, a whip or a shortsword.
Quick Build
To quickly build a gunslinger, make Dexterity your highest
ability score, followed by Intelligence. Second, choose the No Coward's Weapons
Investigation and Acrobatics skills. Lastly, choose the Folk You are often given the moniker of being nothing more than a
Hero, Guild Artisan, or Soldier background. boisterous coward who uses a fool's weapon. This couldn't be
further from the truth. If anything, your weapon fills you with
Class Features more courage than even the angriest barbarian or the most
stalwart paladin. Starting at 1st level when you choose this
As a Gunslinger, you get the following class features. class, you have advantage on saving throws against being
frightened. If you are frightened, you can spend an action to
Hit Points gaze down at your firearm if you have it drawn, instilling you
Hit Dice: 1d8 per Gunslinger level with a nearly supernatural courage, ending the effect on
Hit Points at 1st level: 8 + your Constitution modifier yourself and gaining temporary hit points equal to d8 + your
Hit Points at Higher Levels: 1d8 or 5 + your Constitution gunslinger level.
modifier per Gunslinger level after 1st

31
Gun Tactics
Basic Gun Stunts
At 1st level, you adopt a tactic with your guns that emphasizes
your unique skill with them. You can’t take a gun tactic more Gunslingers learn unique skills that set them apart from
than once, even if you get the option to choose again. anyone else who can point and shoot a gun. At 2nd level, you
can perform various different daring feats with your firearms.
Sniper You can use the following abilities during your turn.
If you make an attack with a two-handed firearm beyond 30 Analytical Shot. You can use a bonus action to train your
feet, you get a +2 bonus to damage rolls. The firearm cannot firearm's sights on a creature's vitals before you fire. When
have the scatter property in order to gain this benefit. you do, you can use your Intelligence modifier, instead of your
Dexterity modifier, when making an attack roll.
Akimbo Shooting Run 'N Gun. If you make an attack roll with a firearm, you
When wielding two light firearms, you can add your ability can use a bonus action to move 10 feet in any direction.
score modifier to the damage of the second attack. You can Quick Clear. You can use a bonus action to clear your
reload both light firearms at once using a bonus action. firearm's chamber if it misfires.
Speed Loader. You can reload any firearm with the long load
Breacher property as a bonus action, unless it has the heavy property,
When you make an attack with a firearm at a creature within or load all shells instead of three for a firearm with the shell
30 feet of you and you roll a 1 or 2 on the damage die, you loading property as a bonus action.
can reroll the damage die and must take the new roll, even if Slinger's Senses. You can make a Wisdom(Perception)
the number is a 1 or a 2. The firearm must have the scatter check as a bonus action, as long as you have a gun drawn.
property for you to gain this benefit.
Shield Shooting Quickdraw
You can now wield a two-handed firearm with a shield, but At 2nd level, your hands are fast as lightning in a shootout.
must brace it against the shield as a bonus action to fire it. You can holster a firearm and draw a different firearm as part
of your movement or action before needing to use your Use
Riflery Object action. Additionally, you can use your firearms to
When wielding a two-handed firearm without the bulky or make opportunity attacks at enemies who have moved out of
scatter property, you get a +2 to attack rolls. melee range, if you have the ammunition to do so.
Gun Duelist
When wielding a sidearm in one hand and no other weapons,
you get a +2 bonus to your damage rolls with these weapons.

32
Lucky Item If the creature is casting a spell, any creatures targeted by
the spell have advantage on saving throws to resist the
When you reach 3rd level, the personal effect you chose at 1st spell.
level, such as a cigar, a trench coat or a ten gallon hat, has
become a defining aspect of your personality. Choose from Bulletstorm
one of the following traits below. If your lucky item is lost or At 5th level, you can attack twice, instead of once when you
destroyed, it mysteriously reappears on you at the end of your take the attack action on your turn. This can only be done
next long rest. You cannot choose the Gunslinging Trail with firearms if they have at least one round left in them.
specific Lucky Item options until 13th level. The number of these attacks increases to 2 at 20th level,
When you reach 13th level, you can choose one additional but you can only make the third attack with a firearm.
trait. You ignore the reload action or loading time for firearms
when and only when making a bulletstorm attack.
Name Bonus Bullet Time
Savvy Choose a skill you are proficient in. At 7th level, your reflexes are as fast as any bullet you fire
Double your proficiency bonus for from your gun. You can now take the Dodge action using a
checks made with that skill. bonus action. While dodging, the damage you take from
Eloquent You learn two languages of your ranged weapon attacks is reduced by half.
choosing. Additionally, when you make a Dexterity Saving Throw to
Adroit You learn a tool proficiency of your take half damage from a damaging effect, such as a shotgun's
choosing, or double your proficiency scattering shells or a black dragon's acid breath, you take no
bonus for one tool proficiency. damage on a successful save and only half damage on a failed
Erudite(Myth You get the hunter's mark spell, and save.
Breaker Only) can cast it once per long rest
without expending a spell slot. Iron Intuition
Sly(Virtuoso Only) You gain one Battlemaster Maneuver Gunslingers pride themselves as being folks who can tell an
and treat it as a Virtuoso Trick. honest person from a cheat from a mile away. The strange
Taboo(Spellshooter You learn the thaumaturgy and mage weapons in their holsters also give them an air of someone
Only) hand cantrips. who can deal with many dangers. At 7th level, you can spend
one minute talking to a creature or observing it to glean
knowledge on their tics to gain advantage on any Insight
checks to discern intent or disposition on any topic. You can
also use your Intelligence instead Wisdom for your Insight
Gunslinging Trail roll modifier. You can spend ten minutes gathering info about
a creature to gain this benefit, so long as there are a few
At 3rd level, you can choose from one of three Gunslinging people who know at least basic information on them. You can
Trails to begin training in. You can choose from either Myth also spend ten minutes in a community to find any
Breaker, Virtuoso, or Spellshooter, all detailed at the end of information on bounties or contracts to hunt down nasty
the class description. The trail you choose grants you things such as bandits or monsters.
features at 3rd level, and again at 9th, 13th, and 17th level. Additionally, when you make Wisdom(Perception),
Intelligence(Investigation), or Intelligence(History) checks
Ability Score Improvement involving firearms, double your proficiency bonus for those
When you reach 4th level, and again at 6th level, 8th level, checks.
12th level, 16th level, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two Shootout Sense
ability scores of your choice by 1. As usual, you can’t increase Gunslingers live for the possibility of danger at any moment.
an ability score above 20 using this feature. At 10th level, you get advantage on initiative rolls. If you are
surprised, you can take your turn as normal, but must use
Overwatch your action to go into Overwatch.
At 5th level, you can use an action to lie in wait to make an
opportunity attack against any enemy that moves, attacks, or Advanced Gun Stunts
casts a spell while in your firearm’s normal range if you have At 11th level, you get access to new and more advanced gun
the ammunition to do so. (For example, 30 feet for a Flintlock stunts. When you use an Advanced Gun Stunt as your bonus
Pistol.) You cannot use Basic Gun Stunts Or Advanced Gun action, you can also use a Basic Gun Stunt as part of that
Stunts in conjunction with this feature. A successful attack bonus action. Alternatively, you can now use two Basic Gun
gives the following penalties based on when you use it: Stunts at once as a bonus action.
If the creature is moving, its speed is halved until the end
of your next turn.
If the creature is making an attack roll, the attack is made
with disadvantage.
Vital Strike. You can spend a bonus action to decrease your Superhuman Reflexes
firearm attack critical hit number by 3. If you do this, your
gun's misfire number goes up by 1, to a maximum of 10. Add At 18th level, a you have sharpened your reflexes to
damage to your critical hit damage equal to half your supersonic proportions. You now get the following benefits:
gunslinger level. You can take the Disengage action as a bonus action,
Luck of the Craft. You can reroll a failed ranged attack roll except when in Final Stand.
with your firearms as a bonus action. The damage you take from ranged attacks and ranged
Marksman's Stance. When you attack with a longarm, you spell attacks can be reduced to 0 when taking the Dodge
can draw a sidearm and fire again at any target of your action once per short or long rest.
choosing as a bonus action. You do not add your Dexterity You can use two Advanced Gun Stunts as a bonus action.
modifier to the damage of this attack, unless your modifier is Once you use this feature, you cannot use it again until
negative. You can use the sidearm to make a Bulletstorm you complete a short or long rest.
attack if you have not done so already with your two-handed You can use your Overwatch action as a bonus action once
firearm. You must holster either the sidearm or the two- per short or long rest. When you make a successful
handed firearm afterwards as part of the bonus action. Overwatch attack, you can make one additional attack
Expert Shot. When you use Analytical Shot, you can then against the same creature with advantage. You do not add
add half your Dexterity modifier to the first attack roll you your ability score modifier to the damage of this attack,
make during your turn as part of that bonus action if you have unless that modifier is negative.
not already used another Advanced Gun Stunt during your
turn. If your Dexterity modifier is higher than your Gunslinging Supreme
Intelligence modifier, then add half your Intelligence modifier
instead. By the time you reach 20th level, you have become an
Powershot. You can use a bonus action to concentrate your undisputed expert with firearms. Add your proficiency bonus
shots onto your target's center mass. The first attack you hit to your firearm's damage rolls, except when in Final Stand or
with on your turn now deals extra damage equal to half your making an attack that does not apply your ability score
gunslinger level (rounded down). This raises your gun's modifier to it's damage. (For example, making an offhand
misfire number by 1, to a maximum of 10. attack with a light firearm, or using Six-Gun Ace's bonus
action attacks.)
Superior Overwatch Additionally, if you use a gun's automatic or burst fire
action, you can make one weapon attack as a bonus action.
At level 14, your Overwatch attack can target any creature out
to your weapon’s maximum range. You can use one Basic Class Starting Wealth
Gun Stunt in conjunction with the reaction you use to make Class Funds
the attack. This attack now adds extra penalties on a hit: Gunslinger 5d4 x 10 gp
If a creature is moving, its speed drops to 0 and it can't
take reactions until the end of your next turn.
If the creature is making an attack roll, it deals half If a Gunslinger is playing in a game where they can exchange
damage if it hits. equipment for wealth, they get one firearm that does not
If the creature is casting a spell or making an area of count towards their gp for equipment they can get.
effect attack, it deals no damage to creatures that succeed
the saving throw to resist it, and half damage to creatures Multiclassing
that fail the saving throw. In order to multiclass as a Gunslinger, you must have a
Final Stand minimum Dexterity and Intelligence ability score of 13.
Starting at 15th level, when your hit points are brought to 0 Multiclassing Proficiencies
and you do not die outright, you can, once per long rest, enter Class Proficiencies Gained
a state of pure grit in order to keep fighting on before death Gunslinger Light armor, medium armor, longarms,
takes you. You fall prone and can draw any firearm you wish sidearms, tinker's tools or smith's tools
without using an action. You can only reload or use Basic
Gun Stunts as a bonus action, and take the attack action with
your weapon. You can only move 5 feet while in Final Stand, Gunslinging Trails
and you cannot Dash or stand up. You make death saving Gunslingers at level 3 begin to train themselves toward
throws at the end of your turns while in Final Stand. various principles of gunfighting. These choices are less like
If you manage to kill a creature or roll a natural 20 on an classical training and more like a lifestyle decision. They're
attack roll while in Final Stand, you regain 1d8 + your what Gunslingers attempt to devote themselves to as a part of
gunslinger level hit points and can use your reaction to stand their adventuring lifestyle. You may choose from the Myth
up, a surge of adrenaline and stamina throwing you up on Breaker, Virtuoso, or Spellshooter trails. These principles
your feet so you can dive back into the fray, guns blazing. grant you various features to enhance your gunslinging ability
If you succeed three death saving throws while in final to legendary levels.
stand, you are knocked unconscious and stabilized as normal.
Myth Breaker Monstrous Defense
Myth Breakers specialize in using their firearms to hunt When you reach 9th level, you can learn one of the following
down the most dangerous of beasts. They hunt down defensive tactics that add to your monster hunting skillset.
anything from ancient dragons and beholders with extreme Mythical Guardian. When keeping track of legendary
precision and skill. Determined and well researched in a creatures, your hunter's senses heighten your defense. You
variety of lore, myth breakers are experts in hunting down get +4 AC when you take the Overwatch action.
that which makes the average person tremble in fear . Mob Runner. Creatures that crowd upon you find it quite
hard to kill you. When a hostile creature makes an attack
against you while another hostile creature is within 5 feet of
Slayer's Specialization you or it, the creature makes the attack with disadvantage.
Beginning at 3rd level, you have become a veritable Skywatch. You always keep your eyes to the sky, making
encyclopedia of knowledge on nearly any nasty creature. You airborne ambushes difficult. When a creature that is flying,
can spend 10 minutes reading through your notes or either because of wings or a spell's effect, or has fallen,
recalling information from your own experiences and climbed, or jumped before your turn makes an attack roll
knowledge about a single creature. You can make an against you, it makes it with disadvantage. If the attack hits,
Intelligence(Arcana) check as a bonus action while in combat you can use your reaction to halve the attack’s damage
to recall this information if you do not know it offhand. The against you.
DC for this check is equal to the challenge rating of the Critter Sense. Your dedication to tracking small pests has
creature. allowed you to develop senses to help hunt them down. You
When you recall these details, you immediately learn the gain 30 feet of blindsight and tremorsense, and creatures
creature’s vulnerabilities, immunities and resistances. You that are small or tiny cannot get advantage on attack rolls or
also learn any special effects triggered when the target takes benefit from being hidden or invisible while within range of
damage, such as radiant damage halting its regeneration. You these senses, as long as you are not incapacitated.
also learn any special abilities it has or the most powerful Gargantuan Reinforcement. You are stalwart in the face
spell that the creature knows, if applicable. Once you use this of colossal dangers. You get proficiency in Strength saving
feature as a bonus action, you cannot use it again until you throws.
complete a short or long rest. You also learn one additional Gun Tactic when you reach
this level, having honed your own gunslinging craft to keep up
Myth Breaker's Tactics with having to track down and kill such a wide variety of
When you reach 3rd level, you can choose from one of the mythical creatures.
following tactics that help you slay various monstrosities.
Varmint Slayer. You have a knack for landing precision Strength In Knowledge
shots that help you hit small or dodgy pests. You get At 13th level, you have augmented your mind and strengthen
advantage with firearm attacks on creatures whose size is your resolve against the horrors out in the great beyond. You
smaller than yours that have moved further than 20 feet, or get advantage on saving throws against being charmed by
any creature that has moved at least 30 feet or taken the creatures you have researched using Slayer's Specialization.
disengage action before your turn. You only get this In addition, the first time you use Slayer's Specialization on a
advantage for one attack per turn. particular creature, you get advantage on attack rolls and
Wing Clipper. Flying creatures are no match for your saving throws against it the next time you encounter it. This
expertly placed shots. If you hit with a firearm attack roll on a benefit fades after the fight has ended.
creature that is airborne, either as a result of flying or a
spell’s effect, or has jumped, climbed or fallen before your Legendary Overwatch
turn, you deal an extra d8 damage to them. You can only deal When you reach 17th level, you are able to stop the most
this extra damage once per turn. fearsome creatures right in their tracks with nothing but your
Leviathan Feller. Your skill with a gun can send big bullets. If you make a successful overwatch attack against a
monstrosities reeling. When you hit with a firearm attack roll creature, you can make it suffer the following effects:
against a creature that's Large or larger, you can stagger
them back 10 feet from you in the direction you hit them. If the creature is moving, it is stunned until the end of your
This forced move can only be done once per turn. next turn.
Crowd Control. Your quick trigger finger lends itself well If the creature is making an attack roll, it automatically
to killing hordes of creatures. Once per turn, when you make fails that attack roll and cannot make any more attacks
a firearm attack roll against a creature, you can make an until the end of your next turn.
additional attack against a creature that's within 5 feet of it If it is casting a spell or forcing a creature or creatures to
and within normal range of your firearm. make a saving throw, the spell or area of effect attack
Legendary Buster. The crack of your gun is a symbol of automatically fails, dealing no damage if it would normally
teamwork as you mark powerful targets for death. When you do so. If the creature was casting a spell, the spell slot is
succeed a firearm attack roll against a creature that has wasted.
successfully damaged you or creatures friendly to you within
the last round, the next weapon attack made against the Once you use this feature, you cannot use it again until you
offending creature by a creature friendly to you deals an extra complete a short or long rest.
d8 damage on a hit.

35
Virtuoso
Virtuosos don’t see guns as just a mere tool of destruction,
they see them as an art form that they wish to master. Those
who chose to train as virtuosos collect and train with as many
guns as possible in to become more versatile and powerful
shooters whose skill and showmanship is unrivaled.
The Art of Lead
Starting at level 3, Virtuosos get a bevy of special skills
enhanced by special dice called superiority dice.
Tricks. You learn three tricks of your choice, which are
detailed under "tricks" below. Many tricks enhance an attack
or assist allies/debilitate enemies in some way, shape or form.
You learn two additional tricks at level 9, level 13, and level
18. Each time you learn a new trick, you can also replace one
Trick you know with a different one.
Superiority Dice. You have four superiority dice, which
are d8s, to spend on either Gun Stunts or Tricks. When you
use a superiority die, it's expended. You regain all your
superiority dice when you finish a short or long rest. You get
an additional superiority die at 9th level, and one more at
17th level.
Superiority Dice Improvements. Superiority dice turn
into d10s at 9th level and d12s at 17th level.
Saving Throws. Some of your Tricks require your target to
make a saving throw to resist the trick's effects. The save DC
is calculated as follows:
Trick Save DC = 8 + your proficiency bonus + your
Dexterity, Intelligence or Charisma modifier.
Head In The Game
At 9th level, you are constantly on top of your game, and are
always ready for action. You can use a single Basic Gun
Stunt once per turn without using a bonus action. Once you
use this feature, you cannot use it again until you complete
a short or long rest.
Your mind also becomes a bastion for quick thinking and
creativity. You get proficiency in Intelligence saving throws.
Additonally, once per long rest, when you are reduced to 0
HP, you can channel your inherent luck and focus to fly in the
face of death itself. Spend any number of superiority die and
add the result + your Constitution modifier to your hit points.
Skilled & Witty
Starting at 13th level, you have become an epitome of
expertise and sheer skill, both on and off the battlefield. You
learn two additional skills, tools, or languages of your choice.
Alternatively, you can choose one skill or tool you have
proficiency in. Double your proficiency bonus for checks
made using that skill.
Additionally, you get advantage on Persuasion and
Intimidation checks when trying to defuse a fight.
Trick Prodigy
At 17th level, you regain 1 superiority die if you roll initiative
and have no superiority dice remaining. Choose a single trick
you know. You can now use this trick once per long rest
without spending a superiority die.

36
Additionally, you can use a single Advanced Gun Stunt once Intercept. When an enemy makes a ranged spell attack or
per turn without using a bonus action. Once you use this a ranged attack within your ranged weapon's range, you can
feature, you cannot use it again until you complete a long expend a superiority die in order to use a reaction to attempt
rest. to shoot it out of the air. Make a ranged weapon attack
against the missile or spell. Add the number rolled on your
superiority die to the attack roll. These missiles and ranged
Tricks spells have an AC equal to the attack roll of the creature that
These tricks will be listed in alphabetical order. shot or cast them. If you succeed, the attack automatically
Bleeding Attack. When you make a successful weapon fails as you strike it and either interrupts its effects or knocks
attack, spend a superiority die to cause the creature to begin it off course. You can use this trick before or after the attack
bleeding from the wound. The target of your attack takes roll is made, but before it's revealed to be a hit or a miss.
necrotic damage equal to your superiority die for as many Piercing Attack. When you hit with an attack with your
turns as your Dexterity or Intelligence modifier; whichever is ranged weapon, you can expend a superiority die to have the
higher. They take this damage on the beginning of their turns. shot continue on through the target after hitting it in order to
They can make a Constitution saving throw in order to halve attempt to damage an additional creature. If the creature
this damage. (Rounded down.) within range of your shot and in the same line as your shot
Creatures that do not bleed are not affected by this trick, would have been hit by your attack roll, they take damage
and simply suffer extra damage equal to your superiority die equal to the number rolled on your technique die. The
+ half your gunslinger level (rounded down). damage is the same as the type dealt by the original attack.
Break Cover. Spend a superiority die to attack a creature Precision Attack. When you make a weapon attack roll
in cover with an attack roll. Add the number rolled to the against a creature, you can expend one superiority die and
attack's damage. The target is considered to be in half cover if add the number rolled to the roll. You can use this trick
they are in 3/4's cover, and no cover if in half cover. You can before or after making the attack roll, but before any effects of
attack a creature in total cover with disadvantage, as long as the attack are applied.
you are aware of them. Targets attacked in this manner are Rocket Jump. If you make a jump, you can spend a
considered to be in three-quarters cover. If this is done to a superiority die to make the jump with vim and vigor, adding
creature that has been swallowed by another creature, the the number rolled + your Dexterity modifier to that jump's
creature that swallowed it takes the damage you deal with distance and make it not cost additional movement to make
this attack, and the creature inside takes damage equal to the the jump.
number rolled on your superiority die. Sprint. When you move, you can expend a superiority die
Concussive Attack. When you make a successful weapon to go sprinting at full speed across the battlefield. Your
attack, you can spend a superiority die and add the number walking speed increases by 10 feet until you stop moving. You
rolled to the attack's damage. You cause your target to be can spend additional superiority die, up to 2, to increase this
discombobulated, imposing disadvantage on the next attack distance by an additional 10 feet per point spent. If someone
they make. makes an opportunity attack against you, you can roll a
Defensive Stance. When you make more than one attack superiority die you expended and add that number to your AC
with your firearms, spend a superiority die. You go into a for that attack. You can do this as many times as you
stance that makes you a harder target to hit as you take shot expended superiority die.
after shot against your enemies. Roll the superiority die + Trip Attack. When you hit a creature with a weapon attack,
your Dexterity modifier. Subtract the result from the first you can expend one superiority die to attempt to knock the
attack roll made against you before the beginning of your target down. You add a superiority die to the attack’s damage
next turn. roll, and if the target is Large or smaller, it must make a
Disarming Attack. Make an attack roll and expend a Strength saving throw. On a failed save, you knock the target
superiority die and add the number rolled to the attack's prone.
damage. If it succeeds, you force the creature hit to drop one Warning Attack. When you miss a creature with a weapon
of its held items. The creature must make a Strength saving attack, you can expend one superiority die to attempt to
throw. If they fail, they drop the held item down to their feet. frighten the target as the attack whizzes past them. The
Disorienting Attack. When you make a successful weapon target must make a Wisdom saving throw. Subtract the result
attack, you can spend a superiority die to disorient them, of your superiority die from their roll. On a failed save, it is
leaving them open for your allies to attack. The next attack frightened of you until the end of your next turn.
roll that's made against the target has advantage if the attack
is made before the start of your next turn. Add the result of
your superiority die to the ally's attack roll.
Dodge Roll. When a creature damages you, you can use
your reaction to expend a superiority die to deftly roll out of
the way as a reaction. The damage you take is reduced by the
number rolled on your superiority die, and you can move 10
feet in any direction without provoking opportunity attacks.
Slinger's Luck. If your firearm would misfire, you can
expend a superiority die in order to channel the inherent luck
of your craft to avoid the misfire entirely. Add the number
rolled on your superiority die to your next attack roll.

37
Spellshooter Spellcasting
Gunslinger Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 2 -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

38
Spellshooter Arcane Ammunition
Spellshooters are those who have melded the pursuits of Spellshooters can condense the magical energy of spells into
magic and engineering in search of greater potential that their guns, and are able to fuse the spells into their
neither are able to deliver by themselves. By means of ammunition for their attacks. Their firearms are therefore
preparation, they are able to condense and store the energies modified to withstand the energy of powerful spells within
of spells in material vessels, creating dangerous weapons their confines. At 3rd level you can, over the period of two
that act not merely as conduits for magic, but enhancers. hours out of a long rest, infuse a number of spells into your
gun as you have available spell slots, instead of just casting
the spell as normal. Your gun contains this magic until you
Spellcasting next complete a long rest, upon which the magic dissipates.
When you reach 3rd level and choose the Spellshooter During your turn, when you cast a spell, you can instead cast
Principle, you gain the ability to cast magic from the wizard it through your gun as a spell bullet. Each spell bullet has the
Spell List. You channel the energy of your spells through your following properties:
own memorization of spells and pure mental acuity.
Spellcasting Conduit. Spellshooters can cast spells as You must make a ranged spell attack roll against the
normal or infuse them within their bullets for increased target of your spell in order to cast it successfully.
range or more powerful effects. See the Arcane Ammunition Somatic, verbal and material components for spells are
feature for more information. fulfilled while infusing the spell into the gun, and thus you
Cantrips. You learn two cantrips from the wizard spell list. do not need to expend them when it is cast through the
Spell Slots. The Spellshooter Spellcasting table shows bullet.
how many spell slots you have to use your spells of 1st level All spells prepared in this manner have the same range as
and higher. See Flexible Preparation on how to use these the range of the firearm.
slots. You regain all expended spell slots when you finish a If the bullet misses the target, the spell is wasted and not
long rest. cast. If the spell has an area of effect, it is cast against the
Spells Known of 1st-Level and Higher. You know two nearest object or wall in the same direction of your attack.
1st-level spells of your choice from the Wizard spell list, Spell bullets do not deal damage on their own. If the spell
which must be chosen from the evocation or transmutation being cast through it deals damage or heals, the bullet
spells on respective spell list. The Spells Known column of does not compound with the damage, as the bullet must
the Spellshooter Spellcasting table shows when you learn break apart to cast the damaging spell.
more Wizard spells of 1st level or higher. Each of these spells Any spell that requires a single spell attack roll
must be a transmutation or evocation spell of your choice, automatically succeeds if the bullet hits its target. Spells
and must be of a level for which you have spell slots. For with multiple attack rolls are cast as normal, although if
instance, when you reach 10th level in this class, you can the first spell attack roll is made against the target of the
learn one new spell of 1st or 2nd level. bullet, it automatically succeeds.
The spells you learn at 8th, 14th, and 20th level can come If you are wielding two light firearms at once, then only
from any school of magic. one gun can fire a spell bullet at a time.
Whenever you gain a level in this class, you can replace one
of the Wizard spells you know with another spell of your Flexible Preparation
choice from the Wizard spell list. The new spell must be of a Starting at 3rd level, you entirely alter the properties of spells
level for which you have spell slots, and it must be a you infuse into your bullets.
transmutation or evocation spell, unless you’re replacing the When you prepare a spell into your gun that deals acid,
spell you gained at 8th, 14th, or 20th level. cold, fire, force, lightning, necrotic, radiant, or thunder
Spellcasting Ability. Intelligence is your spellcasting damage, you can substitute that damage type with another
ability for your spells, as you study the ways of science and damage type from this list by altering its properties before
magic through learning and experimentation, and your sheer you infuse it within your ammunition.
intellect powers your arcane potential. You use your
Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier when Altering Spell Examples
setting the saving throw DC for a spell you cast and when You can alter the burning hands spell to deal force
making an attack roll with one. damage instead of fire, shooting a ray of magical
Spell Save DC = 8 + your proficiency bonus + your energy out rather than a line of fire.
Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your
Intelligence modifier

39
Arcane Smith
When you reach 9th level, you have become adept at creating
your magic munitions far more quickly than normal. As long
as you have spell slots and mundane ammunition left, you
can prepare spell bullets equal to half your Intelligence
modifier (rounded up) over the period of a short rest.
Additionally, you have improved your gun to be able to
handle spell bullet magic far more easily. When you take the
attack action during your turn, you can replace one of the
attacks with a spell bullet attack.
Blueprints
At 13th level, Spellshooters have become well learned in the
studies of the arcane, and can use this knowledge to create
blueprints containing new spells to cast or infuse into their
ammunition. You get proficiency in Intelligence(Arcana)
checks if you don't have it already. If you do, double your
proficiency bonus for checks you make with that skill.
If you have a piece of parchment and fine ink, you can
create blueprints for a number of spells equal to your
Intelligence modifier. The spells you mark into the blueprint
must be a level of which you can cast. Making these
blueprints works just like logging spells into a wizard’s
spellbook, and you can keep them in a binder or stack that
holds them all together. (See “Your Spellbook” on the Wizard
section in the player’s handbook.) You can mark spells in your
book from the Wizard and Cleric spell list.
Eye For An Eye
When you reach 17th level, you gain the ability to glean the
knowledge from any spellcaster into the ammunition of your
weapons as long as you throw yourself right into the line of
fire to collect it. Once per long rest, when you are the target
of a spell of 1st level or higher, you can use your reaction to
hone your gunslinger wits to resist and study the spell and
copy its knowledge in order to harness its effects into a single
bullet. If the spell is a spell attack roll, it is made with
disadvantage. If the spell requires you to make a saving throw
to resist its effects, you make the save with advantage.
After the spell is cast, roll an Intelligence(Arcana) check.
The DC is 10 + twice the spell's level. If you succeed, you
immediately create a blueprint or a spell bullet that has the
spell infused within it. This happens even if the spell reduced
your hit points to 0, as long as it did not kill you outright. This
bullet or blueprint has the spell inside it for another 8 hours,
after which the magic fades.

40
Blast & Shoot
Pact of the Firearm Prerequisite: Pact of the Firearm feature, eldritch blast
You can use your action to create a pact weapon in your cantrip, 5th level
empty hand. You can choose the form that this firearm takes When you cast eldritch blast, you can attack with your pact
each time you create it . You are proficient with it while you weapon as a bonus action.
wield it. This firearm counts as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks Gunstorm
and damage. This firearm uses a magical reserve of Prerequisite: Pact of the Firearm feature, 5th level
ammunition supplied by your patron that does not run out. You can attack twice when you take the attack action on your
You still have to reload it, however. turn using your pact weapon. You ignore the reload action for
You can only summon a primitive firearm as your pact your pact weapon once when making these attacks.
weapon until you reach 13th level, when you can now
summon advanced firearms. Improved Pact Weapon
Your pact firearm disappears if it is more than 5 feet away Prerequisite: Pact of the Blade or Pact of the Firearm
from you for 1 minute or more. It also disappears if you use feature, 5th level
this feature again, if you dismiss the weapon (no action Any weapon you create using your pact feature is a +1
required), or if you die. You can transform one magic firearm weapon. This invocation doesn't affect a magic weapon you
into your pact weapon by performing a special ritual while transformed into your pact weapon.
you hold the firearm. You perform the ritual over the course
of 1 hour, which can be done during a short rest. You can Show of Force
then dismiss the weapon, shunting it into an Prerequisite: 9th level, Pact of the Firearm or Pact of the
extradimensional space, and it appears whenever you create Blade feature
your pact weapon thereafter. You can’t affect an artifact or a You can use your Charisma modifier, instead of your
sentient weapon in this way. The weapon ceases being your Dexterity modifier, for your attack and damage rolls for your
pact weapon if you die, if you perform the 1-hour ritual on a pact weapon.
different weapon, or if you use a 1-hour ritual to break your
bond to it. The weapon appears at your feet if it is in the
extradimensional space when the bond breaks.

Variant Rule: Firearms are Prominent


If firearms are a common sight in your world, you
can also summon advanced firearms until you reach
level 13.

Pact Boon
If your patron is the Archfey, your weapon might be
a shiny redwood rifle decorated in gold plated
patterns shaped in complex leaf designs. If you
have the Fiend patron, your gun might be a
charcoal black shotgun adorned with flames, with
an evil dark steel barrel. If you draw your magic
from The Great Old one as a patron, your gun might
resemble a pepperbox made from ancient
stonework, engraved everywhere with glowing,
yellow-orange eyes.

Eldritch Invocations
First Impressions
You have a knack for making an impression in combat. Add
your Charisma modifier to your initiative rolls.

41
Superior Pact Weapon Grasp of The Ancient One
Prerequisite: Pact of the Blade or Pact of the Firearm Prerequisite: Great Old One patron, Pact of the Firearm
feature, 9th level feature
Any weapon you create using your pact feature is a +2 You can create a blunderbuss (or shotgun if firearms are
weapon. This invocation doesn't affect a magic weapon you prominent, or when you reach 13th level.) made from a black,
transformed into your pact weapon. inky marble and a sickly, green colored steel that seems to
glow. Spectral tentacles writhe around the barrel of the
Draining Shot shotgun, slurping sounds following every shot you make with
Prerequisite: 11th level, Pact of the Firearm feature. it. When you hit a creature with its ammunition, you can
When you make a successful shot against a creature with expend a spell slot to deal an additional 2d8 psychic damage
your pact firearm, you can choose to drain that creature of to the target per spell level, and you can make the creature
life and transfer it to you. a dark crimson line leads back to frightened of you until the end of your next turn.
the barrel of your gun, give you temporary HP equal to half
the amount of damage dealt. Wrath of The Inferno
Prerequisite: Fiend Patron, Pact of the Firearm feature
Greater Pact Firearm You can create a musket (or a rifle if firearms are
Prerequisite: Pact of the Firearm feature, 13th level. prominent, or when you reach 13th level.) forged in the fires
You can summon a special firearm when you invoke your pact of Pandemonium. Its wood is a black, unbreakable charcoal,
weapon as part of your Pact of the Firearm feature. You can and its barrel is blood red. Flames seem to surround the
change your current weapon to become one of these special trigger that don't hurt you when you put your finger inside it.
firearms when you take this invocation. When you hit a creature with its ammunition, you can expend
a spell slot to deal an additional 2d8 fire damage to the target
Customized Pact Weapon per spell level that ignores resistance and immunity.
Prerequisite: Pact of the Firearm feature, 13th level
Any firearm you create using your Pact of the Firearm feature
can start with one Attachment or Custom Part of your choice
that can be used with it. This invocation doesn't affect a
magic weapon you transformed into your pact weapon.
When you reach 17th level, your pact weapon can start
with any number of two Attachements or Custom Parts.
Eldritch Strike
Prerequisite: 9th level, Eldritch Blast cantrip
When you cast eldritch blast, you can use a bonus action to
make a weapon attack.
Ultimate Pact Weapon
Prerequisite: Pact of the Blade or Pact of the Firearm
feature, 15th level
Any weapon you create using your pact feature is a +3
weapon. This invocation doesn't affect a magic weapon you
transformed into your pact weapon.
Eldritch Storm
Prerequisite: Pact of the Firearm feature, eldritch blast
cantrip 18th level
You can concentrate the eldritch blast cantrip through the
barrel of your pact weapon, focusing the crackling beams into
one large ray of magical force. Make a ranged spell attack
roll. If the attack hits, roll four eldritch blast damage rolls.
Add your Dexterity modifier to the damage of this attack.
Sly Sniper
Prerequisite: Archfey patron, Pact of the Firearm feature
You can create an arquebus (or a bulky rifle if firearms are
prominent, or when you reach 13th level) forged from a
spindly wood, who's barrel is a bright brass adorned with
ornate carvings. Vines are wrapped around the gun's length.
When you hit a creature with its ammunition, you can expend
a spell slot to deal an additional 2d8 poison damage to the
target per spell level, and makes the creature charmed by you
until the end of your next turn.

42
Provided you stay true to your vow, (as best as you can) you
Backgrounds can make use of any hospital or medical facility, (typically
When included it helps you create a more believable located in churches, noble estates, universities, and other
character. places of higher learning) as temporary residence for
yourself, your patient(s), and your companions if there is
Background: Doctor room for them. Doctors will put you up at a lifestyle one step
below their own if you can maintain a good relationship with
Whether you were a tribal witch-doctor, a medicine-man, a them.
holy healer, a military field medic, or a genuine medical However, if ever you are proven to have broken your vow,
professional from some unusually enlightened society, you you will be fully and publicly discredited as a doctor, and
specialize in the treatment of suffering. You have seen injury, other doctors who pay attention to medical society will
disease, poison, and death, and still you have defied it all, recognize you as such. You and all who are with you will be
fighting to save that every last soul. As a medical professional, turned away from mundane medicine and the places it is
you have sworn a Hippocratic oath, (code of ethics). You have provided. Because you swore on your life, breaking your vow
pledged your life to protect life, that all who suffer are your is technically a personal death sentence, though no doctor
patient, to support other doctors as family, to train any who true to his vows is free to enact it upon you. Even so, more
swear the oath, to practice to the best of your ability, to enlightened nations are likely to have laws regarding the
always improve upon the art, to practice only your treatment of doctors and their vows, and enlightened does
specialization, to practice not for your own gain, to practice not necessarily mean "kind" or "gentle".
within the law, and to keep all of your patients' secrets. Why
did you turn away from the medical profession? Or if you Suggested Characteristics
haven't, what was it that drew you into the life of the Doctors may come from many walks of life, but all became
adventurer? And what do you think of the oath, or other enrolled in some place of higher learning, or tutored by a
doctors? renowned doctor, and eventually swore an oath- and that oath
is not a light load to bear. Doctors are often studious, intense,
Specialist passionate, clinical, intellectual, or unusually calm under
Each doctor must choose a field of specialization to practice extreme stress. Many are troubled by harrowing events they
within the broader art of medicine. bore witness to. Some are shockingly pragmatic, with an "it
may not be pretty, but you'll live" approach to problems. Many
d6 Specialization are seemingly tireless, hard-working individuals. Some can
1 Diagnostics be inspiring souls, with a deep appreciation, not only for life,
2 Apothecary but for the person who is alive as well. There is much debate
among doctors as to just what the oath means, and what
3 Surgery tenets have priority in any given situation.
4 Bone Setting d8 Personality Trait
5 Therapy 1 All I think about is saving lives, or lives that have been
6 Research lost.
2 I practice in the name of my religion, nation, or clan.
Skill Proficiencies: Medicine, Investigation
Tool Proficiencies: Medicine Kit 3 I am cold and calculating in my every word and action,
even when furious or frightened.
Languages: One of your choice
Equipment: Doctor's Tools, 2-man tent, bedroll, blanket, 4 When the bodies hit the floor, my hands go into
Book (About anatomy, disease, apothecary, or surgery), automatic.
common clothes, five bars of soap, a belt pouch containing 5 5 I consider magical healers and healing either to be
gp. cheating and unaccountable, or an integral future
counterpart of a greater medical art.
Feature: Burden of Life 6 I am waging a personal war on death itself.
Due to your vow, you are expected to cure the ill, regardless 7 I am entranced and inspired by the brilliance and glory
of morals or prejudice, even if they are your enemy. It is of the living body.
considered a horrid evil to intentionally kill a doctor for no 8 I am actively involved in the medical society and
reason. As such, intelligent enemies are less likely to target engage in theoretical discourse and debate.
you, (Provided they are not frighteningly evil in a manner that
would be inappropriate for younger audiences) and even your
enemy patients will at least not attack immediately while
under your care. What happens after they leave your care...?
Well you can't decide their fate. Restored individuals may be
grateful, or feel some form of life-debt to you. Enemies may
repay you by specifically choosing not to kill you, or they may
give free information, or a scout you once saved may turn a
blind eye to your presence.

43
d6 Ideal
1 Life. I was put in this world to protect and save life.
(Good)
2 Oath I swore my oath, and now I must live by its tenets.
(Lawful)
3 Vigilantism. No man can dictate who shall die, when, or
how! (Chaotic)
4 Profit. Is it really my fault that all who come to me
suffering also come bearing compensation? (Evil)
5 Survival. We are all in this together, for better or for
worse. (Neutral)
6 Right. Everyone deserves to live. (Neutral)

d6 Bond
1 I owe everything to my home village/clan, for pooling
their resources to have me educated.
2 I was pushed, or encouraged, into the field by my
parents, one of whom may have been a doctor.
3 My professor is the most important person in the
world to me.
4 My patients are my everything- losing one of them is
like dying, but it never ends.
5 I took up the profession because someone close to me
died of something treatable.
6 I started my training alone from texts I obtained by my
own means.

d6 Flaw
1 I took the vow not realizing its full implications.
2 No one can know that I have broken my vow.
3 I feel contempt for many of my patients.
4 I think I am better than other doctors, and other people
in general.
5 Sometimes I go too far in my search for knowledge. Background: Law Enforcement:
6 I am frightened/sickened by human suffering. As a child you wanted to serve your city proud and protect it
from any manner of evil. When you were old enough you
erroled to join in Law enforcement. The personnel it includes
Variant Doctor: Veterinarian are Uniformed Police, Military Police, Federal Police,
Your specialization still stands, but instead of treating people, Government Agents, and Special Forces.
your art is focused on our fuzzy friends. Exchange Skill Proficiencies: Athletics, Insight
Investigation for Animal Handling or Nature. Animals who Additional Proficiency: Sidearms
have been healed do not behave the same way people do. Languages: 1 of your choosing
Some more intelligent creatures, such as wolves, may be Equiptment: Law enforcement starts the game with a light
capable of feeling gratitude, but have limited ability to pistol and two full magazines, a police uniform,
express such. Monsters are, true to their name, usually
incapable of such emotion and will likely just attack the Feature: Civil Ranking
moment they recover. Other doctors may not take you as Being a officer of the law you gain privileges that not many
seriously as you deserve, but anyone who has an important would get. If you are within the city that you served in, patrol
animal, such as a knight's steed or a caster's familiar, will officers will (typically, within reason) obey your orders.
have deep respect for you, for even acknowledging that their
animal is worth saving.
Outside of your jurisdiction, you have advantage on d6 Ideal
Persuasion checks and charisma saving throws (within 1 Truth. There's always a criminal and they should be
reason) against law enforcement of equal or lesser rank. You brought in. (Any)
must show your badge (identifying yourself) to use this
feature, Players may only rank 1-6 and roll a d6 to get their 2 Justice. I won't sleep until I catch every dirty criminal I
see. (Lawful)
ranking. Rankings are as follows:
3 Law. What good is the law if it is not obeyed? (Good)
Rank 10: Chief of State Police (some States use
Superintendent, Director or Commissioner) 4 Glory. I want money and to be know by the public
nothing more, even if its dirty. (Evil)
Rank 9: Deputy/Assistant Chief, Superintendent, Director
or Commissioner 5 Merciless. I don't care about the means as long as the
Rank 8: Major criminal is behind bars it's ok with me. (Chaotic)
Rank 7: Captain, or Commander 6 Aspiration. I want to be like the officer who saved my
Rank 6: Lieutenant life. I'll do anything to be like them. (Any)
Rank 5: Staff Sergeant, Sergeant First Class, First
Sergeant, Master Sergeant, or Sergeant Major d6 Bond
Rank 4: Sergeant 1 I work to put food on the table and I will work extra
Rank 3: Corporal or Senior/Master just to make sure I do.
Rank 2: Trooper, or Patrolman
Rank 1: Cadet, Recruit, Trainee, or Probationary 2 I work so I can live.
3 These people are my purpose if I can't save them I've
d8 Personality Trait failed them.
1 I always wear my uniform outside I am here to keep 4 This is just one way that I show my deep devotion to
people safe. the god I worship.
2 I am the law. I get to saw who walks free. 5 I owe my life to a rookie or officer.
3 I look for clues and try my best to get the crook. 6 I am always on the hunt for a promotion.
4 I love making people happy. If keeping that means
keeping them safe. d6 Flaw
5 The don't trust anyone who commited a crime no 1 I get so caught up in work I don't pay attention to the
matter what. real world.
6 I enjoy a good chase, my heart beating my legs 2 I will beat the answers out of anyone who don't give
pumping. It's what I live for. me what I want.
7 If I'm paid I'm happy doesn't matter who payed me. 3 I get drunk on the job but it keeps me going.
8 I will give life and limb for my people no matter how 4 I have trouble following orders from my superiors.
dangerous it is.
5 I put too much trust in my fellow officers even dirty
ones.
6 I'm not wrong, I just do it best my way.

Background: Mercenary
As a mercenary your services were for hire to anyone who
could afford your services. What drove you to be a soldier of
fortune? Was it to escape poverty? Was it the thrill of battle?
Or was it simply that fighting was all you knew growing up?
Who was your battle company or did you work alone? What
made you give it up? Or are you still for hire? Did you make
any allies or enemies along the way? What wars or battles
were involved in? What were the consequences? Lost allies?
War crime charges?
Skill Proficiencies: Intimidation, Perception
Tool Proficiencies: One type of gaming set, Vehicles (land)
Equipment: Proof of the first contract you completed, a set
of common clothes, one gaming set of choice, belt pouch
containing 10 gp
d6 Bond
Feature: Hired Blade
1 I became a mercenary to support my family, who would
You are a soldier of fortune, a fighter who sells his services to have probably starved in a slum somewhere if not for
the highest bidder. You roam towns and cities in search of a me.
place where your unique set of talents are useful; whether for 2 I fight for a lover that knows little if not nothing of me.
a lord hunting a group of bandits, or a local barkeep tired of
the goblin infestation in his cellar, you can always find some 3 I was inspired by a great hero to become a mercenary.
work if you look hard enough. The job itself should not 4 I treat my valued comrades like brothers, and I will let
matter much for a person like you, at least that is what others no insult or injury fall upon them.
believe. Therefore, other less admirable and shunned upon
jobs sometimes arrives at your lap, giving you the choice and 5 I seek to protect something of great importance to me
by keeping it a secret, so you better forget what you
the problem of figuring a way to compromise between your just heard.
ethics and your job.
6 I never disrespect an employer, if they never disrespect
me or stop giving me money.
Suggested Characteristics
You are a mercenary who hunted down your employer's
enemies for coin. Were you happy in this life? What made you
leave it behind to become an adventurer? Did you leave it at
all, or is adventuring just another way of putting food on the
table?
d8 Personality Trait
1 I like to show off, particularly if there's a chance to get
a job offer in it.
2 I am always gregarious and cheerful, no matter the
situation, as long as I am paid well.
3 To me, the whisper of steel and the clash of weapons is
just as pleasing as any amount of gold.
4 I always train because training leaves the person ready
even in a moment of respite or weakness.
5 I hold myself to a strict code of ideals.
6 I keep my personal possessions in secret places which
is know only to me.
7 I would do anything to protect my weapons of arm, for
I know it will protect me in return.
8 I do nothing, move no finger or a blade, unless I hear
the jingling sound of coins.

d6 Ideal
1 Golden Pockets. I fight for money, and nothing else.
(Neutral)
2 Great Publicity. I will be known for my deeds, sooner
rather than later. (Any)
3 Power or Death. In my line of profession, the strong live
and the weak starve. (Evil)
4 Honorbound. I never break my promises. Never.
(Lawful) d6 Flaw
5 War and Crime. Whenever chaos flourishes, so too does 1 I'll do anything for coin, damn the consequences.
my work. (Chaotic)
2 As much as I pretend to love fighting, I secretly hate
6 Vigilante. I am a sellsword who swings his weapon only hurting others.
to those who deserve it. (Good)
3 I have crippling debts that my work barely pays it off.
4 I never fail at my tasks, even if I have to resort to less
honourable means to complete them.
5 I would send an innocent to face his death if it means I
will win the fight.
6 Someone powerful would do anything to have my
head, so I seek to gain his or her head first.
d6 Bond
Background Merchant
1 My business is my life. I must always make a sale.
Either being an apprentice, or self taught you know your way
around a market place. It's like a second home to you where 2 I am perused by a crime boss I can never repay.
you can talk for hours on end. In this place you feel at your 3 All I am trying to do is provide for my family.
best and know what you can and can't do.
Skill Proficiencies: Persuasion, Insight 4 I will do anything for the right amount of gold.
Tool Proficiencies: One gaming set of your choice, 5 Seeing the world is as valuable as gold, I must see it all.
cartographer's tools 6 My culture and past keeps me on the road, it keeps me
Languages: Two of your choice bargaining for the best sale.
Equipment: An item you were unable to sell, a couple
minor souvenirs from places you've been to, a backpack, a set d6 Flaw
of Travelers clothes, and a pouch containing 50 pg.
1 The only thing I trust is gold.
Feature: Charismatic Demeanor 2 No amount of gold is worth my life, I will run when in
danger.
Your experience with people gives you an advantage with
people, once a day, you can use this feature to give you 3 Making a profit is more important than honesty or
advantage in Charisma checks that involve negotiation with integrity.
others. 4 Peoples feelings mean little to me, they are worth what
Alternate Feature: Sales Negotiation fills their pockets.
This is not role-playing. While selling magical items, the 5 The mere mention of gold throws all my judgement
modifier is increased by half if it is positive, if the modifier is out the window.
negative you cut the modifier in half. For example, if you're
selling a common item, instead of the modifier being +10, it's 6 If there's a bet, than I'm in. All in. Double or nothing.
Don't tell me the odds just roll the dice.
+15, and if you're selling a rare item, the modifier is -5,
instead of -10.
Suggested Characteristics
Travelling around and interacting with people shaped how
you act around people, consider the following traits.
d8 Personality Trait
1 I can be protective of my merchandise.
2 I'm very talkative, and I like to interact with people.
3 I like to take notes about my costumer's appearance,
disposition, and items they have on hand.
4 I talk very quickly, and always cut to the chase.
5 I like to joke around and tell stories.
6 I speak in an unusual dialect.
7 I give my two cents on everything.
8 I like to dabble in many different cultures. It's all so
interesting!

d6 Ideal
1 Charity. I'm doing what I do so others can benefit from
my goods. (Good)
2 Greed. I'm doing this for money. Nothing else matters.
(Evil)
3 People. I love to interact with people. That's the most
important thing. (Neutral)
4 Change. Change makes the world go round. It's
everywhere and needs to be embraced. (Chaotic)
5 Fairness. Everyone deserves equal opportunity (Lawful)
6 Aspiration. I want to make something of myself (Any)
Background: Philosopher
By u/Ezfi Philosophies
You have dedicated yourself to the pursuit of answers to life's d20 Philosophy
most difficult questions, ones of existence, morality and
meaning, and you have made a name for yourself doing so. 1 Solipsism. Knowledge of anything outside one’s own
Perhaps you were privileged and classically trained, specific mind is unjustified. The external world and
other minds cannot be known and might not exist.
inheriting your theories from the world's greatest minds and
making them your own. Or maybe you started the quest for 2 Determinism. Every event, including thoughts and
truth from nothing, forming your philosophy by debating with behavior, decision and action, is determined by an
any friend or stranger who would entertain you, and your unbroken chain of prior occurrences.
conclusions have only recently received wide attention and 3 Utilitarianism. The moral worth of an action is solely
acclaim. After spending a lifetime in the realm of thought, it determined by its contribution to overall utility,
may be surprising to see you pursue the active and practical meaning whatever create the most net happiness.
life of an adventurer. 4 Hedonism. Pleasure is the only intrinsic good.
Actions can be evaluated in terms of how much
Skill Proficiencies: Persuasion, Insight pleasure they produce.
Languages: Two of your choice 5 Positivism. Knowledge can only come from positive
Equipment: A book of your thoughts, a quill, a jar of black affirmation through a strict scientific method.
ink, an small trinket that once gave you a philosophical
revelation, a set of common clothes, and a pouch of 10 gp. 6 Absurdism. Any effort to find meaning in the
universe will ultimately fail (and, hence, is absurd)
because no such meaning exists.
Feature: Debate Ethics
Among those who study philosophy, including cultured 7 Objectivism. Certain acts are objectively right or
nobles, academics and other philosophers, there is a chance wrong.
that they have heard of your work. Those who respect 8 Relativism. No belief can have absolute truth, having
philosophy will assume you to be a reasonably wise and value only within a certain context or frame of
intelligent person, and they will be more likely to listen to reference.
your advice. Using your reputation and experience in debate, 9 Nihilism. Life is without objective meaning, purpose,
you may be able to convince these people that an act which value or truth.
seems evil, wrong, or morally questionable at first glance is, 10 Existentialism. All philosophical thought must begin
in fact, perfectly fine. While they are not guaranteed to agree with the experiences of the individual, and it is up to
with you, they are more likely to give your arguments serious them to give meaning to their own existence.
consideration.
11 Rationalism. The criterion of the truth is not sensory,
but intellectual and deductive.
12 Stoicism. Emotional and physical self-control leads
to inner peace and strength, allowing one to live a
happier life.
13 Aestheticism. Our main efforts in life should be on
creating and enjoying beauty, in all of its forms.
14 Collectivism. The greater good is more important
than any individual.
15 Egalitarianism. All individuals should be treated as
equals.
16 Constructivism. Reality, and the methods we use to
understand it, are subjective constructions rather
than an objective reading of events.
17 Naturalism. The supernatural and the natural are
indistinguishable and can be studied with the same
methods.
18 Finalism. Any event is defined by a pre-set final
outcome, and all events leading up to the outcome
are shaped by it.
19 Cynicism. Selfless qualities like altruism, honest and
virtue do not exist. People are only driven by self-
interest.
20 I haven't settled on a philosophy.
d6 Flaw
Personal Philosophy
After spending a lifetime asking and pondering, you have 1 I get so caught up in thought experiments that I don't
developed a personal philosophical stance. Choose one from pay attention to the real world.
the Philosophies table or roll on it to determine what your 2 My philosophy comes with implications that trouble
character is mainly focused on. me deeply, and I fear accepting them.
3 I get personally offended when my views are
Suggested Characteristics challenged.
Philosophers are highly concerned with thoughts, theories,
and abstract concepts, and tend to view the world in a way 4 I'm a hypocrite who can't follow my own beliefs.
that is tinted by this fixation. They may embrace the world 5 Practical problems always stump me.
around them as a fascinating manifestation of the universe's
inner workings, or they may shun it in favor of their internal 6 I'm not wrong, I just think on such a high abstract level
that no one else gets it.
experience.
d8 Personality Trait
1 I never stop asking questions. Ever. Art Credit
2 I am absent minded and easily distracted. Art by Bastian Restrepo on Artstation
3 I spend several hours each day in quiet introspection.
4 I love seeing how other respond to paradoxes and
strange thought experiments. Background: Slave
5 The philosophical conclusions of common people are u/Moses_The_Wise
just as valuable as those from established academics.
You are some kind of slave or indentured servant. You are or
6 I enjoy the challenge of explaining complex were controlled entirely by another person or group of
philosophical concepts in terms that a layman can people. You don’t have to be a slave in the traditional sense;
understand. an abused and isolated child, a tortured prisoner, or an
7 I am unflappable in the face of tragedy, analyzing the underpaid servant or worker, all could also take this
situation in a calm, academic manner. background. Were you a field worker, sweating to bring in
8 Everything can be seen as a metaphor for the deeper harvests? Or were you a house slave who took care of the
meaning of life. master and his/her household? Maybe you worked in
something similar to a sugar plantation, where the work was
d6 Ideal highly dangerous and often lethal. You can choose whether
1 Truth. There are answers out there and I intend to find
you bought your freedom, were freed by someone else or
them. (Any) even your master/mistress, escaped and are on the run, or if
you still actually serve them but are travelling on your own for
2 Indoctrination. I won't be happy until everyone believes one reason or another.
exactly what I believe. (Lawful)
3 Virtue. What good is a moral system if you don't put it Skill Proficiencies: Deception, insight
into practice? (Good) Languages: One of your choice which you are illiterate in.
Equipment: A pair of manacles you at one point wore, A
4 Justification. I use philosophy to excuse my cruel
impulses. (Evil)
simple memento from your family or a fellow slave,
something you used to do your job as a slave, 5 gp.
5 Rebellion. I like thinking and believing differently than
everyone else. (Chaotic) Specialty
6 Aspiration. I want to be like the great philosophers that As a slave, you had some kind of job. Roll a d8 on the table to
I look up to. (Any) determine that job.
d8 Job
d6 Bond
1 Maid/Butler
1 I have written a book, paper or manifesto on my
philosophy and I want to promote it. 2 Field Worker
2 I need to find meaning in my life. 3 Concubine
3 There is a living philosopher that I look up to more 4 Fisher
than anyone, and I dream of meeting them.
5 Miner
4 My philosophy is just one way that I show my deep
devotion to the god I worship. 6 Assistant
5 I owe my theories and success to the school of 7 Gardener
philosophy that trained me. 8 Cook
6 I am always on the hunt for evidence that my
philosophy is the correct one.
d6 Flaw
Feature: Grovel
You are used to bowing, scraping and apologizing for even 1 I am terrified of authority figures.
slight offenses. While more prideful slaves are loathe to do it, 2 I often will just do what others tell me to.
you can earn enough through begging to live a Poor lifestyle
in most cities, and you can usually find someone who is 3 I refuse to listen to anyone else, or take any advice.
willing to take you in. 4 My scars, both mental and physical, still cause me great
pain.
Suggested Characteristics 5 I have little pity for slaves that have accepted their fate.
Slaves will have been shaped by the way they were treated,
and what kind of work they did. Their treatment and their 6 I have an extreme fear of confinement and punishment.
relationships to both other slaves as well as their
masters/mistresses affect their mannerisms and ideals. Their
flaws might be a side effect of the trauma of their slavery.
d8 Personality Trait
1 I am shy, rarely speak, and avoid eye contact.
2 My manners are spot on; I’m always polite and
respectful.
3 I'm sick of biting my tongue, and am purposefully rude
to those I dislike.
4 I am rather uncouth, with little understanding of social
etiquette.
5 Sometimes I misinterpret requests as orders.
6 I don’t take commands from anyone.
7 I am subservient and servile.
8 I prefer to be in charge.

d6 Ideal
1 Subservient. Just follow the rules and do what you’re
told, and everything will be alright. (Lawful)
2 Release. No one should suffer slavery as I have. (Good)
3 Freedom. Everyone should be allowed to do as they
please. (Chaotic)
4 Autonomy. I just want to live my life undisturbed.
(Neutral)
5 Power. It would be nice to be the one holding the whip
for once. (Evil)
6 Wander. I wish to see the world that I’ve never been
able to see. (Any)

d6 Bond
1 My master treated me well, and I consider them to be
my family.
2 I ran away from my old master; they’re still looking for
me.
3 I am still in service to my master.
4 Slavery separated me from my family; perhaps I’ll find
them again.
5 Someone I love is still a slave; I want to free them.
6 I owe my life, and my freedom, to the one who freed
me.
New Spells
Blood-Lightning Bullet Alternatively, you can use this cantrip to roll the required
transmutation cantrip Saving Throw for your ally to escape a spell's effect, treating
it as a Charisma saving throw, instead of using the required
Casting Time: 1 action attribute dictated by the spell.
Range: Touch You can only affect up to three creatures with this spell. If
Components: S, M (a firearm) you cast it a fourth time, the spell ends for the first creature it
Duration: Instantaneous was cast on if the creature has not yet used one of its
As part of the action used to cast this spell, you must make a benefits.
ranged attack with a firearm against one creature within the
spell's range, otherwise the spell fails. On a hit, the target Delayed Chromatic Blast
suffers the attack's normal effects, and blood-red lightning 1st-Level evocation
leaps from the target to a different creature of your choice Casting Time: 1 action
that you can see within 5 feet of it. The second creature takes Range: 90 feet
lightning damage equal to your spellcasting ability modifier. Components: V, S, M (A 50gp gem)
This spell's damage increases when you reach higher Duration: 1 Round
levels. At 5th level, the ammunition deals an extra 1d8 You hurl a 3 inch diameter sphere at a space of your choice
lightning damage to the target, and the lightning damage to within range, imbued with either acid, cold, fire, lightning,
the second creature increases to 1d8 + your spellcasting poison or thunder energy. It explodes into a 10 foot radius
ability modifier. Both damage rolls increase by 1d8 at 11th sphere around the point at the start of your next turn. Anyone
level and 17th level. within the sphere must make a Dexterity Saving Throw or
Wall of Denial take 4d8 damage of the type you choose, and half as much
conjuration cantrip damage on a successful save.
When you cast this spell using a spell slot of 2nd level or
Casting Time: 1 action higher, the damage increases by 1d8 for each slot level above
Range: 10 feet 1st.
Components: V, S, M (Dust from Brick or Mortar)
Duration: Concentration, up to1 Minute Flamewave
You summon a 10 foot wide, 10 foot tall and 1 inch thick wall 1st-level evocation
of magical force to impede foes passage that extends from a Casting Time: 1 action
point you choose within range. Before you cast the spell, Range: 60 feet
choose who may pass through it. Those who are chosen may Components: V, S
walk through unimpeded. Anyone else must make a Strength Duration: Concentration, 1 minute
Saving Throw. If they succeed, they pass through. If they fail,
they are forced to stop and cannot move through the wall for You hurl a ball of flame that bursts when it hits the ground,
the rest of their turn. The wall has 5 HP and 10 AC. If it's HP igniting a 25 foot square around the targeted area. Anyone
reaches 0, the wall dissipates. within the initial square must make a Dexterity Saving
The wall’s HP goes up by 5 at level 5(10 HP), level 11(15 Throw. They take 3d6 fire damage upon a failed save and half
HP) and level 17(20 HP). as much damage on a successful one. Any creature that starts
its turn within the square or enters its area for the first time
Daring Ditty takes 1d6 fire damage.
enchantment cantrip When you cast this spell at 2nd level or higher, increase the
initial fire damage by 1d6 for every level above first.
Casting Time: 1 action
Range: 60 feet Jinx
Components: V, M (Musical instrument or a Speaking Cone) 1st-level enchantment
Duration: 1 minute.
Casting Time: 1 reaction when hit by an attack
You play or sing a quick little ditty for you or a single ally you Range: 90 feet
can see within range. This spell appears as but a song unless Components: V, S
a creature makes a Wisdom(Perception) check to recognize Duration: Concentration, up to 1 hour
otherwise, the DC of which is determined by your spell save When a creature makes an attack roll against you, you can
DC. You invigorate your ally and give them the ability to use use a reaction to place a curse on them. This curse wracks
one the following benefits for 1 minute. Once an ability is their minds whenever they attempt to attack you. When this
used, this spell's effects end. spell is cast, and every round afterward, every time the cursed
The creature's movement speed is doubled for one creature targets you with an attack roll, it takes d4 psychic
movement action damage. As a bonus action during your turn or if the cursed
The creature gets advantage on one saving throw to resist creature is killed, you can move this curse to a new target.
being charmed, frightened or put to sleep.
The creature gets advantage on a Death saving throw.

51
Ice Bayonet Soften The Sword
1st-level conjuration 2nd-level Transmutation
Casting Time: 1 action Casting Time: 1 Action
Range: Touch Range: 30 feet
Components: S, M (A piece of ice and a two-handed firearm) Components: V, S, M (A crushed mealworm, a small piece of
Duration: 1 minute iron, and an opal worth about 25gp that is consumed when
You create a shard of ice at the end of the barrel of one of the spell is cast)
your guns (Restricted to rifles, muskets, blunderbusses and Duration: Concentration, up to 1 minute
shotguns). For 1 Minute, you can treat your firearm as a You choose a creature within range wielding a nonmagical
finesse melee weapon with reach that does 1d6 Piercing weapon forged from metal. This creature's weapon turns
damage and 2d6 cold damage. blunt and soft, making them unable to hit as hard as they
When you cast this spell using a spell slot of 2nd level or usually could. As part of casting this spell, and as a bonus
higher, the cold damage increases by 1d6 for each slot above action during each of your turns, you can roll a d4. Subtract
1st. the result from the weapon's next damage roll. This spell only
affects one weapon at a time, and you must cast it again in
Poison Gas order to affect a new weapon of your choice.
1st-level necromancy For every level this spell is cost above 2nd level, increase
Casting Time: 1 Action the die taken from the damage roll of the weapon by 1d4.
Range: 90 feet
Components: V, S, M (Nighthsade) Spiritual Firearm
Duration: Concentration, 1 minute 2nd-level evocation
You toss a small magical bomb to a point within range Casting Time: 1 Bonus Action
explodes into a toxic cloud. This cloud starts as a 15 foot Range: 60 feet
square from the point and expands 5 feet every round, to a Components: V, S
maximum to 30 feet. Any creature that starts its turn within Duration: 1 Minute
the cloud or enters its area for the first time must succeed on You create a floating, spectral firearm within range that lasts
a Constitution saving throw or be poisoned for 1 minute. for the duration or until you cast this spell again. When you
Poisoned creatures take 1d6 poison damage at the start of cast this spell you can make a ranged spell attack against a
their turns for the duration. At the end of its turn, the creature within normal range of the weapon. On a hit, the
creature can make another Constitution saving throw in target takes damage equal to 1d8+your spellcasting ability
order to end the poison effect on itself. modifier. If the weapon has the scatter property, the scatter
Creatures that have already been poisoned or are immune attack forces any creature within a 30 foot cone to make a
to poison damage or being poisoned are not affected by this Dexterity Saving Throw. They take 1d6 + your spellcasting
spell. ability modifier if they fail, and half that damage if they
A strong wind disperses this cloud after 4 rounds. succeed.
If this spell is cast at a level of 2nd or higher, increase the As a bonus action on your turn, you can move the weapon
damage dealt by the poison by 1d6 for every level cast above up to 20 feet and repeat the attack against a creature within 5
1st. feet of it.
When you cast this spell at a level higher than 2nd,
Cryostasis increase the damage the weapon deals by 1d8 or 1d6 for
2nd-level evocation every level above 2nd.
Casting Time: 1 action
Range: 30 feet Hydraulic Beam
Components: S, M (A drop of water and fine dust) 3rd-level evocation
Duration: Instantaneous Casting Time: 1 Action
You choose one creature within range. You close your fist and Range: Self(15 foot wide line)
flash freeze the air around them in an attempt to lock their Components: V, S, M (a drop of water.)
joints up and freeze them in place. The creature must Duration: Instantaneous
succeed a Constitution saving throw. On a failed save, it takes You project a beam of water from your hand or an object of
2d6 cold damage and has its movement speed reduced to 0 your choosing on your person in a 15 foot wide, 30 foot long
for 1 minute. At the end of each of its subsequent turns, the line in a direction of your choosing. Creatures within the line
creature can remake the saving throw in order to end the must succeed on a Strength saving throw. On a failed save,
spell's effects on itself. they take 6d6 bludgeoning damage and are knocked prone.
When you cast this spell using a spell slot of 3rd level or They take half damage on a success and are not knocked
higher, increase the damage by 1d6 for every level you cast it prone.
higher than 2nd. For every level this spell is cast above 3rd level, increase
the damage by 1d6 for ever spell slot level above 3rd.

52
Elemental Bullets Vortex
3rd-level evocation 4th-level conjuration
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 90 feet
Components: V, S, M (pieces of nonmagical ammunition) Components: S, M(An amethyst worth 200gp, a ball of cast
Duration: Instantaneous iron, a magnet and a dash of glow worm powder)
You infuse a number of pieces of mundane ammunition equal Duration: Instantaneous
to your spellcasting ability modifier with a single element of You snap your fingers and create a 20 foot radius wide arcane
your choice. Choose from fire, cold, lightning, acid, poison, or vortex at a point you can see within range. Any creature that
thunder. These bullets now deal an extra 2d6 of the chosen starts its turn within the vortex or enters it's area for the first
type of damage if the round hits. time takes 2d10 force damage and has its movement speed
reduced by half. Creatures within the vortex cannot take the
Searing Smoke Dash action. Any creature attempting to leave the vortex's
3rd-level transmutation area must succeed a Strength saving throw. If they fail, they
Casting Time: 1 Action are unable to use their movement to leave the vortex's area
Range: 30 feet for the rest of their turn.
Components: V, S, M (A container of sulfur) Any creature that starts its turn within 5 feet of the vortex
Duration: 1 minute must succeed a Strength saving throw or be pulled into an
You throw sulfur into the air and convert it to a gaseuous unoccupied space within its boundaries. If there is no
form within range. A cloud that occupies a 20 foot radius unoccupied space in the vortex, the creature is not pulled in.
sphere forms from the chosen point. Any creature that starts The vortex stays active for three rounds. At the start of the
its turn within the cloud or enters its area for the first time fourth round, the vortex implodes, releasing a massive
must make a Constitution saving throw. They take 2d8 fire amount of arcane energy. Anyone within the vortex's area
and 2d8 acid damage on a failed save, and half that damage when this happens must make a Dexterity saving throw or
on a success. A strong wind disperses this cloud after 4 take 4d10 force damage and be knocked prone. If they
rounds. succeed, they take half damage and are not knocked prone.
For every level this spell is cast above 3rd level, increase Drop Shield
the fire and acid damage by 1d8. 4th-level abjuration
Rotting Shot Casting Time: 1 Action
3rd-level necromancy Range: Self
Casting Time: 1 Bonus Action Components: M(An iron bowl, powder from medicinal herbs)
Range: Self Duration: Concentration, up to 1 minute
Components: V, S. M (A piece of mundane ammunition) You create a soothing shield in a 10 foot radius sphere that
Duration: Instantaneous heals the wounds of allies within its boundaries. The shield's
You infuse your next bullet with a foul, strength sapping hit points are equal to (your caster level) x 5 and has an AC of
energy. If the bullet strikes, the target takes 1d8 necrotic 10. All creatures can enter and exit the shield freely.
damage must roll a Constitution Saving Throw. If they fail, Creatures friendly to you that start their turn within the
they take an additional 1d8 necrotic damage and have shield or enter it's area for the first time regain d4 + your
disadvantage on Strength ability checks and saving throws spellcasting ability modifier hit points. Attacks and spells
for 1 minute. cannot be cast from within the shield at enemies outside of
For every level this spell is cast above 3rd level, increase the shield, or vice versa, but can target the shield itself. If the
the necrotic damage this bullet deals by 1d8. shield's hit points are reduced to 0, spell ends.
Bubble Shield
Ghost Bullets 4th-level evocation
4th-level transmutation
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self
Components: V, S, M(Pieces of nonmagical ammunition) Components: M(An iron bowl, a leather strap from a shield)
Duration: 1 hour Duration: 1 minute
By speaking a ghostly incantation, you transform 4 You create a static, impenetrable shield in a 5 foot radius
nonmagical, mundane bullets in your inventory into ghostly around yourself for the duration of the spell. Any creatures
projections that can pass through inorganic material for 1 can enter and exit the shield freely.
hour. These bullets ignore cover bonuses to AC, and are
targeted using a creature's unarmored AC.
These rounds deal double damage to spirits, however, due
to their focus on targeting organic material, constructs are
not affected by these bullets, and attacks made against them
automatically miss.

53
This shield is completely immune to all damage from attacks You speak a word of power that destroys the senses of one
and spells going into and out of it, and you cannot target creature you can see within range, leaving it utterly blinded. If
creatures inside the shield with attacks or spells, and vice the target has 150 hit points or fewer, it is blinded. Otherwise,
versa. the spell has no effect. The blinded target must make a
Constitution saving throw at the end of each of its turns. On a
Conjure Firing Squad successful save, the spell ends.
5th-level conjuration
Casting Time: 1 Action Cryobomb
Range: 90 feet 8th-level evocation
Components: S, M (Any piece of nonmagical ammunition) Casting Time: 1 Action
Duration: Instantaneous Range: 120 feet
You fire a piece of nonmagical ammunition from a ranged Components: V, S, M (A piece of dry ice and silver powder
weapon or throw a nonmagical weapon towards a point worth 25 sp)
within range. The round conjures many firearms aimed at Duration: Concentration, 1 minute
creatures of your choice within 30 feet of the point chosen A glowing bead of ice forms from your finger and shoots out
that all fire at once and then disappear. to a point within range, where it remains and grows colder
Any creature of your choosing within 30 feet of the point for the duration. When the spell ends, either because your
must succeed on a Dexterity saving throw. They take 10d6 concentration is broken or because you decide to end it on
piercing damage on a failed save, and half as much damage your turn, the bead breaks apart and lets out an ice storm
on a successful one. that flash freezes anything near it and spreads around
corners. Each creature within a 20 foot radius sphere
Quick Load centered on the point must succeed a Constitution saving
5th-level divination throw. A creature takes cold damage equal to the
Casting Time: 1 Action accumulated damage and is paralyzed for a number of
Range: Touch rounds equal to the accumulated number on a failed save. If a
Components: V, S, M(A firearm and at least one piece of creature succeeds the save, it takes half the damage and is
nonmagical ammunition) not paralyzed. A creature can remake the Constitution saving
Duration: Instantaneous throw at the end of each of its subsequent turns in order to
end the paralysis.
You touch the firearm and ammo of a willing creature, if the This spell's base damage is 8d6 and it's base paralysis time
creature has pieces of nonmagical ammunition in their is 1 round. If at the end of your turn the bead has not yet
inventory. The ammunition disappears into time and space in detonated, the damage increases by 1d6 and the paralysis
order to appear later in the firearm. When the reload count of increases by 1 round.
their firearm reaches 0, the bullets appear right inside the If the glowing bead is touched before the interval has
firearm, instantly raising it's reload count. expired, the creature touching it must make a Dexterity
saving throw. On a failed save, the spell ends immediately,
Chromatic Wave causing the bead to explode in a freezing storm of ice. On a
6th-level evocation successful save, the creature can throw the bead up to 40
Casting Time: 1 Action feet. When it strikes a creature or a solid object, the spell
Range: Self ends, and the bead explodes. The cold freezes objects in the
Components: V area and puts out nonmagical flames.
Duration: Instantaneous
Power Word Paralyze
You charge up and release a wave of magical energy charged 9th-level transmutation
with either acid, cold, fire, lightning, poison or thunder Casting Time: 1 action
damage. Each creature you choose within 30 feet of you must Range: 60 feet
succeed a Dexterity saving throw or take 5d6 damage of one Components: V
type of your choosing, 5d6 damage of another type of your Duration: Instantaneous
choosing, and are stunned until the beginning of your next
turn. A creature that succeeds the saving throw takes half the You speak a word of power that overloads the nerves of one
damage and isn't stunned. creature you can see within range, leaving it utterly blinded. If
the target has 150 hit points or fewer, it is paralyzed.
Power Word Blind Otherwise, the spell has no effect. The paralyzed target must
7th-level enchantment make a Constitution saving throw at the end of each of its
Casting Time: 1 action turns. On a successful save, this paralyzing effect ends.
Range: 60 feet
Components: V
Duration: Instantaneous

54
Glassing Beam
9th-level evocation Artficer Spell List
Casting Time: 1 action 1st Level
Range: 300 feet Ice Bayonet
Components: S, M(A focusing lens, glow worm powder, an
emerald worth 5,000 gp that is consumed when the spell is 3rd Level
cast) Elemental Bullets
Duration: Concentration, 12 hours
4th Level
You call upon a mighty, destructive beam of magical force to Bubble Shield
destroy your enemies and burn the earth around them until Drop Shield
it's surface is but glass. Ghost Bullets
Choose a point within range. You summon forth a large,
white orange pulsating beam in a 30 foot radius, 50,000 foot
high column centered around that point. Creatures that start
their turn within that point or enter its area for the first time
take 5d10 fire damage, 5d10 radiant damage, 5d10 force
damage, and 5d10 necrotic damage. After two rounds, the Cleric Spell List
beam turns the surface within it into cracked and jagged Cantrips (0 Level)
glass, destroying plants and objects that aren't being worn or Black Bullet
carried. This turns the area into difficult terrain that is Heavenly Bullet
extraordinarily painful to cross. Any creature that moves
more than half its speed on this terrain takes 2d10 piercing 1st Level
damage. Structures hit by this beam take double the damage Flamewave
from this spell. Poison Gas
You must use your action to maintain the beam. As long as 2nd Level
you maintain the beam, your movement speed is 0, and you
have disadvantage on Dexterity saving throws. You can use Soften The Sword
Spiritual Firearm
your bonus action to move the beam up to 20 feet in any
direction you wish. 3rd Level
Searing Smoke

Bard Spell List 4th Level


Drop Shield
Cantrips (0 Level)
Chromatic Bullet
Daring Ditty
Mindrending Bullet
1st Level Paladin Spell List
Jinx 1st Level
Ice Bayonet
Ice Bayonet
2nd Level 2nd Level
Soften The Sword Spiritual Firearms
3rd Level 3rd Level
Searing Smoke Elemental Bullets
4th Level 4th Level
Drop Shield Bubble Shield
Ghost Bullets
5th Level
5th Level
Quick Load
Quick Load
8th Level
Power Word Stun
9th Level
Power Word Paralyze

55
Ranger Spells
1st Level
Ice Bayonet
Poison Gas
4th Level
Drop Shield
Ghost Bullets
5th Level
Quick Load
Conjure Firing Squad

Sorcerer Spell List


Cantrips (0 Level)
Chromatic Bullet
Mindrending Bullet
Wall of Denial
1st Level
Delayed Chromatic Blast
Flamewave
Poison Gas
2nd Level
Cryostasis
3rd Level
Hydro Beam
Searing Smoke
Rotting Shot
4th Level
Vortex
6th Level
Chromatic Wave
7th Level
Cryobomb
9th Level
Glasssing Beam

56
Wizard Spell List Warlock Spell List
Cantrips (0 Level) Cantrips (0 Level)
Chromatic Bullet Black Bullet
Forceful Bullet Mindrending Bullet
Mindrending Bullet
Wall of Denial 1st Level
Jinx
1st Level Poison Gas
Flamewave
Delayed Chromatic Blast 3rd Level
Conjure Flak Jacket Elemental Bullets
Ice Bayonet Rotting Shot
Poison Gas
4th Level
2nd Level Ghost Bullets
Cyrostasis Vortex

3rd Level 7th Level


Elemental Bullets Cryobomb
Water Beam
Searing Smoke 8th Level
Rotting Shot Power Word Blind
4th Level
Ghost Bullets
Vortex
Bubble Shield
5th Level
Quick Load
6th Level
Chromatic Wave
7th Level
Cryobomb
9th Level
Glassing Beam

57
Mundane Ammo Types
Rules & Properties For Name Cost Usable with Weight Properties
Firearms Round 2gp(20) Muskets, Flintlock 1 lb
Pistols,
Piercing
In order to put guns in a campaign in a way that makes them Pepperboxes,
more than just reskinned bows, here are a list of basic rules Arquebuses,
for firearms for Dungeons and Dragons. Wheellock Guns
Rifled 3gp(10) Rifles, Carbines, 1 lb Piercing
General Rules Round Pistols
These are universal rules for every gun found in this book. Scatter 2gp(20) Shotguns, 2 lbs Bludgeoning
Akimbo. If you are proficient with firearms or ranged Round Blunderbusses
weapons and are wielding two light firearms or ranged Slug 3gp(10) Shotguns 3 lbs Removes
weapons, after you fire one, you can use a bonus action to Round the scatter
attack with another light firearm you are holding. You don't property.
add your ability modifier to the damage of the bonus attack, functions
unless that modifier is negative. like a Rifled
Round.
Misfire (Optional Rule). This rule is made only for games
where firearms are prominent, and you wish to emphasize
inferiority of Primitive Firearms. These rules only apply to Firearm Properties
them in this instance. The following properties will not be featured universally on
If you make an attack roll and the roll matches or is lower every firearm and will vary from gun to gun.
than a firearm's misfire number, (such as 2, for example), your Automatic. Automatic firearms can make a separate attack
gun jams. You cannot make an attack with it again until you that releases a salvo of bullets per pull of the trigger. As an
spend an action to clear the chamber. Your firearm's misfire action, you can force any creatures of your choice in a 25-foot
number then goes up by 1, to a maximum of 10. You can square centered on a point within your gun's maximum range
spend 1 minute and make a DC 10 + your gun's misfire to make a Dexterity saving throw, taking the gun's automatic
number Dexterity(Tinker's tools) or Intelligence(Tinker's damage (listed in parenthesis) on a failed save, and half that
tools) check to reduce your gun's misfire number by 1, to a damage on a success. This action subtracts rounds from your
minimum of its original misfire number. gun equal to the number of creatures affected.
Primitive Guns (Optional Rule). In games where firearms Additionally, guns with the automatic property always
are prominent, you can use this optional rule. Primitive expend six rounds per attack.
Firearms with the loading property are not properly built for
combat. If you make more than two attacks with these Automatic Save DC (Not Proficient) = 12
weapons, the firearm's misfire number goes up by 1, to a Automatic Save DC (Proficient) = 8 + Dexterity +
maximum of 10. Proficiency Bonus
Reload & Long Load. Some ranged weapons can be fired
a number of times before they must be reloaded. Ranged Burst Fire. Burst fire firearms are able to make a special
weapons with the reload property take a bonus action to attack that releases a stream of multiple bullets. As an action,
reload its ammunition. Ranged weapons with the long load you can force up to 6 creatures of your choice in a 15-foot
property take an action to reload its ammunition. square centered on a point within your gun's maximum range
If you wield two light ranged weapons with the reload to make a Dexterity saving throw, taking your gun's burst fire
property, you can reload them both at once as an action damage (listed in parenthesis) on a failed save, and half that
during your turn. damage on a success. This action subtracts rounds from your
If you are wielding a light ranged weapon with the reload gun equal to the number of creatures affected, to a maximum
property in one hand and have your hand occupied by of 6.
something other than another light ranged weapon with the Additionally, guns with the burst fire property always
reload property, the ranged weapon takes an action to reload. expend 3 rounds per attack.
Shell Loading. Firearms with the shell loading property
require you to reload your gun by inserting each piece of Burst Fire Save DC (Not Proficient) = 12
ammunition in at a time. As a bonus action, you can reload Burst Fire Save DC (Proficient) = 8 + Dexterity +
three pieces of ammunition into the weapon on your turn. Proficiency Bonus
Alternatively, you can spend an action during your turn to
reload every piece of ammunition into the gun at once. Bulky. Firearms and ranged weapons with the bulky
property have to be made stable in order to be fired
effectively due to their weight and the damage they can put
out with a single shot. You cannot attack more than once
during your turn while wielding a bulky firearm.

58
Scatter. Firearms with the scatter property have two types of
damage, a regular damage roll and a scatter damage roll. Proficiency with Firearms
When you make an attack roll with one of these guns against Firearms are not typical weapons. The nature of their
a creature, compare your attack roll to the AC of all creatures construction and the complexity of their use and care make a
within 5 feet of the target. If your attack would hit them, deal special kind of training required to become proficient with
the firearm's scatter damage roll to the creatures. You do not them. Unless otherwise specified by the DM, firearms count
add your ability score modifier to the damage of this attack, as a separate proficiency from martial and simple weapons.
unless that modifier is negative. There are two types of proficiencies associated with firearms.
Longarms, which include Two-Handed firearms, and
Sidearms, which include every other kind of firearm.
Sidearms can be wielded in one hand.
Primitive Firearms
Name Damage Cost Weight Properties
Sidearms
Flintlock Pistol d8 piercing 250gp 3 lbs Ammunition (range 30/90), Loading, Light, Misfire 3
Dragoon d10 300gp 4 lbs Ammunition (range 10/30), Loading, Scatter (1d4), Misfire 3
bludgeoning
Pepperbox d10 piercing 800gp 4 lbs Ammunition (range 40/120), Reload 4, Shell Loading, Misfire 1
Longarms
Musket d12 piercing 500gp 10 lbs Ammunition (range 70/200), Two-Handed, Loading, Misfire 2
Arquebus 3d4 piercing 200gp 13 lbs Ammunition (range 50/150), Two-Handed, Loading, Bulky, Heavy, Misfire
4
Blunderbuss d10 900gp 7 lbs Ammunition (range 15/45), Two-Handed, Loading, Scatter (1d6), Misfire 3
bludgeoning
Wheellock d10 piercing 400gp 5 lbs Ammunition (range 40/160), Two-Handed, Loading, Misfire 2
Gun

Advanced Firearms (Gunsmith DC 8 + max damage/2)


Name Damage Cost Weight Properties
Sidearms
Pistol d10 piercing 1,000gp 2 lbs Ammunition (range 40/120), Reload 8, Light
Heavy Pistol 2d6 piercing 1,150gp 3 lbs Ammunition (range 40/140), Reload 8
Sawn-Off 2d6 1,200gp 4 lbs Ammunition (range 20/40), Reload 4, Scatter (1d4)
Shotgun bludgeoning
Longarms
Rifle 2d10 piercing 1,500gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6
Carbine 2d12 piercing 1,350gp 6 lbs Ammunition (range 40/160), Two-Handed, Reload 4
Shotgun 2d8 2,000gp 7 lbs Ammunition (range 30/60), Two-Handed, Scatter(1d6), Shell Loading
bludgeoning 6
Bulky Rifle 3d8 piercing 2,900gp 18 lbs Ammunition (range 200/1,000), Two-Handed, Long Load 4, Heavy,
Bulky

For You Technophobic Plebs, Here's Some Crossbow Variants or Whatever


Name Damage Cost Weight Properties
Martial Ranged
Weapons
Repeating Crossbow d10 100gp 18 lbs Ammunition (range 100/400), Heavy, Two-Handed, Long Load 4
piercing
Automatic Crossbow d8 200gp 19 lbs Ammunition (range 100/400), Heavy, Two-Handed, Automatic (d10),
piercing Long Load 4
Reloading Hand d6 350gp 3 lbs Ammunition (range 30/120), Light, Reload 4
Crossbow piercing
Flamethrower 3d6 fire 2,500gp 45 lbs Fuel 10/50 per shot (range 30/60), Heavy, Two-Handed, Long Load 1

60
Special Firearm Examples (Gunsmith DC 8 + max damage)
Name Damage Cost Weight Properties
Sidearms
Automatic Pistol 2d6 Piercing 2,100gp 3 lbs Ammunition (range 40/120), Light, Reload 24, Automatic(6d4)
Burst Pistol d10 Piercing 2,100gp 3 lbs Ammunition (range 30/90), Light, Reload 24, Burst Fire(3d8)
Revolver 2d8 Piercing 2,200gp 3 lbs Ammunition (range 50/180), Light, Shell Loading 6
Hand Cannon 2d6 Piercing 2,700gp 4 lbs Ammunition (range 60/200), Shell Loading 6
Longarms
Automatic Rifle 2d8 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 30, Automatic(6d6)
Burst Rifle 1d12 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Burst Fire(3d12)
Double Barrel 2d6 2,400gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8) Loading,
Shotgun bludgeoning Special
Anti-Material 3d12 Piercing 4,500gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Long Load 4, Bolt-Action,
Rifle Heavy, Bulky
Handheld 2d12 6,500gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading, Bulky, Special
Cannon Bludgeoning
Rifleblade d12 Piercing 5,000gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, Bayonet(1d6
Piercing/Slashing)
Gunlance 2d6 Piercing 6,000gp 16 lbs Ammunition (range 70/230), Two-Handed, Long Load 6, Bayonet(1d12
Piercing, Reach), Special
Nock Gun d12 Piercing 5,500gp 20 lbs Ammunition (range 70/210), Two-Handed, Shell Loading 7, Bulky,
Special

Handheld Cannon Special Rules


You can make a special attack with a Handheld Cannon that targets any creature within a 5 wide foot line out to their maximum
range. Any target in the path of this special attack must succeed a DC (8 + your Dexterity modifier + your proficiency bonus)
Strength saving throw or take it's damage roll and be knocked prone. They take half damage on a success and are not knocked
prone. Handheld Cannons are considered siege weapons for the purposes of damage.
Nock Gun Special Rules
You can use your action to fire all 7 barrels of this gun at once. Make an attack roll with disadvantage. If you succeed, roll 7d12
piercing damage. This attack deals 7d4 bludgeoning damage to you and forces you to make a DC 10 Strength saving throw or be
knocked prone.
Gunlance Special Rules
You have disadvantage when you use the lance to attack a target within 5 feet of you. You can wield the lance one handed when
mounted.
Double Barrel Shotgun Special Rules
Double Barrel shotguns can be fired twice per attack. When you make an attack roll with a double barrel shotgun, you can make
two attack rolls at the same creature. The second attack roll is made with disadvantage, and on a hit, you do not add your ability
score modifier to the damage of that attack, unless your modifier is negative.

61
Attachment Rail Placement Chart
Gun Rail Placement
Primitive Firearms Top, Sides (1) Barrel
Advanced and Special Firearms Top, Bottom, Sides (2), Barrel
Crossbows Top, Bottom
Rifleblades, Gunlances Top, Sides (2)

Removing And Placing Attachments


You can remove any attachment from its rail as an action during your turn, and you can place one as a bonus action.

Attachments (Gunsmith DC 8 + Cost/100, Rounded Down)


Name Weight Placement Restrictions Cost Properties
Attachment - Any - 100gp Firearms can now have attachments placed on the rail.
Rails
Telescopic .25 lbs Top - 500gp Increases the normal and maximum range of the firearm by 10
Sight feet.
Longshot 2 lbs Top Bulky 700gp Increases the normal and maximum range of the firearm by 30
Sight Rifles, Anti- feet.
Material
Rifles
Glowing - Top - 400gp +1 to damage rolls at creatures within 30 feet.
Dot Sight
Foregrip - Bottom Longarms 300gp Advantage on ability checks to resist being disarmed/impose
disadvantage on disarming strikes.
Bipod - Bottom/Barrel Bulky 200gp +1 to attack rolls when prone or behind half-cover.
Rifles, Anti-
Material
Rifles
Bayonet + 1/2 the Barrel - 100gp Adds a melee weapon to the barrel of the gun. You are not
melee considered proficient in melee attacks made with this bayonet
weapon's unless you are proficient with improvised weapons. You cannot
weight have a Barrel or Bottom attachment when you have this
attachment equipped.
Beam - Sides, Bottom - 700gp You can use a bonus action to mark a creature with the beam
Marker and reroll 1s and 2s to all damage rolls until the end of your
turn.
Glowtorch 1 lb Sides, Bottom - 500gp Adds a magic torch that can be turned on and off as a bonus
action. It sheds bright light in a 30 foot cone and dim light in a
30 foot cone.
Canted .5 lbs Top - 1,000gp Grants the benefits of a Telescopic Sight and a Glowing Dot
Sights Sight. You must switch between them as a bonus action to get
each one's bonuses.
Suppressor .25 lbs Barrel - 700gp When you make an attack roll with this firearm while hidden,
each creature in a 30 foot radius must make a
Wisdom(Perception) check. The DC of this check is 10 + (attack
roll result) / 5. You are still considered hidden to any creature
that fails the check, even if other creatures succeed.
Advanced .25 lbs Barrel - 1,300gp Functions exactly like the Suppressor custom part, except the
Suppressor DC of the Wisdom(Perception) check is 10 + (attack roll result)
/ 2, and the radius is 10 feet.

62
Custom Parts List (Gunsmith DC 8 + Cost/1000, Rounded Down)
Applying And Removing Custom Parts
Any firearm can only have two custom parts at one time. You must build a custom part onto the weapon in order to use it. Doing
so takes 1 week of work (8 hours per day) and 500gp of raw materials. Dismantling a custom part takes one day of work (8 hours)
and 10gp of raw materials. You must dismantle a custom part to build another onto it if your gun is already at its custom part
limit.
Name Weight Usable with Cost Properties
Stock .5 lbs Longarms 3,000gp Advantage on the first attack roll you make within 30 feet of you if you
use a bonus action to brace the firearm against your shoulder.
Pistol Grip - Siderarms 3,000gp +1 to attack rolls.
Heavy Barrel 1 lbs Rifles, Carbines 4,000gp Increases the normal range of the gun by 20 feet and the maximum
range by 20 feet. This cannot be combined with Light Barrel.
Light Barrel -1 lb Rifles, Carbines 4,000gp Reduce the normal range of the gun by 5 feet and the maximum range by
10 feet. This cannot be combined with Heavy Barrel.
Tight Choke - Shotguns 4,000gp Add your ability score modifier to your firearm's scatter damage. This
Barrel cannot be combined with Wide Choke Barrel
Wide Choke - Shotguns 4,000gp The range for your firearm's Scatter damage roll is now 10 feet around
Barrel the original target. This cannot be combined with Tight Choke Barrel
Sawn Off -3 lbs Shotguns - Removes the two-handed property from the shotgun and changes its
Barrel classification to sidearm. Lowers the damage die and scatter damage die
by one category. (For example, a d12 die lowers to a d10.) Reduces the
shotgun's normal and maximum range by 10.
Magazine .5 lbs All firearms 7,000gp Increases the ammunition count of longarms by 6, and increases the
Capacity reload count of sidearms by 8. If firearm has the loading property, it loses
that property and gains the reload property instead. (6 rounds for
longarms, 8 rounds for sidearms.)
Rifling - Muskets, 3,000gp +30 normal range, +10 max range. Weapon now uses rifled bullets
Flintlock Pistols, instead of round bullets. Some firearms have this built in inherently.
Arquebuses,
Wheellock Guns
Light Frame -2 All Firearms 5,000gp Gun's weight cannot decrease past 1 lb.
Burst - Rifles 10,000gp Turns firearm into Burst Rifle.
Mechanism
Automatic - Rifles, Pistols 10,000gp Turns the firearm into Automatic Rifle or Automatic Pistol.
Mechanism
Recoil - Firearms with 12,000gp You can add your Dexterity modifier to your Automatic and Burst Fire
Compensator the Automatic or damage.
Burst Fire
Property

A Note About Attachments & Custom Parts


Custom Parts and Attachments are primarily for games where guns are both advanced and commonplace in your worlds. They're
made to explicitly make them superior to more primitive weapons. If every character in your current game is not holding at least
one gun and they are not a Barbarian or Druid, or something equivalent, then it is wise to keep them out or just give those who
don't wield guns more magic items and armor to compensate.

63
Gun Tactics
Gun Tactics are gun shooting specializations your character
has developed. You can't take the same Gun Tactic more than Giving Classes Guns
once, even if you get to choose again. Artificers start with proficiency in sidearms and
Akimbo Shooting firearms with the scatter property.
When wielding two light firearms, you can add your ability Barbarians, due to their primitive nature and lack of
score modifier to the damage of the second attack. You can understanding of complex technology, such as
reload both light firearms at once using a bonus action. guns, cannot start with proficiency in firearms
unless already given from another class, feat or
Breacher special training.
When you make an attack with a firearm at a creature within
15 feet of you and you roll a 1 or 2 on the damage die, you Bards start with proficiency in sidearms, muskets,
can reroll the damage die and must take the new roll, even if rifles and carbines.
the number is a 1 or a 2. The firearm must have the scatter
property for you to gain this benefit. Clerics start with proficiency in sidearms and
firearms that have the scatter property.
Gun Duelist
Druids cannot be proficient in firearms, as they are
When wielding a sidearm in one hand and no other weapons, always made from metal in some measure. The DM
you get a +2 bonus to your damage rolls with these weapons. can make exceptions to this. A character that
Riflery multiclasses into a druid with proficiency in
firearms can only do so if the DM approves it.
When wielding a two handed firearm without the bulky or
scatter property, you get a +2 bonus to attack rolls with these Fighters start with proficiency in longarms and
weapons. sidearms. Fighters can choose from any Gun Tactic
when choosing from Fighting Styles.
Sniper
If you make an attack with a two-handed firearm beyond 30 Monks start with proficiency in Primitive Firearms,
feet, you get a +2 bonus to your damage rolls with these but they do not count as monk weapons.
weapons. The firearm cannot have the scatter property and
gain this benefit. Mystics start with proficiency in Primitive Firearms
and Pistols.
Shield Shooting
You can now wield a two-handed firearm with a shield, but Paladins start with proficiency in longarms and
sidearms. Paladins can use firearms for Divine
must brace it against the shield as a bonus action to fire it. Smite, Improved Divine Smite, and any spells that
Archery Fighting Style Edit would require them to take an attack with a melee
weapon before taking effect, but you must be
You get a +2 bonus to attack rolls you make with martial and within at least 10 feet of the creature attacked to
simple ranged weapons. Use this in place of the usual do so. Paladins can only get the Akimbo Shooting,
fighting style when running a game with firearms in it. Breacher, Gun Duelist, and Shield Shooting Gun
Tactic when choosing from Fighting Styles.
Rangers start with proficiency in longarms and
sidearms. Rangers can choose from any Gun Tactic
when choosing from Fighting Styles.

Sorcerers, Warlocks, and Wizards get proficiency in


sidearms.
Rogues start with proficiency in sidearms, muskets,
wheellock guns, carbines, and rifles.

64
Unique Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Brass Knuckles 10 gp 1d4 Bludgeoning 2 lbs. Light, Hidden
Buzzsaw 200 gp 2d6 Slashing 15 lbs. Heavy, Special, Two handed
Claw Glove 40 gp 1d6 Slashing 2 lbs. Light
Riding Crop 15 gp 1d4 slashing 1 lbs. Light
Switch Blade 30 gp 1d6 Piercing 1 lbs. Light, Hidden
Walking Cane 100 gp 1d8 Bludgeoning 4 lbs. Hidden, Versatile (1d10), Special
War Spade 60 gp 1d8 Slashing 5 lbs Light
Bola 1 gp 1d4 Bludgeoning 2 lbs. Light, (range 50/100)
Grenade/Mines 200-1000 gp Varies 1 lbs. Move Action, (range 5 ft. x Str.)
Martial Melee Weapons
Chain Whip 100 gp 1d6 Slashing 4 lbs. Light, Reach
Cutlass 15 gp 1d8 Slashing 3 lbs. Finesse, Light
Lightning Baton 300 gp 2d6 Lighting/Non-Lethal 3 lbs. Reach, Special
Sabre 35 gp 1d8 Slashing 3 lbs. Finesse
Sawtooth Sword 25 gp 2d4 Slashing 4 lbs. Light, Special
Martial Ranged Weapons
Throwing Glaive 200 gp 1d8 Slashing 4 lbs. Special, (range 20/60)

Lightning Baton A metal rod with two sharp prones


Grenade Variations- sticking out the top. It is used to nullify targets but not kill. If
Frag Grenade/Mine: (200 gp) 3d6 Piercing, 20 ft. put in ankle high water it causes double damage to all friends
Cube and foes in the water.
Corrosive Grenade/Mine: (400 gp) 2d6 Acid, 10 Sawtooth Sword A special serrated sword that causes
ft. Cylinder grievious wounds when used effectively. If target is hit by this
Frost Grenade/Mine: (500 gp) 3d6 Cold, 20 ft. weapon on a 19 or 20 you cause them to bleed out dealing
Cube 1d4 damage for turns.
Drake Grenade/Mine: (700 gp) 3d6 Fire, 10 ft. Throwing Glaive A sharp disc with teeth that can be throw
Cube and used as a melee weapon returning to the thrower.
Pressure Grenade/Mine: (800 gp) 2d8 Force 10
ft. Cube
Shock Grenade/Mine: (1000 gp) 3d6 Lighting 20
ft. Sphere
Gas Grenade: (600 gp) 2d8 Poison, 20 ft. Cube
Flash Grenades: (300 gp) Non-Lethal 2d6
Radiant 30 ft. Sphere
Concussion Grenade: (400 gp) Non-Lethal 2d6
Thunder 20 ft. Cube

Buzzsaw A circular sawblade attached to a handheld device


can be used to cut locks, wood, and people with very effective
results but causes a great deal of noise (60 ft radius
outside/30 if heard from inside a building)
Walking Cane A normal cane with a hidden blade inside.
With the cane the blade is completely hidden from sight.

65
Magic Items
Ammunition, Double Tap
Wondrous item, uncommon
When you attack with this ammunition, regardless of
whether or not you hit, you can repeat the attack roll against
the same creature you fired at again at the beginning of your
next turn. If the creature was brought to 0 HP by the
ammunition on the first attack, you can instead make the
second attack roll at a different target within 30 feet of the
creature attacked at the beginning of your next turn.
Otherwise this ammunition drops to the ground harmlessly. If
both attack rolls were able to be made with this ammunition,
it loses its magic and becomes mundane.
Ammunition, Returning
Wondrous item, rare
This ammunition can take the form of either arrows, sling
bullets, crossbow bolts, or gun rounds. When it is fired for
the first time, it teleports back to you/back into your gun.
Every time you fire this ammunition from here on out, there's
a 50% chance it will teleport back into your inventory. This
ammunition can always be recovered after battles.
Ammunition, Tracer
Wondrous item, very rare
When you make an attack roll with this ammunition, it has
advantage. On a hit, the round begins to glow and seems to
draw attacks toward it. The next creature that makes an
attack roll against the creature hit by the ammunition makes
the roll with advantage. On a hit, the creature's attack deals
an extra d8 damage. The ammunition then loses its magic.
The round can always be recovered after a battle if it does
not hit a creature.
Amulet of Intervention
Wondrous Item, Rare (requires attunement)
The Amulet of Intervention is a golden swuare amulet
adorned with green and red gems and when worn it gives you
the ability to protect yourself from disastrous events that
would result in your death. The ring has 1 chage regain at
dawn:
Guardian Angel When you are subjected to an effect that
will reduce you to 0 hit points a golden sphere emerges
around you negating the damage dealt. While inside the
sphere you are immune to all damage and effects. This effect
last up to 1 round and then the amulet become inert until the
next day.
Abyss Ring
Ring, Rare (requires attunement)
The Abyss Ring is a silver ring with cracked obsidian shards
addoring the outside with 3 small red gems. The Abyss Ring
has 3 charges, depicted in the gems, and regains 1d4 + 1
charges at dawn. While wearing the Abyss Ring, when you
hold your breath as a bonus action you turn invisible casting
the invisibility spell.
When holding your breath you follow the same rules that
are desribed with suffication and the invisiblity spell.

66
Artemis Cannon Cursebringer
Weapon (rifle), very rare (requires attunement) Wondrous Item, rare (requires attunement)
You gain a +1 to attack and damage rolls made with this You gain a +3 bonus to attack and damage rolls made with
magic rifle, and it deals an extra d4 force damage on a hit. this magic carbine, and rounds fired from it deal necrotic
This weapon has 4 charges. You can use an action to expend damage instead of piercing damage.
one charge and cast conjure barrage, or you can use an Deathcurse. You can cast the hex spell two times without
action to expend 2 charges to cast conjure volley. The spells expending a spell slot per long rest. When you reduce a
are cast with the following changes: creature to 0 hit points that has the hex on it, the round
explodes. Any creature within a 10 foot radius around the
You can exclude a number of creatures from the effect of creature hit must succeed a DC 14 Dexterity saving throw.
these spells equal to 2 + your Dexterity or Wisdom They take 8d6 necrotic damage on a failed save, and half that
modifier. damage on a successful save.
You regain 1d4 charges with this weapon when you
complete a long rest. Compass of Magical scrying
Weapon (bulky rifle), rare (requires attunement)
Ashes to Ashes The compass points in the direction of the highest
Weapon (Flintlock Pistol), very rare (requires attunement) concentration of magic/magical ability with mild accuracy.
Ornate red and orange runes flicker across this weapon like You can also roll a Wisdom (Survival) check track a “magical
embers. You gain a +1 bonus to attack and damage rolls with trail” that is left behind after magic is used. The DC is raised
this weapon, and it deals an additional 1d8 fire damage on a by 5 starting at DC 10 for every hour passed.
hit. After firing this weapon, a swirling cloud of gunsmoke
that unleashes blazing embers appears in a 5-foot radius
around you. The cloud spreads around corners and is heavily
obscured. The cloud remains until the start of your next turn
or until a wind of moderate or greater speed (at least 10
miles per hour) disperses it. When the cloud appears, any
creature except for you within it must make a DC 14
Dexterity Saving throw. A creature takes 3d8 fire damage on
a failed save, or half as much on a successful one. A creature
must also make this saving throw when it enters the cloud’s
area for the first time on a turn or ends its turn there.
Brimstone
Weapon (shoulder cannon), very rare (requires attunement)
This shoulder cannon has the automatic property, and does
not fire cannonballs, instead firing 1st level fire bolt cantrips
as its attacks. It takes an action to reload the weapon after it
fires 24 fire bolts.
This cannon has 3 charges. You can expend one of these
charges to cast fireball without expending a spell slot. When
you expend this charge, your shoulder cannon loses its magic
for 1 hour, and fires and endless supply of rifled rounds that
deal 1d6 piercing damage. You regain all expended charges
when you complete a long rest.
Bola of Dimensional Entrapment
Weapon (bola), rare
The bola of dimensional entrapment consist of 3 steel sheres
tied together by a set of steel chains You can use an action to
throw the bola on a creature. The bola adjust to fit a creature
of Small to Large size. In addition to serving as mundane
weapon, the bola prevent a creature bound by them from
using any method of extradimensional movement, including
teleportation or travel to a different plane of existence. They
don’t prevent the creature from passing through an
interdimensional portal.
You and any creature you designate when you use the bola
can use an action to remove them. Once every 30 days, the
bound creature can make a DC 30 Strength (Athletics) check.
On a success, the creature breaks free and destroys the bola.

67
Dragon Cannon
Weapon (any firearm with the scatter property), legendary
(requires attunement)
You get a +1 to attack and damage rolls made with this
weapon. This gun is molded into a particular dragon's
likeness, whether chromatic or metallic. Depending on which
dragon it's made to look like, this weapon deals an additional
1d4 damage of the breath weapon damage of that dragon.
This also alters the weapon's name. (for example, Bronze
Dragon Cannon)
As an action, you can speak this weapon's command word
and fire out the breath weapon of a young dragon. This
breath weapon's damage and saving throw stat and DC is
determined by the type of dragon the gun was made to look
like.
Clockwork Wings After making this attack, as long as you have this firearm
Armor (half plate), rare While you wear this armor, you can drawn, roll a d6 at the start of each of your subsequent turns.
use a bonus action and activate the wings. If you do, you have On a 6, the breath weapon recharges, and you can use it
a flying speed of 35 and full control of your movement. You again.
can use the wings to fly for up to 8 hours, all at once or in
several shorter flights, each one using a minimum of 1 Event Horizon
minute from the duration, however, for every hour of flight, Weapon (Shotgun), legendary (requires attunement)
you must use tinker's tools to spend 15 minutes and 20 gp This weapon hisses with the cool weight of the singularity,
worth of parts repairing it to keep the device functioning, collecting dew on its dark metal frame. You gain a +2 to
which you can do during a short rest. attack and damage rolls made with this weapon. You can use
If you fly for a total of 8 hours without repairing the device, an action to expend 1 charge to use the Singularity ability.
it breaks mid-flight, and you must roll a percentile dice. If you This gun has 3 charges, and regains 1d3 charges after a long
roll 25 or lower, you glide at a rate of 30 feet per round until rest. Singularity. Make an attack roll against a target within
you land. If you roll higher than 25, you fall to the ground and range, and compare the attack roll to the AC of all creatures
must make a DC 15 Dexterity saving throw to land safely. You within 5 feet of the target. If the attack would hit, the target
take 1d6 falling damage for every 10 feet you fall (maximum takes 4d6 force damage and must make a Wisdom Saving
20d6) on a failed save and land prone, or half as much throw. On a failed save, the creature is affected by the
damage on a successful one and not land prone. Teleport spell. Cast the spell as normal, except with them as
After the wings break, you must use tinker's tools to spend the target, and with a destination you have in mind. (It cannot
1 hour and 80 gp worth of parts to restore partial be an area that you’ve viewed once, or only have a description
functionality to the device, limiting flight time to 4 hours and of, true or false.)
reducing flight speed to 25. Only when you spend a total of 2
hours and 160 gp worth of parts repairing it will you restore
full functionality.
If you use the wings in combat, all ranged attack rolls have
a disadvantage unless you are hovering. If you are knocked
prone while flying, you can make a DC 15 Dexterity save to
avoid falling.
Half plate consists of shaped metal plates that cover most
of the wearer's body. It does not include leg protection
beyond simple greaves that are attached with leather straps.
Dragonscale Cloak
Wondrous Item, rare (requires attunement)
This beautiful cloak is made from the hide and scales of a
dragon. The look and feel of this cloak depends on the dragon
whose hide it is made from. The cloak of a red dragon may
feel warm to the touch. The cloak of a black may appear to be
constantly cast in shadow.
Regardless of the hide this cloak is made out of, the
inherent magic captured in the dragons scales allows the
wearer of this cloak to cast Mage Armor on themselves once
per long rest. The cloak also grants resistance to the element
that the dragon whose scales it was made from is immune to.
Notes: This item is intended to be a template for each type
of dragon. When you add this to you campaign, duplicate it,
add the type of dragon to the name, and add resistance to the
element associated with that dragon.

68
Jack The Ripper's Ring Lucky Seven
Ring, legendary (requires attunement by a Neutral or Evil Weapon (revolver), legendary (requires attunement)
character) You gain a +3 bonus to attack and damage rolls you make
This Old Golden Ring looks as though it may be worth with this magic six shooter. This gun has golden lines along
upwards of 10,000gp. Curse. Once attuned, you may not take its body and green three leaf clovers on its grip, and sparkles
the ring off by any means other than the wish spell. dimly in your hands. Each shot feels like you're gambling for
Drain. You can use your action to say a phrase known only something big.
by Jack to make a drain attack against a creature within 5 feet Uncanny Luck. You get the lucky feat if you do not have it
of you. The target must make a DC 15 Constitution saving already while attuned to this firearm, and you can reroll 1s
throw or take 6d4 necrotic damage. You regain hit points and 2s to its damage once per turn.
equal to the necrotic damage you dealt. You must wait one Seven of Clovers. If you roll a natural 7 on an attack roll
hour before you can use this feature again. made with this revolver, your attack automatically hits and is
Bloodied Blade. Any attacks you make upon a creature considered a critical hit. It does maximum damage for both
who is either unaware of or does not expect the wearer to damage rolls and deals an extra 7 force damage to for 7
attack, get 1d8 added to the damage roll of the attack. minutes, including the damage of this attack.
Sentience. Jack's Ring is a Chaotic evil sentient ring.
Intelligence 18 (+4), Wisdom 24 (+7), Charisma 22 (+6). Man's Best Friend
hearing and Darkvision 60 feet. Understands and speaks Weapon (any firearm), legendary (requires attunement by a
Common, Dwarvish, Elvish, Giant, Gnomish, Primordial, wizard or a gunslinger)
Infernal. This weapon, hidden deep within the confines of a mad
Personality. when in combat, Jack's Ring can be heard by laboratory, is a strange conglomeration of science and
the Wearer making comments such as "yes, more blood....", necromancy, and appears to be a human wizard and a magic
"Kill That one", etc. Jack's Ring is, for one, very talkative. It, using gunslinger’s attempt to keep their favorite pet around
however may only be heard by the Wearer, as it tries to twist after its passing. The brain itself, or at least a piece of it is
the wearer into a more bloodthirsty murderer. floating in a jar attached to the body of the gun, and the sights
are arranged with two floppy ear like mechanisms. The face
Lazy Locust of the deceased animal is painted either on the body itself or
Weapon (pistol), legendary (requires attunement) around the sights, and magic runes of necromancy are
This weapon is a tiny little pistol that can barely fit in one’s engraved into its barrel.
palm. It’s easily concealable and grants +3 to attack and Only a gunslinger or a wizard can attune to this weapon.
damage rolls made with it. In order to use this weapon, you Any other creatures attempting to do so will be growled at by
must use an action to fire a special shot that expels a huge the weapon and fail to attune to it.
thunderous blast. Make an attack roll as normal. On a hit, the You gain a +3 bonus to attack and damage rolls you make
target takes an additional 11d6 thunder damage. Creatures with this odd sentient firearm. It has the following additional
within 15 feet of the creature hit must succeed a DC 14 properties.
Constitution saving throw. They take 8d6 thunder damage Sentience. Man’s Best Friend contains the soul of a
and are pushed 10 feet away from the creature on a failed friendly dog with an Intelligence of 6, a Wisdom of 20, and a
save. On a successful save, they take half that damage and Charisma of 16. It has advantage on saving throws on
are not pushed. You must then make a DC 14 Strength saving Wisdom (Perception) checks that rely on hearing or smell.
throw. You are pushed backwards 15 feet in the direction you The weapon can understand Common, any language its
shot on a failed save, and 5 feet on a successful save. This previous masters knew and any language you know while
gun has 5 charges, and regains 1d4+1 charges at the end of attuned to it. It communicates in barks, yips, whines and
every long rest. growls that are audible out to 60 feet. However, it can
translate those barks when speaking directly to you as primal
feelings and emotions, such as fear, excitement or sadness.

69
Dragonforce: When you cast a spell that deals fire,
Personality. Man’s Best Friend is extraordinarily curious, thunder or lightning damage, you can use a bonus action
and will constantly try to direct you towards interesting during your turn to spawn the projected illusion of a huge
things, such as caves, treasure, and squirrels. It is extremely red, gold, bronze or blue dragon from the spell’s effect. All
loyal to you once you form a bond to it, and will growl creatures hostile to you within 60 feet of the projection
whenever it senses dangerous intentions from other must make a Wisdom saving throw. Creatures that were
creatures, or pant happily in the presence of creatures damaged by your spell have disadvantage on this saving
friendly to you. The weapon can move ever so slightly in your throw. On a failed save, they are frightened of you for 1
grip, but never enough to force your aim off or drop it. It minute. They can remake the saving throw at the end of
usually does this when it wishes to be pet. Man’s Best Friend each of their turns. If a creature makes the saving throw, it
thrives on affection and assurance, and if those things are not is immune to the effects of dragonforce for 24 hours. The
regularly provided to it by its wielder, a conflict between the draconic projection disappears at the end of your turn.
two will occur after 10 consecutive days of neglect. Once you use this feature, you cannot use it again until
A Nose For Danger. This weapon makes Wisdom you complete a short or long rest.
(Perception) rolls every 1 minute to check for hostile This lute has four charges. You can expend a single charge
creatures in 150 foot radius, rolled by the DM. If it senses as an action to cast the following spells: thunderwave,
any, the ears perk up on the gun and it begins to emit a low fireball, and control weather. You regain 1d4 charges when
growl. It will roll Wisdom (Insight) checks every minute you you complete a long rest.
spend in the presence of a creature that is indifferent to you
or does not know you personally. If it senses ill intent or
hostility, it will react similarly. Ooze Launcher
Bloodhound. Man’s Best Friend can cast find traps and 5th Wondrous item, legendary (requires attunement)
level hunter’s mark at will. It decides when to cast these This weapon shoots a glob of ooze that force a creature
spells, and will maintain concentration on the latter so you within 300 feet of you to make a DC 14 Dexterity saving
don’t have to. throw. They take 6d6 acid damage as well as an additional
Guard Gun. When in combat, the gun will bark viciously 2d6 acid damage at the end of their next turn if they fail, and
when attacking, and will yip and whine when its wielder is they take half damage and do not take additional acid damage
badly hurt. The gun can take its own actions in combat, and at the end of their next turn if they succeed. After you fire this
will always take its turn before its wielder in the initiative weapon, you must use an action to cock the ooze making
order. The gun can use its action to make a Wisdom mechanism before it can be fired again.
(Perception) check or give a bark of encouragement to you, Additionally, you can use an action to attempt to summon
granting you a d4 to use on your next attack roll, saving throw oozes from their native plane into the gun’s barrel and spawn
or ability check for 1 minute or until used. The check can sniff them at any unoccupied space within 30 feet of you. Roll a
out invisible creatures or creatures on the ethereal plane d100 to decide what ooze or oozes you can summon. Oozes
within 30 feet of you. spawned in this way are telepathically controlled by you and,
if in combat, act immediately after you on the initiative order.
Metalmancy You can use a bonus action to describe to the ooze or oozes
Wondrous item, legendary (requires attunement by a bard) any order you wish, which it will follow to the letter. If you
Only bards can attune to this weapon. If anyone else attempts give them no direct orders, they will pursue and attack the
to attune to it, it produces a loud, discordant sound into their closest hostile creature to you that it can sense or defend
mind. They must succeed a DC 10 Constitution saving throw. themselves to the best of their ability. This ooze or oozes
They take 2d6 psychic and 2d6 Thunder damage on a failed remain on the battlefield until killed or if you either spend an
save, and half that damage on a successful save, and action to dismiss them back to their home plane or if you
regardless of the results, they fail to attune to the weapon. summon another ooze or oozes. Once you use this feature,
This metallic lute doubles as a +2 repeating rifle that uses you cannot use it again until you complete a long rest.
your Charisma modifier to fire its shots rather than your Ooze Chart
Dexterity modifier, and is shot by strumming its chords. It d100 Result Ooze Type
does not fire regular ammunition from it. Instead it draws
from your innate bardic pool of energy to fire each round. On 1-50 Ochre Jelly
a hit, its rounds deal 1d6 thunder and 1d6 fire damage. You 51-70 Gelatinous Cube
reload this weapon by playing a power chord as a bonus
action or reaction. 71-85 Gray Ooze (4)
While attuned to this strange wonder of art and technology, 86-95 Psychic Gray Ooze(2)
you are immune to being deafened and gain resistance to 96-00 Black Pudding
thunder damage. You get the fire bolt and thunderclap
cantrips and can cast them at will as long as you are attuned
to this lute. You get access to the following abilities:
Thunderstruck: When you use an action to go into a
Countercharm performance, and as part of that action
during subsequent turns, you can also make a spell attack
roll at any two creatures within 60 feet of you that you can
see. On a successful hit, these targets take 4d6 lightning
damage.

70
Outsider’s Armament
Weapon (Any firearm), very rare (requires attunement)
This strangely smooth and organic looking gun looks and
feels alien in your hand. You gain a +1 to attack and damage
rolls made with this weapon. This weapon does not fire
normal bullets, but instead fires large bone-like fragments of
some organic substance. Increase the damage die of the
weapon by one degree (for example, d6 becomes d8, or d12
becomes 2d6, or 2d6 becomes 3d4).
Curse. This weapon is cursed. After expending the normal
reload capacity of the weapon, you must succeed on a DC12
Charisma saving throw or suffer the effects of the
banishment spell. If you are native to the plane you are
currently on, the effects of the spell last 1 minute. You can
remove the curse on this weapon by using a greater
restoration spell or similarly powerful magic. If you do so,
creatures are subjected to the effects of the banishment spell
on a critical hit with this weapon.
Rifle of Endless Torrent
Weapon (rifle), very rare (requires attunement)
This rifle was forged from a magic decanter that taps into the
plane of water. It fires out two kinds of watery beams. The
first kind is a concentrated beam that has you make an attack
roll. It deals 1d12 bludgeoning damage on a hit. The second
kind of watery beam requires that you use a bonus action on
your turn to speak the command word “Torrent”, and fires out
a large beam of water that strikes any creature within a 30
foot long, 5 foot wide beam. Creatures within the beam must
succeed a DC 14 Strength saving throw. They take 3d12
bludgeoning damage and are knocked prone on a failed save.
They take half that damage and are not knocked prone if they
succeed.
Round, Spell Bullet
Wondrous item, rarity varies depending on the spell
This round is a spell bullet with the properties of Arcane
Ammunition on the Spellshooter archetype. When you fire
this round from a firearm that it can be used with, the spell is
cast through the bullet using those properties.
Six of Stars
Weapon (hand cannon), very rare (requires attunement)
You gain +2 to attack and damage rolls with this revolver.
This weapon was forged from the alloy found in a meteor and
enchanted with its stardust.This gun has 6 charges within it,
and grants the following benefits that can be used by
expending charges:
When making an attack with this gun, you can choose to
expend 2 charges to shoot a small meteorite at your
targets instead. This is treated like a DC 14 Melf’s Minute
Meteors meteor. You can expend additional charges to
increase the damage dealt by 1d6.
You can use a bonus action to expend 1 charge to infuse
the rounds in your gun with magic from the stars. These
rounds deal 1d6 extra force or fire damage (your choice).
This weapon regains 1d6 charges when you complete a
long rest.

71
Strange Guardian’s Revolver Bulltrue: If you take the dodge action on your turn, you
Weapon (hand cannon), legendary (requires attunement) can use your reaction to fire your shotgun at a creature
This large magnum hand cannon has a fine dark silver body that targets you with a melee attack. They must roll the
with a pearlescent grip. While attuned to it, you get the saving throw before their attack is deemed a success or a
attention of a mysterious guardian who watches over you. failure. If they fail the saving throw, they are pushed 10
Whenever you’re in battle, sometimes this guardian may feet away from you and knocked prone, immediately
arrive to aid you. canceling their attack roll.
You gain a +3 bonus to attack and damage rolls you make Swordsplosion
with this hand cannon. While attuned to this weapon, you Weapon(shotgun, slug rounds), legendary(requires
have advantage on Charisma(Persuasion), attunement)
Charisma(Intimidation), and Charisma(Deception) checks This gun is a bastardized mishmash of transmutation magic,
against creatures who do not know you personally when medieval weaponry and gunslinging grit. It's what happens
attuned to. This means they have talked to you often and when a Transmuter and a Gunslinger marry and make a kid
know your name and face. This weapon critically hits on a 19 in the form of a crazy firearm. You gain a +3 bonus to attack
and a 20. and damage rolls you make with this magic gun.
Mysterious Critical. When you critically hit with this hand No Kill Like Overkill. This shotgun supercharges any
cannon, the creature you hit becomes frightened of you for 1 slugs it fires from it with transmutation magic, turning it into
minute if it does not know you personally. It can remake the a greatsword that deals 2d6 slashing and 1d8 force damage.
saving throw at the end of each of its subsequent turns, Upon hitting a creature, the sword explodes. Each creature
ending the effect on itself if it succeeds. A creature that within a 10 foot radius sphere of the creature hit must
succeeds the saving throw is immune to this weapon’s fright succeed a DC 15 Strength saving throw. They take 2d8 force
effect for 12 hours. damage on a failed save, and half that damage on a
The Strange Guardian. When you take the attack action successful save. You can exclude friendly creatures from this
on your turn against a creature with 150 hit points or less, sphere up to your Dexterity modifier +2. (Minimum 1) From
roll a d100. On a 10 or lower, a mysterious spectral guardian the explosion comes three more swords that you can direct at
will immediately manifest itself to the sound of a strange any point within 20 feet of the creature hit with the first
song at the end of your turn. The Strange Guardian wields a sword. Any target within 5 feet of the point must succeed a
+3 hand cannon that has +19 to hit, and deals 4d6 + 19 DC 15 strength saving throw. They take 2d6 force damage on
piercing damage and 3d4 force damage that ignores a failed saving throw, and half that damage on a successful
resistance and immunity, and cannot be harmed or targeted saving throw. The creature hit by the initial sword cannot be
by attacks, spells or area of effect attacks. Once the strange affected by the secondary explosions.
guardian appears, it makes three hand cannon attacks
against the creature that you attacked during your turn. The The Alibi
Strange Guardian then disappears followed by another Weapon (anti-material rifle), legendary (requires attunement)
mysterious musical flourish. You gain a +3 bonus to attack and damage rolls you make
with this magic rifle.
Succor It Wasn’t Me. You can use a bonus action to turn invisible.
Weapon (Burst Pistol), legendary (requires attunement) You remain invisible as long as you move no further than half
This bulky and strange weapon converts standard bullets into your movement speed or are prone. You become visible when
healing tonics that explode into mist on contact. Whenever you make an attack with this rifle, but fade back to invisibility
you would deal damage with this weapon, you heal instead. It as long as the above conditions for invisibility were met
has no effect on constructs or undead. before you made the attack. This weapon critically hits on an
18, 19 and a 20 when invisible.
Swordbreaker
Weapon(shotgun), legendary (requires attunement) The Midas Cannon
This shotgun bears an incredibly sleek and sharp design, and Weapon (hand cannon), legendary (requires attunement)
sports a sleek bayonet on the front with indents made to This weapon is forged entirely from pure, magical gold that
catch swords. It also has a bull’s head engraved on each side does not deteriorate or smudge. Its flashy and gaudy and
of the body of the gun, it's head turned to the side to seems to fire rounds made of pure gold, regardless of what
showcase its long horns. You gain a +2 bonus to attack and you load into it.
damage rolls with this magical shotgun, and +2 to your armor You gain a +2 bonus to attack and damage rolls you make
class. Swordbreaker grants the following abilities: with this flashy cannon. As soon as you attune to this weapon,
Counterattack: As a reaction, you can add +3 to your AC you instantly become the owner of a pocket dimension that
against a melee attack that would hit you. If this causes contains 1,000,000 gold pieces. You can spend an action to
the attack to miss, you can make an attack with the open this plane and draw a handful of 20 gold pieces. You can
bayonet as part of the reaction. This bayonet does d10 use a bonus action during your turn to close the entrance to
slashing damage on a hit. this dimension.

72
Mercantile Force. When you make an attack roll, you can, as The Silent Terror
part of that action, dissolve 100 gp on your person or in a Weapon (pistol), very rare (requires attunement)
stash you own to increase the damage this weapon deals by This pistol grants it's wielder +2 to attack and damage rolls.
1d6, to a maximum of 5d6. Until the beginning of your next This firearm comes with a built in suppressor enchanted with
turn. You can spend an additional 100 gp to lower the critical shadow magic that renders it completely silent. No muzzle
hit range of this weapon by 1, down to a minimum of 15, until flare appears from this gun, and it is almost entirely silent
the beginning of your next turn. when fired. Successful hits with this weapon deal an extra
Wealthy Kills. When you reduce a creature to 0 hit points 3d6 damage once per turn if you have advantage on an attack
as a result of damage from Mercantile Force, roll a d100. On roll, or if an ally is within 5 feet of the creature you shoot. If
a result of 1-80, they turn into a pile of gold pieces. How many you fire this gun while hidden, any creature within 10 feet of
gold pieces they turn into is dependent on their size. On a you must immediately make a perception check against your
result of 81-00, they become petrified and permanently attack roll - 5. If any of the creatures succeed, you are no
turned into a gold statue. Their worth in gp is dependent on longer considered hidden to them.
their size. Creatures killed in this way can only be brought
back by a wish or true resurrection spell, or similarly Vortex Pistol
powerful magic. Weapon (pistol), rare (requires attunement)
Size Value (gp) This weapon deals an additional 1d4 lightning damage upon
a hit.
Tiny 1 Vortex Round. You can spend an action to charge this
Small 10 pistol. When you next take the attack action on your next
Medium 100 turn, the first shot fired from this pistol forms an unstable
gravimetric anomaly in a 10 foot radius on the space the
Large 1,000 creature you targeted occupies, and detonates at the
Huge 10,000 beginning of your next turn. Any creature that starts its turn
within 5 feet of the vortex must succeed a DC 13 Strength
Gargantuan 100,000 saving throw or be pulled into its boundaries and unable to
leave. A creature within the vortex must succeed a DC 13
Curse. This hand cannon is cursed, and attunement to the Strength saving throw if it wishes to leave its boundaries. If a
weapon causes the curse to be transferred to its wielder. creature ends its turn within the vortex, it takes 1d6 force
Using the identify spell on this gun simply reveals it to be a damage. When the vortex detonates, any creature within its
+2 hand cannon. After 10 days of being attuned to The Midas boundaries takes 2d6 lightning and 2d6 force damage.
Cannon, you start to lose 100 gold pieces, 10 platinum
pieces, 1,000 silver pieces, and 10,000 copper pieces after Weapon, Watertuned
you complete a long rest. Every time you lose the equivalent Weapon (any ranged weapon), uncommon (requires
of 800 gold pieces or more, your hit point maximum attunement)
decreases by d20 + 8 until you complete a long rest after While attuned to this weapon, it functions normally while
having gained at least 8,000 gold pieces. This becomes underwater, and suffers no penalties.
80,000 gold pieces after 20 days. When you see a pile of
money, you must succeed a DC 15 Charisma saving throw or Wind Cannon
think that you deserve the biggest share of the money, and Weapon (shotgun), very rare (requires attunement)
will argue to no end and use underhanded tricks to make This large cannon resembles a large metal tube with no real
sure you get your way. You will not resort to violence unless place to put in ammunition, with a trigger connected to a
you wish to do so. If this money belongs to someone else, you magical rune made in the elemental plane of air. This
must succeed a DC 15 Charisma check or use any means shotgun shoots out a magical gust of wind that deals magical
necessary to steal this money without being caught. After 20 slashing damage on a hit instead of its normal damage, and
days of being attuned to this weapon, your alignment changes you get a +3 bonus to attack and damage rolls. This weapon
to chaotic neutral, and you get the following personality trait: does not run out of ammunition, and does not need to be
"Money. It is the most wonderful thing in this world, and I reloaded. It can function underwater, shooting out currents
must have more of it. I wish to pile my gold high enough to that deal bludgeoning damage. If it is shot while within a
reach the heavens." volcano or similarly hot climate, it deals fire damage instead
of slashing damage.
Vivid Arcana Wind Blast. You can make a special attack with this
Weapon (hand cannon), very rare (requires attunement by a cannon that fires out a gust of powerful wind in a 30 foot
spellcaster) cone centered on you. Creatures within the cone must make
This weapon has a large, circular “battery” in it that is a DC 14 Strength saving throw. On a failed save, they take
covered in magic runes. This battery has 9 charges. You can 4d12 slashing damage and are pushed back 15 feet. On a
use an action to expend 1 charge to cast “Chromatic Orb” at successful save, they take half that damage and are pushed
1st level. You can expend additional charges to cast this spell back 5 feet.
at a higher level than 1st per charge spent. This weapon
regains 1d8+1 charges at the end of every long rest.

73
"Average" Gun, Special Hands. If you are a gunslinger
attuned to the rifle, you gain the following benefits:
You cannot be disarmed, and you have immunity to being
frightened, stunned and charmed
You can now attack one additional time when you take the
attack action during your turn.
You get advantage on Dexterity saving throws.
Stop 'N Swap. The Everyman is never without its bag of
spare parts, and seems to be able to take on almost any
configuration you can think of, whether in the heat of battle
or during the downtime in between. This customization
doesn't extend to mere attachments either, as with enough
time spent in the bag of parts, you can turn this repeating
Artifacts rifle into an entirely different gun. If the bag of parts is not in
your inventory, you can use an action to summon it right to
Even guns can become artifacts. These are some examples of your hand.
artifact guns that can be made in almost any campaign that As a bonus action during your turn, you can make any
features guns universally. Feel free to come up with your own. attachments and/or custom parts on your gun disappear and
immediately conjure new ones to replace them as part of your
Everyman bonus action.
Weapon (rifle), artifact (requires attunement) Additionally, as long as you have the weapon's
Sometimes, a legendary party needs a legendary weapon. accompanying bag of parts on hand, you can take 1 minute to
Firearms are some of the most powerful pieces of emerging strip this weapon down to its parts and reconfigure it into an
technology in this world, so infusing them with magic seems entirely different gun. You can turn it into any firearm from
like a logical next step. And the next step after that requires the Firearms List on pages 5 and 6 of this document, except
an effort by a crew of mortals to forge a weapon that's not a Nock Gun, Rifleblade, Pistolblade, and Shoulder Cannon.
only legendarily powerful, but extraordinarily versatile. You can force this configuration to happen instantly as an
Such a weapon requires the teamwork of powerful action during your turn. Once you do so, you cannot do it
spellcasters, expert tinkerers, and someone who's an again until you complete a short or long rest.
unprecedented expert in lead burping, explosive personal Creating the Everyman. This weapon, unlike most
tools of destruction. When such conditions are met and much artifacts, can be forged entirely by mortal hands, although it's
work has been done over a lengthy period of time, they forge difficult. Making this weapon requires at least an arcane
a firearm that has come to be known as The Everyman. The spellcaster that can cast level 9 spells, a character that has
gun that can be wielded by anyone for any purpose. proficiency in tinker's tools and the Gunsmith Adept feat or a
This firearm is the perfect tool for a world in peril, being Gunsmith Artificer, and a gunslinger who has the
able to customize itself to suit nearly any battle and any Gunslinging Supreme class feature. To make the blueprints
situation. Its appearance is so imposing that those who hear for this gun, it is a DC 25 Intelligence (Tinker's Tools) or
the tale of such a gun and recognize its common features are Wisdom (Tinker's Tools) check that must be performed over
filled with an immediate and palpable awe and fear; and the course of 8 hours. If you fail, the DC of this check
rightly so. Its bullets are filled with a magical might and decreases by 1 for subsequent checks, to a minimum of 20.
powered by the most advanced technology seen in the world. Once the blueprints are made, the wizard and the
It can be a heavy barreled and deadly assault weapon one gunsmith must work at least 8 hours every day on the gun
minute, or an easily concealed sidearm of swift death the while overseen by the gunslinger. The total cost in gp to make
next. this weapon is 50,000gp, and after every 10 days of working,
This weapon only ever seems to come around when it's the caster must succeed a DC 20 spellcasting check to
more than needed in the world, and often disappears shortly enchant the firearm. If more than one caster makes the
after. Generally it's either found again by brave adventurers check, the DC for each caster goes down by 1. If they fail, they
who seek out its resting place on a battlefield or in a dark must retry after another 10 days of work in order to fix the
laboratory, or is forged anew by another team of legendary wonky enchantment. For every three creatures that meet the
heroes. Even finding the blueprints can be considered a requirements for constructing the weapon working on it
world shaking discovery that can alter the fate of nations. alongside the initial three, the gp cost decreases by 5,000.
Magic Weapon. The Everyman is a magic weapon that Once this firearm has been created, the wizard must either
grants a +3 bonus to attack and damage rolls made with it. cast wish or expend a 9th level spell slot that does not
Any ammunition fired from it can be changed into a type of regenerate for d10 days in order to complete the forging.
damage of your choosing when you make the attack roll. Destroying the Gun. The only way to destroy the rifle is to
Once per short rest, you can turn one round fired from the bring it to its creators to be destroyed, a process which takes
gun into Tracer or Double Tap rounds. 10 days. Alternatively, you can cast wish on it 50 consecutive
days in a row or succeed on a cleric's divine intervention 10
Random Properties. This rifle has the following randomly consecutive times in order to destroy the weapon.
determined properties:
2 minor beneficial properties
1 major beneficial property

74
Oculum Obnoxiam Antimagic Eye. While attuned to the gun, a magical eye
Weapon (pepperbox/hand cannon), artifact (requires floats above your head that emits an area of antimagic,
attunement) similar to the antimagic field spell, in a 60 foot cone. At the
Beholders are some of the most feared and reviled creatures start of each of your turns, you decide which way the cone
in all the land. These creatures see themselves the most faces, whether the cone is active, and which creatures other
superior being ever created, and actively lord over other than yourself are unaffected by the cone. The area works
creatures from deep within their lairs as they scheme and against the gun's abilities as well.
plan for every outcome and possibility they predict will Temporary Floatation. While attuned to the gun, you gain
happen. The only thing keeping such creatures from a flying speed of 20 feet, and can hover. You are immune to
becoming even more of a threat to societies is that the arrival being knocked prone while flying.
of new beholders is an exceedingly rare occurrence, and that Ray Shot. While attuned to the gun, you can use an action
they're so xenophobic that they tend not to meddle in the to fire three random beholder rays, choosing one to three
affairs of others unless it distinctly benefits them. targets you can see within the gun's range. The DC to resist
However, eye tyrants exist, and they have subjugated entire these rays is equal to 8 + your proficiency bonus + your
realms under their eye stalks, bringing archmages and high Intelligence modifier or Dexterity modifier, whichever is
priests to their knees and enslaving the strongest fighters to higher. (Refer to the beholder in the DMG for the eye rays.)
act as their enforcers. The biggest threat to eye tyrants tends The gun can also shoot additional rays. Roll d12 to decide
only to be other beholders or an extraordinarily competent which three rays to fire, rerolling duplicates:
and lucky team of adventurers. 11. Exhausting Ray. The targeted creature must succeed a
This, however, isn't good enough for some people. A few Constitution saving throw or become extraordinarily fatigued,
wizards got together with some of the greatest gunsmiths and reducing their speed by 10 feet. They must then succeed
gunslingers in the land and came together for one purpose. another Constitution saving throw at the end of its next turn
To make a weapon that can rival a beholder in power. In or gain 1 level of exhaustion. The creature must then repeat
order to do this, they hunted down one of the more powerful the saving throw again. If it fails the saving throw a third
beholders in the realm that was not an eye tyrant and slew it, time, it falls asleep and remains unconscious for 1 hour,
then prepared its body to be used in their strange project. gaining another level of exhaustion. The target awakens if it
They managed to forge the weapon after a few years, and takes damage or another creature uses an action to wake it.
finished it using a blessing by a local high cleric, and soon This ray has no effect on constructs or the undead.
made a weapon that has killed many an eye tyrant over the 12. Plague Ray. The targeted creature must succeed a
years. Constitution saving throw. On a failed save, they take 8d8
After nearly a century of use, this gun mysteriously poison damage and are poisoned for 12 hours. On a
disappeared. Some say a beholder stole it, attempting to keep successful save, they take half that damage and are poisoned
it safe within its lair so it would not suffer a similar fate as its until the end of your next turn.
kin. Others say it simply vanished into the ether as per the Curse. This gun contains a curse from the beholders it has
judgement of the gods, being deemed too dangerous. Many killed. After 1 day of being attuned to this weapon, the
adventurers have heard rumors of it popping up here and creature attuned gets a darkvision of 120 feet, if it does not
there, and dedicate their lives to finding it and using its power have it already. Each passing day, the creature attuned to this
once again. gun begins to take on minor appearances of a beholder. By
Magic Weapon. Occulum Obnoxiam is a magic weapon the end of 10 days, they have sprouted eye stalks and gain
constructed from beholders, containing each of their eyes, skin similar to that of a beholder, as well as have the floating
that grants a +3 bonus to attack and damage rolls made with antimagic eye merged into their head as an additional eye.
it and fires yellow rays that deal 2d12 force damage on a hit. The creature does not lose its racial traits nor has their
It is reloaded as a bonus action or an action (player's choice) physical traits altered, however, these changes are not
by staring directly into the barrel. When subject to an effect considered magical in nature (and thus can't be dispelled) but
that cancels out magic, such as antimagic field, this weapon they can be undone by any effect that removes a curse, such
functions as normal, but can only fire weak lasers that deal as a greater restoration or remove curse spell. Once the curse
2d4 force damage on a hit. This weapon deals an extra 3d6 is removed, it does not return.
damage to beholders. For the purpose of this weapon, Destroying the Gun. This gun cannot be destroyed.
"beholder" refers to beholders, spectators, death kisses, However, its magic can temporarily be removed by subjecting
gauths, and gazers. it to an antimagic effect (such as the antimagic field spell) for
Random Properties. The gun has the following randomly an entire day. This removes all magic and gives it the
determined properties: properties of a pepperbox or hand cannon that does 2d4
force damage on a hit for 1d10x10 years.
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property

75
Gunsmith Initiate
New Feats Prerequisite: Intelligence 13, proficiency in smith's tools or
Akimbo Master tinker's tools
You master the art of wielding two firearms at once. You gain Your proficiency bonus is doubled in tinker's tools and/or
the following benefits: smith's tools, and you can now craft primitive firearms. You
are assumed to have gotten the materials for the firearm you
You gain proficiency in sidearms if you don't have it wish to craft before you took this feat. You craft these guns at
already. a rate of 5gp per hour.
Before you make an attack roll, you can choose to fire both
guns as part of a single attack, taking a -5 penalty. If the Gunsmith Adept
attack hits, roll two damage rolls and add +5 to each Prerequisite: Gunsmith Initiate, player level 12
damage roll. You cannot use your bonus action to attack You have gone through extensive training in gunsmithing,
with the offhand gun if you use this feature for any letting you create new firearms via experimenting. You can
number of attack rolls you make on your turn. now create advanced firearms, found on the chart above. You
You can draw or holster two sidearms when you would can craft special firearms, as well as Attachments and
normally be able to draw or holster only one. Custom Parts, if it is appropriate for your setting (such as if
You can wield two sidearms at once, even if they do not firearms are prominent). Once per long rest, you can make an
have the light property. Intelligence check with your proficiency bonus added once
Bayoneteer you complete a short rest. If you succeed, you manage to craft
the blueprints for the gun or parts (the DCs are listed on the
Prerequisite: Proficiency in firearms charts above). If you fail, the DC goes down by 1 for
You have mastered the art of fighting with weapons subsequent checks (Minimum of 10).
attached to the barrel of your gun. You are now considered When the blueprints are created, you can then make the
proficient improvised weapons if you are not already. You get gun or parts. It is assumed that during your travels you came
+2 to damage rolls with these weapons, and can use your across the required materials to make these items before you
reaction to assume a parrying stance with the bayonet. You took this feat. You craft these items at a rate of 5gp per hour,
can add your proficiency bonus to your AC against a single and can now craft primitive firearms at a rate of 10gp per
melee attack that would hit you, potentially causing the attack hour.
to miss. Additionally, your bayonet attacks now have a reach The cost to craft primitive firearms is now cut in half for
of 10 feet. you (rounded up).
You can now reduce a primitive firearm's misfire number to
Close Quarters Shooter a minimum of 1, regardless of its original misfire number.
You have trained yourself in the delicate art of using ranged
weapons in close quarters combat. You get he following
benefits: Variant Rule: Firearms Are Prominent
Making an attack with a ranged weapon while within 5 If firearms are common in your world, you can craft
advanced firearms as well as primitive firearms
feet of a hostile creature does not impose disadvantage on when you take the Gunsmith Initiate feat.
the attack roll.
You cannot make a ranged attack roll with disadvantage at
any target within 30 feet of you. However, if you would
normally have disadvantage when making an attack roll Heavy Weapons Guy
within this range, such as a magical effect or obscured Prerequisite: Strength 15, player level 16
vision, you cannot get advantage on the attack roll either. You have strengthened yourself to be able to use large and
You can make opportunity attacks with ranged weapons. unwieldy firearms more effectively. If you have the Extra
Dueling Expert Attack or Bulletstorm feature, you can use a single one of
those attacks when you use those features with a bulky
Prerequisite: The dueling fighting style or the gun duelist gun firearm. Ignore the reload action once for these guns when
tactic and only when making these attacks.
You have mastered the art of dueling with gun and sword,
and gain the following benefits: High Maintenance
When you use the attack action with a one-handed melee You have become well tuned with primitive firearms. When
weapon, you can spend a bonus action to fire a light you make more than two attacks with primitive firearms
firearm you wield in your other hand. You can use this during your turn, the firearm's misfire count does not
bonus action to attack with a one handed melee weapon if increase by 1.
you use your attack action with a light firearm.
Wielding a light firearm or finesse melee weapon in your
offhand does not count against the Dueling fighting style
and Gun Duelist gun tactic.
Ignore the loading time and reload action for light
firearms if you have one hand free.

76
Mounted Shooting Sidearm Master
While you are mounted and aren't incapacitated, you gain the You have mastered the art of wielding a sidearm with delicate
following benefits: precision. Increase your Dexterity score by 1, to a maximum
You get a +1 bonus to attack rolls with firearms while of 20, and gain the following benefits:
mounted. You gain a +1 bonus to attack rolls made with these
Being within 5 feet of a hostile creature when making an weapons.
attack roll with firearms while mounted does not impose You can use a bonus action to go into a reactionary stance
disadvantage on the attack roll as long as the creature's with your sidearm. As a reaction to being attacked or
size is smaller than your mount. targeted by a spell that only targets you, you can use your
You have advantage on attacks rolls against any reaction to attack the offending creature. You do not add
unmounted creature smaller than your mount within your your ability score modifier to the damage of this attack,
firearm's normal range. unless that modifier is negative.
Pistol Whipper Single Shot Loader
You are skilled in using guns as melee weapons when and if You have trained yourself to specialize in the use of single
they run out of bullets. You increase your Strength or shot guns. Increase your Dexterity score by 1, to a maximum
Dexterity ability score by 1, to a maximum of 20, and are now of 20. You gain proficiency in firearms with the loading
considered proficient with firearms you use as melee property. You ignore the loading time for these firearms.
weapons. light firearms deal d6 bludgeoning damage and are Additionally, you get a +1 bonus to damage rolls with these
considered finesse weapons, two-handed firearms deal d8 weapons.
bludgeoning damage, and heavy firearms deal d10
bludgeoning damage. Six-Gun Ace
Rifle Master You have perfected the art of shooting with your revolver or
hand cannon. Increase your Dexterity score by 1, to a
Rifles are complex weapons, but you know just how to make maximum of 20. You get proficiency in revolvers and hand
every shot count. You gain the following benefits when cannons if you don't have it already, as well as the following
wielding a rifle, carbine, or a musket or wheellock gun with benefits:
the rifling property:
You cannot be disarmed while wielding a revolver or hand
You gain a +1 bonus to damage rolls with these weapons. cannon in one hand and no weapons in your other hand.
You can reroll 1s and 2s to damage. When you make an attack with your revolver or hand
If you roll a critical hit or deal a killing blow with these cannon and are not holding anything in your other hand,
weapons, you can use your reaction to take an additional you can use your bonus action to make two additional
shot at a creature within 15 feet of the creature hit. shots. You do not add your ability score modifier to the
damage of these attacks, unless that modifier is negative.
Riot Controller
Prerequisite: Proficiency in shields
You have become quite adept at crowd control using your
shield. When you make an attack against a creature while
wielding your shield, you are considered to be in half cover
when they attack you, and you are resistant to any piercing,
slashing and bludgeoning damage they deal, magical and
nonmagical, as long as you continue to attack that target.
More than one target can be affected this way if you can
attack more than once during your turn.
Scattershot Master
You have mastered getting the most effect out of firearms
with the scatter property. You get the following benefits:
When you have three or more enemies subject to your
scatter effect at once when you make an attack roll, add +1
to the attack roll against those creatures.
Your scattershot damage can target any creature of your
choosing within 5 feet of your original target.
You can reroll 1s and 2s to your scatter damage.
You can load all of the ammo for shell loading firearms
with the scatter property using a bonus action.

77
Superior Marksman
You have perfected the art of the patient, precise kill. When
you wield a heavy firearm that has either a telescopic sight or
longshot sight equipped on it, you get the following benefits.
If you use a bonus action to steady your aim with your
firearm, you can choose to make an attack roll that can
neither have advantage or disadvantage. On a hit, reroll 1s
and 2s to damage.
If you make a ranged attack roll with advantage, you can
reroll one of the attack rolls once.
Suppressive Fire
When you have a firearm with the automatic or burst fire
property drawn, you can use an action to suppress a field of
fire within a 20 foot radius or a 15 by 15 foot square at any
point within your weapon's normal range. This ability
expends a number of bullets equal to half your gun's total
reload count when used. You cannot take bonus actions if you
take this action. You must have at least half your gun's reload
count loaded into your weapon to use this ability. When you
use this ability, you gain the following benefits until the
beginning of your next turn.
Creatures within the area have disadvantage on attack
rolls and Dexterity Saving Throws.
Creatures within the area can only move at half speed and
cannot Dash.
If any creatures move or take an action within the area or
moves into its area for the first time, you can make an
attack against them. You can make this attack for a
number of times equal to your proficiency bonus.
Tricky
You have trained in a performance art with firearms that
allows you to use special tricks during combat. You gain the
following benefits:
You learn two tricks of your choice from among those
available to the Virtuoso Archetype in the gunslinger class.
If a trick requires your target to make a saving throw to
resist the trick's effects, the saving throw DC equals 8 +
your proficiency modifier + your Dexterity modifier.
If you already have superiority dice, you gain two more,
otherwise, you have two superiority dice. These are used
to fuel your tricks. A superiority die is expended when you
use it. You regain your expended superiority dice when
you finish a short or long rest.
If a trick's effect includes a modifier that equals your
Gunslinger level, you instead treat that modifier as equal
to your highest class level instead.

78
Updated Armor
Armor Type/Cost Armor Name Armor Class (AC) Strength Stealth Weight
Light Armor
10 gp Heavy Coat 11 + Dex modifier — Disadvantage 6 lbs
20 gp Leather Jacket 11 + Dex modifier — — 4 lbs
60 gp Light Undercover Shirt 11 + Dex modifier (BR 3) — — 2 lbs
50 gp Sheet Metal Vest 12 + Dex modifier (BR 2) — — 8 lbs
70 gp Steel-Plated Coat 13 + Dex modifier (BR 2) — — 3 lbs
Medium Armor
30 gp Multi-layer vest 13 + Dex modifier (max 2) (BR 3) — — 4 lbs
100 gp Light Duty Armor 14 + Dex modifier (max 2) (BR 3) — — 8 lbs
400 gp Tactical Armor 15 + Dex modifier (max 2) (BR 4) Str 10 Disadvantage 10 lbs
Heavy Armor
800 gp Special Response Armor 16 (DR 5) Str 10 Disadvantage 15 lbs
1,500 gp Land Warrior Armor 17 (DR 5) Str 13 Disadvantage 10 lbs
4,000 gp Forced Entry Unit 18 (DR 6) Str 13 Disadvantage 20 lbs
Sheids
30 gp Shield +2 AC (BR 2) — — 8 lbs.
100 gp Tower Shield +3 AC (DR 3) Str 15 Disadvantage 12 lbs.

Balistice/Damage Resistance
In modern day people have been having to combat ballistic
(bullets) damage. There are many ways to block against it
being thicker metal plating or more protective clothing. Well
over the thousand years of experimenting the first ballistic
resistant armor was produced.
In game armors are now created using ballistic resistant
material. On the chart this is labeled BR or ballistic resistant
which will be followed by a number. When an enemy rolls to
hit you with a firearm your armor class is increased by that
amount. For example if your wearing a Heavy Coat that give
you a base armor class of 11 + a Dexterity modifier of 3 you
have an armor class of 14. When you are attacked with a
firearm, the Heavy Coat has a BR of 2 so now your armor
class is 16.
As for heavy armor they do not gain this benefit they gain a
different benefit. When attacked with a non-armor piercing
firearm round they are resistant to it and have Damage
Reduction or DR. What this means is when heavy armor is
hit with a bullet they take that much less damage + your
Constitution modifier.

79
Chemist’s Supplies: This kit provides a portable chemical
Steampunk Tools laboratory which includes the tools and components
The following is a list of new tools that a steampunk necessary for mixing and analyzing acids, bases, explosives,
adventurer could choose to be proficient in. You can add toxic gases, and other chemical compounds.
these tools to the great tools already in the Player’s Investigator’s Supplies: This kit provides a portable
Handbook like Smith’s Tools and Tinker’s Tools. investigator kit which includes the tools and components
Proficiency with any of these artisan’s tools lets you add necessary to collect and analyze evidence in the field with
your proficiency bonus to any ability checks made using the materials including clean containers, labels, gloves, tweezers
tools of your craft. Each type of artisan’s tools requires a and swabs.
separate proficiency. Each of these kits provide the tools Pharmacist’s Supplies: This kit provides a portable
needed to pursue a craft or trade. pharmacy which includes the tools and components
necessary to prepare, preserve, compound, analyze and
Item Cost Weight dispense medicinal drugs.
Artisans Tools Doctor's tools These tools come in a flat-bottomed black
or brown leather bag with a metal-frame closing mouth. This
Chemist’s supplies 50 gp 8 lbs. bag includes: A needle and fine wire or thread, a hinged splint
Doctors Tool's 50 gp 8 lbs. or brace, a small steel cone (Low-tech stethoscope) , a small
mirror, tools for clamping and binding open wounds to
Investigator’s supplies 50 gp 8 lb. prevent blood loss, two small tools relevant to the
Pharmacist’s supplies 50 gp 8 lb. practitioner's specialty.

Steampunk Adventurer's Gear


Item Cost Weight
Compass 100 gp 1/4 lb.
Fuel 20 gp per gallon —
Goggles 1 gp 1/2 lb.
Hat 1 sp to 5 gp 1/2 lb. to 2 lb.
Ink Cartridge Pen 1 gp —
Ink Cartridge 5 sp —
Lighter 8 gp —
Match 4 gp —
Parasol (Silk) 5 gp —
Pocket Watch 5 gp to 20 gp —
Photographic Camera 50 gp 4 lb.
Photo Plate (1 sheet) 1 gp —
Repair Kit 140 gp 8 lb.
Smokestick 14 gp 1/2 lb.
Steamer Trunk (Large) 5 gp 20 lb.
Tool/Utility Belt 2 gp 2 lb.
Wristwatch 5 gp —

Compass: A tiny, simple with a pointer that always points Ink Cartridge Pen: A pen that does not require a bottle of
north. All Wisdom(Survival) checks made to determine ink to dip into, since the ink is stored in a cartridge inside the
location and direction using a compass are made with pen.
Advantage. Lighter: A lighter holds a small amount of a flammable
Goggles: A pair of goggles can block out the soot and wind substance ignited by a flint striking metal, similar to a
while traveling or protect the vision of the wearer from firearm. Its flame lights a 5-foot area as a candle does but it
smoke, sparks and other hazards. They also help your burns for 3 hours. A single flask of oil can refill two lighters.
character look the part.

80
Gas release: The Gas release is a small fan and pulley in
the back, used to pull a user on the hooks or improve
Match: An alchemical substance on the end of this small, maneuverability. You can, in the same action as your attacks
wooden stick ignites when struck against a rough surface. are made, pull yourself to your hook's destination at 60 feet
Creating a flame with a match is much faster than creating a per round. Each 60 feet traveled releases .25 units of gas, and
flame with flint and steel (or a magnifying glass) and tinder, a full tank includes 10 units of gas. The release nozzle can be
although not as fast as with a lighter. used to improve maneuverability by one step or increase
Photographic Camera: A handheld device with a speed in the direction you're facing by 10 feet/second. This
protruding lens on the front. It is used to capture a static costs .1 units of gas per round to sustain and change
image, or snapshot of what is in the view of the lens onto a direction/orientation. Reloading the gas canisters takes one
plate. hour of pumping and does not fatigue you. Reloading the
Photo Plate: A metal plate that holds a special paper used mechanism with a full canister takes 2 rounds.
to capture what is exposed by the photographic camera lens. Weapon control: The weapon you control the gear with
The captured image provides a perfect rendition of what must be specially fitted to the gear itself. You use controls on
opening the lens revealed, but without color. To develop a the weapons to activate the pieces in your gear, and the
photo plate you must be proficient with the alchemist kit. weapon is attached to the rest of the gear. You can be
Pocket Watch: A circular device stored in a metal case disarmed, but picking the weapon up is a swift action that
used to provide the exact time of day, linked to a chain that is does not provoke attacks of opportunity. Only several
stored in a waist pocket of a jacket or vest. weapons may be fitted. They include:
Smokestick: A wooden stick that is chemically treated to
instantly create thick, opaque smoke when ignited. It emits a
cloud of smoke in a 10-foot radius. The stick is consumed
after 1 round, and the smoke disperses in one round.
Tool/Utility Belt: A sturdy belt made from leather with
numerous covered pockets to hold small tools and supplies,
making it easy to keep about 10 pounds of items on hand.
Wristwatch: a device worn on the wrist used to provide the
exact time of day.

Unique Items/Gear
Unique items that can be obtained is special ways that can be
magical but dont have to be. Many of these unique are highly
mechanical and have a lot of moving/working parts.
These items would take special training to use being
considered exotic items/weapons.
3Dimensional Maneuver Gear
Exotic Weapon, light armor
Weight total: 50 pounds on a full tank, see advanced
mechanics.
Cost: 10,000 gp
Basic description: Allows players to grapple on to walls and
materials with a hardness lower than ten, at a range of 200
feet. Using the weapon is a standard or move equivalent
action (player's choice at time). Controlling it during flight is
always a full round action. The item includes three pieces:
The gas release, and the grappling hooks, and the weapon
control.
Advanced mechanics:
Grappling hook: The hook and rope is what makes this thing
tick. By firing grappling hooks with immense force powered
by compressed gas, the hook will safely lodge into anything
with a hardness less than 10. The ropes are 200 feet long,
and six sets of rope and grapples are stored in the
mechanisms (total for the device). The grapples and ropes
weight about 10 pounds on their own, and the grapples are
similar to a crossbow bolt. However, due to their size and
design, an attack made using the gear is at a -2 penalty and
deals 1d4 damage.

81
Light mace
Longsword
Light shield
Rapier
Short sword
Scimitar
Sickle

Control During cabled flight: You may maneuver yourself


with some proficiency whilst hurtling at a wall by shifting
your weight as a move action. You may displace yourself in
any direction up to ten feet with a DC 16 acrobatics check. By
using two cables, you add a +2 bonus to this check. Your
destination remains the same. You can pull a cable in as a
standard action.
Releasing the cables prior to landing: You can choose to
release the grappling hook before you land by disengaging Jetpack
the hooks. This is a bonus action. If you do this, you are now Exotic Item, light armor
in free fall and have little control over your landing location. Weight total: 15 pounds (20 pounds on a full tank)
You will still fly in the same direction of your rope and cannot Cost: 15,000 gp
turn. You may displace yourself five feet per round with a Basic Description: The jet pack allows players to move in a
successful DC 20 acrobatics check. You then obey falling 3d environment at high speeds but unlike most it doesn't
rules. need some form of support and can fly in open air, meaning
Landing: Landing requires a DC 16 athletics check to not that the player doesn't need to have ground or structures near
take damage if you are travelling horizontally. Damage is 3d6 them to fly.
bludgeoning/piercing/slashing damage per 50 feet traveled. If
you fall, you take damage as normal. Advanced Mechanics
Jet Propulsion The jet pack has dual propulsion vents on the
rear bottom of it. These are used to allow the character to
have a fly speed of up to 40 feet. These consume fuel when
ever you use it or sustained in the air. While in the air you
have high mobility to go up, down, left and right and even in
open air.
Fuel Supply The jetpack has a single tank power cell that
take solid fuel costing around 50 gp per pound to buy. The
jetpack has a 5 pound fuel cell. It take up to a use of 100 feet
to use up 1 cell (500 feet of movement to use up the entire
jetpack). In the case that you run out of fuel while in the air
there is a secondary thrust that can slow your descent up to
50 feet maximum.
Landing & Malfunction Landing requires a DC 16
Dexterity (Athletics) check to not take damage if you are
travelling more then 10 feet vertically and higher than 10
feet. Damage is 3d6 bludgeoning/piercing/slashing damage
per 50 feet traveled. If you fall, you take damage as normal.
Power Armor
Exotic Item, Heavy armor
Weight total: 250 pounds
Cost: 250,000 gp
Armor Mechanics
Ability Score Increase While weaing the power armor your
Strength ability score is increased by 6 points (max of 25),
your Dexterity ability score is decreased by 4, and your
Constitution ability score is increased by 4 points.
Consiquently your speed is decreased by 10 feet.

82
Elemental Resistance While in the armor you have
resistance to blungeoning, slashing and piercing from non-
magical weapons and can only have 1 elemental resistance of
your choice (Cold, fire, acid, lighting, thunder, poison).
For an additional 5,000 gp you can have respirators that
will give you high altitude resistance, water breathing for 1
hour, and poison/toxin gas resistance.
Battery Life The power armor runs on a protected
enchanted crystal in the back of the armor (2,200 gp) that last
a total of 24 hours and will give a 4 hour warning as to when
it will run out.
Weapon Arsenal The power armor can have 2 two-handed
weapons or 2 one-handed weapons and 1 two-handed
weapon attached to the back at any given time (this includes a
carried weapon). The wepaons of choise are avalible in the
given section below:

Melee Weapons
Greatclub
Mace
Spear
Glaive
Greataxe
Greatsword
Halaberd (Does not require mount)
Longsword
Maul
Pike
Tridant
Warhammer
Firearms
Rifle
Carbine
Shotguns
Bulkyrifle
Handcannons
Rifleblade
Gunlance
Prosthetics Types of Prosthetics
The adventurer’s life is not an easy one, and odds are that Prosthetics come in two types: mundane and magical.
sooner or later, someone is going to be missing something. Mundane prosthetics are further categorized into Basic,
While magical healing is an amazing thing, the truth is that Cosmetic, Intermediate, Mechanical, and Combat.
most parties aren’t going to have a healer of sufficiently Basic prosthetics, such as the gaff hand, peg leg or crutch,
advanced level to cast regenerate and replace a missing limb, are very simple prosthetics that do not resemble the actual
or even lesser regenerate to reattach one. At lower levels, the lost limb at all and have the most basic functionality. Basic
amount of money required for such healing may be prosthetics do grant a character some sense of wholeness
unattainable. In short, there are going to be times when and capability, however. Basic prosthetics are the least
someone’s going to need an artificial replacement for their expensive of all prosthetics.
own flesh and blood, at least in the short term. Cosmetic prosthetics are sculpted, high quality
There are many ways in which a character can lose a limb replacements that look life-like (at least at first glance) but
(not the least of which is the sever combat maneuver) but not aren’t actually functional. In this sense, cosmetic prosthetics
all are described in detail. It is mentioned that someone who are not as functional even as basic prosthetics but do more
is turned to stone, damaged, and then turned back to flesh for a character’s self esteem and hide his injury from the eyes
suffers the same “deformities” that were suffered while of others.
petrified. Intermediate prosthetics are partially functional
Presumably this would mean a missing arm or leg. Others replacements capable of grabbing and releasing objects, or
are more vague, but the description of the regenerate spell allowing one to walk stiffly but at a reasonable pace.
clearly states that it regenerates lost limbs, indicating that Intermediate prosthetics include hinged forearms and calves,
such a thing can happen. There are also products available to which other types of prosthetic can be attached.
from other companies, usually products that detail critical Mechanical prosthetics are fully articulated prosthetics
hits and fumbles, that specify the loss of limbs on occasion. with multiple moving parts, such as clockwork arms and
There are several different levels and types of hands capable of grasping and holding most everyday
replacements for a missing limb, from the incredibly basic, objects, even up to and including weapons, or clockwork legs
such as hook hands and peg legs, to mechanical and magical capable of walking and running.
replacements that are nearly as capable as the genuine Other mechanical prosthetics include clamps and haft
article. locks, which make holding and gripping things much easier.
Mechanical prosthetics are often extremely expensive.
Armor for Prosthetics Combat prosthetics are technically a basic prosthetic in
Armored prosthetics are easily achieved by adding armor- the form of a weapon, an artificial limb that sacrifices
grade leather or steel to a prosthetic. A character with funds appearance and function for lethality.
to spend can choose to add mithril or adamantine armor to a Magical prosthetics are just that – a variety of prosthetic
prosthetic. Typically, only full-length prosthetic arms or legs types that provide the full function of the missing limb, and
are armored. Rather than granting an armor class bonus (as sometimes more. Magical prosthetics are the most expensive
armor worn by a character would), armor for prosthetics of all prosthetics.
instead increases the hit points of the prosthetic, making it
less vulnerable to damage from an enemy’s blade.

84
Prosthetic Limbs
Type of
Prosthetics Cost Description
Basic
Prosthetics
Blunt Fist 50 A blunt fist is a type of combat prosthetic. It is a solid ball of metal, or sometimes it is shaped like a fist or
gp hammerhead. It can be used as a tool, but it’s most practical application is as a weapon. A blunt fist does
1d6 bludgeoning damage. It is considered a light simple weapon.
Blunt Foot 50 A solid wooden sphere with the base shaved flat, the blunt foot allows its wearer to move at a normal
gp rate. The wearer may not run, charge, bull rush, or overrun.
Crow’s Foot 60 Y-shaped with built in stump grip, the wooden crow’s foot returns the feel of a normal foot to the wearer,
gp negating the penalty to Climb skill checks. In all other ways it is identical to the blunt foot.
Crutch 5 gp A Y- or T-shaped implement of wood used to help support one’s weight when one’s leg cannot. A
character’s speed is reduced by 5 ft. while using a crutch. The crutch can be used as an improvised melee
weapon, but without the Catch Off-Guard feat, wielders suffer a -4 penalty to attack rolls.
Gaff/Hook 25 A simple metal gaff hook, like those used by sailors and longshoremen, mounted on a harness that fits
Hand gp over the character’s stump. It is only capable of the crudest manipulation and does not have a grip. It is
impossible to hold a tool or weapon with this hand, but it can be used for opening doors or loosely
holding onto things. It is otherwise similar to a sculpted hand. A hook hand deals 1d4 piercing damage
when used in combat, and is considered a light simple weapon. The character wearing a gaff hand also
receives a +5 circumstance bonus to Intimidate checks, if the hook is used as part of the intimidation.
The gaff hand reduces the penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device
checks from -5 to -2.
Cosmetic
Prosthetics
Scultped 80 This prosthetic is a wooden or stone foot which resembles a real foot. Sculpted feet are often painted in
Foot gp flesh tones to match the skin of the character wearing them and can only be identified as a prosthetic
with a successful Perception check (DC equals the Craft skill check of the individual that sculpted the
prosthetic). If the character is wearing socks, shoes or boots, no one can identify the prosthetic. The
sculpted foot is not at all fully functional. It is otherwise similar to a blunt foot.
Sculpted 80 This prosthetic is a wooden or ceramic hand, usually in a generally relaxed pose, which looks real at first
Hand gp glance. Sculpted hands are often painted in flesh tones to match the skin of the character wearing it and
can only be identified as a prosthetic with a successful Perception check (DC equals the Craft skill check
of the individual that sculpted the prosthetic). It can hold mundane objects weighing 10 pounds or less,
such as cups and pouches, between its opened fingers, but cannot be used to wield weapons. A sculpted
hand reduces the penalty to Climb, Craft, Open Lock, Sleight of Hand, and Use Magic Device checks from
-5 to -2. A sculpted arm functions in the same manner as a sculpted hand.
Ornate Arm 400 An expertly crafted arm that is covered in finely curved goldenrods that engulf it with porcelain covering
gp the base prosthetic. While worn you gain a +1 in any Charisma checks due to the finely crafted nature of
the prosthetic but you have disadvantage on grapple checks.
Ornate Foot 350 Similar to the Ornate Arm it is a porcelain foot covered in gold rodding. It will also give you a +1 to all
gp Charisma checks but you have movement is subtracted by 10 on rough terrain.
Ornate Leg 500 Similar to the Ornate foot it give a +1 to all Charisma checks and subtracts 10 from your movement on
gp rough terrain.
Ornate 300 The ornate hand is an extension of the Ornate arm gaining all that it give including the +1 to all Charisma
Hand gp checks but a disadvantage to grapple checks.
Intermediate
Prosthetics
Hinged Calf 75 This tight jointed prosthetic mimics the knee-to-ankle area of the leg. Ankle/foot prosthetics can be
gp attached to its ankle end. The hinged calf is made of leather and metal. The hinged calf negates the
wearer’s penalties for losing a leg at the knee. The wearer still suffers the penalties for losing a foot.
Hinged 75 This tight jointed prosthetic mimics the elbow-to-wrist area of the arm. Wrist/hand prosthetics can be
Forearm gp attached to its end. The hinged forearm is made of leather and metal. The hinged forearm negates the
wearer’s penalties for losing an arm at the elbow. The wearer still suffers the penalties for losing a hand.
Pocket 120 A pocket shaft gives every impression of being nothing more than a hinged forearm without a wrist
Shaft gp attachment. However, a pocket shaft actually contains a hidden repository. The pocket can hold as much
as a belt pouch, and is padded to muffle the sound of items moving inside. Discovering the existence of
the pocket shaft requires a DC 25 Perception check. In all other ways it is identical to a hinged forearm.

85
Prosthetic Limbs
Type of
Prosthetics Cost Description
Shin 120 The distance between the knee and the ankle is exactly the same length as the average dagger.
Sheath gp Resembling a hinged calf, the shin sheath is the dream of any rogue who has lost a leg. Finding a dagger
hidden in a shin sheath requires a DC 25 Perception check. In all other ways it is identical to a hinged
calf.
Talon 65 gp A modified fork or hook, with three metal digits that can open and close, allowing them to hold objects
somewhat well. The claws are manipulated by using the muscles of the upper arm and turning the
remnants of the limb. Some look like a set of simple metal hooks capable of pivoting, while others are
more ornate, shaped to resemble the talons of predatory birds. The talon hand can be used as a weapon,
delivering 1d6 points of slashing damage. It is treated as a light simple weapon. Talons are otherwise
similar to sculpted hands. It is identical to a gaff/hook hand in all other ways.
Wooden 95 gp A simplified and not very life-like wooden leg which has a hinged knee and jointed ankle. The wooden
Leg leg allows the character to walk stiffly. It is otherwise similar to a wooden peg leg.
Mechanical
Prosthetics
Boneless 1,200 This is a hollowed out leg that attaches to your current leg. Lighter than other limbs it allows for fast
Leg gp movement. While equipped for each leg you have it on, you gain a 5 ft. for your movement speed. The
drawback with this limb is that it's very weak to attacks of any kind. Being hollow a well places mace
strike can take it apart easily.
Clamp 65 gp A spring-loaded, metal, crab-like claw originally designed by gnomes to improve their grip. As a
prosthetic, it negates the -4 penalty to grapple, and can be used as a gauntlet attack. In all other ways it is
identical to the sculpted hand.
Clockwork 500 The clockwork arm appears to be a normal arm sleeved in plate armor, but when one listens closely the
Arm gp sound of gears whirring and clicking can be heard whenever the arm moves. First perfected by gnomes,
clockwork arms are now built by several master smiths. The clockwork arm provides a near-perfect
semblance of full functionality, but is quite expensive. Wearing a clockwork arm grants a character a +2
bonus to Strength when determining lifting/carrying capacity and for attacks and damage with weapons
wielded by the clockwork arm (the bonus does not apply to weapons wielded by the other arm, except
for two-handed weapons), as well as for grappling. It also negates the wearer’s penalties for losing an arm
at the shoulder or elbow.
Clockwork 800 Similar to the clockwork arm, the clockwork leg appears to be an armored leg that clicks and whirs as it
Leg gp moves. The clockwork leg was another gnomish invention. The leg provides a near-perfect return to full
functionality and mobility for the wearer, but is very expensive. The clockwork leg negates the wearer’s
penalties for losing a leg at the knee.
Haft Lock 150 A vice that provides a great deal of grip, but unlike the clamp, the haft lock must be adjusted manually to
gp achieve the proper tension. As a prosthetic, it allows the wearer to wield a weapon two-handed.
Adjusting a haft lock takes one full round. In all other ways it is identical to the sculpted hand, and like
the clamp, it can be used to make a gauntlet attack.
Iron Arm 2,500 A very strong prosthetic and durable prosthetic made entirely of metal. It is hollow on the inside but
gp requires the wearer to have a strength of 14 minimum. While wearing this you gain a +1 to your armor
class but when in water deeper than your height you sink to the bottom and can't swim.
Rabbit’s 2,000 Lightweight, durable leg prosthetic that allows you to jump twice your current height. (Ex. 5 ft. player
Foot gp jumps 10 ft high).
Combat
Prosthetics
Bladded 2,000 The weapon that you equip with this arm must be a one handed melee weapon. It deals 1d8 slashing
Arm gp damage. While armed with this it can be put away and hidden slightly but not fully. This is considered a
light simple weapon.
Bladded 3,000 Similar to bladed arms your legs up to your thighs are double sided blades that you walk on. It deals 1d8
Leg gp slashing damage and is considered light martial weapon but if you don't have martial weapon training it
is considered an improvised weapon.
Crossbow 1100 The crossbow arm is a light crossbow designed to be loaded and fired with one hand. It is out of the way
Arm gp when at rest. Bolts fired from the crossbow arm deal 1d6 piercing damage. It is considered a light simple
weapon.
Dart 900 The dart launcher is an arm prosthetic that allows you to launch a 1d4 dart. This is considered a light
Launcher gp simple weapon.
Spiked 750 The spiked limb is a solid piece of oak covered in metal spikes. An ever-present weapon, it delivers 1d6
Limb gp points of bludgeoning and piercing damage on a successful strike, and is treated as a light simple
weapon. It is otherwise identical to a ceramic hand.

86
Prosthetic Limbs
Type of
Prosthetics Cost Description
Magical
Prosthetics
Brute's 1,200 When equipped with this enchanted limb your Strength is increased by 2 and you can lift up to 200 lbs.
Arm gp It functions as a normal arm only made of malleable metals.
Dexterous 1,100 A leg prosthetic that increases your Dexterity by 2 and your movement speed is increased by 10 feet.
Leg gp
Energy N/A A palm that glows a light blue color that give the users hand the elemental property of cold and deals an
Palm, Cold extra 1d4 cold damage onto a non-enchanted melee weapon. On top of that you gain the cantrip
Frostbite
Energy N/A A palm the glows yellow and white that give the users hand that elemental property of electricity and
Palm, deals an extra 1d4 lighthing damage onto a non-enchanted melee weapon. On top of that you gain the
Electricity cantrip Shocking Touch.
Energy N/A A palm that glows red and orange that give the users hand the elemental property of fire and deals an
Palm, Fire extra 1d4 fire damage onto a non-enchanted melee weapon. On top of that you gain the cantrip produce
flame.
Morphic N/A A special and extremely unique item that allows your arm to take the form of any one-handed melee
Arm weapon or any simple tool that you are trained to use. It shows as a oozing black sludge that isn't sticky.
As an action it can change into any one-handed weapon.
Wizard’s 3,000 Being made of a special and rare material it is a prosthetic for magic users that lost a limb. When worn
Hand gp by a magic user it contains the focus of choice and is now a magical weapon for the wielder.

87
Madness Short-Term Madness
http://5thsrd.org/rules/GM_rules/madness/ D100 Effect (last 1d10 minutes)
In a typical campaign, characters aren't driven mad by the Roll Description
horrors they face and the carnage they inflict day after day, 01- The character retreats into his or her mind and
but sometimes the stress of being an adventurer can be too 20 becomes paralyzed. The effect ends if the character
much to bear. If your campaign has a strong horror theme, takes any damage.
you might want to use madness as a way to reinforce that
theme, emphasizing the extraordinarily horrific nature of the 21- The character becomes incapacitated and spends the
30 duration screaming, laughing, or weeping.
threats the adventurers face.
31- The character becomes frightened and must use his
Going Mad 40 or her action and movement each round to flee from
Various magical effects can inflict madness on an otherwise the source of the fear.
stable mind. Certain spells, such as contact other plane and 41- The character begins babbling and is incapable of
symbol, can cause insanity, and you can use the madness 50 normal speech or spellcasting.
rules here instead of the spell effects of those spells. 51- The character must use his or her action each round
Diseases, poisons, and planar effects such as psychic wind or 60 to attack the nearest creature.
the howling winds of Pandemonium can all inflict madness. 61- The character experiences vivid hallucinations and
Some artifacts can also break the psyche of a character who 70 has disadvantage on ability checks.
uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a 71- The character does whatever anyone tells him or her
Wisdom or Charisma saving throw. 75 to do that isn't obviously self-destructive.
75- The character experiences an overpowering urge to
Madness Effects 80 eat something strange such as dirt, slime, or offal.
Madness can be short-term, long-term, or indefinite. Most 81- The character is stunned.
relatively mundane effects impose short-term madness, 90
which lasts for just a few minutes. More horrific effects or 91- The character falls unconscious.
cumulative effects can result in long-term or indefinite 100
madness. A character afflicted with short-term madness is
subjected to an effect from the Short-Term Madness table for
1d10 minutes.
A character afflicted with long-term madness is subjected
to an effect from the Long-Term Madness table for 1d10 × 10
hours.
A character afflicted with indefinite madness gains a new
character flaw from the Indefinite Madness table that lasts
until cured.

88
Long-Term Madness Indefinite Madness
D100 Effect (lasts 1d10 x10 hours) D100 Flaws (last until cured)
Roll Description Roll Description
01- The character feels compelled to repeat a specific 01- "Being drunk keeps me sane."
10 activity over and over, such as washing hands, 15
touching things, praying, or counting coins.
16- "I keep whatever I find."
11- The character experiences vivid hallucinations and 25
20 has disadvantage on ability checks.
26- "I try to become more like someone else I know--
21- The character suffers extreme paranoia. The character 30 adopting his or her style of dress, mannerisms, and
30 has disadvantage on Wisdom and Charisma checks. name."
31- The character regards something (usually the source 31- "I must bend the truth, exaggerate, or outright lie to
40 of madness) with intense revulsion, as if affected by 35 be interesting to other people."
the antipathy effect of the antipathy/sympathy spell.
36- "Achieving my goal is the only thing of interest to me,
41- The character experiences a powerful delusion. 45 and I'll ignore everything else to pursue it."
45 Choose a potion. The character imagines that he or
she is under its effects. 46- "I find it hard to care about anything that goes on
50 around me."
46- The character becomes attached to a "lucky charm,"
55 such as a person or an object, and has disadvantage 51- "I don't like the way people judge me all the time."
on attack rolls, ability checks, and saving throws 55
while more than 30 feet from it. 56- "I am the smartest, wisest, strongest, fastest, and
56- The character is blinded (25%) or deafened (75%). 70 most beautiful person I know."
65 71- "I am convinced that powerful enemies are hunting
66- The character experiences uncontrollable tremors or 80 me, and their agents are everywhere I go. I am sure
75 tics, which impose disadvantage on attack rolls, they're watching me all the time."
ability checks, and saving throws that involve
Strength or Dexterity. Roll Description
76- The character suffers from partial amnesia. The 81- "There's only one person I can trust. And only I can
85 character knows who he or she is and retains racial 85 see this special friend."
traits and class features, but doesn't recognize other
people or remember anything that happened before 86- "I can't take anything seriously. The more serious the
the madness took effect. 95 situation, the funnier I find it."
86- Whenever the character takes damage, he or she 96- "I've discovered that I really like killing people."
90 must succeed on a DC 15 Wisdom saving throw or 100
be affected as though he or she failed a saving throw
against the confusion spell. The confusion effect lasts
for 1 minute.
Curing Madness
A calm emotions spell can suppress the effects of madness,
91- The character loses the ability to speak.
95
while a lesser restoration spell can rid a character of a short-
term or long-term madness. Depending on the source of the
96- The character falls unconscious. No amount of madness, remove curse or dispel evil might also prove
100 jostling or damage can wake the character. effective. A greater restoration spell or more powerful magic
is required to rid a character of indefinite madness.

89
Unique Air Vehicles
Mounts and Vehicles Item Cost Speed Size Capacity
Mounts and vehicles over the past thousand years have Airship, Generic 50,000gp 2 x 20 x 60ft. 1,000 lbs.
advanced but some choose to live with old ways of travel. Wind
Those who choose to advance with society have access to Aerial Screw 500gp 30ft. 5 x 10 ft. 300 lbs.
motorcycles, cars, bikes, airships, hot air balloon, and many
other vehicles. Alchemical 100,000gp 60 ft. 20 x 75 100-800
With the massive plethora of different and interesting ways Dragon ft. lbs.
of travel, it's not very different from the old ways. You still Glider 150gp 40ft. 10 x 10 300 lbs.
have to treat your "mount" right. Glide ft.
Jetpack 1,000 gp 60 ft. 1 50 lbs
Wind Speed Fly passenger
Wind a fairly new mechanic that allows people using a air
vehicle to move at various speeds depending purley on the Zephyr 50,000gp 40 ft.
Fly
10 x 70
ft.
500 lbs.
speed of the wind which the DM will tell players by rolling a
1d20 and 1d10 to determine the wind speed. (Ex. d20 = 20
d10 = 10 Wind = 30 ft) Vehicle Descriptions
Land Vehicles
Cargo Ships: Heavy vessels designed for the transport of
large amounts of potentially heavy cargo, they frequently have
Item Cost Speed Capacity accommodations below the hull for carrying cargo and
Caravan 100 gp x2 300/500 lbs. equipment from the ground easier, such as pulleys and ropes.
Carriage 100 gp x2 200 lbs. These ships are heavy, slow and clunky, but are designed to
protect their cargo.
Cart 15 gp x2 300 lbs. Carrier Ship: Essentially longer longboats, carrier ships
Light Car 500 gp x2 200lbs. are designed with a long flat area and covered shelters
positioned at the peak of the deck, entirely replacing the
Medium Car 1000 gp x2 300lbs. typical top of a ship’s deck. Carrier ships are designed to
Heavy Car 2000 gp x2 500lbs. accommodate numbers of flying mounts, acting as a moving
Clockwork Tank 100,000 gp 50 ft. 6 Crew men platform for flying soldiers to rest and resupply.
Explorer’s Ship: These ships are designed to
Steam Engine 9,000 gp 180 ft. 300 passengers accommodate a small crew for a long journey. Intended for
Steam Tank 7,200 gp 30 ft. 8 Crew men scouting and exploration, they are lightly armed, quick and
maneuverable. Their cabins are designed to accommodate
Air Vehicles multiple possible uses.
Item Cost Speed Size Capacity
Feathered Galley: This sleek galley features sails made of
feathers. The figurehead depicts a beautiful harpy flying
Cargo Ship 30,000 1x Wind 10,000- 10,000 above the jaws of a snapping sea drake.
gp 13,000 ft. Tons Jetpack A slightly bucky backpack that you wear that can
Carrier Ship 23,000 1x Wind 1,000 - 1,700 protel yourself into the air gaining the features of the spell fly.
gp 1500 ft. Tons Longboat: Ships designed exclusively for carrying men
Explorer’s 20,000 2. 5x 160 ft. 500 Tons quickly. Often little more than just platforms and sails, these
Ship gp Wind ships may not even use a balloon and may use sails angled to
provide lift. These ships are only lightly armed and are very
Feathered 63,000
Galley gp
2x Wind 120ft. 100 Tons small, but are extremely fast and maneuverable.
Merchant Ship: Designed for transit of moderate, easily
Long Ship 16,000 2x Wind 100 ft. 1,200 lbs. accessible loads and act as a traveling storefront. These ships
gp have a collapsible ladder and boarding plank to be used to
Personal 5,000 gp 1. 5x 20 ft. 300 lbs. conduct business while in the air. These ships can also act as
Vessel Wind traveling restaurants. These ships are not especially fast or
Skyraft — 30 ft. 10 x 10 ft. 1-4
maneuverable, but are armed and comfortable.
Passengers Personal Vessel: A smaller ship, designed to be easily
controlled and sailed by a small number of operators. These
Skyboard 2,000 gp 30 ft/1.5 x 4 ft. 1 ships are simple and unarmed, and do not hold much
Wind Passenger personnel or cargo. This category of ships includes fishing
Skybarge 7,000gp 1 x Wind 200 ft. 1,500 boats and small caravels.
Tons Skyraft: The most basic and primitive type of ship, a raft is
Warship 30,000gp 2x Wind 350 ft. 300 Tons a simple, flat boat with no hull, often made of logs lashed
together, using two to four oars for propulsion. Rafts are not
Sky Yacht 40,000gp 1.5x Wind 30 ft 1,500 lbs. designed for ocean travel. A raft cannot carry any siege
Zeppelin 45,000gp 2x Wind 770 ft. 1,000 engines.
Tons
Zeppelin, 70,000gp 90ft- 770 ft. 800 Tons
War 120ft.

90
Skyboard a flat hovering longboard that has a sail Zephyr: A massive balloon containing a bound air elemental
attachment that can either be pushed by boasters or by sail connects by chains to a ship that hangs below. This ship is
depending on which you choose determines your speed on similar to a sailing ship, complete with an open top, and is
the skyboard. The skyboards come in many designs and are propelled by commanding or persuading the elemental to
targeted at younger audiences for fast, acrobatic fun. move. Passengers and cargo are carried in the ship.
Skybarge: A barge is a flat-bottomed, usually rectangular
boat designed for hauling cargo along inland waterways.
Barges are usually simple affairs, some are no more than Airship, Additions:
glorified rafts, although they can be up to 200 feet long. The Arcane Engines: This unusual combination of
larger ones usually sport an enclosed space, like a little the sciences and magics created this powerful
building on one end of the ship with cots, a table, and chairs contraption. They run cool, but require constant
inside. Smaller barges in relatively shallow water are usually attention from sorcerers or wizards. They break
poled along by rowers. down less, but if there is a collision with a ship
Warship: These airships are designed to be the pinnacle of with an arcane engine, the results are much
aerial combat, they are fast, maneuverable and well armed. more disastrous than the average alchemical
Warships are usually only found in any numbers when owned engine.
Alchemical Engine: A powerful but energy
by governments, but these ships are typically found sailed by consuming engine this takes a skiled crafter of
pirates, merchants and adventurers. the alchemeic arts to produce the correct fuel
Yacht: Luxury vessels designed for the rich. These ships to power the shit. If the fuel is in an inbalance
are for comfortable, luxuriant travel and not much else. the ships engines could explode and be
These ships prioritize comfort and are unarmed or only unusable (A DC 20 Alchemy tool check is
lightly armed, but they can be quick and maneuverable. needed to make the right concoction)
Zeppelin: Much smaller than its combat counterpart, these Steam Engine: The most basic of all the engines
blimps are built for cruising and luxury. They are crewed by being powered by 3 things: Coal, water, and
around 15 aeronauts and boast comfortable seating and steam. These steam engines come with a large
scenic views. tank of water hundrends of pounds of coal and
Zeppelin, War: This massive rigid skinned blimp is built a full crew to power and stear this creations.
for combat up to 3000 ft. in the air. The gas bags are divided They are powerful but prone to breakage.
into multiple compartments so that a single puncture will not Solar Sails: These sails are much more expensive
deflate an entire balloon. The zeppelin is commonly crewed than your average canvas, costing upto 5,000
gp a sail. They are extremely useful and many a
by 18 aeronauts (captain, commissar, chief engineer, cook, sailor will argue they are well worth their cost;
signals officer, navigator, and 12 non-commissioned crew). In they are a clean fuel.
addition to its weapon armament, it often carries 16 glider
troopers and their wings.
Airship, Generic: This exotic and expensive vehicle is held
aloft by a massive balloon connected by chain to a ship that
hangs below. This ship is similar to a sailing ship, complete
with an open top, and is propelled by an easily controlled
magical engine. Passengers and cargo are carried in the ship.
Aerial Screw: Built of soarwood and canvas, this flying
marvel has a rapidly turning rotor that keeps it airborne.
There are no blades but rather a large, fairly flat apparatus of
spiraling sail that thrusts air downward.
Alchemical Dragon: This ship is made of wood and is
usually crafted in the shape of a dragon. It is held aloft purely
by its alchemical engine, a complicated and dangerous device
that has a tendency to explode when the vehicle becomes
wrecked. If an alchemical dragon crashes and the DM can
make a DC 24 Constitution check using the Constitution
modifier of the pilot. If the check fails, the alchemical engine
explodes, dealing 10d10 points of fire damage to all objects
and creatures within a 60-foot radius of the alchemical
engine. A DC 17 Dexterity save halves the damage.
Glider: A glider is basically a large piece of sail stretched
out with a frame and connected to a handhold and straps.
The only way to get a glider flying is to jump off a steep
incline, allowing the glider to pick up the air current.

91
Enemies, Creatures & Monsters

I
n such an advanced word one would think that Tallboys
monsters, unnatural beings, and terrifying creatures
don't exist anymore. But the ages only allowed for the Being part of the main patrol these "larger than life" people
growth of more terrifying creatures and man had to are suited with extended legs and protective shielding
advance to combat this threat either citizen or equipped with either a composite bow, rifle, or other manner
monster they advanced to become something either of forearm to patrol crowds and see any suspicious activity. In
as powerful or more so than their beastial special cases these tallboys are equipped with a special
counterparts. electric guns that stun and subdue foes.

Police, Soldiers, and


Special Forces
Where there's a growth in population so grows the
catastrophe of crime and what has humans, elves, dwarves,
and other races done to combat this. Why increase the
strength of the police and martial forces. Keeping the peace
and making sure no crime happens in most places these
specially trained specially equipped soldiers gain special
items only accessible to them.

Tallboys
Large humanoid, lawful neutral

Armor Class 16 (composite plating)


Hit Points 73 (10d10 + 20)
Speed 40ft.

STR DEX CON INT WIS CHA


11 (+1) 16 (+3) 14 (+0) 11 (+0) 11 (+0) 15 (+2)

Saving Throws Con +4, Wis +2


Senses passive Perception 10
Languages common and native language
Challenge 3 (700 XP)

Actions
Multiattack The tallboy makes two gatling gun
attacks.
Gatling Gun. Ranged Weapon Attack: +5 to hit,
range 150/600 ft., one target. Hit: 8 (1d10+3)
piercing damage.
Electric Rifle Ranged Weapon Attack +5 to hit,
range 30/60 ft., one target Hit: 10 (1d12 + 3)
lightning damage.
When a creature is hit by this electric bolt they
must make a DC 15 Constitution saving throw. If
they fail they are shocked and are stunned until
they succeed. On a succession they are not
stunned.

92
Officer
Men trained to impose the law, protect the citizens of the land Officer
and detain any criminals they may find. They are trained for Medium humanoid (any race), Good alignment
months, turning them from ordinary men to strong and
confident officers. Armor Class 14 (multi-layed vest)
Depending on the city and region, an officer can go through Hit Points 41 (6d8 + 12)
different levels of training and selection processes. At small Speed 30ft.
towns, they may your average joe, with a month of so of
training, and in large cities, metropolis or capitals, they can STR DEX CON INT WIS CHA
be very well trained individuals, selected from hundreds of
men. The job as Officer is usually very much sought after for 16 (+3) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 15 (+2)
it’s status and it’s monthly wage.
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)

Martial Arts Training. While in combat their unarmed


armed strike does 1d6 bludgeoning damage and
the officer can use their strength and proficiancy
bonus on their unarmed strikes.

Actions
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8+3) slashing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range
40/120 ft., one target. Hit: 6 (1d8+2) piercing
damage.

93
Alchemic Bruisers
Alchemic Bruisers Being brains and strategy isn't the only way to work even if it
Medium Humanoid, chaotic good means causing a little collateral damage, the Alchemic
Bruisers are a brawny, powerful bunch of special troops that
Armor Class 17 (composite plating) are called in only when fighting is necessary. They don't
Hit Points 142(16d8 + 60) usually go out on patrol but when they do they are a vicious
Speed 30ft. bunch of powerful fighters that will knock you down or even
kill you if given the order to.
STR DEX CON INT WIS CHA Sad enough these are experimented humanoids were
voluntary officers that have been painfully fused to a direct
18 (+4) 8 (-1) 18 (+4) 9 (+0) 10 (+0) 10 (+0) link to the gigantic metal arms that hang behind them. Their
backpack giving them a special concoction of medicines that
Damage Immunities poison keep them in a dormant or aggravated state, loyal to a high
Condition Immunities poisoned commanding officer of choice these experiments are the
Senses passive Perception 10 brawn of the task force and are as big a threat as any monster
Languages common, native language in the wild.
Challenge 7 (2,900 XP) If confronted they are to be treated as wild animals and
watched under special supervision and to never be emitted to
Regeneration The Alchemic Bruisers regain 10 hit light underneath the mask which keeps them in a way, under
points at the start of its turn if it has at least 1 hit control. If the mask were to be broken or taken off they would
point. go into a violent rage and would have to be put down like a
dog either their hulking limbs will destroy an entire city block
Actions like previously before.
Multiattack The Alchemic Bruisers makes two fist
attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 11 (2d6 + 4) bludgeoning damage.
Seismic Slam Melee Weapon Attack +7 to hit, reach
5ft., 10 ft cube. Hit 21 (6d6 + 4) force damage.
Creatures caught in the radius of seismic slam must
make a DC 15 Strength or Dexterity saving throw
or be propelled back up to 10ft. and knocked
prone.

Reaction
Parry The Alchemic Bruisers adds 3 of its AC
against one melee attack that would hit. To do so,
the drow must see the attacker and be wielding a
melee weapon.

94
Elite Guardsmen
Elite Guardsmen In front of every great rifle man is a strong, sturdy shield and
Medium humanoids, Lawful Good no sturdier shield is held by the Elite Guardsmen a peace
keeping branch of the royal police that get involved only when
Armor Class 16 (Special Response Armor) there are riots, uprising, and extra security detail. They are
Hit Points 142(15d10 + 5) the main wall for any assalent to get through.
Speed 30ft. It's not extremely difficult to defeat these immobile troops
but they have the ability to create a wall about 15 ft. high
STR DEX CON INT WIS CHA making incredibly difficult to get through these troop dodging
gunfire and multiple attackers.
18 (+4) 8 (-1) 18 (+4) 10 (+0) 12 (+1) 10 (+0) Only once have these troops have been called into subdue
a rebellion that ultimantely failed thanks to the iron
Senses passive Perception 11 protectors unbreakable wall of shields.
Languages Common, native language
Challenge 9 (5,000 XP)

Immovable Object. When the Elite Guardsmen is hit


with an attack that causes displacement they have
advantage to resist displacement saving throws.
Hawk Eye When the Elite guardsmen doesn't have
any enemy creatures with in 10 feet of it the Elite
Guard has advnatage on attacks.

Actions
Multiattack. The Elite Guardsmen makes two shield
bash attacks or two Longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach
5ft., one taget. Hit 7 (1d8 or 1d10 + 4)
Shield Bash. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit 11 (2d6 + 4) bludgeoning
damage.
Mounted Rifle. Ranged Weapon Attack: +3 to hit,
reach 90/300ft., Hit 9 (2d6 + 2) piercing damage.

95
Nightblades
Secret agents of the royal guards specifically trained to
blending with crowds, track their target and execute them if
necessary or gather information via more brutal means.
These individuals are off the record and cannot be tracked
easily having no home life, family, nor close relations to
anyone but their assassin brothers and sisters.
The Nightblades are loyal to their lords and will
assassinate any target that comes near them. Nightblades
travel in groups of 3 or more at any given time unless under
strict orders to protect a target while going unseen. The
Nightblades are notorious for making murders and
assassinations look like accidents.

Nightblades
Medium humanoid, chaotic good

Armor Class 15 (multi-layer vest)


Hit Points 121 (22d8 + 22)
Speed 30ft.

STR DEX CON INT WIS CHA


13 (+1) 17 (+3) 12 (+1) 12 (+1) 16 (+3) 15 (+2)

Saving Throws Dex +3


Skills Acrobatics +6, Deception +5, Sleight of Hand
+6, Stealth +6
Senses passive Perception 13
Languages Common
Challenge 5 (1800 XP)

Dual-Wielding Master. When the nightblade is


holding two one-handed melee weapons they can
add the damage modifer to their off-hand attacks.
Master of Shadows. While nightblades are in half or
low light they have advantage against Dexterity
(stealth) checks and get a free attack before battle
if unseen.

Actions
Silenced Carbine. Ranged Weapon Attack: +6 to hit,
range 60/320 ft., one target. Hit: 11 (1d12+3)
piercing damage. Creatures outside a 30 feet radius
of the night will not hear the noise of the carbine.
Longsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 7 (1d8+3) slashing damage.
Versitile Hit: 8 (1d10+3) slashing damage
Poisoned Light Crossbow. Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much
damage on a successful one.

96
Light Infantry Soldier
Light infantry now stands in for those units of soldiers who Immolator
have no attached tank units or armored personnel carriers, Medium humanoid, chaotic good
and fewer artillery pieces than the heavy, mechanized
infantry divisions. Once transported, they will tend to walk to Armor Class 16 (tactical armor)
war, rather than ride to it. They are plentiful and powerful. Hit Points 97 (15d8 + 30)
Speed 30ft.

Light infantry Soldier STR DEX CON INT WIS CHA


Medium humanoid, any alignment 9 (+0) 20 (+5) 10 (+0) 19 (+5) 2 (-4) 19 (+5)
Armor Class 14 (steel plate armor + sheild)
Damage Resistances Fire
Hit Points 53 (11d8 + 11)
Senses passive Perception 12
Speed 30ft.
Languages Common and one additional language
Challenge 4 (1100 XP)
STR DEX CON INT WIS CHA
Ticking Time Bomb. While wearing their fuel tank if
15 (+2) 12 (+1) 13 (+1) 11 (+0) 12 (+1) 13 (+1) they are hit with a naturaly rolled 19 or 20 on an
attack with a piercing weapon roll a 1d10 if the roll
Senses passive Perception 11 land even number then the tank will leak fuel, if a
Languages Common, and one additional language odd number is rolled the fuel tank will explode
Challenge 3 (700 XP) dealing 5d6 fire damage and 5d6 force damage to
any creature within 20 feet of the Immolator.
Tactical Awareness. The light infantry soldier when
within 10 feet of an ally has advantage to Wisdom Actions
(Perception) checks that rely on sight or hearing.
Flamethrower. Ranged Weapon Attack: +5 to hit,
range 30 ft. cone, one target. Hit: 13 (3d6+3) fire
Actions damage.
Multiattack. The light infantry soldier can make two
shortsword or two bayonet attacks. Pistol. Ranged Weapon Attack: +1 to hit, range
40/120 ft., one creature. Hit: 4 (1d10-1) piercing
Bayonet. Melee Weapon Attack: +3 to hit, reach 5 damage.
ft., Hit: 4 (1d6+1) damage.
Rifle. Ranged Weapon Attack: +3 to hit, range
90/300 ft., one creature. Hit: 12 (2d10+1) piercing
damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 5 (1d6+2) slashing damage.

Immolator
Mechanical incendiary device designed to project a long,
controllable stream of fire at any enemy that gets to close for
comfort. Immolators are dangerous close combat soldiers
whos only job was to burn everything that wasn't an ally.
Ironically enough the flamethrower is as dangerous to the
person unfortunate enough to stand infront of the immolator
as well as the immolator its self. Known to be targets for
snipers if the tank is it there is a 6 in 10 chance that the tank
will ignite and detonate causing a massive explode for anyone
near the immolator.

97
Larger Than Life Monsters
Creatures that are not in the same realm of reason as the Young Spriggan
rest. Beasts as large as mountains and beings with high Medium fey, neutral evil
intelligence yet have a animalistic and natural aura to them. Armor Class 16 (natural armor)
These creatures reside in various environments, and many Hit Points 112 (15d8 + 45)
of them end up being the main or at least the more successful Speed 30ft.
creature of said environment.
Some of these creatures, have a sort of, arcana aura about
them, being able to use the ancient arts, out of pure instinct, STR DEX CON INT WIS CHA
like a gift from the gods. 12 (+1) 16 (+3) 17 (+3) 8 (-1) 14 (+2) 12 (+1)
For many of these creatures, it’s not known where they
come from, why they exist or how they function, but one thing Damage Resistances blugeoning, peircing
is certain, they are all as wondrous as they are fearful. Damage Immunities poison
Condition Immunities poisoned
Spriggans Damage Vulnerabilities fire
Senses passive Perception 12
By U/certain_random_guy Languages Druidic, Sylvan
Spriggans are guardians of forested and swampy regions, Challenge 8 (3900 XP)
and are malevolently opposed to any intruders into their
realms. More mobile and agile than other treants or forest False Appearance. While the spriggan remains
walkers, spriggans will often wander the woodlands for motionless in forested terrain, it resembles a clump
interlopers that may need driving out. They can often be of roots and has advantage on stealth checks to
found in the company of wolves, feyotes, or grove guardians remain hidden.
while pursuing their goal to keep their woodlands pure. Older
spriggans will tend to stay closer to their groves, but still take Magic Resistance. The spriggan has advantage on
frequent journeys through their domain. saving throws against spells and other magical
effects.
Young Spriggan Nature Lord. Forest creatures with an Intelligence
score of 4 or lower will never willingly attack a
These young spriggan are the most active of their kind, spriggan, whom they see as a lord of the forest.
ranging far and wide across their home terrain in search of Animals that are charmed, or who possess some
foes. While other spriggan varieties focus equally on the sort of overriding loyalty (such as a Ranger's
defense and nurture of nature, young spriggans are almost companion or an animal servant of another fey
entirely focused on their hatred of foreign creatures. creature) may be willing to attack it.

Actions
Multiattack. The spriggan makes two thron attacks.
Thorns. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 19 (3d10 + 3) piercing damage plus
7 (2d6) poison damage.
Awaken Swarm (1/day). The spriggan may use its
action to summon 1d4 Swarms of Wasp (see MM
338), which act on the same initiate order as the
spriggan and are under its control. The sawms
emerge from the branches of the spriggan and may
act in the same round they are summoned: on
subsequent rounds the spriggan may use a bonus
action to command the sawrm. If they recieve no
commands, the swarms simply attack whatever
enemy of the spriggan to which they are closest.
The sawms remain for 1 hour, until the spriggan
dies, or until the spriggan recalls them as a bonus
action.

98
Adult Spriggan Magic Resistance. The spriggan has advantage on
saving throws against spells and other magical
Medium fey, neutral evil
effects.
Armor Class 16 (natural armor) Nature Lord. Forest creatures with an Intelligence
Hit Points 135(18d8 + 54) score of 4 or lower will never willingly attack a
Speed 30ft. spriggan, whom they see as a lord of the forest.
Animals that are charmed, or who possess some
sort of overriding loyalty (such as a Ranger's
STR DEX CON INT WIS CHA
companion or an animal servant of another fey
10 (+0) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 10 (+0) creature) may be willing to attack it.

Damage Resistances blugeoning, peircing from non- Actions


magical weapons Multiattack. The spriggan makes two thron attacks.
Damage Immunities poison
Condition Immunities poisoned Thorns. Melee Weapon Attack: +7 to hit, reach 5ft.,
Damage Vulnerabilities fire one target. Hit 20 (3d10 + 4) piercing damage plus
Senses passive Perception 12 7 (2d6) poison damage.
Languages Druidic, Sylvan Longbow Ranged Weapon Attack: +7 to hit reach
Challenge 10 (5900 XP) 150/600 ft., one target. Hit 18 (3d8 + 4)
False Appearance. While the spriggan remains Invisiblity. The spriggan magically turns invisible
motionless in forested terrain, it resembles a clump until it attacks or until its concentration ends (as if
of roots and has advantage on stealth checks to concentration on a spell). Any equipment the
remain hidden. spriggan wears or carries is invisible with it.
Summon Pack (1/day). The spriggan magically calls
2d6 wolves if outdoors or if wolves are near. The
called creature arive in 1d4 rounds, acting as a
allies of the spriggan and obeing its spoken
commands. The beasts remain for 1 hour, until the
spriggan dies, or until the spriggan dismisses them
as a bonus action.
Awaken Swarm (1/day). The spriggan may use its
action to summon 1d4 Swarms of Wasp (see MM
338), which act on the same initiate order as the
spriggan and are under its control. The sawms
emerge from the branches of the spriggan and may
act in the same round they are summoned: on
subsequent rounds the spriggan may use a bonus
action to command the sawrm. If they recieve no
commands, the swarms simply attack whatever
enemy of the spriggan to which they are closest.
The sawms remain for 1 hour, until the spriggan
dies, or until the spriggan recalls them as a bonus
action.

Adult Spriggan
Although in most ways similar to young spriggans, adults are
set apart by their ability to turn invisible, their increases
affinity with woodland creatures, and their hardier nature.
Adult spriggans are less lieky to attack intruders on sight.
instead taking more time to appraise its enemies before
engaging them.

99
Spriggan Earth Mother An Earth Mother's Lair
Earth mothers are the most ancient and powerful variet of Spriggan earth mothers typically lair in secluded woodland
spriggan. Typically only a single eath mother will live in the clearing or shallow caves that lie deep within the heart of a
heart of a given forest, and she treats teh entire wood as her forest. They favor areas with small pools or streams and
domain. Other spriggan will defer to her in all matters. perfer to dwell near the oldest trees in a wood, with whom
Earth mothers are tied to their natural domain in a deep they frequently communicate.
and fundamental way. When threatened, the natural world Keen to keep outsiders away, earth mother will often
around rushes to offer her protection, keeping her going in magically coerce the surrounding trees to extend their roots
fights with intruding foes. This effect is most potent in a earth above ground. Thee are then woven together to form a sort of
mother's lair, where she has forged the deepest connection to living wall that surrounds the area.
the earth. If enemies do intrude, the earth mother will often utilize
her False Appearance to blend into this root wal and allow
herself time to appraise her foes before striking at an
opportune time.
A spriggan earth mother encountered in her lair has a
chalenge rating of 16 (15,000 XP)
Lair Actions
On initiate count 20, (losing intitiative ties), the spriggan takes
a lair action to cause one of the following effects; the
spriggan can't use the same effect two rounds in a row:
Roots from the wall of the lair reach out and grab any
enemies within 10 feet. Each creature of the spiggan's
choice that starts its turn with in 10 feet of the root wall
must succeed on a DC 18 Dexterity saving throw or be
graped. Escaping required a successful DC 18 Strength
(Athletics) or Dexterity (Acrobatics) check. The roots only
attempt to grab creatures until initiative count 20 or the
next round, by they will continue to hold any grappled
creature until it can escape.
The spriggan calls on nature for protection, and giant
shards of rick burst from the ground and form the cacoon
around her. While surrounded in this way, the spriggan's
AC is increased to 22 and all melee and ranged attack
against her hace disadcantage. The spriggan may move
out of the rocks, by in doing so she loses their defensive
benefits. The rocks remain until initiative count 20 of the
next round, When they are drawn back into the ground.
Sharp roots emerge form the ground, striking up to three
creatrue that the spriggan can see within 120 feet of it.
The spriggan makes one melee attack roll (+8 to hit)
against each target. On a hit, the target takes 10 (3d6)
piercing damage.

100
Spriggan Earth Mother Nature Queen. Forest creatures with an Intelligence
score of 4 or lower will never willingly attack a
Medium fey, natural evil
spriggan, whom they see as a lord of the forest.
Armor Class 17 (natural armor) Animals that are charmed, or who possess some sort
Hit Points 102(1d4 + 5) of overriding loyalty (such as a Ranger's companion or
Speed 30ft. an animal servant of another fey creature) may be
willing to attack it.

STR DEX CON INT WIS CHA Actions


10 (+0) 20 (+5) 20 (+5) 10 (+0) 18 (+4) 10 (+0) Multiattack. The spriggan makes two thorn attacks.
Thorns. Melee Weapon Attack: +7 to hit, reach 5ft., one
Damage Resistances blugeoning, peircing target. Hit 20 (3d10 + 4) piercing damage plus 7 (2d6)
Damage Immunities poison poison damage.
Condition Immunities poisoned
Damage Vulnerabilities fire Invisiblity. The spriggan magically turns invisible until it
Senses passive Perception 12 attacks or until its concentration ends (as if
Languages Druidic, Sylvan concentration on a spell). Any equipment the spriggan
Challenge 14 (11500 XP) wears or carries is invisible with it.
Summon Pack (1/day). The spriggan magically calls 2d6
False Appearance. While the spriggan remains wolves if outdoors or if wolves are near. The called
motionless in forested terrain, it resembles a clump of creature arive in 1d4 rounds, acting as a allies of the
roots and has advantage on stealth checks to remain spriggan and obeing its spoken commands. The beasts
hidden. remain for 1 hour, until the spriggan dies, or until the
spriggan dismisses them as a bonus action.
Magic Resistance. The spriggan has advantage on saving
throws against spells and other magical effects. Awaken Swarm (1/day). The spriggan may use its action
to summon 1d4 Swarms of Wasp (see MM 338),
Regeneration. The spriggan regains 10 hit ponts at the which act on the same initiate order as the spriggan
start of its turn. If the spriggan takes fire dmage, this and are under its control. The sawms emerge from the
trait doesnt' function at the start of the spriggan's next branches of the spriggan and may act in the same
turn. The spriggan dies only if it stars its turn with 0 hit round they are summoned: on subsequent rounds the
points and doesn't regenerate. spriggan may use a bonus action to command the
sawrm. If they recieve no commands, the swarms
simply attack whatever enemy of the spriggan to which
they are closest. The sawms remain for 1 hour, until
the spriggan dies, or until the spriggan recalls them as
a bonus action.

101
Grove Guardian
A manifestation of nature's own self-defense, the grove
guardian travels through the wilderness, protecting the land
and its inhabitants. Taking the shape of a wolf, the grove
guardian uses its fangs and powerful magic to drive away
anything that threatens its land but can take the shape of
man to communicate and negotiate when nessissary.
Neutral Guardians. Grove guardians do not think of
things in terms of wrong or right, nor do they care for law.
Emerging to protect the land it has been bound to, a grove
guardian attacks all with zealous animosity. Only those who
can convince it of their desire to protect the land are left
alone. Druids are recognized by grove guardians but not
exempt from their judgment, having to prove their loyalty to
nature before a guardian will ignore them. Grove Guardian
Silent Sentinels. Prior to attacking, grove guardians will Large fey, neutral
make their presence known to outsiders. Observing from a
distance and gradually drawing closer. If outsiders do not Armor Class 15 (natural armor)
demonstrate proper respect or fail to acknowledge grove Hit Points 71(11d10 + 11)
guardians in communication, the guardians will attack. Speed 50ft.
Force of Nature. The lands calls grove guardians to its aid.
Their number increase in accordance to the danger of the
situation. Often only one guardian will be called in defense STR DEX CON INT WIS CHA
against wandering outsiders, but a whole pack may appear in 16 (+3) 17 (+3) 12 (+1) 22 (+1) 18 (+4) 15 (+2)
the wake of cataclysmic events.
Saving Throws Dex +6, Wis +7
Skills Perception +10, Stealth +6
Senses darkvision 60 ft., passive Perception 20
Languages Common, Sylvan
Challenge 5 (1,800 XP)

Inate Spellcasting. The guardian's innate spellcasting


ability is Wisdom (spell save DC 15, +7 to hit with
spell attacks). The guardian can innately cast the
following spells, requiring no material components:
At will: druidcraft, throwm whip (11th level)
3/day each: spike growth, silence
1/day each: conjure animals, plant growth
Keen Hearing and Smell. The guardian has advantage
on Wisdom (Percetion) checks that rely on hearing
or smell.
Speak with Beast and Plants. The guardian can
communicate with beasts and plants as if they
shared a language.
Tree Stride. Once on its turn, the guardian can use
10 feet of its movement to step magically into one
living tree within its reach and emerge from a
second living tree within 60 feet of the first tree,
appearing in an unoccupied space within 5 feet of
the second tree. Both trees must be larger or
bigger.

Actions
Multiattack. The guardian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 10 (2d6 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.

102
Dragonettes
Dragonettes Even more elusive than their cousins, the pseudodragons,
Tiny dragon, neutral most people remain ignorant of the dragonettes existance.
With scales in all shades, horns, and a mouth of needlelike
Armor Class 14 (Natural Armor) teeth, a dragonette is a nearly perfect tiny replica of its larger
Hit Points 9 (2d6 + 2) cousins.
Speed 15 ft., fly 60 ft. Dragonic Spies. Dragonettes were created by true
dragons from pseudodragons. The dragons desired smaller
STR DEX CON INT WIS CHA spies to keep an eye upon their enemies, but the
psuedodragons in their singular shade often found
6 (-2) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 10 (+0) themselves the victims of friendly fire. So the dragons offered
their faithful servants a dose of their own blood, imparting
Skills Perception +3, Stealth +5 the gift of colored scales and weaponous breath.
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Mixed Blood. A nest of dragonettes often contains a
Perception 13 rainbow of colors as, over the years, their pure bloodlines
Languages Understands Common and Draconic but have mixed and mingled, though typically a nest contains
can't speak them exclusively metallic or chromatic wyrmlettes.
Challenge 1/4 (50 XP) Isolated and Protective. The dragonettes spread across
the world, seeking out the most isolated and hidden places to
Keen Senses. The dragonette has advantage on live in peace. They are vicious and protective of their nests,
Wisdom (Perception) checks that rely on sight,
hearing or smell.
attacking anything that would dare to approach, no matter
the size, trying to lure it away from their young. Their stinger
Limited Telepathy. The pseudodragon can magically has become a secondary defense and they use it only as a last
communicate simple ideas, emotions, and images resort.
telepathically with any creature within 100 feet of it Emotional Beings. Dragonettes still have their
that can understand a language. psuedodragon ancestors' limited ability to communicate
Dragonette Colors. Each dragonette descends from telepathically. They use this to communicate with other
a true dragons' bloodline and gains features based creatures and each other.
upon their ancestry. Their breath weapon and Dragonettes are prone to mood swings, switching from
damage resistance are determined by the dragon playful mischief to somber silence to ferocious defense in the
type, as shown below. blink of an eye. Dragonettes are quieter than their
Red, Gold, Brass = Fire
pseudodragon cousins, but might vocalize animal noises. A
Black, Copper = Acid rasping purr for pleasure, or a hiss for unpleasant surprise. A
Blue, Bronze = Lightning birdlike chirp for desire, and a growl of anger for discontent.
Green = Poison
White, Silver = Cold

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Breath Weapon (Recharge 5-6).* Ranged Weapon
Attack: +5 to hit, range 10 ft., one target. Hit: 6
(1d10) damage type determined by color.
Sting (1/day). Melee Weapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing
damage, and the target must succeed on a DC 11
Constitution saving throw or become poisoned for
1 hour. If the saving throw fails by 5 or more, the
target falls unconscious for the same duration, or
until it takes damage or another creature uses an
action to shake it awake.
Lobstroso People
The lobstroso people are giant-sized, bipedal, humanoid Lobstoso Warrior
crustations with a lobstor-like head, large hands that end in Large beast, unaligned
powerful pincers, and splayed feet. It is covered with
chitinous plates that are reddish brown in color. Two smaller Armor Class 16 (natural armor)
humanoid arms protrude below its pincers. Hit Points 68 (8d10 + 24)
The Lobstorso people merely travel through underground Speed 30 ft., swim 40 ft.
currents and make homes within grottos and underground
lakes hosting a thiriving society similar to that of primitive STR DEX CON INT WIS CHA
humans. Lobstroso people are werey to outsiders and don't
take those who look different as friends immidiatly. 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 5 (-3)

Damage Immunities Cold


Senses Darkvision 60 ft., Passive Perception 13
Lobstroso Citizen Languages Aquian
Large beast, chaotic neutral Challenge 2 (450 XP)

Armor Class 14 (natural armor) Amphibious. A lobstroso can breath air and water.
Hit Points 22 (3d10 + 6)
Speed 30 ft., swim 30 ft.
Actions
Multiattack. A lobstroso can attacks twice with its
STR DEX CON INT WIS CHA pincers.
16 (+3) 11 (+0) 15 (+2) 10 (+0) 10 (+0) 8 (-1) Pincer. Natural Weapon Attack: +5 to hit, reach 5
ft., 1 target. Hit: 7 (1d8 + 3) piercing damage.
Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 10 Spear. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Languages Aquian 2 targets. Hit 14 (3d6 + 4) piercing damage.
Challenge 1 (200 XP)

Amphibious. A lobstroso can breath air and water.

Actions
Multiattack. A lobstroso can attacks twice with its
pincers.
Pincer. Natural Weapon Attack: +5 to hit, reach 5
ft., 1 target. Hit: 7 (1d8 + 3) piercing damage.

104
The Red Breasted Dune Drake
Medium dragon, chaotic neutral
Cassawary
Medium beast, unaligned Armor Class 17 (Natural Armor)
Hit Points 40 (6d8 + 10)
Armor Class 13 (natural armor) Speed 60 ft., burrow 45 ft.
Hit Points 32 (5d10 + 5)
Speed 60ft., swim. 30ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 12 (+1) 11 (+0) 15 (+2)
14 (+2) 17 (+4) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Saving Throws* DEX +4, CON +5, WIS +2, CHA +4
Skills Intimidation +3, Perception +2, Stealth +2
Senses passive Perception 11 Damage Resistances Piercing
Languages - Condition Immunities Petrified
Challenge 1 (200 XP) Senses Blindsight 10 ft., Darkvision 60 ft., Passive
Perception 14
Air Sacks. The red breasted cassawary can inflate its Languages Draconic
air sacks located on its throat to be used to add a Challenge 2 (450 XP)
+5 to a Charisma (Intimidation) check.
Pack Tactics. These guys work together. Like super
Sure-Footed. The red breasted cassawary has well, you don't even know.
advantage on Strength and Dexterity saving throws
made against effects that would knock it prone.
Actions
Running Leap. The red breasted cassawary can long
jump up to 30 feet when it has a running start. Multiattack. The Dune Drake may make one bite
attack and one tail attacks.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
one target. Hit: 7 (1d8+3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft,
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (1d12 + 3) piercing damage.
one target. Hit 6 (1d6 + 3)

105
Rhinoceros Beetle Tusked Hippopotamus
Large beast, unaligned Large beast, unaligned

Armor Class 15 (Natural Armor) Armor Class 13 (natural armor)


Hit Points 50 (7d10 + 12) Hit Points 93 (11d10 + 33)
Speed 30 ft., fly 45 ft. Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2) 18 (+4) 10 (+0) 16 (+3) 2 (-5) 10 (+0) 5 (-3)

Damage vulnerabilities bludgeoning Skills Perception +2, Stealth +2


Damage Resistances Acid, Fire, piercing and Senses passive Perception 10
slashing from non-magical weapons Languages None
Senses Passive Perception 11 Challenge 3 (700 XP)
Languages -
Challenge 3 (700 XP) Brave. The tusked hippopotamus has advantage on
saving throws against being frightened.
Charge. If the rhinoceros moves at least 20 feet
straight toward a target and then hits it with a gore Hold Breath. The tusked hippopotamus can hold its
attack on the same turn, the target takes an extra 9 breath for 15 minutes.
(2d8) bludgeoning damage. If the target is a Underwater Camouflage. The tusked hippopotamus
creature, it must succeed on a DC 16 Strength has advantage on Dexterity (Stealth) checks made
saving throw or be knocked prone. while underwater.

Actions Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 15 (2d8 + 6) piercing damage.
one target. Hit 18 (3d10 + 4) piercing damage.
Hurl. Any time the Rhinoceros Beetle successfully
makes an attack without moving, roll another
strength check and match against the opponents
strength (athletics) or dexterity (acrobatics). If the
Rhinoveros wins the roll, the opponent is thrown
10 feet, plus an additional 5 feet for every 5 points
higher than it is against the opponent.

106
Giant Pistol Shrimp Hold Breath. The giant pistol shrimp can hold its breath
for 1 hour.
Large beast, unaligned
Propulsion (3/day). While the giant pistol shrimp is
Armor Class 15 (natural armor) under water it can use its dash to as a bonus action.
Hit Points 71 (9d10 + 27)
Speed 20 ft., swim 40 ft. Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 9 (3d4+2) slashing damage.
14 (+2) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 3 (-4) Pistol Punch (Recharge 2-3). Melee Weapon Attack: +4
to hit, reach 5 ft., Hit: 16 (4d6+2) bludgeoning
Senses passive Perception 11 damage. When hit with pistol punch you must make a
Languages None DC 15 Strength saving throw. On a failure you are
Challenge 3 (700 XP) pushed 20 feet away from the giant pistol shrimp. If
you hit a wall you take an extra 2d6 bludgeoning
Charge. If the Giant Pistol Shrimp moves at least 10 damage. On a success you move only 5 feet away and
feet straight towards a target and then hits it with a take half damage.
claw attack on the same turn, the target takes an extra
9 (2d8) blugeoning damage. If the target is a creature,
it must succeed on a DC 14 Strength saving throw or
be pushed up to 10 feet away and knocked prone.

Giant Pistol Shrimp It has been recorded that giant pistol shrimps can breach the
hull of a shrimp with one hit. Many sea men have died to this
An underwater crustacean that periodically crawls to the highly aggressive creature. But due to poor eyesight and lack
land side to lay their eggs and mate. Around this time of the of hearing is the reason as to why they are such dangerous
year they get extra aggressive and will attack anything in sight creatures of the depths.
that it sees as a competitor or danger to their younglings.
Giant pistol shrimp are known to have an extremely hard
punch thanks to their built in mandible muscles. When
tensed up and primed it can hit like a pistol.

107
Sand Viper Actions
Large beast, unaligned
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Armor Class 16 (natural armor) one target. Hit: 7 (1d8+3) piercing damage plus 7
Hit Points 56 (8d10 + 8) (2d6) poison damage. When the sand viper bites
Speed 40 ft., burrow 20 ft. you roll to beat a DC 16 Contitution saving throw
or be poisoned fail the roll three times you must
seek medical assistance.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
14 (+2) 16 (+3) 13 (+1) 8 (-1) 12 (+1) 8 (-1) one target. Hit: 11 (2d8+2) slashing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Saving Throws Dex +3 one target. Hit: 12 (3d6+2) bludgeoning damage.
Senses blindsight 60 ft. passive Perception 11
Languages None
Challenge 3 (700 XP)
Sand Viper
Camouflage. When in a desert setting the Sand The most fearsome beast to find in the deserts of any land.
Viper has advantage on stealth checks while
hunting. When creatures want to make a perception
Despite the absence of any visual organ, they possess
check to see it they have disadvantage.
incredible auditory and olfactory organs, allowing them to
find prey and escape from danger. They also possess a strong
Keen Hearing And Smell. The Sand Viper has venom, that will suck the energy away from them, until they
advantage on Wisdom (Perception) checks that rely are paralyzed for at least 24 hours. Their venom is a very
on hearing or smell. valuable commodity and very sought after by various
Pack Tactics. The Sand Viper has advantage on assassin's and black market members
attack rolls against a creature if at least one of the Sand Vipers are highly intelligent beings, known for
Sand Viper's allies are within 5 feet of the creature travelling, hunting, and sleeping in packs, using their
and the ally isn't incapacitated. instinctive teamwork to accomplish their goals. They plan
their attacks, using various strategies and tactics to gain as
much advantage over their prey as possible. Their most well
known for distracting their prey before rushing together.
Travellers of the desert usually say “If you see a Sand Viper,
you are already dead.”

108
Nether Sphinx Pounce. If the nether sphinx moves at least 20 feet
straight toward a creature and then hits it with a claw
Large beast, unaligned
attack on the same turn, that target must succeed on a
Armor Class 12 DC 15 Strength saving throw or be knocked prone. If
Hit Points 76 (9d10 + 27) the target is prone, the tiger can make one bite attack
Speed 45ft. against it as a bonus action.

Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one
19 (+4) 14 (+2) 16 (+3) 3 (-3) 12 (+1) 8 (-1) target. Hit 11 (2d6 + 4) piercing and 3 (1d6) poison
damage. Target must beat a DC 14 Constitution saving
Skills Perception +3, Stealth +4 throw or target is poisoned and take 1d6 poison
Senses passive Perception 13 damage every turn they do not suceed.
Languages - Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one
Challenge 4 (1,100 XP) target. Hit 15 (2d8 + 6) slashing damage.
Keen Smell. The nether sphinx has advantage on Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one
Wisdom (Perception) checks that rely on smell. target. Hit 18 (4d6 + 4) bludgeoning damage. If the
target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.

Nether Sphinx
A predatory creature that hunts for its prey by using it’s
strong snake like lower body to crawl, and sneak near its prey
then pouce on it, using its claws and very large teeth to inject
a paralyzing toxin and restrain and their prey while they eat
them alive.
They are aggressive and feed off pretty much anything.
They usually are found alone, but if ever in a pack, they are a
very dangerous beast to deal with.

109
Zythar
Zythar A creature, resembling the combination of a tiger and a bull.
Large fiend (demon), chaotic evil This demon has the agility, pact mentality and intelligence of
a regular demon, with the added power, and aggression of a
Armor Class 13 (natural armor) feral beast.
Hit Points 110 (13d10 + 39) These beast have been corrupted by some sort of demonic
Speed 40ft. energy and have become mad and strive to cause chaos and
death towards all that come near.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 8 (-1)
Yutyrannus
Damage Resistances Fire, Poison; Bludgeoning, Large beast, unaligned
Piercing, and Slashing from Nonmagical Attacks
Senses passive Perception 15 Armor Class 15 (natural armor)
Languages Abyssal, Telepathy 120 ft. Hit Points 64 (8d10 + 18)
Challenge 6 (2300 XP) Speed 30ft.

Keen Hearing and Smell. The Zythar has advantage STR DEX CON INT WIS CHA
on Wisdom (Perception) checks that rely on
hearing or smell. 21 (+5) 15 (+2) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

Magic Resistance. The Zythar has advantage on Skills Perception +5


saving throws against spells and other magical Senses passive Perception 16
effects. Languages -
Pack Tactics. The Zythar has advantage on an attack Challenge 5 (1,800 XP)
roll against a creature if at least one of the wolf's
allies is within 5 feet of the creature and the ally Snow Camouflage. The yutyrannus has advantage on
isn't incapacitated. Dexterity (Stealth) checks made to hide in snowy
terrain.
Actions
Multiattack. The zythar makes three attacks: two Actions
with its claws and one with its tail or two with its Multiattack. The yutyrannus can make two attacks: It
claws and one with its horn. can do one bite attack with a claw attack, or two
claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) piercing damage, and Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
the target is grappled (escape DC 15). one target. Hit: 15 (2d12 + 5) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 12 (2d8+3) slashing damage. one target. Hit: 8 (2d8 + 5) slashing damage.
Horns. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 14 (2d10 + 3) bludgeoning
damage.

110
Forest Drake Water Drake
Large dragon, chaotic neutral Large dragon, neutral evil

Armor Class 16 (natural armor) Armor Class 16 Natural Armor


Hit Points 152 (16d12 + 48) Hit Points 120 (14d10 + 40)
Speed 30 ft., swim 30 ft. Speed 20 ft., swim 60 ft.,

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 12 (+1) 10 (+0) 7 (-2) 18 (+4) 15 (+2) 17 (+3) 8 (-1) 10 (+0) 10 (+0)

Skills Perception +2 Saving Throws WIS +3


Damage Resistances Poison Skills Perception +4, Stealth +6, Survival +4
Condition Immunities Charmed, Frightened, Damage Immunities Lightning
Paralyzed, Petrified, Prone, Restrained, Stunned Condition Immunities Paralyzed
Senses Darkvision 60 ft., Passive Perception 12 Senses Darkvision 120 ft, Passive Perception 14
Languages Draconic (but can’t speak) Languages Aquan, Draconic (but cannot speak)
Challenge 6 (2,300 XP) Challenge 5 (1,800 XP)

Pack Tactics. The Forest Drake has advantage on an Amphibious. The water drake can breath air and
attack roll against a creature if at least one of the water.
Drakes allies are within 5 feet of the creature and
the ally isn't incapacitated. Actions
Skulker. The Forest Drake has advantage on Multiattack. The Drake makes 2 attacks: one with its
Dexterity (Stealth) checks when in a forest or bite and one with its tail
grassy environments.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Actions one target. Hit: 11 (2d6 + 4) piercing damage plus
3 (1d6 lightning damage)
Multiattack. The Drake makes 2 attacks: one with its
bite and one with its tail Tail. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 8 (1d8+4) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Lightning ball (Recharge 5-6). The water drake spits a
one target. Hit: 16 (2d10 + 4) poison damage.
ball of lightning to a target it can see within 120
Tongue. Melee Weapon Attack: +6 to hit, reach 15 feet of it. Three bolts then leap from that target to
ft., one target. The dragon shoots out it's sticky as many as three other targets, each of which must
tongue and tries to grab you with it. You must make be within 30 feet of the first target. A target can be
a DC 13 Dexterity check. On a successful roll, you a creature or an object and can be targeted by only
are free, and on a fail you are drawn within melee one of the bolts. Each target must make a DC 15
range, and are hit with a bite attack. Dexterity saving throw. A target takes 21 (6d6)
Poison Breath (Recharge 5-6). The drake spews forth lightning damage on a failed save, or half as much
a poison cloud, in a 20 ft. cone. Each creature in on a successful one.
that area must make a DC 13 Constitution saving
throw, taking 21 (6d6) poison damage on a failed
save, or half as much damage on a successful one.

111
Flame Drake Bloodmaw
Large drake, lawful evil Medium undead, chaotic evil

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


Hit Points 148 (17d10 + 45) Hit Points 119 (14d8 + 5)
Speed 40 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 10 (+0)11 (+0) 8 (-1) 11 (+0) 17 (+3) 16 (+3) 20 (+5) 18 (+4) 14 (+2) 10 (+0) 10 (+0)
(+5)
Saving Throws DEX +8, CHA +3
Damage Immunities fire Skills Stealth +8
Senses passive Perception 10 Damage Resistances Cold; Bludgeoning, Piercing,
Languages Draconic (but can't speak) and Slashing from Magic Weapons
Challenge 6 (2,300 XP) Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened,
Fury. When a fire drake goes to half health or lower, Poisoned
it gains the ability to attack 3 times. Senses Darkvision 60 ft., Passive Perception 10
Languages Common but cannot speak
Challenge 6 (2,300 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10ft., Blood Frenzy. The bloodmaw has advantage on
one target. Hit: 17 (2d10 + 6) piercing damage melee attack rolls against any creature that has
plus 3 (1d6) fire damage. more then half its hit points.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: l3 (2d6 + 6) slashing damage. Actions
Fire Breath (Recharge 6). The drake exhales fire in a Multiattack. The bloodmaw makes three attaks: one
30-foot cone. Each creature in that area must make with its bite and two with its claws.
a DC 15 Dexterity saving throw, taking 35 (10d6)
fire damage on a failed save, or half as much Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
damage on a successful one. one target. Hit: 14 (2d8 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) necrotic damage.
The target must succeed on a DC 10 Constitution
saving throw or be stunned for 1 minute. The target
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.

112
Tentacle Horror
Tentacle Horrors are found lurking in swamps or deserts.
Using their tremor sense, it will hunt opportunistically.
Parties larger than 5 or 6 are typically left alone. It favors
surprising it's victims and often travel deeper under ground to
avoid giving away it's location until it surfaces. With the body
of an ogre and the viciousness of a Morkoth its a danger best
left alone.

Tentacle Horror
Huge monstrosity, unaligned

Armor Class 15 Natural Armor


Hit Points 133 (14d12 + 42)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 8 (-1) 16 (+3) 6 (-2) 14 (+2) 5 (-3)

Skills Perception +6
Condition Immunities Blinded, Charmed
Senses Tremorsense 50 ft, Passive Perception 16
Languages -
Challenge 6 (2,300 XP)

Maw. The center of the Tentacle Horror is a tentacle


extending out of a giant toothed maw. This tentacle
is only destroyed when the entire creature is dead.
Outer Tentacles. The Tentacle Horror has at most 3
outer tentacles that break through the ground at a
maximum of 15 ft from the maw. Outer tentacles
have 20 hit points (separate from the maw's overall
health). Each time an outer tentacle is destroyed
the maw suffers 5 points of damage.
Regenerate Tentacles. Each turn the Tentacle Horror
regenerates tentacles up to it's maximum of 3. The
new tentacles will burst from the ground no more
than 15 ft. from the maw and can attack on the
same round they are regenerated.

Actions
Multiattack. The Tentacle Horror makes an attack
with each of it's tentacles and the maw.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10
ft., 1 creature. Hit: 10 (2d6 + 3) bludgeoning
damage. Target is grappled (escape DC 15) and
restrained until the grapple ends.
Throw. A tentacle throws a creature it currently has
restrained up to 15 ft in any direction. Target takes
7 (1d6 + 3) bludgeoning damage and must make a
DC 13 dexterity saving throw or be knocked prone.
Maw: Sweep and Bite. Melee Weapon Attack: +6 to
hit, reach 5 ft., all creatures in range. Hit: 16 (3d8 +
3) piercing damage. All creatures hit are pulling into
the maw's bite, suffering damage and are knocked
prone.

113
Phoenix
Phoenix's are large birds of prey from legends and myths.
Most of them heard of from bard's tales. In flight a Phoenix's
wing span measures about fifty feet across. At rest Phoenix's
take to crags within volcanoes and mountains.
Caged for Glory: Years ago explorers, hunters, and
scientist saw it fit to cage and ride these magnificent
creatures for their splendor, beauty, and power. This is how
many of them died, due to malnourishment and poor
condition not knowing how to properly care for these
creatures. Now only few remain in all of the planes and have
become extremly hostile to any humanoid who treads its
territory being extremly protective of tis home and moreso its
kin.
Solitary Creatures. Phoenixs are solitary creatures except
during mating season. These birds tend to be alone, hunting
for themselves or care for their young. Rarely one is seen
during the winter when they hibernate. Pheonixs are such a
rare sight to behold that they have been seen as omens of
destruction due to them leaving behind a trail of flame, but
while some would reconize this as an aggresive action, its a
form of territory keeping. The pheonixs will usually line their
territory in a circle of charred ground and when someone
steps over that charred ground you are at the mercy of the
great phenox that lives beyond that barrier.

Pheonix Rebirth. Once the Phoenix dies it is reborn from the


ashes it left on the material plane after falling. The
Huge monstrosity, chaotic neutral
process for the Phoenix to be rebirthed could take
Armor Class 17 (natural armor) hours, years or decades.
Hit Points 73 (7d10 + 7) To decide this roll a 1d20 + 4 for hours, 1d12 for
Speed 20 ft., fly 80 ft. months, or 1d100 for years (DMs Decresion).

STR DEX CON INT WIS CHA


Actions
Multiattack. The Phoenix makes two attacks: one with
20 (+5) 20 (+5) 18 (+4) 18 (+4) 10 (+0) 9 (-1) its beak and one with its talons.

Saving Throws STR +8, DEX +8, CON +7 Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Skills Perception +3, Stealth +8 target. Hit: 19 (2d8 + 3) piercing damage + (2d6) fire
Damage Immunities Fire damage.
Condition Immunities Charmed Fire Breath (Recharge 5-6). The Phoenix exhales fire in a
Senses Passive Perception 14 60-foot line that is 10 feet wide. Each creature in that
Languages Primordial but cannot speak. line must make a DC 15 Dexterity saving throw, taking
Challenge 6 (2,300 XP) 60 (10d6) fire damage on a failed save, or half as much
on a successful one.
Being of Flame. When the Phoenix is hit with attacks
that deal fire damage it regains the amount of hit that Sap Heat (Recharge 4-5). When the Pheonix is within
is dealt to it.. 30 feet of any source of heat produce from fire it heals
2d6 with an additional 1d6 for each heat source with
Inferno. Any hostile creatures within ten feet of the in that 30 feet radius.
Phoenix takes 1d10 fire damage. This damage also Talons. Melee Weapon Attack: +8 to hit, range 5 ft., 1
occurs when a creature attacks the Phoenix. target. Hit: 15 (2d6 + 3) slashing damage + (2d6) fire
Explosive Death. When the Phoenix is dropped to 0 hit damage and the creature is grappled (escape DC 19).
points its explodes in a 20ft radius. Any creature within Until the grapple ends the creature is restrained, and
that radius must make a dexterity saving throw, on a the Phoenix can't use its talons on another target.
fail the creature takes 10d6 fire damage or half as
much on a success.

114
The Wendigo is tall and gaunt to the point of emaciation, its
desiccated skin pulled tightly over its bones. With its bones
Wendigo pushing out against its skin, its complexion the ash gray of
Large undead, neutral evil death, and its eyes pushed back deep into their sockets the
wendigo skulks in the northern forests and mountains of the
Armor Class 15 (hide scraps) realm.
Hit Points 110 (17d10 + 17) Vile Origin. According to the legends, a wendigo is created
Speed 40 ft., climb 20 ft. whenever a humanoid resorts to cannibalism. This occurres
more often in the bitter snows and ice of the north regions.
STR DEX CON INT WIS CHA Sometimes stranded for days, any survivors might have felt
compelled to cannibalize the dead in order to survive. After
14 (+2) 19 (+4) 12 (+1) 10 (+0) 12 (+1) 16 (+3) manifesting itself, wendigos are cursed to wander the land,
eternally seeking to fulfill their voracious appetite for
Saving Throws CON +4, WIS +4, CHA +6 humanoid flesh.
Skills Perception +4, Stealth +6 Luring Prowler. Using it's mimicry, wendigo can emit a
Damage Immunities Cold, Poison child's wail, call for help or sounds of wild game to bait it's
Condition Immunities Charmed, Exhaustion, prey away from the group or settlement. If possible, wendigo
Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
tries to stalk a group to learn voices of it's members before
Languages Abyssal, Common
luring them to their doom. Though, in desperation, wendigo
Challenge 7 (2,900 XP) can confront a group head-on. In such case it tries to stun as
many enemies it can with it's roar, snatch most defenseless
Ambusher. The wendigo has advantage on attack
member of a group and retreat to a safer place to murder and
rolls against any creature it has surprised. devour it's victim.
Keen Smell and Sight. The wendigo has advantage on
perception checks using sight or smell.
Masks of the Wild. The wendigo can attempt to hide
even when it is only lightly obscured by foliage,
heavy rain, falling snow, mist, or other natural
phenomena.
Mimicry. The wendigo can mimic animal sounds
and humanoid voices. A creature that hears the
sounds can tell they are imitations with a
successful DC 14 Wisdom (Insight) check.

Actions
Multiattack. The wendigo makes three attacks: one
with its bite and two with its claws. If it can,
wendigo uses its Staggering Roar instead of a Bite
attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) piercing damage and
10 (3d6) necrotic damage. The wendigo regains hit
points equal to necrotic damage dealt, unless the
target is a construct or undead.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage. If
the target is a Large or smaller creature that the
wendigo already hit with two claw attack this turn,
the target is grappled (escape DC 14). Until this
grapple ends, the creature is restrained and the
wendigo can't use its claws against another target.
Staggering Roar (Recharge 5-6). The wendigo emits a
thundering roar. Each creature within 30 feet of the
wendigo must succeed on a DC 14 Wisdom saving
throw or take 14 (4d6) psychic damage and be
stunned for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.

Wendigo
Bebilith
Bebilith A Bebilith is a massive demonic scorpian, its body the size of
Large fiend, chaotic evil a plow horse and its legs stretching some 10 feet. They
delight in causing suffering and pain in others, but especially
Armor Class 16 (natural armor) so in demons whom they hunt for food. No one is quite sure
Hit Points 160 (13d12 + 65) why this is, as it is unusual to say the least.
Speed 40 ft., climb 40 ft. Bebiliths have scorpion-shaped bodies, with long fore-legs
ending in razor-sharp claws. They are used to penetrate and
STR DEX CON INT WIS CHA rip armor plating from their foes. Just as with scorpians,
bebiliths have a lethal breath, but rather than a fire, they
18 (+4) 16 (+3) 20 (+5) 14 (+2) 12 (+1) 9 (-1) instead spray forth a deadly poison cloud.
Bebiliths are incredibly aggressive and will attack anything
Saving Throws DEX +6, WIS +4, CHA +2 they saw, leaping in to slam down their legs into their foes
Skills Stealth +6 with tremendous force.
Damage Resistances Cold, Fire, Lightning;
Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Languages Abyssal, Telepathy 120 ft.
Challenge 7 (2,900 XP)

Magic Resistance. The Bebilith has advantage on


saving throws against spells and other magical
effects.
Leap Attack. The Bebilith can standing leap 40ft
through (over) enemy spaces, and end this special
movement in either Leg Pins or Poison Spray.
Spider Climb. The Bebilith can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.

Actions
Multiattack. The Bebilith makes three attacks with
it's leg pin, targeting a different target with each
attack, or makes two claw attacks.
Leg Pin. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 16 (3d8 + 3) slashing damage.
Poison Spray (Recharge 5-6). The Bebilith sprays out
a 15‐foot‐cone of Poison. Each creature in that area
must succeed on a DC 15 Constitution saving
throw or become poisoned. While poisoned in this
way, a target takes 11 (2d6+5) poison damage at
the start of each of its turns. A target can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.

116
Delgeth
Delgeths are a unique breed of ungulate native to magical Elder Delgeth
forests and places where the line between the natural and the Large fey, unaligned
supernatural is blurred. A delgeth’s soaring core body
temperature manifests in the elk-like creature’s flaming Armor Class 18 (natural armor)
hooves and smoldering antlers, both of which the beast uses Hit Points 125 (14d10 + 4)
to defend itself. A delgeth also employs its flames to mark its Speed 40ft.
territory during mating season, stamping out boundaries of
scorched grass in intricate patterns to indicate its location to STR DEX CON INT WIS CHA
others of its kind.
22 (+6) 18 (+4) 16 (+3) 12 (+1) 16 (+3) 16 (+3)

Delgeth Damage Resistances fire


Senses passive Perception 14
Large fey, unaligned Languages Infernal, Sylvian but cannot speak
Challenge 8 (5253 XP)
Armor Class 16 (natural armor)
Hit Points 68 (8d10+24) Charge. If the delgeth moves at least 10 feet
Speed 40ft. straight toward a target and then hits it with a gore
attack on the same turn, the target takes an extra
STR DEX CON INT WIS CHA 10 (3d6) piercing damage.

21 (+5) 16 (+3) 17 (+3) 7 (-2) 11 (+0) 13 (+1) Fire Up. When being aggrivated the delgeth can turn
all its damage into fire damage while being on fire.
Damage Resistances Fire
Condition Immunities Frightened Actions
Senses Darkvision, Passive Perception 13 Multiattack. The elder delgeth makes two attacks:
Languages Infernal, Sylvan but cannot speak one with its gore and one with its hooves or two
Challenge 6 (2300 XP) with its hooves.

Charge. If the delgeth moves at least 10 feet Gore. Melee Weapon Attack: +8 to hit, reach 5 ft.,
straight toward a target and then hits it with a gore one target. Hit: 15 (4d4+5) piercing damage.
attack on the same turn, the target takes an extra Hooves. Melee weapon attack: +9 to hit, reach 5 ft.,
10 (3d6) piercing damage. one target. Hit 16 (3d6+4) bludgeoning damage.

Fire Up. When being aggrivated the delgeth can turn Legendary Actions
all its damage into fire damage while being on fire. The elder delgeth can take 2 legendary actions,
choosing from the options below. Only one
Actions legendary action option can be used at a time and
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., only at the end of another creature's turn. The
one target. Hit: 15 (4d4+5) piercing damage. Jersey Devil regains spent legendary actions at the
start of its turn.
Hooves. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 12 (2d6 + 5) bludgeoning Stomp. Melee weapon attack: +9 to hit, reach 5ft.,
damage. one target. Hit 28 (4d8+6) piercing damage.
Feyfire Breath (Costs 2 actions). The elder delgeth
can spit in a 30 ft cone infernal fire from its mouth
as an action. Each creature in the area must make a
DC 17 Dexterity saving throw, taking 40 (5d10)
fire damage on a failed save, or half as much on a
successful one.
Move. The elder delgeth moves up to its speed
without provoking opportunity attacks.

117
Deinocantodraco
Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 188 (13d12 + 90)
Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA


25 (+7) 10 (+0) 22 (+6) 2 (-4) 12 (+1) 9 (-1)

Saving Throws CON +9


Skills Perception +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 8 (3,900 XP)

AmphibiousThe deinocantodraco can breath air and


water.
Underwater Camouflage. The deinocantodraco has
advantage on Dexterity (Stealth) checks made while
underwater.

Actions
Multiattack. The deinocantodraco makes two
attacks: one with its bite and one with its tail. It
can't make both attacks against the same target. It
then makes one attack with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 24 (3d12 + 7) piercing damage. If
the target is a Medium or smaller creature, it is
grappled (escape DC 17). Until this grapple ends,
the target is restrained, and the deinocantodraco
can't bite another target.
Claw. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: 26 (3d12 + 7) bludgeoning
damage. If the target is a creature, it must succeed
on a DC 18 Strength saving throw or be knocked
prone.

Deinocantodraco
The Deinocantodraco is a giant aquatic predator, almost as
large as a tyrannosaurus rex, but shorter and longer. They
possess a long crocodile-like head filled with teeth, short,
stubby legs, and a massive sail. These predators live in deep
rivers and wetlands filled with massive fish and spends most
of their time in the water.
Typically they are not aggressive to creatures smaller than
it but when ventured too close to them they will become
hostile until the creature is pushed back or killed.

118
Corrosive Drake Actions
Large dragon, unaligned
Multiattack. Kodiak makes two Bite attacks or, one
Armor Class 18 (natural armor) Stinger and one Acid Breath.
Hit Points 153 (14d10 + 70) Bite. Melee Weapon Attack: +8 to hit, one target.
Speed 40ft. Hit: 18 (4d6+4) piercing damage. Target must
succeed on a DC 15 Constitution saving throw or
STR DEX CON INT WIS CHA take 7 (3d4) acid damage. Half as much on a failed
save.
18 (+4) 16 (+3) 20 (+5) 15 (+2) 12 (+1) 10 (+0)
Stinger. Melee Weapon Attack: +7 to hit, one target.
Hit: 13 (4d4+3) piercing damage. Target must
Saving Throws CON +9 succeed on a DC 15 Constitution saving throw or
Damage Vulnerabilities cold be paralyzed until a successful saving throw is
Damage Resistances bludgeoning, piercing and made.
slashing damage from nonmagical weapons
Damage Immunities acid Acid Breath (Recharge 4-5). Ranged Weapon Attack:
Condition Immunities paralyzed +7 to hit, range 15 ft., cone, Hit: 19 (3d10+3) acid
Senses Darkvision 60 ft., passive Perception 11 damage.
Languages Draconic (Understands, but can't speak)
Challenge 9 (5,000 XP)
Corrosive Drake
Corrosive Touch. Any attacks made with a
nonmagical metal weapon, cause it to corrode over Corrosive Drakes are very large with slime-like covering to
2d4 turns. It must be washed off with water to stop their hide, and an extremely powerful digestive acid. They
it's corrosion. Any attack taken causes -1 AC till have 2 long legs, and a long tail and neck. They have no teeth
your armor is repaired, if you wear metal armor. and so prefer to spray their enemies with acid, and digest
them on the outside, simply slurping them up later. They
Magical Scales. The Kodiak has magical scales that hatch after 9 months, and are fully grown after 5 years. They
cover their body. If a durid has mounted the kodiak
incoming magical damage is directed to the kodiak
live for up to 120 years.
where it takes half damage. If a rider is not present
The Corrisve also has a nasty with tiny stingers on it that it
on the Kodiak it will takes full damage from uses to paralyze its prey. Only the most fool hardy adventures
incoming magical attacks. have been known to hunt these creatures. There are legends
of some druidic tribes that have used them for mounts.

119
Frost Drake Mountain Drake
Large drake, lawful evil Large dragon, chaotic neutral

Armor Class 17 (natural armor) Armor Class 20 (natural armor)


Hit Points 227 (12d20 + 100) Hit Points 190 (18d10 + 90)
Speed 40 ft. Speed 40 ft., climb 40 ft.,

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 11 (+0) 17 (+3) 11 (+0) 9 (-1) 20 (+5) 14 (+2) 22 (+6) 15 (+2) 10 (+0) 8 (-1)

Damage Resistances fire Saving Throws STR +9, CON +10


Damage Immunities cold Damage Vulnerabilities Thunder
Senses passive Perception 10 Damage Resistances Fire, Lightining, Poison,
Languages draconic slashing, and piercing from non-magical
Challenge 10 (5,900 XP) Weapons
Damage Immunities Force
Frozen Blood. The frost drake has a 10 foot radius Senses passive Perception 10
of frozen air. When a creature enters that radius Languages draconic
they must succeed in a on a DC 14 Constitution Challenge 10 (5,900 XP)
saving throw or suffer being frozen for until that
creature succeeds in the saving throw. False Appearance. While the Mountain Wyrm
remains motionless, it is indistinguishable from a
large series of rocks and stones.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., Actions
one target. Hit: 59 (8d12 + 12) piercing damage.
Multiattack. The Mountain Drake can make one
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., attack with its claws and one with its bite.
one target. Hit: 43 (8d10) slashing damage.
Claws. Melee weapon Attack: +8 to hit, reach 10 ft.,
Tail Spikes. Ranged Weapon Attack: +7 to hit, reach one target. Hit: 10 (2d8 + 5) slashing damage.
30 ft., one target. Hit: 43 (8d10) piercing damage.
Bite. Melee weapon Attack: +8 to hit, reach 5 ft.,
Frost Breath (Recharge 5-6). The drake spews forth one target. Hit:* 9 (2d6 + 5) piercing damage plus
cold air and ice, chilling you to the bone, in a 30 ft. 5 (2d4 + 2) cold damage.
cone. You must make on a DC 16 dexterity check.
On a successful roll you take half damage, and on a Sludge Shot. The Mountain Drake spews a thick,
failed roll you take 68 (8d10 + 25) cold damage. acidic sludge in a 10-foot line. Each creature in that
area must make a DC 15 Dexterity saving throw or
take 37 (7d12) acidic damage, and be slowed for
half of the creatures movement speed for (1d4)
turns on a failed save, and taking no damage or
slowing effect on a successful one.
Feathered Dragon Song of Wrath. The dragon lets forth a wailing cry in
a 30 foot cone. Each creature in that cone must
Huge dragon, neutral good
make a DC 16 Wisdom saving throw, taking 38
Armor Class 17 (natural armour) (8d8) radiant damage on a failed save, or half as
Hit Points 124 (16d10 + 32) much damage on a successful one.
Speed 40 ft., climb 40 ft., fly 80 ft. Heavensong. The dragon begins to sing a beautiful
song. Each creature within 20 feet of the dragon
STR DEX CON INT WIS CHA must succeed on a DC 16 Wisdom saving throw.
On a failed save, the creature is charmed by the
14 (+2) 21 (+5) 15 (+2) 10 (+0) 17 (+3) 18 (+4) dragon for 1 minute, regarding the dragon as a
trusted friend to be heeded and protected.
Saving Throws Dex +8, Con +5, Wis +6, Cha +7 Although it isn't under the dragon's control, it takes
Skills Intimidation +2, Perception +11, Stealth +2, the dragon's requests and actions in the most
Insight +11 favourable way it can.
Damage Vulnerabilities Thunder Each time the dragon or the dragon's companions
Damage Resistances Radiant; Bludgeoning, Piercing, do anything harmful to an affected creature or their
and Slashing from nonmagical weapons companions, it may repeat the saving throw, ending
Condition Immunities Frightened, Charmed, the effect on itself on a success.
Poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Legendary Actions
Perception 21
Languages Common, Draconic, Celestial, Telepathy The dragon can take 3 legendary actions, choosing
60 ft. (With creatures that share a language) from the options below. Only one legendary action
Challenge 11 (7,200 XP) option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Legendary Resistance (2/Day). If the dragon fails a legendary actions at the start of its turn.
saving throw, it can choose to succeed instead. Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
Airborne. The dragon has advantage on Dexterity wings. Each creature within 10 feet of the dragon
saving throws while flying, but disadvantage on must succeed on a DC 17 Dexterity saving throw
Dexterity saving throws while on the ground. or take 13 (1d10 + 5) bludgeoning damage and be
pushed back 5 feet. The dragon can then fly up to
Actions half its flying speed.
Multiattack. The dragon can use its Graceful
Presence. It then makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 12 (2d8 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 11 (1d10 + 5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: 11 (1d10 + 5) bludgeoning
damage.
Graceful Presence (Once per long or short rest). Each
creature of the dragon's choice that is within 120
feet of the dragon and aware of it must succeed on
a DC 16 Wisdom saving throw or suffer
disadvantage on all attack rolls made against it until
the beginning of its next turn. A creature that is
immune to the charmed condition is immune to
this effect. A creature that has advantage on saving
throws against the charmed condition may apply
that advantage to this saving throw.
Breath Weapons (Recharge 5-6). The dragon uses
one of the following breath weapons:

121
Thunderbird
Thunderbird Thunderbirds bring the storm on their wings. In times of
Gargantuan monstrosity, unaligned
drought, they are welcomed with joy and celebration. In other
Armor Class 15 (Natural Armor) times, they are placated with gifts in hopes that they might
Hit Points 248 (16d20 + 80) leave quickly before flooding begins. When angered,
Speed 20 ft., fly 120 ft. thunderbirds can call down hurricanes and lay waste to
entire villages, so in regions where these birds dwell, many
villages maintain extensive rituals designed to appease and
STR DEX CON INT WIS CHA honor the local thunderbirds.
14 (+2) 28 (+9) 20 (+5) 4 (-3) 14 (+2) 9 (-1) Thunderbirds nest near the base of waterfalls, where the
constant thrum of crashing water prepares the hatchlings for
Saving Throws DEX +14, CON +10, WIS +7, CHA a life at the heart of a storm. Once the chicks have hatched,
+4 their parents carry the offspring to nests at the top of
Damage Resistances Cold, lightning mountains, where the young are struck by their first bolts of
Senses Passive Perception 14 lightning and learn the mysteries of the storm.
Languages -
Challenge 13 (10,000 XP)

Keen Sight. The thunderbird has advantage on


Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The Thunderbird makes two attacks:
one with its beak and one with its talons.
Beak. Melee Weapon Attack: +13 to hit, reach 10
ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5
ft., one target. Hit: 23 (4d6 + 9) slashing damage,
and the target is grappled (escape DC 19). Until
this grapple ends, the target is restrained.
Change Weather. The Thunderbird can use its action
to change the current weather to another normal
weather. The normal effects of the new weather are
applied to the current environment despite its
natural climate. Once the Thunderbird takes this
action it cannot make any other action or bonus
action this turn.

Legendary Actions
The Thunderbird can take 4 legendary actions,
choosing from the options below. The Thunderbird
regains spent legendary actions at the start of its
turn.
Storm Lightning. If the current weather is storm, the
Thunderbird can make a lightning attack on an
opponent. The target makes a dexterity saving
throw or take 3d10 lightning damage or half
damage on a success.
High Winds. If the current weather includes strong
wind, the Thunderbird can push targets 15 ft. in a
single direction. All targets make a strength saving
throw and are pushed on a failed save.
Blizzard. If the current weather includes snow, the
Thunderbird can make a blizzard attack on all
targets within 40 ft. of it. All targets make a
constitution saving throw or take 1d10 cold
damage on a failed save.

122
Crab Lord Actions
Huge fey, neutral
Multiattack. The crab lord makes one attack with its
Armor Class 17 (natural armor) claw and one attack with its planar mancatcher.
Hit Points 97 (13d8 + 39) Claw (Crush in Humanoid Form). Melee Weapon
Speed 30 ft., swim 40 ft. Attack: +9 to hit, reach 5 ft., one target. Hit: 35
(9d6 + 4) bludgeoning damage and the target is
STR DEX CON INT WIS CHA grappled (escape DC 16). The crab lord has two
claws (or two arms in humanoid form), but one is
18 (+4) 10 (+0) 17 (+3) 16 (+3) 20 (+5) 16 (+3) large and the other is small. Only the larger one can
be used to attack or grapple.
Saving Throws CON +8, INT +8, WIS +10, CHA +8 Planar Mancatcher. Melee Weapon Attack: +11 to
Skills Intimidation +5, Nature +5 hit, reach 10 ft., one target. Hit: 6 (1d4 + 4)
Damage Resistances Bludgeoning, Piercing, and piercing damage and the target is grappled (escape
Slashing from Magic Weapons DC 16). The mancatcher can only be used to
Condition Immunities Charmed, Exhaustion, grapple small, medium or large creatures, and only
Frightened, Paralyzed, Poisoned one creature at a time. When a creature is grappled
Senses Blindsight 60 ft, Passive Perception 15 with a planar mancatcher it cannot be transported
Languages Telepathy 120 ft to another plane. If it tries to do so, it is inflicted
Challenge 15 (13,000 XP) with 1d10+4 magical damage and must succeed
on a DC 16 Constitution save or become
Shapechanger. The crab lord can use its action to unconscious.
polymorph into the form of a humanoid or into its
crab form. Its statistics are the same in each form.
In its crab form it uses a claw attack and in in its
humanoid form it uses a crush attack. Any Crab Lord
equipment it carries is not transformed. If slain, the The crab lord can appear in crab form or in the form of a
crab lord reverts to its crab form. large, armored humanoid. In humanoid form it has one large,
Amphibious. The crab lord can breathe air and muscular arm and one small, weak arm. The crab lord is the
water. protector of crabs of various kinds, and may also take
Magic Resistance. The crab lord has advantage on
responsibility for other crustaceans. It makes its home on the
saving throws against spells and other magical
Beastlands, but it could turn up wherever crabs are in
effects. trouble.
The crab lord is typically accompanied by a retinue of 2d20
Succession. A destroyed crab lord will be succeeded + 10 crabs and 1d12 + 2 giant crabs.
by another crab in 24 hours. The successor
becomes a crab lord and gains the memories of its
predecessor.
Spellcasting. The crab lord is a 13th-level
spellcaster. Its spellcasting ability is Wisdom (spell
save DC 17, +9 to hit with spell attacks). The crab
lord has the following cleric spells prepared:
Cantrips (at will): spare the dying, thaumaturgy
1st level (4 slots): command, sanctuary, shield of
faith
2nd level (3 slots): hold person, silence, spiritual
weapon
3rd level (3 slots): dispel magic, meld into stone
4th level (3 slots): divination, control water
5th level (2 slots): dispel evil and good, geas
6th level (1 slot): forbiddance
7th level (1 slot): plane shift
The Parathacus Keen Hearing and Smell. The Parathacus has advantage
on Wisdom (Perception) checks that rely on hearing or
Large celestial, lawful neutral
smell.
Armor Class 18 (Natural Armor) Magic Resistance. The Parathacus has advantage on
Hit Points 210 (20d10 + 100) saving throws against spells and other magical effects.
Speed 50 ft., fly 50 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The fairness makes two electric claw
attacks and one electric bite attack, or it makes two
22 (+6) 15 (+2) 21 (+5) 15 (+2) 18 (+4) 17 (+3) electric stinger attacks.

Saving Throws CON +10, WIS +9, CHA +8 Electric Bite. Melee Weapon Attack: +11 to hit, reach 5
Skills Athletics +11, Perception +9 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus
Damage Resistances Radiant; Bludgeoning, Piercing, 9 (2d8) lightning damage and 9 (2d8) radiant damage.
and Slashing from Nonmagical Attacks If the target is a Large or smaller creature, it is grappled
Damage Immunities Lightning (escape DC 19). Until this grapple ends, the fearless
Condition Immunities Charmed, Exhaustion, Frightened can bite only the grappled creature and has advantage
Senses Truesight 120 ft., Passive Perception 19 on attack rolls to do so.
Languages All, Telepathy 120 ft. Electric Claw. Melee Weapon Attack: +11 to hit, reach 5
Challenge 15 (13,000 XP) ft., one target. Hit: 13 (2d6 + 6) slashing damage plus
9 (2d8) lightning damage and 9 (2d8) radiant damage.
Angelic Lightning Weapons. the Parathacus' weapon
attacks are magical. When the fearless hits with any Electric Stinger. Melee Weapon Attack: +7 to hit, reach
weapon, the weapon deals an extra 2d8 lightning 10 ft., one target. Hit: 9 (2d6 + 2) slashing damage
damage and 2d8 radiant damage (included in the plus 9 (2d8) lightning damage and 9 (2d8) radiant
attack). damage.
Lightning Breath (Recharge 5-6). The Parathacus exhales
Electrified Body. An evil-aligned creature that touches lightning in a 60-foot line that is 5 feet wide. Each
the Parathacus or hits it with a melee attack while creature in that line must make a DC 18 Dexterity
within 5 feet of it takes 10 (3d6) lightning damage. saving throw, taking 55 (10d10) lightning damage on a
failed save, or half as much damage on a successful
one.

The Parathacus
The Parathacus are classified as dominions, the fourth rank
amongst the hierarchy of angels. Controlling the lightning
feared by many as the instrument of divine justice, the
Parathacus make known the majesty of the gods to the
masses. It is said that almost all of the naturally occurring
lightning in the world is a result of the actions of these
angels. It is also said that divine wrath against gluttons is
released in the lightning's flash, as the thunder signals
Heaven's roar.

124
Barbadorah of the Deep
A gargantuan creature, that’s usually very dossal tends to Barbadorah of the
sleeps in the depths of the oceans, usually in the deepest
casums of the oceans, hiding from anything that may disturb Deep
their almost eternal slumber. Gargantuan monstrosity, unaligned
This beast only wakes up every few hundred of years, to
feast on various creatures for months, sometimes years, Armor Class 10
before going back into the depths of the sea to sleep, making Hit Points 472 (27d20 + 189)
Speed 60ft.
their awakening, both an incredible generational encounter
and a catastrophe. No one knows where it comes from, why it
sleeps or if there are more, but what is known, is that when STR DEX CON INT WIS CHA
he wakes up, the world will know. 30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 11 (+0)

Saving Throws STR +17, DEX +7, CON +14, INT


+13, WIS +11
Damage Resistances fire, poison, bludgeoning,
piercing and slashing damage from nonmagical
weapons
Condition Immunities charmed, frightened,
poisoned, paralyzed
Senses darkvision 120 ft. passive Perception 14
Languages Abyssal, Celestial, Infernal, Primordial,
Telepathy 120 ft. but can't speak
Challenge 23 (50000 XP)

Legendary Resistance (3/Day). If the creature fails a


saving throw, it can choose to succeed instead.
Magic Resistance. The creature has advantage on
saving throws against spells and other magical
effects.
Siege Monster. The creature deals double damage to
objects and structures.

Actions
Multiattack. The creature can use its Frightful
Presence. It then makes four attacks: one with its
bite, two with its stomp, and one with its horns. It
can use its Swallow instead of bite.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft.,
one target. Hit: 36 (4d12+10) piercing damage. If
the target is a creature, it is grappled (escape DC
20). Until the grapple ends, the target is restrained,
and the creature can't bite another target.
Frightful Presence. Each creature of the creature's
choice within 120 feet of it and aware of it must
succeed on a DC 17 Wisdom saving throw or
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
turns, with disadvantage if the creature is within
line of sight, ending the effect on itself on a
success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
creature's Frightful Presence for the next 24 hours.

125
Stomp. Melee Weapon Attack: +19 to hit, reach 20
ft., one target. Hit: 24 (4d6+10) bludgeoning
damage. If the target is a creature, it must succeed
on a DC 20 Strength saving throw or be knocked
prone.
Swallow. The creature makes one bite attack against
a Large or smaller target it is grappling. If the attack
hits, the target takes the bite's damage, the target is
swallowed, and the grapple ends. While swallowed,
the creature is blinded and restrained, it has total
cover against attacks and other effects outside the
creature, and it takes 56 (16d6) acid damage at the
start of each of the creature's turns.
If the creature takes 60 damage or more on a single
turn from a creature inside it, the creature must
succeed on a DC 20 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 creature. If the creature dies, a swallowed
creature is no longer restrained by it and can
escape from the corpse by using 30 feet of
movement, exiting prone.

Legendary Actions
The barbadorah of the deep can take 3 legendary
actions, choosing from the options below. Only
one legendary action can be used at a time and only
at the end of another creature's turn. The
barbadorah of the deep regains spent legendary
actions at the start of its turn.
Attack. The creature makes one stomp attack or
horn attack.
Chomp (Costs 2 Actions). The creature makes one
bite attack or uses its Swallow.
Move. The creature moves up to half its speed.

126
Guardians and Golems Wax Golem
In their search for greatness and praise, some power-hungry
wizards have concocted a formula for low-cost, easily
Wax Golem disposable minions made of wax. Due to their perpetually-
Medium construct, unaligned
melting and reforming nature, these constructs are primarily
used for detainment of prisoners, but are sensitive to heat, so
Armor Class 10 (Natural Armor) they are stored in cool environments. Some creative arcanists
Hit Points 13 (2d8 + 2) have made mazes of these golems, which attack intruders
Speed 15 ft. when they reach the center, overwhelming them in scalding
wax.
STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

Damage Vulnerabilities Fire


Damage Resistances Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks that aren't
Adamantine
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius),
Passive Perception 6
Languages Understands the languages of its creator
but can't speak
Challenge 1/4 (50 XP)

False Appearance. While the golem remains


motionless, it is indistinguishable from a normal
wax mannequin.
Binding Wax. Creatures have disadvantage on
attempts to escape the golem’s grapple.
Melt Away. If the golem takes 5 fire damage in a
single instance of damage, it instantly ends it's
grapple on any currently grappled creatures.
Immutable Form. The golem is immune to any spell
or effect that would alter its form.
Magic Resistance. The golem has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The golem's weapon attacks are
magical.

Actions
Swipe. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 4 (1d6) bludgeoning damage, and
the target is grappled. While grappled in this way,
the target takes 1 fire damage at the start of each
of it's turns.

127
Obsidian Golem Wood Golem
Large construct, unaligned Large construct, neutral

Armor Class 16 Natural Armor Armor Class 13 Natural Armor


Hit Points 37 (5d10 + 10) Hit Points 65 (8d8 + 30)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 15 (+2) 4 (-3) 10 (+0) 1 (-5) 17 (+3) 10 (+0) 16 (+3) 3 (-4) 7 (-2) 2 (-4)

Damage Resistances Poison, Psychic; Bludgeoning, Damage Vulnerabilities Fire


Piercing, and Slashing from Nonmagical Attacks Damage Resistances Bludgeoning, Piercing, Poison
that aren't Adamantine Condition Immunities Charmed, Exhaustion,
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft., Passive Perception 10
Senses Darkvision 60 ft., Passive Perception 10 Languages understands the language of its creator
Languages understands the language of its creator but can't speak
but can't speak Challenge 3 (700 XP)
Challenge 2 (450 XP)
Aversion of Fire. If the golem takes fire damage, it
Immutable Form. The golem is immune to any spell has disadvantage on attack rolls and ability checks
or effect that would alter its form. until the end of its next turn.
Magic Resistance. The golem has advantage on Immutable Form. The golem is immune to any spell
saving throws against spells and magical effects. or effect that would alter its form. Magic Resistance.
Magic Weapons. The golem's weapon attacks are The golem has advantage on saving throws against
magical. spells and other magical effects.
Magic Weapons. The golem's weapon attacks are
Obsidian Demise. If the golem dies, its body
magical.
shatters into worthless rubble.

Actions Actions
Multiattack. The golem makes two slam attacks.
Multiattack. The golem makes two melee attacks,
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one with each arm.
one target. Hit: 6 (2d6 + 2) bludgeoning damage. If
Sharp Limb. Melee Weapon Attack: +6 to hit, reach the golem lands a successful hit, the target must
10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. succeed a DC 10 Dexterity saving throw or take an
additional d6 bludgeoning damage and is knocked
prone.

128
Glass Golem The golem's creator, if within 60 feet of the berserk
golem, can try to calm it by speaking firmly and
Medium construct, unaligned
persuasively. The golem must be able to hear its
Armor Class 15 creator, who must take an action to make a DC 15
Hit Points 115 (12d10 + 50) Charisma (Persuasion) check. If the check succeeds,
Speed 30 ft. the golem ceases being berserk. If it takes damage
while still at 40 hit points or fewer, the golem might go
berserk again.
STR DEX CON INT WIS CHA Immutable Form. The golem is immune to any spell or
9 (-1) 19 (+4) 18 (+4) 4 (-3) 8 (-1) 5 (-3) effect that would alter its form.
Force Absorption. Whenever the golem is subjected to
Damage Resistances Poison, Psychic; Bludgeoning, force damage, it takes no damage and instead regains a
Piercing, and Slashing from Nonmagical Attacks that number of hit points equal to the force damage dealt.
aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Magic Resistance. The golem has advantage on saving
Paralyzed, Petrified, Poisoned throws against spells and other magical effects.
Senses Darkvision 60 ft., Passive Perception 9 Magic Weapons. The golem's weapon attacks are
Languages Understands the languages of its creator but magical.
can't speak
Transparent. Even when the golem is in plain sight, it
Challenge 7 (2,900 XP)
takes a successful DC 15 Wisdom (Perception) check
to spot a golem that has neither moved nor attacked. A
Berserk. Whenever the golem starts its turn with 50 hit creature that tries to enter the golem's space while
points or fewer, roll a d6. On a 6, the golem goes unaware of the golem is surprised by it.
berserk. On each of its turns while berserk, the golem
attacks the nearest creature it can see. If no creature is
near enough to move to and attack, the golem attacks
Actions
an object, with preference for an object smaller than Multiattack. The golem makes two slice attacks.
itself. Once the golem goes berserk, it continues to do
Slice. Melee Weapon Attack: +7 to hit, reach 5 ft., one
so until it is destroyed or regains all its hit points.
target. Hit: 15 (2d10 + 4) slashing damage.
Teleport. (Recharge 5-6). The golem magically teleports,
along with anything it is carrying, up to 30 feet to an
unoccupied space it can see. Before or after
teleporting, the golem can either make one slam
attack.

Glass Golem
A glass golem is a hidden sentinel, one of the most prestene
and beautiful of the golems. It stands watch over an area as a
beautiful sculture while being difficult to detect. Like all
golems they have powerful enchantments that protect it,
deflecting spells and all but the most potent weapons.

129
Lightning Golem Magic Weapons. The golem's weapon attacks are magic
Large construct, unaligned
Actions
Armor Class 18 (Natural Armor) Multiattack. The golem makes two melee attacks.
Hit Points 210 (20d10 + 100)
Speed 30 ft. (hover) Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 16 (2d8+7) bludgeoning damage.
STR DEX CON INT WIS CHA Static Touch. Melee Magic Attack: +11 to hit, reach 10
ft., Hit: 18 (4d8) lightning damage.
12 (+1) 24 (+7) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Lightning Discharge Ray (Recharge 5-8). The golem
unleashes a ultimate electricity discharge from it's
Damage Resistances Bludgeoning, Piercing, and extra giant eye in any point it can see within a range of
Slashing from Nonmagical Attacks 200 feet. Any creature that is hit with these ray must
Damage Immunities Fire, Lightning, Poison, Psychic make a DC 15 Constitution Saving Throw, taking 47
Condition Immunities Charmed, Exhaustion, Frightened, (5d8 + 7) lightning damage on a failed save and half as
Paralyzed, Petrified, Poisoned much damage on a successful one.
Senses Darkvision 120 ft., Passive Perception 10 Extra Lightning Strike (concentration). If the golem
Languages Understands the languages of its creator but decides to concentrate it's Lightning Discharge Ray
can't speak on a fixed point, it may unrealsh a lightning strike
Challenge 12 (8,400 XP) from the discharge, choosing a target within a radios
of 10 feet. If the target is a creature it must make a
Lighting Absorption. Whenever the golem is subjected DC 20 Dexterity Saving Throw and take 26 (3d6 + 8)
to lighting damage, it takes no damage and instead lightning damage on a failed save and half as much
regains a number of hit points equal to the lighting damage on a successful one.
damage dealt.
Condition: If the target is a creature and it is wearing
Immutable Form. The golem is immune to any spell or or using any metallic material it has disadvantage on
effect that would alter its form. the saving throw.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.

Lightning Golem
The Lightning Golem is a large contruct made of a mixture of
various metallic materials and that can be controlled by it's
creator with a ruinic stone. Normally the lightning golem will
acts on itself only following its creator's original orders.
The Electric Golem is has resemblence to a floating blue
transparent stone with metal scraps wrapped around it
discharging powerful streams of lightning. If not under the
control of it creator, by means of death or the ruinic stone is
destroyed, the lightning golem has been known to be
extremely unpredictible and very violent to anything that
crosses its path.
If the lightning golem is destroyed incorrectly (being
overcharge) it could explode and cause enough static to
knock people out cold within 20 feet of it and knock out
power within 1 mile of the epicenter.

130
Sand Golem Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Large construct, unaligned
Magic Weapons. The golem's weapon attacks are
Armor Class 17 (Natural Armor) magical.
Hit Points 178 (17d10 + 85)
Speed 30 ft., burrow 30 ft. Sand Reform. When the golem is in a sandy area like a
desert the regain 4d6 Hit Points on the start of their
turn
STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Actions
Multiattack. The golem makes two slam attacks.
Damage Resistances Piercing, Slashing Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Condition Immunities Charmed, Exhaustion, Frightened, target. Hit: 19 (3d8 + 6) bludgeoning damage.
Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 10 Sand storm (Recharge 5–6). The golem targets one or
Languages Understands the languages of its creator but more creatures it can see within 15 feet of it. Each
can't speak target must make a DC 15 Dexterity saving throw
Challenge 10 (5,900 XP) against this Magic. On a failed save the targets are
entrapped in a cyclone of sand. Entrapped creatures are
Immutable Form. The golem is immune to any spell or effectively grappled every turn they are trapped they
effect that would alter its form. take 3d6 bludgeoning damage

Sand Golem
A sand golem is an animated pile of shifting dust and stone
controlled by a magical gemstone core. At first glance one
can easily mistake it for a recently disturbed sand dune, but
that's until it grinds them down into so much gory paste they
could become part of its body.
Sand golems are simple in construction and the perfect
guardians for many desert locales, everpresent and self-
sufficient sentinels. Their tasks rarely stray from such duties,
as anything more complex is best left to the more free-
thinking inhabitants of the area.

131
Ice Golem For example, the Golem can change its arm into a
blade and deal slashing damage, transform its two legs
Large construct, unaligned
into more to better navigate different terrain, divert
Armor Class 17 (Natural Armor) mass into armor plating increasing its AC, and so on. It
Hit Points 168 (15d10 + 85) is the DM's decision to what extent they can do this.
Speed 30 ft. Icy Form: The Golem's weapon attacks deal an
additional 1d6 cold damage(included in the attack)
STR DEX CON INT WIS CHA Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
20 (+5) 12 (+1) 20 (+5) 3 (-4) 11 (+0) 2 (-4)
Magic Weapons. The golem's weapon attacks are
Damage Resistances Bludgeoning, Piercing, and magical.
Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic Actions
Condition Immunities Charmed, Exhaustion, Frightened, Multiattack. The golem makes two slam attacks.
Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 10 Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Languages Understands the languages of its creator but target. Hit: 19 (3d8 + 6) bludgeoning damage +
can't speak 3(1d6) Cold damage
Challenge 11 (7,200 XP) Icy Aura. The golem stomps its foot on the ground and
the ground freezes in a 20 foot radius around it. This
Malleable Form: The Golem can take its action to melt ice is considered difficult terrain and when a creature
and reform any part of its body, changing its properties. moves more than 5ft within the ice circle, they must
However if it gives itself an attack in this manner, it roll a DC15 dexterity saving throw or slip and fall
does not increase the damage it deals. prone, requiring an action to stand back up.

Ice Golem
Formed from un-meltable ice, these golems are generally
created in arctic areas or those generally associated with
water. They are often used as foot soldiers in armies led by
wizards, and occasionally as guards in frozen wasteland
temples. They are typically humanoid, but the form they take
is according to their creators' taste, and their ability to
change it at will make them formidable opponents.

132
Steam Golem Actions
Large construct, unaligned
Multiattack. The steam golem makes two axe arm
Armor Class 18 (Natural Armor) attacks.
Hit Points 171 (18d10 + 72) Axe Arm. Melee Weapon Attack: +13 to hit, reach 5
Speed 40 ft. ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Long Axe. Melee Weapon Attack: +13 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 40 (5d12 + 8) slashing
26 (+8) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 1 (-5) damage.
Steam Blast (Recharge 5-6). A steam golem can
Damage Immunities Fire, Poison, Psychic; release a blast of steam. The golem chooses
Bludgeoning, Piercing, and Slashing from whether to affect a 5-foot radius around itself or a
Nonmagical Attacks that aren't Adamantine 20-foot cube adjacent to itself. Creatures in the
Condition Immunities Charmed, Exhaustion, affected area take 38 (7d10) fire damage, or half
Frightened, Paralyzed, Petrified, Poisoned damage with a successful DC 17 Constitution
Senses Darkvision 120 ft., Passive Perception 10 saving throw.
Languages understands its creator's languages but
can’t speak
Challenge 13 (10,000 XP)

Boiler Weakness. A steam golem that’s immersed in


water or whose boiler is soaked with at least 20
gallons of water (such as from a water elemental)
may be stopped in its tracks by the loss of steam
pressure in the boiler. In the case of a water
elemental, dousing a steam golem destroys the
elemental and the golem must make a DC 20
Constitution saving throw.
If it succeeds, the water instantly evaporates and
the golem continues functioning normally. If it fails,
the golem’s fire is extinguished and the boiler loses
pressure. The steam golem acts as if affected by a
slow spell for 1d3 rounds, then becomes paralyzed
until its fire is relit and it spends 15 minutes
building up pressure.
Immutable Form. The golem is immune to any spell
or effect that would alter its form.
Extend Long Axe. A steam golem can extend or
retract one arm into long ax form as a bonus action.
Magic Resistance. The golem has advantage on
saving throws against spells and other magical
effects. Magic Weapons. The golem’s weapon
attacks are magical.

133
Crystal Golem
Large construct, unaligned

Armor Class 19 (Natural Armor)


Hit Points 210 (20d10 + 100)
Speed 30 ft.

STR DEX CON INT WIS CHA


24 (+7) 9 (-1) 20 (+5) 5 (-3) 11 (+0) 5 (-3)

Saving Throws STR +12, CON +10


Damage Vulnerabilities Thunder
Damage Immunities Fire, Poison, Psychic;
Bludgeoning, Piercing, and Slashing > - from
Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned,
Unconscious
Senses Darkvision 120 ft., Tremorsense 60 ft.,
Passive Perception 10
Languages Terran , understands but cannot speak
Challenge 14 (11,500 XP)

Immutable Form. The golem is immune to any spell


or effect that would alter its form. Magic
Resistance.* The golem has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are
magical. Siege Monster. The golem deals double
damage to objects and structures.

Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Crystal Shards (Recharge 6). The golem unleashes
shards of amethyst crystal in a 15-foot cone. Each
creature in that area must make a DC 18 Dexterity
saving throw, taking 36 (8d8) slashing damage on a
failed save, or half as much damage on a successful
one.

134
Ooze Golem Actions
Large ooze, unaligned
Multiattack. The golem makes three slam attacks
Armor Class 19 (natural armor) and uses its Psychic Crush.
Hit Points 210 (26d10 + 100) Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 18 (3d8 + 5) bludgeoning damage
plus 21 (6d6) acid damage, and if the target is
STR DEX CON INT WIS CHA wearing nonmagical metal armor, its armor is partly
corroded and takes a permanent and cumulative −1
21 (+5) 8 (-1) 20 (+5) 6 (-2) 10 (+0) 1 (-5) penalty to the AC it offers. The armor is destroyed if
the penalty reduces its AC to 10.
Saving Throws DEX +4, INT +3 Psychic Crush (Recharge 5–6). The golem targets
Damage Immunities Cold, Fire, Poison; Bludgeoning, one creature that it can sense within 60 feet of it.
Piercing, and Slashing from Nonmagical Attacks The target must make a DC 10 Intelligence saving
that aren't Adamantine throw, taking 33 (10d6) psychic damage on a failed
Condition Immunities Blinded, Charmed, Deafened, save, or half as much damage on a successful one.
Exhaustion, Frightened, Paralyzed, Petrified,
Poisoned, Prone
Senses Blindsight 120 ft., Passive Perception 10
Languages Understands the languages of its creator Ooze Golem
but can't speak
Challenge 16 (15,000 XP) An ooze golem is usually created by a mistranslated manual
or a careless wizard. They do their best to achieve the
Acid Absorption. Whenever the golem is subjected
objective they were created for but their will breaks from
to acid damage, it takes no damage and instead their creator's. They may not be obedient and may even rebel.
regains a number of hit points equal to the acid
damage dealt.
Amorphous. The golem can move through a space
as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of
metal that hits the golem corrodes. After dealing
damage, the weapon takes a permanent and
cumulative −1 penalty to damage rolls. If its penalty
drops to −5, the weapon is destroyed. Nonmagical
ammunition made of metal that hits the golem is
destroyed after dealing damage.
The golem can eat through 2-inch-thick,
nonmagical metal in 1 round.
False Appearance. While the golem remains
motionless, it is indistinguishable from a statue.
Magic Resistance. The golem has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The golem's weapon attacks are
magical.

135
Clockworks
Clockwork constructs are the technological cousins of
golems, constructed with a combination of magic and precise
technologies dependent upon the internal churning and
turning of thousands of intricate springs, screws, and gears.
There are those who would scoff at the work of clockwork
engineers, whose constructs seem at best merely imitations
of the creations brought to life by practitioners of the purely
arcane arts. However, those canny enough to realize the
potential of clockwork engines know their true power to be
both exotic and potent. In worlds where clockworks are
common, these creatures can rival even the most powerful of
golems for raw power. Massive giants comprising countless
nuts and bolts have torn entire empires asunder. Time and
time again, clockwork creatures have proven themselves a
formidable presence in the face of more traditional rivals, and
those who have borne witness to the feats of these creatures
know to hold their tongues before questioning the constructs'
power.
Clockwork creatures function by combining magical
energies and clockwork mechanisms. The myriad metal parts
that go into the construction of a clockwork creation require
absolute precision in order to function properly, so they must
be built by only the steadiest of hands. Amateurish attempts
at clockwork construction typically result in nonfunctional
units or misfires, and many an engineering lab has been
burned to the ground by novices seeking to learn the basics
of clockworks and the elements that power them.
Clockwork creations, as their names suggest, must be
wound up before they animate. The creators of a clockwork
crafts a unique key for each creation. This key is typically
inserted into the clockwork's back and turn clockwise to wind
it. Turning the key counter clockwise has the effect of winding
the machine down, though only a willing (or completely
helpless) machine will allow itself to beunwound in this way,
meaning either it creator or someone its creator has
specificaly designed can normally do so. Larger clockworks
tend to have larger keys, and particularly huge keys required
more than one set of hands to turn. Rather than seek
assistance from other engineers, eccentric or hermetic
inventors often rely upon other clockwork creations to help
them turn keys or aid on the creation of more monumental
constructions. Other times, engineers give copies of the keys
to their most trusted clockworks, which can be programed to
wind allies and evn themselve as the situation requires.
Much like golems and animated objects, clockwork
creatures can be given any number of commands; a
perpetually turning script in their core records those orders
and programs the rest of the machine. Only one who
possesses a key to the clockwork can program it, but any
commands given to the construct last until the clockwork is
reprogrammed or destroyed. An individual clockwork's
potential is only limited by its creator's innovation and
aptitude. Unlike many golems, which are trapped in bodies
resembling lumbering and fallible cages, clockwork
constructs can be repeatedly reworked and reengineered—
gears can be oiled, springs can be replaced, and pistons can
be fine-tuned. The ever-adjustable framework of these
mechanical beasts allows for extreme variation from creation
to creation.

136
Clockwork Spy Removing a gemstone or installing a gemstone into a
clockwork spy requires an action and a DC 25
Tiny construct, unaligned
Dexterity (Thieves' Tools) check. Failure does not
Armor Class 13 (natural armor) damage the gemstone. Since clockwork spies are not
Hit Points 5 (2d4) intelligent, they must be given simple commands as to
Speed 30ft., climb 15ft., fly 20 ft. when they are to start recording sounds. A clockwork
spy can differentiate between creature types and
subtypes, but not between specific individuals- a spy
STR DEX CON INT WIS CHA can be ordered to start recording sound as soon as a
humanoid (human) or a beast comes in range, but it
10 (+0) 13 (+1) 10 (+0) 3 (-4) 10 (+0) 1 (-5) cannot be ordered to start recording when a specific
person comes within range. Once a clockwork spy
Damage Immunities poison, psycic, bludgeoning, begins recording sound, it cannot cease recording
piercing and slashing from nonmagical weapons that early. likewise, it cannot record sound onto a gemstone
aren't adamantine that already contains a recording.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Self Destruction. Unless specifically programmed
Senses darkvision 60ft., passive Perception 10 otherwise by its creator, a clockwork spy explodes 1
Languages understanding the language of its creator round after it is destroyed. During this round, the thing
but can't speak shrieks and thrashes about as if undergoing
Challenge 1/8 (25 XP) convulsions. On what would normally have been the
clockwork spy’s next action, it explodes. Each creature
in a 5 foot radius around the clockwork spy must make
Immutable Form. The clockwork spy is immune to any a DC 10 Constitution saving throw, taking 3 (1d6) fire
spell or effect that alters its form. damage on a failed save or half as much on a
Magic Resistance. The clockwork spy has advantage on successful one. Using an action, a creature can make a
saving throws against spells and other magical effects. DC 20 Dexterity (Thieves' Tools) check, halting the
spy's self-destruct sequence on a success, but not
Magic Weapons. The clockwork spy's weapon attacks preventing it from dying. A clockwork spy that self-
are magical destructs automatically destroys its gemstone, along
Audio Recording. A clockwork spy can record nearby with any information contained inside it.
sounds as a bonus action, storing all sound within 20 ft
of it onto a small gem encased in its body. The Actions
clockwork spy can record up to 1 hour of sound. It can Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one
start and stop playback of recorded sound as a bonus target. Hit 2 (1d4) bludgeoning damage.
action.

Clockwork Spy
This discreet spider like machine was designed and crafted
for surveillance and reconnaissance missions. They can be a
tival tool for politicians who want to have an upper hand, or
spies trying to gain elicit knowledge for their nefarious plans.
Their design makes them able to sneak into even the most
safe guarded of locations, due to their size, their mobility and
swiftness.
Due to its main purpose, they lack any viable methods of
attacking, making their main course of action when
uncovered is to run away or even, if forced, to self-destruct.

Gemstones used to record audio cost between 50


and 150gp depending on availability.

137
Clockwork Avian Self Destruction. Used as a last resort in the clockwork
avian senses the battle is lost they will attach
Small construct, unaligned
themselves to the nearest target and explode on their
Armor Class 14 (natural armor) next turn regarless if they are killed. The creature that is
Hit Points 60 (10d6 + 20) targeted must make a DC 14 Dexterity throw or be
Speed 10ft., fly 60 grappled by the clockwork avian. If the clockwork avian
is attached on your next turn and hasn't exploded you
can make a DC 16 Strength saving throw to rip it off
STR DEX CON INT WIS CHA the creature.
10 (+0) 16 (+3) 14 (+2) 9 (-1) 13 (+1) 5 (-3) Actions
Saving Throws* Dex +3, Con +2 Multiattack. The Clockwork avian makes two attacks:
Damage Immunities poison, psycic, bludgeoning, one with its beak and one with its claws.
piercing and slashing from nonmagical weapons that Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
aren't adamantine target. Hit: 7 (1d8+3) slashing damage.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses passive Perception 11 target. Hit: 10 (2d6+3) piercing damage.
Languages None Stinger (Recharge 3-5). Melee Weapon Attack: +5 to hit,
Challenge 1 (200 XP) reach 5 ft., one creature. Hit: 6 (1d6+3) poison
damage. If the creature is hit with the clockwork avian's
Keen Sight. The Clockwork avian has advantage on stinger they have to beat a DC 12 Constitution saving
Wisdom (Perception) checks that rely on sight. throw or take 7 (2d6) poison damage on the beginging
of each of their turn. The creature can remake the roll
at the end of each of its turns.

Clockwork Avian
A masterpiece of engineering. A mechanical bird, usually
used both either reconnaissance and scouting, these
machines are very efficient in their objective. A very gentle
and precise hand and mind is needed to build one, as a
strong weapon is needed to dismantle it as well.
From their beak, talons and stinger, to it’s agility and keen
sight, this machine, is a very expensive marvel to acquire.

138
Clockwork Soldiers
Men of Iron. These heartless warriors were built to fulfill Variant Weapon: Halberd
their purpose by any means necessary. Having no fear of Clockwork soldiers may use different types of
death and unable to feel pain, makes them able to throw melee weapons. For example, a soldier using a
themselves into the fray of battle without any shred of fear or halberd would have a CR of 2, an AC of 12 and
doubt, even self-destructing, if it will help fulfill their purpose. make two halberd attacks (+5 to hit, reach 10ft.,
While their simplistic in nature due to their design, they one target. Hit 10 (1d10+3) slashing damage).
are still a marvel of engineering.

Clockwork Soldier
Medium construct, unaligned

Armor Class 15 (natural armor, shield)


Hit Points 39(6d8 + 12)
Speed 30ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 15 (+2) 7 (-2) 10 (+0) 3 (-4)

Damage Immunities poison, psycic, bludgeoning,


piercing and slashing from nonmagical weapons
that aren't adamantine
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages understanding the language of its creator
but can't speak
Challenge 3 (700 XP)

Immutable Form. The clockwork soldier is immune


to any spell or effect that alters its form.
Magic Resistance. The clockwork soldier has
advantage on saving throws against spells and other
magical effects.
Magic Weapons The clockwork soldier's weapon
attacks are magical
Death Burst When the clockwork soldier dies, it
explodes. Each creature with in 5 feet of it must
make a DC 13 Dexterity saving throw, taking
7(2d6) fire damage on a failed save, or half as much
on a successful one.

Actions
Multiattack. The clockwork soldier makes two baton
attacks.
Baton. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 6 (1d8 + 2) slashing damage.

139
Bigby's Clockwork Hand Magic Weapons. Bigby's clockwork hand's weapon
attacks are magical.
Medium construct, unaligned

Armor Class 16 (natural armor) Actions


Hit Points 65 (10d8 + 20) Clenched Fist. Melee Weapon Attack: +7 to hit, reach 5
Speed 40 ft., climb 20 ft. ft., or range 5 ft., Hit: 22 (4d8+4) force damage.
Finger Gun. Ranged Weapon Attack: +3 to hit, range
STR DEX CON INT WIS CHA 20/60 ft., one target. Hit: 9 (2d8) piercing damage.
19 (+4) 15 (+2) 15 (+2) 6 (-2) 13 (+1) 3 (-4) Forceful Hand. The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make a
Saving Throws STR +7, WIS +4 check with the hand's Strength contested by the
Skills Perception +4 Strength (Athletics) check of the target. If the target is
Damage Immunities Poison, Psychic; Bludgeoning, Medium or smaller, the hand have advantage on the
Piercing, and Slashing from Nonmagical Attacks that check. If it succeed, the hand pushes the target up to 5
aren't Adamantine feet plus a number of feet equal to five times its
Condition Immunities Charmed, Exhaustion, Frightened, spellcasting ability modifier (Wisdom). The hand
Paralyzed, Petrified, Poisoned moves with the target to remain within 5 feet of it.
Senses Tremorsense 60 ft., Passive Perception 14 Grasping Hand. Natural Weapon Attack: +7 to hit, reach
Languages understands the languages of its creator but 5 ft., or range 5 ft., Hit: 11 (2d6+4) force damage.
can't speak
Challenge 5 (1,800 XP) The hand attempts to grapple a Huge or smaller
creature within 5 feet of it. You use the hand's Strength
Immutable Form. Bigby's clockwork hand is immune to score to resolve the grapple. If the target is Medium or
any spell or effect that would alter its form. smaller, it has advantage on the check. While the hand
is grappling the target, it can use a bonus action to
Magic Resistance. Bigbys clockwork hand has advantage crush the grappled creature.
on saving throws against spells and other magical
effects.

Bigby's Clockwork Hand


Bigby's Clockwork Hand is a powerful foe similar to that of
the actual Bigby's Hand spell. They have keen sensors and
their joints make them pretty flexible. The powerful magic
infused in them allows them to react to changes in battle and
modify their strategy accordingly to the turn of events even
equipted with a chamber in the index finger that fires large
bullets.
Bigby's Clockwork Hand was created to protect, capture,
or punish experements or prisoners. Bigby's Clockwork Hand
has the same basic shape as a human hand, but scaled up to
a height just under 5 feet tall weigh around 400 pounds.

140
Clockwork Goliath
These golem like machines were created for one singular
purpose. Destruction. Whole lacking in any finesse or
strategy in it’s combat, it make up for it with their fierce
power and strength.
Powered by lightning magic from arcane fuelled
gemstones, these warmachines can deliver devastating
lightning powered blows on their foes.

Clockwork Goliath
Large construct, unaligned

Armor Class 16 (natural armor)


Hit Points 85(10d10 + 30)
Speed 25ft.

STR DEX CON INT WIS CHA


19 (+4) 11 (+0) 16 (+3) 6 (-2) 10 (+0) 3 (-4)

Damage Immunities poison, psycic, bludgeoning,


piercing and slashing from nonmagical weapons
that aren't adamantine
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages understanding the language of its creator
but can't speak
Challenge 7 (2900 XP)

Immutable Form. The clockwork goliath is immune


to any spell or effect that alters its form.
Magic Resistance. The clockwork goliath has
advantage on saving throws against spells and other
magical effects.
Magic Weapons The clockwork goliath's weapon
attacks are magical
Lightning Overload Whenever the clockwork goliath
is subjected to lightning damage, it takes no
damage and instead regains a number of hit points
equal to the ligthning damage dealt as well as the
use of its charged impact.

Actions
Multiattack. The clockwork goliath makes two slam
attacks or one saw attack and one slam attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 17 (3d8 + 4) bludgeoning damage.
Charged Impact (Recharge 5-6) Melee Weapon
Attack: +7 to hit, reach 5ft., one target. Hit: 22
(4d8 + 4) bludgeoning damage plus 18 (4d8)
lightning damage. If the target is a creature it must
succeed on a DC 15 Strength saving throw or be
pushed up to 15 feet away and knocked prone.

141
Clockwork Spider Tank Spellbinding Barrier. If the clockwork spider tank is hit
with a magical attack it can choose to activate a
Huge construct, unaligned
magical barrier that reducing all incoming magical
Armor Class 18 Heavy Plate damage by half but in turn it must half its current
Hit Points 267 (20d12 + 140) speed.
Speed 40ft. climb 20ft.
Actions
Multiattack. The clockwork spider tank can make 2
STR DEX CON INT WIS CHA cannon attacks
20 (+5) 15 (+2) 25 (+7) 12 (+1) 14 (+2) 3 (-4)
Cannon. Ranged Weapon Attack: +10 to hit, range
140/250 ft., one target. Hit: 37 (5d12+5) fire damage.
Saving Throws Str +5, Con +7
Damage Immunities poison, psycic, bludgeoning, If the target is missed the target must make a
piercing and slashing from nonmagical weapons that Constitution saving throw and beat DC 20 saving
aren't adamantine throw. On a failure the target is knocked 10 feet away
Condition Immunities charmed, exhaustion, frightened, from their current spot opposite of the direction of the
paralyzed, petrified, poisoned clockwork spider tank. On a successful roll the target
Senses darkvision 60ft., spotlight 120 ft., passive take half damage and is not knocked back.
Perception 12 After you make an attack with this it will take one turn
Languages understanding the language of its creator to reload the cannon.
but can't speak
Challenge 15 (13,000 XP) Gatling Gun. Ranged Weapon Attack: +7 to hit, range
60/120 ft., one target. Hit: 38 (8d8+2) piercing
Hydraulic Legs. If one of the legs of the clockwork damage.
spider tank is destroyed or made immobilized, then it's Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft.,
speed is reduced by 10 for each leg destroyed until it one target. Hit: 65 (11d10+5) bludgeoning damage.
has 2 legs remaining.

Clockwork Spider Tank


A steel behemoth, a machine of war created to be an
unstopped steel bastion. This massive marvel was built for
combat and to intimidate the hardiest of foes to surrender
and with its powerful cannons, able to shoot 120mm shells,
it’s gatling gun, able to suppress any chance for attack, and
it’s powerful hydraulic legs, able to crush any foe that dares
get close. It becomes nih unstoppable.
Standing at an impressive fifteen feet tall it can house a
small militia of 10 soldiers or work on its own. Protected by
an almost impenetrable barrier even mages wake in its
shadow.
When these marvelous machines enter the battle it's either
to begin or end a conflict.

142
Clockwork Reliquary
The last triumph of a powerful wizard, the clockwork Conquer Construct As an action, the clockwork
reliquary was created long ago to lead an army of constructs reliquary can target a single mindless construct
into battle, to conquer and rebuild an empire long forgotten within 120 feet and attempt to seize control of it.
to history. Betrayed before he could properly activate the The construct can attempt to resist this control
reliquary, it remained housing only his spirit and not his beating a DC 30 Wisdom save, but on a failure, it
permanently falls under the Clockwork Reliquary’s
living body as intended. Within the incomplete construction, command.
the wizard's spirit could only contemplate revenge. However,
over millennia of isolation the wizard's spirit has degraded, If the reliquary targets a dormant construct (such as
driven mad with its obsession of testing the construct in an unwound clockwork), the construct fails the
battle, but even moreso with the desire to reawaken the save automatically and is immediately activated at
slumbering army of construct soldiers to conquer the new the start of the next round.
world. Unstable Mind. The clockwork reliquary’s animating
The tough casing of adamantine and hardened crystal spirit carries with it all of spirit’s madness. At the
protects what remains of the wizard, a skeleton suspended in start of every round, there’s a cumulative 1% or 1
fluid tying its spirit to the construct. With liquid metal blood out of 100 (1d100) chance that it malfunctions in
and raw lightning powering it, the reliquary is highly mobile, that round. If the reliquary malfunctions, it
and its weapons deadly. functions for that round as if confused (look at
confusion spell). Presenting evidence of the spirit’s
failures increases the next malfunction check by
20% or 1-20 out of 100 (1d100). Once the
Clockwork Reliquary reliquary malfunctions, the malfunction chance
Large construct, chaotic neutral resets to 1% for the next round.

Armor Class 23
Hit Points 442 (25d10+300) Actions
Speed 40 ft., climb 30 ft., fly 60 ft. Multiattack The Clockwork Reliquary makes 4
Alloyed Claws attacks.
STR DEX CON INT WIS CHA Alloyed Claws. Melee Weapon Attack: +9 to hit,
25 14 35 (+12) 30 (+10) 23 (+6) 22 (+6) reach 5 ft., Hit: 34 (6d8+7) slashing damage in
(+7) (+2) addition to 1d6 fire and 1d6 cold damage.

Skills Acrobatics +3, History +12, Perception +8


Damage Immunities poison, psycic, bludgeoning,
piercing and slashing from nonmagical weapons
that aren't adamantine
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses passive Perception 16
Languages Aboleth, Abyssal, Aquan, Auran,
Draconic, Elven, Infernal, Ignan, Terran, and four
others
Challenge 23 (50,000 XP)

Fast Healing. Each turn the Clockwork Reliquary is


below 150 hp, it regains 20 hp. per turn until it is
above 200 hp.
Abysium Pulse. Once every 1d4 rounds as a free
action, the two adamantine spheres atop the
Clockwork Reliquary’s body can bloom like metal
flowers to reveal highly refined abysium rods that
immediately pulse with energy.
All creatures within a 30-foot-radius spread must
succeed at a DC 20 Constitution saving throw or
suffer 3d6 force damage and are stunned for 1
round. On a successful save, creatures in the area
suffer only half the damage. The reliquary cannot
create an abysium pulse in the same round it lashes
out with its djezet blood.

143
Clockwork Mage
These constructs are the pinnacle of clockwork inventions.
An ingenious combination of mechanical devices and magical
conduits allows a clockwork mage to channel the power of a
wand into a variety of arcane powers. They often serve
powerful arcane spellcasters, or as unflinching and
unquestioning casters to those who wants the benefit of
spells without ego or free thought.
A humanoid figure of mithral and steel, a clockwork mage
has a large crystal ball filled with shifting vapors for a head. It
stands 7 feet tall.

Variant: Arcane Paradox


Magic and golem making aren't an exact science
and sometimes, things may go wrong.
When using Arcane Conversion roll a d8 instead
of a d6. If you roll the number corresponding to
the current school of magic the clockwork mage is
using, the crystal enclosed in its chest explodes,
dealing 10 (3d6) force damage to the golem and
any creatures within 5 feet of it. The clockwork
loses its ability to cast spell and any spells it was
concentrating on ends.

144
145
Clockwork Dragon
Clockwork dragons powerful breath weapons and mastery of
flight make them versatile and graceful killers. Designed for
long flights and missions, the intricate winding mechanism of
the clockwork dragon is more efficient than that of other
clockwork constructs, partially because it reuses some of the
energy generated by its intricate wings and the complex
machinery of its breath weapon device. One of the most
complicated and subtly crafted clockworks, its many moving
parts are fortified by adamantine supports and fixtures,
making this killing machine a brilliant mix of intricacy and
unyielding terror.
The basis chassis and internal workings of the clockwork
dragons are highly adaptable, and many variants of the
clockwork dragon exist. Clockwork dragons are typically 20 ft
long from snout to the tip of its tail, and weigh nearly 75 tons.

Clockwork Dragon Actions


Huge construct, unaligned Multiattack. The clockwork dragon makes three attacks:
one with its bite and two with its claw
Armor Class 18 (natural armor)
Hit Points 175 (14d12 + 84) Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one
Speed 40ft., fly 80 ft. target. Hit 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 15ft.,
STR DEX CON INT WIS CHA one target. Hit 13 (2d6 + 6) slashing damage.
23 (+6) 13 (+1) 22 (+6) 6 (-2) 15 (+2) 3 (-4) Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one
target. Hit 15 (2d8 + 6) bludgeoning damage.
Saving Throws Dex +6, Con +11, Wis +7, Cha +1 Fire Breath (Recharge 5-6). The dragon exhales fire in a
Skills Perception +7 100-foot line that is 5 feet wide. Each creature in that
Damage Resistances fire, lightning line must make a DC 19 Dexterity saving throw, taking
Damage Immunities poison, psycic, bludgeoning, 45 (13d6) fire damage on a failed save, or half as much
piercing and slashing from nonmagical weapons that damage on a successful one.
aren't adamantine
Condition Immunities charmed, exhaustion, frightened, Legendary Actions
paralyzed, petrified, poisoned The clockwork dragon can take 3 legendary actions,
Senses blindsight 60 ft., darkvision 120ft., passive choosing from the options below. Only one legendary
Perception 17 action can be used at a time and only at the end of
Languages understanding the language of its creator another creature's turn. The clockwork dragon regains
but can't speak spent legendary actions at teh start of its turn.
Challenge 14 (11500 XP)
Detect The dragon makes a Wisdom (Perception)
Immutable Form. The clockwork dragon is immune to check.
any spell or effect that would alter its form
Tail Attack. The dragon makes a tail attack
Magic Resistance. The clockwork dragon has advantage Wing Attack (Costs 2 Actions). The dragon beats its
on saving throws against spells and other magical wings. Each creature with in 10 feet of the dragon
effects. must succeed on a DC 19 Dexterity saving throw or
Magic Weapons The clockwork dragon's weapon take 13 (2d6 + 6) bludgeoning damage and be
attacks are magical knocked prone. The dragon can then fly up to half its
flying speed.

146
Rust Breath. Rust-breath clockwork dragons do not breathe
Clockwork Dragon Variant fire. Instead, the creatures breath out a fire mist of an
The following are a number of variant clockwork dragons. alchemical solvent that instantly rust exposed nonmagical
Some clockwork dragons exhibit more than one of these metals in a 60-foot line that is 5 feet wide. If the objects isn't
variation being worn or carried, the breath destroyed a 5-foot cube of it.
Acid Breath. Equipped with an internal fountain of caustic If the object is being worn or carried by a creature, the
liquid, this type of clockwork dragon replaced its firebreath creature can make a DC 19 Dexterity saving throw to avoid
with a 60-foot line of acid that is 5 feet wide. Each creature in the rust breath; however, they need to make a seperate
that line must make a DC 19 Dexterity saving throw , taking attempt for each exposed item. If the object affected is either
49 (14d6) acid damage on a failed save, or half as much metal armor or a metal shield being worn or carried, it takes
damage on a successful one. a permanent and cumulative -1 penalty to the AC it offers.
Destroyer. These clockwork dragons are used as a highly Armor reduced to an AC of 10 or a shield that drops to a +0
mobile and powerful siege engines. While the destroyer bonus is destroyed.
clockwork dragon lacks a breath weapon, as an action while If the object is a held metal weapon, it takes a permanent
on solid ground, it can move its geats to pull its wing apart and cumulative -1 penalty to damage rolls. If its penalty drops
and right up as a heavy bombard. The body of the clockwork to -5, the weapon is destroyed.
is used as the platform for the bombard, and the internal Each alchemical dragon can hold enough of the alchemical
workings of the clockwork can load the bombard without a solvent to make up three breath weapon attacks before the
crew, though it still takes an action on the part of the solvent must be refilled manually, which take 10 minutes.
clockwork to load the bombard. The clockwork dragon can The clockwork dragons are made of ironwood, adamantine,
also aim and fire the bombard using a single action. A and other resistant materials immune to rusting of any form.
clockwork dragon carries enough ammunition to fire Sleep Gas Breath. This clockwork dragon's breath
bombard 10 times. weapon is replaced with tanks of sleep gas. When the
clockwork breaths out this gas in a 30-foot cone, the
creatures within the cone must succeed in a DC 19 Wisdom
Bombard. Ranged Weapon Attack: +7 to hit, range saving throw or fall asleep for 1 minute. Clockwork dragons
200/800 ft., one target. Hit: 55 (10d10) with this breath weapon tend to have the infiltrator variant.
bludgeoning damage. Deals double damage to These clockwork dragons excel at missions that require
objects and structures. stealth and precision rather than brute force.

Flaming Tar Breath (CR + 1). Instead of breathing fire,


some clockwork dragons spray a 30-foot cone of flaming tar.
Creatures in the area of effect must make a DC 19 Dexterity
saving throw. On a failed save, a creature take 49 (14d6) fire
damage and are restrained in a thick layer of flaming tar for 5
rounds. On a successful save, a creature takes only half
damage and isn't restrained. A restrained creature takes 10
(3d6) fire damage at the start of its turn. As an action, the
restrained creature can make a DC 19 Dexterity, removing
the tar and freeing itself on a success.
Infiltrator (CR + 1). These clockwork dragons are more
subtle and nimble than those of other clockwork dragons. An
infiltrator clockwork dragon can rearrange its movable parts
into very serpentine and compact shapes, which allows it to
move through space that are large enough for a medium-
sized creature. Furthermore, its parts are coated in a black
noise-dampening resin, grating it a +6 bonus on Dexterity
(Stealth) checks. Finally, it's infused with magic allowing it as
an action, to become invisible as the greater invisibility three
times per day.

147
g ( )
Clockwork Marine Pressure Sensitivity. When the clockwork marine is
Large construct, unaligned underwater creatures that enter a space of 60 ft. will be
sensed. The clockwork marine cannot identify the race
Armor Class 20 but can identify the amount, and size of said creature.
Hit Points 178(17d12 + 68)
Speed 20ft., swim 40 ft. Amphibius. The clockwork marine can breathe air and
water.
STR DEX CON INT WIS CHA Heavy. When the clockwork marine is displaced by any
physical means it can use its bonus action to invoke
18 (+4) 9 (-1) 18 (+4) 8 (-1) 11 (+0) 1 (-5) disadvantage on the target.

Saving Throws Str +8, Con +8 Actions


Skills Athletics +12
Damage Immunities Psychic Multiattack. The clockwork marine can make 2 slam
Damage Resistance bludgeoning, piercing and slashing attacks or 1 with its marine cannon.
from nonmagical weapons that aren't adamantine, Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., Hit:
thunder, cold 15 (1d10 + 10) bludgeoning damage.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Marine Cannon (Recharge 2-3). Ranged Weapon Attack:
Senses darkvision 120ft., passive Perception 10 +8 to hit, range 90/250 ft., one target Hit: 32 (4d10 +
Languages common but cannot speak 10) bludgeoning. Heavy
Challenge 12 (8400 XP)

Clockwork Marine
Built for deep sea exploration, this automaton, is fully
equipped and prepared for anything he may encounter under
the sea. From his pressure sensitive mechanisms that allow
him, to detect any being near him to a cannon for self
defense, to his shear weight that makes it almost impossible
for the powerful underwater currents to move him.

148
Clockwork Leviathan Multiattack. The clockwork leviathan makes three
attacks: one with its bite and two with its tail
Huge construct, Unaligned
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one
Armor Class 18 target. Hit 17 (2d10 + 6) piercing damage.
Hit Points 128 (16d10+40)
Speed 30 ft., swim 60 ft. Ram (Recharge 2-3). Melee Weapon Attack: +11 to hit,
reach 15 ft., one creature. Hit: 25 (3d12+6)
bludgeoning damage.
STR DEX CON INT WIS CHA
Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one
25 (+7) 18 (4) 20 (+5) 9 (-1) 12 (+1) 14 (+2) creature. Hit: 13 (2d8+4) bludgeoning damage.
Frightful Presence. Each creature of the leviathan's
Saving Throws Dex +4, Con +7 choice that is within 120 feet of the leviathan and
Skills Athletics +11 aware of it must succeed on a DC 14 Wisdom saving
Damage Immunities Psychic throw or become frightened for 1 minute. A creature
Damage Resistance bludgeoning, piercing and slashing can repeat the saving throw at the end of each of its
from nonmagical weapons that aren't adamantine, turns, ending the effect on itself on a success. If a
thunder, cold creature's saving throw is successful or the effect ends
Condition Immunities charmed, exhaustion, frightened, for it, the creature is immune to the leviathan's
paralyzed, petrified, poisoned Frightful Presence for the next 24 hours.
Senses passive Perception 11
Languages understands the language of its creator but
cannot speak
Legendary Action
Challenge 16 (15000 XP) The leviathan can take 3 legendary actions, choosing
from the options below. Only one legendary action
Amphibious. The clockwork leviathan can breathe air option can be used at a time and only at the end of
and water. another creature's turn. The leviathan regains spent
legendary actions at the start of its turn.
Greater Pressure Sensitivity. When the clockwork
leviathan is underwater creatures that enter a space of Ripide. The leviathan makes an attack to displace the
120 ft. will be sensed. The clockwork marine cannot target creature 20 feet in a direction.
identify the race but can identify the amount, and size Tail Attack. The dragon makes a tail attack.
of said creature.
Undertow (Costs 2 Actions). The leviathan rapidly swims
Legendary Resistance (3/Day). If the dragon fails a saving in a circle. Each creature within 10 feet of the leviathan
throw, it can choose to succeed instead. must succeed on a DC 16 Dexterity saving throw or a
DC 18 Strength (Athletics) saving throw or take 13
Actions (2d6 + 6) bludgeoning damage and be knocked prone.
The legiathan can then swim up to half its swim speed.

Clockwork Leviathan
A giant beast shaped clockwork submarine, inspired one of
the great beasts, The Leviathan, emulating its size, strength
and it’s mobility in water, but also adding a few quirks,
improving on it. It was made for both transportation and
military purposes.
This machine is rather rare and expensive, due to its size
and amount of resources needed and number of highly
competent engineers and workforce.

149
Clockwork Titan
The clockwork titan is the greatest clockwork golem ever Actions
built. Being filled with all sorts of magical enhancement, it
seems to be indestructible. Its creator use it as a transport *Multiattack. The clockwork titan makes three
while casting spells from the top of its head, turning the titan cleave attacks.
into a powerful assault tower raining down magic on its foes. Cleave. Melee Weapon Attack: +17 to hit, reach 15
The clockwork titan towers over most creatures and ft., one target. Hit: 32 (4d10 + 10) slashing
buildings; standing at a height of 45 feet, it weighs over 100 damage.
tons.
Legendary Actions
The Gearhulk can take 3 legendary actions,
Clockwork Titan choosing from the options below. Only one
legendary action option can be used at a time and
Gargantuan construct, unaligned
only at the end of another creature's turn. The
Armor Class 19 (Natural Armor) Gearhulk regains spent legendary actions at the
Hit Points 234 (12d20 + 108) start of its turn.
Speed 40 ft. Attack. The Gearhulk makes one attack with any of
its weapons, or casts a spell of 6th tier.
STR DEX CON INT WIS CHA Move. The Gearhulk moves up to half its speed.
30 (+10) 12 (+1) 28 (+9) 8 (-1) 12 (+1) 3 (-4) Ground Blast (Take 2 actions). The clockwork titan
strikes the ground with its leg, creating powerful
Saving Throws STR +17, CON +16, INT +6, CHA +3 columns of magic erupting from the land around it.
Damage Resistances Bludgeoning, Piercing, and All other creatures on the ground within 60 feet of
Slashing from Magic Weapons the titan take 65 (10d12) force damage and must
Damage Immunities Poison, Psychic; Bludgeoning, succeed on a DC 25 Strength saving throw or be
Piercing, and Slashing from Nonmagical Attacks ejected 30 feet into the air.
that aren't Adamantine
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive
Perception 11
Languages understands the languages of its creator
but can't speak
Challenge 22 (41,000 XP)

Immutable Form. The clockwork titan is immune to


any spell or effect that would alter its form.
Magic Resistance. The clockwork titan has
advantage on saving throws against spells and other
magical effects.
Magic Weapons. The clockwork titan's weapon
attacks are magical. Tower. The clockwork titan can
embark up to one medium-sized creature on the
top of its head. This is usually the place from where
its creator commands it in combat while casting
spells.
Antimagic. Anytime the clockwork titan – or any
creature on top of its head – is targeted by a magic
missile spell, a line spell, or a spell that requires a
ranged attack roll, roll a d6. On a 1 to a 4, the
clockwork titan – or the targeted creature – is
unaffected.
Siege Monster. The clockwork titan deals double
damage to objects and structures.
Augmented Humanoid Unyielding Assault. Melee Weapon Attack: +7 to hit,
reach 5ft., one target. Hit 10 (1d12 + 4) slashing
Twisted with metal and flesh, people wish to gain power and damage
luxury but don't know that they give away their minds.
Feeding on their own anger they will go to any length to reach Augmented Power (Recharge 4-6) Melee Weapon
their twisted goal either revenge, or satisfaction never know Attack: +7 to hit, reach 5ft., one target. Hit 10
that this will not sate the monster that dwells within them. (1d12 + 4) slashing damage plus 9 (2d8)
People wish for power. To be a step ahead of the heard. To bludgeoning damage. If the target is a creature, it
be more. But some are hungry for this, that they will go to any must succeed on a DC 15 Constitution saving
lengths to achieve their objective. Alchemy, prosthetics, throw or take 2d4 damage due to bleeding each
magic. Whatever it takes. Augmenting their body, some turn. A target can repeat the saving throw at the
simple enhancements, but others going into such lengths of end of each of its turn
blurring the line of organic and mechanic. Upgrade after Reactions
enhancement, after augmentation, these individuals end up
losing their original natural form, trading away warm flesh Swift Movement When a creature misses the
for cold steel, too blind by their thirst for power that they don’t augmented humanoid, it can move 10ft. in any
quite understand the price they are paying for it. given direction being used as a free disengage
without penalty of being hit and can still make an
attack if possible.

Augmented Humanoid
Medium humanoid, chaotic evil

Armor Class 15 (natural armor)


Hit Points 65(10d8 + 20)
Speed 40ft.

STR DEX CON INT WIS CHA


15 (+2) 19 (+4) 15 (+2) 6 (-2) 17 (+3) 12 (+1)

Condition Immunities exhaustion, frightened,


paralyzed,
Senses darkvision 60ft., passive Perception 14
Languages common and there core race
Challenge 5 (1800 XP)

Immutable Form. The Augmented Humanoid is


immune to any spell or effect that alters its form.
Magic Resistance. The Augmented Humanoid has
advantage on saving throws against spells and other
magical effects.
Magic Weapons The Augmented Humanoid's
weapon attacks are magical
Insanity Stikes While the Augmented Humanoid is
wearing no armor, wielding no shield, its attack
bonus includes its Wisdom modifier.

Actions
Multiattack The Augmented Humanoid can make
two unyielding assault attacks

151
Alchemy lycans When activated the lycans armor class increases by its
Constitution modifier and attacks do an extra 1d6
Medium monstrosity, chaotic evil
necrotic damage.
Armor Class 15 (natural armor) Keen Hearing and Smell The alchemy lycans has
Hit Points 135(18d8 + 54) advantage on Wisdom (Perception) checks that rely on
Speed 30ft. hearing or smell.
Leap. If the alchemy lycans moves at least 15 feet
STR DEX CON INT WIS CHA straight towards a creature and then hits it with a claw
attack on the same turn, that target must succeed on a
19 (+4) 16 (+3) 17 (+3) 11 (+0) 12 (+1) 12 (+1) DC 14 Strength saving throw or be knocked prone. If
the target is prone, the Alchemy lycan can make a bite
Skills Perception +7 attack against it as a bonus action.
Condition Immunities bludgeoning, piercing, and
slashing damage from nonmagical weapons that Actions
aren't silvered
Senses passive Perception 17 Multiattack. The alchemy lycans can make two claw
Languages Common attacks.
Challenge 9 (5,000 XP) Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit 15 (2d10 + 4)
Blood Rage. When the alchemy lycan has taken more
than half its health in damage it can go into a blood Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one
rage. target. Hit 19 (3d8 + 4)

Alchemy Lycans Eventually all of the patients turned into bloodthirsty


monsters. Seeking vengeance for being turned into horrid
One of the most ancient and feared of all curses, lycanthropy beast they seeked the doctor and to find a cure. When
can transform the most civilized humanoid into raging beast. confirmed that there was no cure the beast went on a
In its natural humanoid form, a creature cursed by rampage in search of the doctor being forever cursed to live
lycanthropy appears as its normal self. Over time, however like monsters.
many lycanthropes acquire features suggestive of their
animal form. In that animal form, a lycanthrope resembles a
powerful version of its counterpart. On close inspection its
eyes show a faint spark of unnatural intelligence and might
glow red or yellow in the dark.
In recent times it was to be believed that lycanthropes died
off and that none were in existence. A mad scientist did the
unthinkable.
Over decades of experimentation they activated a gene
with in people of all races to becomes fully aware
lycanthropes but keep their normal form. Years passed as
more and more weak and damage people came to the doctor
to gain the power to fight their enemies but they wouldn't
know of a side effect to ruin them completely. The longer
these people remained with this active lycan gene the more
unstable they became becoming lycanmorphs.

152
Victorian Horrors Phantasm
Monsters. Aberrations. Freaks of Nature. Creatures so The Phantasm is probably one of the most mysterious
terrifying and horrible that many choose not to believe their undead. They are said to be some sort of an vengeful spirit
existance. that went out of control. They appear as a ghostly humanoids
Feasting on the fear and flesh of the weak, killing and losing all features of its living counterpart, but that is only a
maiming for their own disgusting amusement, they only do as cover. Actually, the Phantasm physical body is similar to a
they wish, and care not for the thoughts or beliefs those they monster with razor teeth. If a Phantasm is killed, it reverts
see as prey. They lurk in the dark shadows unseen by the back to its original form, sometimes forcing the ghostly
populous and tread the slums like a hunting ground. Be creature to retreat.
weary is you come upon one because this might be the last Phantasm are mainly known for their telekinetic powers.
breath you ever take. Often depending on how merciless they died or how angry
the spirit is at the target determines how aggressive it will be.
There are many ways of defeating such a powerful creature
and clerics are usually the ones that can dispel of these
Phantasm monsters. If a holy person isn't on hand the poltergeist can
Medium undead, unaligned cause inhabitants over an extended periods of time to
become haunted thralls.
Armor Class 14
Hit Points 104 (19d8 + 19)
Speed 0 ft., fly 20 ft.

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 12 (+1) 16 (+3) 18 (+4) 8 (-1)

Damage Immunities psychic


Condition Immunities blinded, deafened, prone,
poisoned.
Senses passive Perception 14, blindsight 60 ft.
Languages Common
Challenge 5 (700 XP)

Etherial. Non-magical melee weapons do not have


any effect on the phantasm.
Spectral Glow. The poltergeist sheds dim light in a
30 ft. radius.

Actions
Telekinesis. The Phantasm chooses up to 10
nonliving objects that weight no more than 50
pounds within 60 ft. of it. These objects are lifted
off the ground up to 10 ft. up and are under the
poltergeist's control until the poltergeist is killed or
drops one of these objects at will. If one of these
objects is held or worn by another creature, the
creature must succeed on a DC 12 Strength or
Dexterity saving throw to keep the object.
Hurl object. The Phantasm hurls one or more of the
objects under its control at a creature within 30 ft
of the object. The target creature must succeed on
a DC 15 Dexterity saving throw or receive 5 (2d4)
damage if the object weighs less than 10 pounds,
10 (4d4) if the object weighs from 10 to 20
pounds, and 15 (6d4) if the object weighs more
than 20 pounds. This damage can be bludgeoning,
slashing or piercing damage, depending on the type
of object.

153
Haunted Thrall
Once a living person with a normal life is now possessed by a
poltergeist. Due to being haunted by this raged spirit the
humanoid is now put in a suffering pain and when met with
other humanoids it will attack mercilessly until it is dead.
Being the main target of the poltergeist if undisturbed it
can be seen contorting its body and fidgeting with reckless
intent. Haunted thralls will obey any command its poltergeist
gives. Similar to a vampire spawn it will kill creatures to
make them into thralls.
In the end these people are still people and if the
restoration spell or protect form good or evil spell is used on
the thrall it will restore their humanity.

Haunted Thrall
medium humanoid, chaotic evil

Armor Class 12
Hit Points 26 (4d8 + 8)
Speed 30ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 6 (-2) 4 (-3) 2 (-4)

Condition Immunities charmed, stunned, sleep


Senses passive Perception 7
Languages Common and Native language (cannot
speak)
Challenge 1/2 (100 XP)

Spider Climb. The haunted thrall can climb difficult


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

Actions
Multiattack. The haunted thrall can make 2 claw or
bite attacks on its turn.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one willing creature, or a creature that is grappled
by the haunted thrall, incapacitated or restrained.
Hit: 6 (1d6+3) piercing damage plus 7 (2d6)
necrotic damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4+3) slashing damage.
Instead of dealing damage, the haunted thrall can
grapple the target (escape DC 13).

154
The Unforgiven
The Unforgiven When someone makes a pact, a bet, or a bargain with a
small undead, neutral evil certain someone who promises you all your dreams and
wishes, but don’t wiphold their side of the exchange, they
Armor Class 13 (natural armor) always end up cursed for the rest of their lives, to hide in the
Hit Points 46 (10d6 + 10) shadows, hiding their dreadful appearance. And with time,
Speed 30 ft., climb 30 ft. their mind will also change, causing them to become more
like the spiders that they have become than anything, and
STR DEX CON INT WIS CHA they will focus on preying on humanity and causing chaos
and dread wherever they roam.
13 16 12 5 14 15 (+3)12
(+1) (+3) (+1) (-3) (+2) (+1)

Damage Resistances Bludgeoning, Piercing, and


Slashing from nonmagical Weapons
Senses passive Perception 12, Blindsight 10 Ft.,
Darkvision 60 Ft.
Languages Common
Challenge 2 (450 XP)

Spider Climb. The Unforgiven can climb difficult


surfaces, including upside down on ceilings,
without needing to make an ability check.
Web Sense. While in contact with a web, the
unforgiven knows the exact location of any other
creature in contact with the same web.
Web Walker. The Unforgiven ignores movement
restrictions caused by webbing.

Actions
Multiattack. The Unforgiven makes two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage, and
the target must make a DC 13 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour,
even after regaining hit points, and is paralyzed
while poisoned in this way.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage.
Web (Recharge 3-4). Ranged Weapon Attack: +5 to
hit, range 30/60 ft., one creature. Hit: ) damage.
The target is Restrained by webbing. As an action,
the Restrained target can make a DC 12 Strength
check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC
10; hp 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
Mechanical Assassin
Mechanical Assassin Standing at an impressive 7 feet these inhuman creatures of
Medium humanoid, neutral evil flesh and machine were built with the soul purpose to kill and
maim. Created from brutal experiments gone horribly wrong,
Armor Class 16 (composite plating) originally created to be the perfect assassin. Uncaring,
Hit Points 71 (11d8 + 22) unfeeling, and wholly merciless. Criminals that were forcibly
Speed 40ft. fused to become part machine grew insane and furious. They
lost what little morality they had left and went on a rampage.
STR DEX CON INT WIS CHA Everything that made them human was gone and replaced
with one objective.
16 (+3) 21 (+5) 14 (+2) 12 (+1) 14 (+2) 11 (+0) Locate. Pursue. Assassinate.
They live to kill and don't care if its man or women, elder or
Skills Acrobatics +6, Athletics +3, Deception +3, child. They just kill, that is their purpose.
Perception +3, Stealth +6
Saving Throws Dex +4, Con +4
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion,
Poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Thieves' Cant Thieves' cant
plus any two languages
Challenge 6 (2,300 XP)

Assassinate. During its first turn, the Mechanical


Assasin has advantage on attack rolls against any
creature that hasn't taken a turn. Any hit the
assassin scores against a surprised creature is a
critical hit.
Cunning Action. On each of its turns, the
Mechanical Assassin can use a bonus action to take
the Dash, Disengage, or Hide action.
Evasion. If the Mechnical Assassin is subjected to
an effect that allows it to make a Dexterity saving
throw to take only half damage, the Mechanical
Assassin instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn): The Mechanical Assassin
deals an extra 10 (3d6) damage when it hits a
target with a weapon Attack and has advantage on
the Attack roll, or when the target is within 5 ft. of
an ally of the ghast assassin that isn't Incapacitated
and the ghast assassin doesn't have disadvantage
on the Attack roll.

Actions
Multiattack. The Mechanical Assassin makes two
claw attacks or two rapier attacks.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
Throwing Daggers. Ranged Weapon Attack: +9 to
hit, range 80/320 ft., one target. Hit: 10 (3d4+3)
piercing damage.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one creature. Hit: 9 (1d8 + 5) piercing damage.
Unarmed Strike. Melee Weapon Attack +9 to hit,
reach 5 ft., one target. Hit 8 (1d6 + 5) bludgeoning
damage.

156
The Marionette
A creation said to roam the dark corners of grand stagets the The Marionette
Medium construct, chaotic evil
marionette thought to be a creature from hell. In reality it is a
monster that was created solely for the purpose to improve Armor Class 15 (natural armor)
actors ability to portray others. In some cases it would leap Hit Points 130 (25d8 + 25)
onto stage taking the form of person almost to their exact Speed 30ft.
likeness. When these creatures were not needed anymore
they fell forlorn, unloved, and filled with hate. Now creatures
of pure hatred they force people to live out its horrific STR DEX CON INT WIS CHA
fantasies of senseless murder, torture and agony using their 8 (-1) 15 (+2) 12 (+1) 8 (-1) 16 (+3) 10 (+0)
string to control the body at will. No man knows when or who
created such a foul beast but one thing is known. They love to Damage Resistances poison, psychic
put on quite a show. Damage Vulnerabilities fire
Senses passive Perception 13
Languages Common
Challenge 7 (2900 XP)

Puppetry. As an action the marionette can choose


one target within 30 feet, throwing out its strings
to physically take control of the target. When
captured the target is technically considered
restrained.
While under the marionette's control the target
must make a DC 15 Wisdom or Strength saving
throw to break free from the marionettes grasp.

Actions
Multiattack. The Marionette makes 2 shortblade
attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (3d4+2) piercing damage. When
the marionette bites you make a Constitution
saving throw to not be charmed. You must beat a
DC 10 saving throw.
Shortblade. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 11 (2d8+2) slashing damage.

157
Puppet of Madness
Medium monstrosity, chaotic neutral

Armor Class 14 (natural armor)


Hit Points 38 (7d8 + 7)
Speed 30ft.

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 12 (+1) 7 (-2) 9 (-1) 4 (-3)

Senses darkvision 30 ft., passive Perception 9


Languages Common but cannot speak
Challenge 1 (200 XP)

Madness. The puppet of madness is immune to any


form of mind control or mind altering abilities.

Actions
Legblade. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) slashing damage.
Puppetry. Ranged Weapon Attack: +5 to hit, reach
20/60 ft., one target. Puppet of Lament
Medium Monstrosity, chaotic evil
The puppet of madness throws out its strings to
attempts to entangle the target. The creature it Armor Class 17 (Natural Armor)
chooses to entangle may make a Strength of Hit Points 65 (10d6 + 30)
Dexterity saving throw and beat a DC of 10 to Speed 30 ft., climb 30 ft.
escape its grasp.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 16 (+3)

Damage Resistances Bludgeoning, Piercing, and


Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60ft, Passive Perception 14
Languages The Puppet can speak, read, and
understand all languages.
Challenge 5 (1,800 XP)

Immutable Form. The puppet is immune to any spell


or effect that would alter its form.
Magic Resistance. The puppet has advantage on
saving throws against spells and other magical
effects except the remove curse spell.
Magic Weapons. The puppet's weapon attacks are
always considered magical.

Actions
Multiattack. The Puppet makes three attacks.
Vicious Claws. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d4 + 1) bludgeoning damage.

158
Grieveling Sleep Gaze. The Grieveling gazes at one creature it
can see within 30 feet of it. The target must make a
Medium monstrosity, chaotic evil
DC 13 Wisdom saving throw. On a failed save, the
Armor Class 16 (natural armor) target succumbs to a magical slumber, falling
Hit Points 80 (11d8 + 33) unconscious for 10 minutes or until someone uses
Speed 30 ft., climb 20 ft. an action to shake the target awake. A creature that
successfully saves against the effect is immune to
this Grieveling's gaze for the next 24 hours.
STR DEX CON INT WIS CHA Undead and creatures immune to being charmed
aren't affected by it.
16 (+3) 15 (+2) 17 (+3) 7 (-2) 11 (+0) 14 (+2)

Condition Immunities Charmed, Frightened


Senses passive Perception 12 Grieveling
Languages None (See Mimicry)
Challenge 6 (2,300 XP)
A creature of old, horrific legend, the Grieveling stalks its prey
silently and with great efficiency. This horrific thing can
assume the form of any creature it sees, and to an extent
Shapechanger. The Grieveling can use its action to
polymorph into any Medium humanoid or animal it
mimic its voice through phrases it has heard uttered.
has seen. It also gains the speed and physical
Often the Grieveling with first infiltrate a group, walking in
characteristics of any creature it has consumed at plain sight among them, relying on its ability to somehow not
least 50%. If it consumes a creature with higher register as an unknown person to the party. The best way to
speed or physical stats than its own, any inferior tell you have a Grieveling among you is by a simple
stats change to match the superior version. Its headcount. Does your party have more people than it should?
statistics are the same in each form. Any equipment Then you have a problem.
it is wearing or carrying is transformed with it. It Upon infiltrating the party, the Grieveling will then try to
reverts to its true form if it dies. separate a single party member, either by luring them into the
woods with familiar voices, or by simply waiting for an
Keen Hearing and Smell. The Grieveling has opportune moment. When the target is singled out, the
advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Grieveling will attack and begin to consume its victim.
Mimicry. The Grieveling can mimic any phrase it has
heard, and any gesture it has seen, though it does
not understand the meaning of either. While in the
guise of a humanoid, its voice sounds like that of
the humanoid they are taking the form of. If it tries
to mimic a phrase in animal form, its voice sounds
wrong, like that of a cat trying to speak. It is
impossible to mistake this version of the voice with
a normal humanoid voice, and any Deception
checks made to pass it off as such automatically
fail.
Imperfect Disguise. Though Grieveling can look and
sound like humanoids and animals, they have
difficulty getting the cadence of speech or the
fluidity of movement right. All Deception checks
made to mimic a phrase or gesture are made with
disadvantage. Failed mimicked gestures look herky-
jerky, too fast, or too slow, and failed mimicked
phrases sound like the Grieveling's is trying to
speak for the first time, just with someone else's
voice.

Actions
Multiattack. The Grieveling can make two Natural
Weapon attacks.
Natural Weapon (any form). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4)
slashing, piercing, or bludgeoning damage
(depends on natural weapon. Bites are piercing,
claws are slashing, etc.)

159
Deathwalker
Deathwalker Some call them the faceless men, other say they are the grim
Medium monstrosity, neutral evil reaper, while most agree these are monsters born of
darkness and hatred.
Armor Class 18 (natural armor) The Deathwalkers are being comprised of an human
Hit Points Hit Points 187 (25d8 + 75) looking person wearing a long clock, brilliant silver armor
Speed 60 ft., climb 40 ft. While climbing, can only and a white or ivory painted mask. Where skin or what is
attack with 3 of its claws. thought to be skin is seen drips like oil yet secreetes a smoky
black haze.
STR DEX CON INT WIS CHA The Deathwalkers are powerful omens for death or death
to come. When seen they are not innatly agressive towards
22 (+6) 16 (+3) 18 (+4) 16 (+3) 18 (+4) 8 (-1) people but when your eyes meet theirs they seek to kill you
until you slowly dismembering and evisorating you until your
Saving Throws CON +8, WIS +8 are immobilized leaving you to die a slow and painful death
Skills Acrobatics +6, Athletics +8, Intimidation +5, alone.
Perception +10
Damage Resistances Bludgeoning, Piercing, and
Slashing from Magic Weapons
Condition Immunities Frightened, Prone
Senses Blindsight 30ft, Passive Perception 20
Languages Understands all Languages but is unable
to Speak
Challenge 10 (5,900 XP)

Sense Life. The Deathwalker knows the direction


and general location of any creatures that have
looked directly at in within the last minute.
Forbidden Terrain. The Deathwalker is unable to
cross any moving body of water that is at least 10ft
across.
Assimilate. Any creature that comes in contact with
the Deathwalkers body slowly starts to be
assimilated into it. Upon touching the creature,
players must make a DC 19 Strength Save or be
restrained. The save may be repeated at end of each
of their turns. Creatures starting their turn in
contact with the Deathwalker take 3d8 Necrotic
damage. Any creature brought to 0 hit points is
immediately killed and becomes a part of the
Deathwalker.

Actions
Multiattack. The Deathwalker makes 5 melee
attacks, one with each of its claws. Alternatively, it
may replace an attack to attempt a grapple against a
creature stunned by its Sonic Scream or otherwise
incapacitated.
Claws Melee Weapon Attack: +10 to hit, reach 10
ft., 1 target. Hit: 16 (2d8+ 6) Slashing damage.
Sonic Scream. (Recharge 5-6):* +8 to hit, range
60/120 ft., 30ft Cone. Hit: 18 (3d6+ 4) [Force]
damage. Targets hit must make a DC 15
Constitution save or be stunned until the end of
their next turn.

160
Grave Guadian
A true success in the minds of necromancers across the Grave Guardian
world, Grave Guardians are walking monoliths of the undead. Large construct, chaotic neutral
Lumbering forward on its master's command, the Grave
Guardian leaves a trail of death and lurching zombies. The Armor Class 18 (natural armor)
grave titan views the world as a wheat field, reaping and Hit Points 199 (18d10 + 90)
sowing death as it walks. Speed 30 ft., burrow 15 ft.
Master's Servant. The necromancers who summon the
grave titan hold complete control over the being. Grave STR DEX CON INT WIS CHA
Guardian follow their master or masters without question,
moving with menacing grace. If left with no command, Grave 27 (+8) 8 (-1) 22 (+6) 3 (-4) 8 (-1) 12 (+1)
Guardian will wander towards the next living thing they see,
desiring to bring death to the world. Grave Guardian are Damage Immunities poison, psycic, bludgeoning,
often employed as walking siege engines or guards to dark piercing and slashing from nonmagical weapons
secrets. The grave titan's ability to continually spawn that aren't adamantine
zombies, making them highly desired to those not opposed to Condition Immunities charmed, exhaustion,
bolstering their army's ranks. frightened, paralyzed, petrified, poisoned
Abominable Creation. Grave Guardian form when Saving Throws Str +4, Con +10
Senses darkvision 30 ft. passive Perception 9
powerful necromancers collect the bodies of numerous Languages Common
humanoids and a freshly slain giant. Amassing the corpses Challenge 11 (7,200 XP)
into a great mound atop the Guardian, the necromancers
bind their energies to the mound, enriching it with a mass of False Appearance. While the grave guardian remains
negative energy. Rising from the mound, a grave titan begins motionless, it is indistinguishable from a normal
to devour the corpses. Once the final body is consumed, the tomestone or grave statue.
grave titan completes its metamorphosis. The bodies that
reside in the titan reanimate, seeking to escape their prison. Undead Fortitude. If damage reduces the grave
The torn hole in the titan's stomach quietly resonates with guardian to 0 hit points, it must make a
screams and cries as the restless zombies pull themselves Constitution saving throw with a DC of 5 + the
free. Yet, any zombie that emerges from the Grave Guardian damage taken, unless the damage is radiant or from
is subjected to the commands of the Guardian's master. a critical hit. On a success, the grave guardian
Following their reanimation, grave Guardian have little drops to 1 hit point instead.
memory of their former lives. They understand the language Actions
of their master, but beyond that they do not think or act
directly for themselves. Multiattack. The grave guardian can make 2 slam
attacks.
Burrial (Recharge 4-5). Melee Weapon Attack: +12
to hit, reach 10 ft., one target. Hit: 26 (4d10+4)
force damage. When target is hit the creature must
beat a DC 16 Dexterity saving throw. On a failure
the creature is throw in a 10 foot deep hole where
they are standing. On a success they avoid falling
and take half damage.
Great Shovel. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 22 (4d6+8)
bludgeoning damage.
Raise Dead(Recharge 5-6). The Grave Guardian can
raise (Depending on the location) 1d4+2 undead
creatures with a CR of 1 or lower.
If a player dies to the Grave Guardian they can
resurect them with half their health, speed, and
stats rounded up.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 12 (2d6+5) bludgeoning damage.

161
Gratuitous Undead
Dragon Legendary Actions
Huge undead, neutral evil The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Armor Class 19 (Natural Armor) option can be used at a time and only at the end of
Hit Points 254 (21d12 + 105) another creature's turn. The dragon regains spent
Speed 40 ft., fly 80 ft., swim 40 ft. legendary actions at the start of its turn.
Tail Attack. The dragon makes a tail attack.
STR DEX CON INT WIS CHA
Wing Attack (Costs 2 Actions). The dragon beats its
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) wings. Each creature within 10 feet of the dragon
must succeed on a DC 19 Dexterity saving throw
Saving Throws Dex +8, Con +11, Wis +7, Cha +9 or take 13 (2d6 + 6) bludgeoning damage and be
Skills Perception +6, Stealth +12 knocked prone. The dragon can then fly up to half
Damage Resistances Necrotic, poison its flying speed.
Damage Immunities Acid Summon Undead Horde. The dragon can summon a
Senses Blindsight 60 ft., Darkvision 120 ft., Passive horde of undead thralls that do its bidding. When
Perception 21 the horde is summoned roll 1d10 + the Dragons
Languages Common, Draconic charisma saving throw to determine how many are
Challenge 17 (18,000 XP) placed on the feild. The dragon is able to summon
and monsters of CR 2 and below that are of a large
Amphibious. The dragon can breathe air and water. creature or smaller (See MM for suggestions)
Legendary Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead.
Sunlight Sensitivity. While in sunlight, the dragon
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The dragon can use its Frightful
Presence. It then makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage
plus 4 (1d8) necrotic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 16 Wisdom
saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). The dragon exhales dark
acid in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 18 Dexterity
saving throw, taking 54 (12d8) necrotic damage on
a failed save, or half as much damage on a
successful one. A humanoid reduced to 0 hit points
by this damage dies, and an undead shadow rises
from its corpse and acts immediately after the
dragon in the initiative count. The shadow is under
the dragon’s control.
Gzemnid The First 3. Fear Ray. The target creature must succeed on a
DC23 Wisdom saving throw throw or be frightened
Beholder of Gzemnid for one minute. It can repeat the saving
Gargantuan aberration, chaotic evil throw at the end of each of its turns to end the
effect early.
Armor Class 23 (natural armor)
4. Slowing Ray. The targeted creature must succeed on
Hit Points 613 (32d20 + 288)
Speed 0ft. fly 50 ft. (hover) a DC23 Dexterity saving throw. On a failed save, the
target's speed is halved for 1 minute. I addition, the
creatures can't take reactions, and it can take either
STR DEX CON INT WIS CHA an action or a bonus action on its turn, not both.
The creature can repeat the saving throw at the end
18 (+4) 23 (+6) 28 (+9) 26 (+8) 22 (+6) 25 (+7) of each of its turns, ending the effect on itself on a
success.
Saving Throws: Int +14 Wis +13 Cha +14
Damage Resistances: bludgeoning, piercing, slashing 5. Necrosis Ray. The targeted creature must succeed
damage fro non-magical weapons on a DC23 Dexterity saving throw or take 55
Condition Immunities prone, blinded, deafened (10d10) points of necrotic damage. Until the start
Skills: perception +13, investigation +15 of Gzemnid's next turn, the creature only regained
Senses darkvision 120ft., passive Perception 23 half the hit points from healing.
Languages Telepathy (300ft.), Common, Abyssal
6. Undeath Ray. Gzemnid choose 3 large or smaller
Challenge 25 (75,000 XP)
corpses he can see. They immediately rise as ghoul
if medium or smaller, or a zombie orc if large. These
Antimagic Cone. Gzemnid's central eye creates an area creature act on Gzemnid's turn.
of antimagic, as in the antimagic field spell, in a 300-
foot cone. At the start of each of his turns, Gzemnid 7. Telekinesis Ray. If the target is a creautre, it must
decides which way the cone faces and whether the succeed on a DC 23 Strength saving throw or
cone is active. The area works agianst Gzemnd's own Gzemnid moves it up to 50 feet in any direction. It
eye rays. is restrianed by the ray's telekinetic grip until the
start of the Gzemnid's next turn or until Gzemnid is
Mirage Cone. Gzemnid's central back eye creates an Incapacitated. If the target is an object weighing
area of mirage, as in the mirage arcane spell, in a 150- 1000 pounds or less that isn't being worn or
foot cone's direction is dictated by the front Antimagic carried, it is moved up to 50 feet in any direction.
Cone. Gzemnid can also expert fine control on objects
Legendary Resistances (3/day). If Gzemnid falls a saving with this ray, such as manipulating a simple tool or
throw, he can choose to succeed instead. opening a door or a container
Magic Resistance. Gzemnid has advantage on saving 8. Sleep Ray. The targeted creature must succeed on a
throws against magic. DC23 Wisdom saving throw or fall asleep and
ramain unconscious for 1 minutes. The target
Actions awakens if it takes damage or another creature takes
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one an action to wake it. This ray has no effect on
target. Hit 39 (10d6 + 4) piercing damage and the constructs and undead.
target is grappled (escaped DC17). A creature being 9. Petrification Ray. The targeted creature must make a
chewed by Gzemnid cannot be targeted by his eye DC23 Dexterity saving throw. On a failed save, the
stalkes, but can be bit again. creatures begins to turn to stone and is restrained. It
Eye Rays. Gzemnid shoots fire of the following magical must repeat the saving throw at the end of its next
eye rays at random (reroll duplicates), choosing one to turn. On a success, the effect ends. On a failure, the
give targets it can see within 240 feet of it. creatures is petrified until freed by the Greater
restoration spell or other similar magics.
1. Confusion Ray. The target creature must succeed on
a DC23 Wisdom saving throw or be confused for 10. Disintegration Ray. The targeted creature must
one minute. The target creature must use its action succeed on a DC23 Wisdom saving throw or be
to to attack, before doing anything, and must attack blind, deafened and silenced for one minute. They
the creature nearest to it. It can repeat the saving can make another saving throw at the end of each of
throw at the end of each of its turn to end the effect their turns.
early.
11. Death Ray. The targeted creature must succeed on a
2. Paralyzing Ray. The target creature must succeed on DC23 Dexterity saving throw or take 45(10d8)
a DC23 Wisdom saving throw or be paralyzed for necrotic damage. The target dies if the ray reduces
one minute. It can repeat the saving throw at the it to 0 hit points.
end of each of its to end the effect early.

163
12.. Immolation Ray. The The targeted creature must
succeed on a DC23 De

The Choosen Beholder

164
Unique Building
Unique buildings are creations of highly respected, Wall of Light
destructive, and helpful construction. These building may Large Construct
consist of operators, technicians, and security yet not all Armor Class 20
require them. These buildings can change the way people see Hit Points 500
Speed 0
Wall of light
Walls of light are electrified entryways that are powered by Actions
gyrating motors, situated around cities for the purposes of Static Shock. Ranged Weapon Attack: +10 to hit,
security and quarantine control. Normally, only the City reach 20 x 1ft., every target. Hit 55 (10d10)
Watch, Grand Guard and Tallboys are able to pass through
unharmed, as they deactivate upon their approach. Anyone Creatures caught in the electric field must beat a
else attempting passage, including trying to Blink through, DC 20 constitution saving throw. If the creature
will be vaporized. fails they are immediately vaporized. If the creature
Walls of light work via two electric coils placed together on succeeds they take full damage but survive and are
either side of an entry, as if to resemble a gate. Above these paralyzed for 1 minute.
coils is a revolving device that emits a blue light. When a
hostile approaches, it will sound an alarm and glow red. It
will let out a low-pitched signal when someone attuned to the
wall passes through it.
Upon starting their watch duty, members of the City Watch
will be approached by the Technical Officer. This individual
will be carrying a device known as a charger, which is attuned
to a specific wall of light. Each member of the new shift must
lay a hand upon the charger. Once this is done, that wall of
light "recognizes" these individuals and will not harm them.
With the help of rewiring tools, player can reconfigure
walls of light to allow them passage. This has the added
effect of causing guards to be detected as "unauthorized"
users, disintegrating them instantly. The device can also be
disabled by removing the charger that powers it. Using the
spell Time Stop allows players to pass through an active wall
of light unharmed.

165
Floating Islands and Cities The Ur-Example is the original Cloudcuckooland, from
Aristophanes' The Birds, but the Trope Codifier is the City of
An otherwise-normal place that's floating in the sky, often for Laputa, from Jonathan Swift's Gulliver's Travels. Swift also
no adequately-explored reason. originated the Colony Drop: Laputa maintained control of its
This is an extremely common trope in fantasy and video ground bound colonies by landing on any rebellious
games. Nothing says "exotic" like a city floating in the sky. population centers, crushing them beneath its armored
Outside of sci fi settings, there's often no real effort to justify underbelly. The trope was popularized in modern popular
or Hand Wave it beyond saying A Wizard Did It and hoping culture by Hayao Miyazaki's Castle in the Sky. The Trope
that the Rule of Cool will carry the day. Or never mentioning Namer is the Floating Continent orbiting Jupiter in Star
it at all. One thing's for sure, though: If you've got a floating Blazers / Space Battleship Yamato.
continent, it's significant. There's no chance that it's just If some cataclysm has resulted in the entire planet being
some random village. Even if it's not The Very Definitely broken up into a collection of floating continents, that's
Final Dungeon, something important is definitely going to Shattered World.
happen there. These places tend to have a higher-than- If there is no land mass under these continents, then it's
normal failure rate as a result of this, often becoming more of World in the Sky.
a Falling Continent.
Waterfalls are often expected to fall from the continent.
Even if there's an explanation for how the place stays in the
air in the first place, how they can possibly not run out of
water is pretty much never explored. (While it's not that hard,
as long as there is some sort of world below and the
continent doesn't permanently float above the clouds it can
get its water the same way any mountain range does: rain.)
Strangely enough, many such places go unnoticed by the
common man, even though they should be perfectly obvious
floating there in the sky. Sometimes they're cloaked by
clouds, mist, or Applied Phlebotinum, but other times... well,
you have to wonder how people can be so sure that the
Floating Continent is mythical if they've heard of it at all.
Credits (Documents Used)
https://www.reddit.com/r/UnearthedArcana/comments/6om1nu/arcane_artillery_the_gun_nuts_guide_final_edition/
https://www.reddit.com/r/UnearthedArcana/comments/6n89mk/the_kobold_a_redesign_by_a_long_time_kobold/
https://www.reddit.com/r/UnearthedArcana/comments/6mey9t/the_mannequin_race_v1_like_warforged_only_more/
https://www.reddit.com/r/UnearthedArcana/comments/6mnqx4/5e_background_the_slave/
https://www.reddit.com/r/UnearthedArcana/comments/6ng6sa/background_philosopher/
Art Credits
Magic Gunslingers on the Cover
http://www.giantitp.com/forums/showthread.php?213035-
PF-The-Gunslinger-s-Handbook
Caster: Takehiko Itō's Outlaw Star
The Ultimate Arsenal" Target Sports USA
Old West Saloon http://danielwachter.deviantart.com/
Dark Magical Gunslinger: Source Unknown
NCR Ranger: Bethesda Studios
Desperado: Linda Crocket
Gunslinger Girl: Psycho-Fish on DeviantArt
Old West Town: Found on Pintrest, Source Unknown
Prophet Pistols: Psyonix and Square Enix's Nosgoth
No Mercy Percy http://captainkato.deviantart.com/
Lucca: Akira Toryama
Jesse McCree Fanart http://zendanaar.deviantart.com/
Machinist's Office
http://www.thefirearmblog.com/blog/2016/07/11/10-tools-
every-shooter-should-own/ (Possible Source)
Gun Mage: Privateer Press 2012
C9 Gunslinger: Webzen Games
Portly Gunsmith: Source Unknown
Gunsmith Teched Out: http://daverapoza.deviantart.com/
2nd Magic Gunsmith Pic: Source Unknown
Desperado Sona
https://www.pinterest.com/source/leaguesplash.com
Red Dead Redemption Wallpaper: Rockstar Games
Neo Fanart: http://vbagi.deviantart.com/
Warden Picture: Tyler Edlin
Warlock Pact Picture: Source Unknown
Magic Gunslinger: http://frankhong.deviantart.com/
Glassing Beam: http://lightspeeed.deviantart.com/
Gunslinger Shooting Zombies: Paizo Publishing
Dragon Gun: Source Unknown
Lightning Gunshot: Source Unknown
K9000 Gun, Lucky Revolver, Mysterious Revolver:
Bethesda Software
Ice Sniper: Source Unknown
Swordsplosion: Gearbox Studios
McCree's Revolver (Golden Skin): Blizzard Entertainment
Khvostov 7G-0X: Bungie Studios
Elemental Gunslinger: Source Unknown
Multiple use of Paizo Publishing LLC
Bioshock Francises
Riot Games/Leauge of Legends
https://fontmeme.com/cool-fonts/
Guild Wars Francises
James Flaxman Concept Art
/u/mrvalor.
Ironclad Game Corporation

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