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Table Of Contents

Overview 2 Life on the Trail 83


3 Combat 84
Races Cover 84
Beastborn 4 Duels 84
Cactoid 6 Wounds & Injuries 85
Calavera 8 Currency 90
Rucho 10 Equipment and Exploration 91
Sayre 12 Armor 91
Suhnan 14 Weapons 92
Languages 16 Adventuring Gear 95
Classes 18 Tools 98
Arcanist 19 Mounts & Vehicles 100
Brawler 23 Expenses 100
Brute 26 Encumberance 101
Channeler 36 Food & Water 101
Desperado 41 Resting 102
Hexslinger 47 Magic 103
Ley-touched 52 Skills & Feats 110
Magi 59 The 5 Corners 111
Zealot 65 Arroyas 112
Backgrounds 76 Bandera 114
Artisan 77 Cavallo 116
Bounty Hunter 77 Goliad 118
Charlatan 77 Riado Mesa 120
City Slicker 78 Bullseye 122
Cultist 78 Faith & Religion 124
Doctor 78 Church of the Ruined 125
Entertainer 79 Hazonen 126
Gambler 79 Somonastra 127
Hermit 79 Trinitism 128
Outlaw 80 Demonic Cults 129
Priest 80 Mescalero 129
Roughneck 80 Noh-Tante 129
Sailor 81 Praxus 130
Scholar 81
Trapper 82 Timeline 132
Wanderer 82 133
Warrior 82 Map
Overview

Opportunity
and free livin’
That’s what we all want right? At least, that’s what the
people of the Corners want. The 5 Corners of the
Forsaken Frontier are home to all manner of wonders,
both magical and mundane. It is a harsh, but beautiful
continent, full of innate latent magical energies
powered by leylines, a criss-crossing network of
supernatural energy channels.
These leylines have turned the land into a hotbed of
life and opportunity, with outside settlers and natives
fighting over control of these pathways. Major
settlements are built along leylines in order to harness
(or protect) the land’s energy in different ways,
accelerating technological progress. However, misuse
of these leylines can have disastrous effects, where the
land’s wild magic becomes too much to control, often
altering the surrounding area permanently. The
different peoples of the 5 Corners all have competing
theories on what exactly these leylines are and what to
do with them.
Calendars are a bit finicky across the different
cultures of the Corners, but everyone can agree that
it’s been about 125 years since the Rucho first found
their way to the Frontier’s shores. To the Rucho, this
was the year 1065. To the native Suhnan, it was
Doomsday. Ever since, life has exploded across the
frontier, as increased meddling with the natural
leylines has given rise to all manner of magical
phenomena.
Now, in the year 1190, new peoples and cultures have
been born in the past 125 years. Nations have risen,
and lines in the sand have been drawn as each of these
groups look for their own Corner to call their own. The
leylines have made the land a precious commodity,
often leading to widespread border disputes and
skirmishes between different groups.
There hasn’t been an all-out war in the Corners in
over a century, but tensions have been steadily rising
in the years since, with many believing that one wrong
move from any side might be all it takes to blow this
powder keg wide open…

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PART 1 | Overview Table of Contents
Races
Races

T
he following choices represent the core race
options in the Forsaken Frontier. While
characters may encounter other sentient
beings across the 5 Corners, these are the
races with the most developed cultures
and collective identities.

Racial Ability Scores


In Forsaken Frontier, all races start with the same
ability score array. When creating a character, players
can choose one stat to increase by 2 and one stat to
increase by 1.

Beastborn
“They say the Beastborn ain’t got brains.
Well I don’t know who ‘they’ are, but that
pigman was damn near the most articulate
cannibal I ever met!” - Rucho cattle hand

Origin & Society


The first Beastborn were encountered in 1118, when a
Commonwealth ranging party attacked an
encampment in Cavallo, thinking them to be common
monsters. The origin of these creatures is a hot-
button debate, with differing legends arising from
different groups.
The Rucho believe they were created by the Suhnan
to weaken the Commonwealth and drive the Rucho
out. The Suhnan believed they were framed by cultists
of the Archdemon Praxus, who created the Beastborn
to reignite war between the Suhnan and Rucho people.
The Beastborn themselves have been decidedly silent
on matters of their creation, leading others to believe
that they have either lost their memory, or are keeping
an elaborate secret.
Beastborn strongly value independence, and as
such, seem to have no interest in fostering any form of
communal government outside of relatively small
packs. To more “developed” cultures, these hybrid
creatures seem aimless, wandering the land with no
purpose outside of base primal needs like the beasts
they are fused with, but for many Beastborn, they feel
as if they have lucked into the best of both worlds,
with the ability to appreciate the beauty of the world

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PART 2 | Races Table of Contents
via humanoid consciousness while retaining the seen in certain parts of the continent, they still have a
natural freedom of simple animals. few groups they are amicable with.
However, this laissez-faire attitude can cause The Cactoids and Calavera of Riado Mesa feel a
problems when Beastborn find themselves in civilized kinship with the Beastborn, and understand their
lands, as they chafe under the laws of other societies. plight as a “monstrous” race looking to find their
Due to their wild nature, some Beastborn tend identity. However, this is tempered a bit by the
towards patterns of hedonism and acts that would be Beastborn’s general standoffish nature, and a tendency
considered immoral/taboo such as theft and of seeing the Cactoids and Calavera as naive
cannibalism. While many other races may see this as “newborns” given the fact that the Beastborn have
abhorrent, to the Beastborn, it is simply being been around far longer than the other two races.
resourceful, and is generally not done with any ill Regardless, the bond between the Beastborn and the
intent. denizens of Riado Mesa is the strongest that the
Because of these differences, the majority of Beastborn have.
Beastborn keep to themselves in the wild plains of The Rucho and the Suhnan both see the Beastborn
Cavallo where they can roam free and unhindered by as abominations (one of the few things these two
the rules of others. However, that doesn’t stop others groups actually agree on, albeit for different reasons),
from trying to capitalize on the resources of Cavallo, and the Beastborn can expect heavy prejudice and
which means that the Beastborn rarely get the solitude possibly even physical violence if they find themselves
that they crave. Beastborn are fine to keep things civil in a Rucho or Suhnan-heavy settlement.
if the outsiders do too, but generally this tenative Meanwhile, the Sayre of Arroyas mainly look upon
peace is broken by some overzealous outsider looking the Beastborn with pity, seeing them as unfortunate
to take advantage of the “dumb beasts,” which wretches whose tortured existence is further evidence
generally leads to a bloody mess. of the damage caused by leylines. The Beastborn
While the Beastborn do not have a centralized bristle at this pity, not exactly ecstatic at the Sayre
shared religion, quite a few tend towards demonic “looking down on them,” but they recognize that the
cults, finding a sense of belonging with other like- treatment they receive from the Sayre is far better in
minded social outcasts. Some practice a simplistic comparison to many other groups, so they generally
version of Somonastra, hoping to find a purpose in let it slide.
upholding the “natural order.” Strangely enough, there
has even been a rise in Trinitarian faithful across the Adventurers
Beastborn, with many Beastborn deacons preaching an
While Beastborn may struggle to feel welcome in
offshoot that paints their people as the “next
civilized settlements, they are first-class frontiersmen,
evolution” that will catapault mortals that much closer
and even the most prejudiced ranging parties would
to the fabled Great Eureka.
be remiss to turn down the opportunity of having
Beastborn in their posse. Many Beastborn find good
Physical Description livings as bounty hunters, wilderness guides, couriers,
The Beastborn are humanoids that have been and explorers due to their resourcefulness out on the
seemingly fused with different animals via magic. They open road.
have a wide variety of physical appearances,
depending mostly on the type of animal they are fused Names
with, the most common fusions being lizards, pigs, and
The Beastborn language of Spek is harsh, short and
wolves.
very matter-of-fact, and Beastborn names reflect this.
All Beastborn bear the head of their animal fusion,
They don’t place any importance on family names like
adding to their sometimes nightmarish appearance.
other cultures, instead only bearing a single name,
Other common bestial traits include claws, hooves,
which is generally one signifying term that describes a
fur, scales, forked tongues and more. Beastborn can
physical aspect of the individual in question. Because
have increased humanoid traits depending on their
of this, there really is not a difference between male
parentage (generally they will tend towards the
and female Beastborn names.
appearance of the mother), and as a result may have
Example Names: Agurnd, Clerns, Dirk, Idhi, Lederd,
more subtle bestial features. However, even these
Mank, Nartch, Rand, Slem, Thonk
Beastborn look too animalistic to be confused with any
other race. Racial Traits
Age: Beastborn have relatively short lifespans, reaching
Relations
maturity around age 6 and living up to as long as 50
Very few people across the 5 Corners trust the years.
Beastborn, and for the most part, the Beastborn have Darkvision: You can see in dim light within 60 feet of
given up on trying to convince them otherwise. you as if it were bright light, and in darkness as if it
However, while they may risk death merely by being were dim light. You can’t discern color in darkness,
only shades of gray.

PART 2 | Races Table of Contents 4


Rugged Traveler: You gain expertise in Survival and you
count as one size larger when determining your
carrying capacity and the weight you can push, drag,
or lift.
Wild Diet: Life is hard in the wild and many Beastborn
have shown no qualms about eating humanoid bodies
to survive. Humanoid body parts count as food for you,
and you can also eat raw meat without needing to
make a saving throw. In addition, you gain resistance
to poison damage.
Size: Beastborn can stand anywhere from 4.5 to 7 feet
tall and weigh anywhere from 120-300 pounds.
Speed: Your base speed is 30 feet.
Languages: You can speak, read, and write Common
and Spek.
Subraces: Choose one of the following subraces:

Lizard
Natural Armor: Your scaly skin gives you an AC of 13 +
your Dexterity modifier when you are not wearing
armor.
Shifting Scales: You are able to subtly change the color
of your scales, allowing you to blend in with your
surroundings and better handle extreme weather.
Whenever you take the Hide action, you gain a +5
bonus to your stealth roll as long as you do not move.
In addition, you have advantage on saving throws
made to resist exhaustion from extreme conditions.

Pig
Bottomless Pit: Whenever you are already sated, you
can eat a meal to instead regain health equal to one of
your hit dice + your Constitution modifier. This does
not expend a hit die.
Hog Rush: If you move at least 30 feet straight toward a
target and then hit it with a melee weapon attack on
the same turn, you can immediately follow that attack
with a bonus action, making one attack against the
target with your hooves.

Wolf
Pack Tactics: 3/day you can give yourself advantage on
an attack roll when an ally of yours is within 5 feet of
your target.
Natural Weapons: You have teeth and claws that both
deal 1d6 + your Strength modifier in piercing/slashing
damage.

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PART 2 | Races Table of Contents
Cactoid
“I once traveled with a man who thought it
would be a good idea to cut a Cactoid
open for water. The Cactoid happily
offered me my now-deceased companion’s
supplies as a welcome gift when he was
done. Nice people.” - Suhnan scout

Origin & Society


The potent leylines of Riado Mesa have given rise to
many strange forms of life over the years, but very few
have possessed the sentience displayed by the
Cactoids. First encountered in 1155, the Cactoids are
the youngest sentient race in all of the 5 Corners, and
as such, their culture is still in its infancy. Many
aspects of the culture they do have is heavily
influenced or dominated by the Calavera, the Cactoid’s
Riado Alliance counterparts with whom they share a
tight bond.
Because of the Alliance being the main form of
community in Riado Mesa, many Cactoid settlements
boast high Calavera populations and vice-versa.
However, there have been an increasing number of
Cactoid-only roving settlements that have cropped up
around the souther border of the Mesa, with many of
their inhabitants rejecting the cultural dominance of
the Calavera and instead searching for a unique
identity for their people.
Since they don’t reproduce sexually, Cactoids do not
have the concept of a familial unit in their society,
instead focusing much more on forging strong bonds
with chosen friends. Cactoids see friends much like
the creatues that pollinated them and helped them
grow when they were sprouts, and seek to create
connections with a variety of different people,
believing that these friends will help them to grow
throughout their lives.
This social concept, combined with their impressive
survivability, causes many Cactoids to tend towards a
more nomadic lifestyle. Even Cactoids that live in
more static settlements may decide to up and leave for
years at a time before returning home. This flighty
behavior has spawned many ghost towns across the
central areas of the Corners where the Cactoid
population has left for new horizons, and some may
even reward squatters who have stayed in their place
as a thank you for volunteering to take on the
maintenance of upkeep of their home.

PART 2 | Races Table of Contents 6


Physical Description Names
Cactoids are diverse and variable in their shape and Due to their relatively hollow bodies, a Cactoid’s voice
size varying from tall to short and slender to round. reverberates bit more throughout its body, causing
Their skin is usually some variety of green, and they their speech to be much more vowel-heavy, which is
may have flowers of many varieties which sprout from reflected in their naming structure. Since Cactoids
their head. Their prickly spines are larger than that of generally grow up alone in the wilderness, the name
a normal cactus, but are far less numerous, and they take is generally the first noise that they make
generally are only harmful when purposefully used. upon reaching maturity.
While Cactoids possess vital organs similar to other Example Names: Austro, Caly, Hue, Kio, Mai, Opun,
humanoid creatures, their bodies are very efficient in Peres, Poe, Rowni, Tio
using these organs, leading them to be much smaller
than the organs of other races. This along with their Racial Traits
lack of bones causes Cactoids to have relativly hollow Age: Cactoids begin their lives as sprouts, having basic
bodies, which allow them to store excess water and sentience but no limbs with which to move. Cactoids
still move quickly, despite the heavy thick flesh that are considered adults when they’ve fully developed
comprises their outer form. their arms and legs, which happens approximately 2
Unlike a regular cactus, Cactoid require a balanced years after their seed sprouts. The full natural lifespan
diet of food as well as water, and they have teeth and a of a Cactoid is unknown, but there has been no record
tongue that allows them to eat like an omnivore. of a Cactoid dying of old age yet.
However, they also have root-like extensions on the Desert Dweller: Your daily water requirements are cut
bottoms of their feet that allow them to set themselves in half. In addition, you have advantage on saving
into the ground and draw nutrients from the soil to throws made to resist exhaustion from extreme heat,
enrich and regenerate their bodies. and you gain resistance to fire damage.
Cactoids reproduce through pollination enacted by Prickly Hide: 6/day, whenever you are damaged by an
insects, birds, bats and other wild creatures. As such, unarmed attack, deal damage from your own unarmed
Cactoids have no biological sex or gender. Because of attack or have a target grappled, you can inflict an
this, Cactoids often choose a gender identity that most additional 1d4 piercing damage to your target due to
fits with their personality in order to relate the spines that cover your skin.
themseleves to the norms of other intelligent Regenerative Body: If you are outside and on nutrient-
humanoids. rich soil, you have the ability to root yourself in the
ground during a long rest and regenerate limbs and
Relations organs, given that these missing body parts are not
fatal. Regeneration can take anywehre from 3-14 days
Cactoids are generally quite friendly unless provoked,
depending on the size of the body part, and the body
and as such, have good relations with the vast majority
part does not regain proper function until fully
of other races. The Calavera see them as a sister race
regenerated. While rooted, your movement speed is 0.
with whom they are innately tied, and will almost
Size: Cactoids can stand anywhere from 4 to 8 feet tall
always happily welcome a Cactoid into their midst.
and weigh anywhere from 180-350 pounds.
The Beastborn respect the Cactoids for their abilities
Speed: Your base speed is 30 feet.
in the wild, but still see them as rather naive. The
Languages: You can speak, read, and write Common
Rucho are relatively indifferent towards them as
and Riado.
whole, but there are many among them who see the
Cactoids as a scientific curiosity.
The Suhnan see the Cactoids as holy, a living
example of Somona fighting back against mortals
tampering with her power, and many among them
believe that they are enslaved by the Calavera, and
wish to free them. The Sayre, while not outright
hostile, are wary of the Cactoids due to their
connection to the Church of the Ruined, which stands
at total odds with their faith of Hazonen.

Adventurers
Their wanderlust makes Cactoids natural adventurers,
and their ability to survive extreme conditions is just
icing on the cake. A great many Cactoids tend towards
a lifestyle on the road, whether it be as a merchant,
traveling entertainer, courier, marshal, or even as a
highwayman.

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Calavera
“Everybody in the damn Corners seems to Because of this, Calavera society has boomed with an
think those boneheads in Riado are influx of interaction with new cultures. The once-
something special. You ever think that isolationist Calavera have now become the wheelers
they might just be regular old run-of-the- and dealers of the 5 Corners, seeking opportunity and
mill corpses? “ -Beastborn courier riches across the land.
However, as their power over the continent’s
economy grows, many worry what exactly they may do
Origin & Society with this power, as their old enemies plot behind their
backs to destroy these “abominations” once and for all.
The Calavera were the first highly sentient race
created by the wild magic of Riado Mesa, with the
earliest documented Suhnan oral accounts showing Physical Description
evidence of their existence around 1040, roughly 25 The Calavera are, simply put, just humanoid skeletons
years before the Rucho arrived in the 5 Corners. that have been awakened by magic. They bear no
According to their own histories, the first Calavera memories of their former lives and still work to find
awoke in caves built into the Riado Mesa that seemed concrete information on the magic that has raised
to be manmade by some unknown people. This has led them from the grave. Their dry bones can range
to the belief that the Calavera are actually the anywhere from a stark white to stained yellowish-
remnants of a much older native race that may have brown color, and their lack of flesh and muscle causes
even predated the Suhnan. This belief was the most of them to have a fairly similar build, although
cornerstone that founded the Church of the Ruined, their height can vary.
the faith that now dominates Calavera culture. Because of their physical similarities, Calavera will
However, many others believe that the Calavera are paint their skulls with intricate and colorful designs in
simply corpses of early Suhnan explorers claimed by order to differentiate themselves from others in their
the chaos of Riado Mesa that have been stirred into society.
unlife by the magic of the leylines.
Whatever the truth of their origins, the existence of
the Calavera has been a hot-button topic since they
were first encountered, which has led to them mainly
keeping to themselves in well-guarded settlements on
the top of the Riado Mesa. However, as the decades
have continued on, the Calavera have begun to come
out of their shell more and more, and regardless of
some of the opinions on their existence, it would be
hard to argue that the Calavera’s contributions to the
fields of magical research have been anything but
astounding.
The Calavera’s inquisitive nature combined with
their lack of physical needs allow them to fully throw
themselves into a task, which led to their invention of
the Linograph, the first mechanical tool in all of the
5 Corners with the capability of tracking down the
locations of leylines with a healthy degree
of accuracy.
This innovation has catapulted the Calavera
(and by extension the entire Riado Alliance) to
the forefront of the political sphere of the
Forsaken Frontier, as everyone is lining up to
make deals and receive a steady supply of
linographs as the land rush for leylines heats up.

PART 2 | Races Table of Contents 8


The meaning of the colors and designs used in this music and arts leads to many Calavera traveling the
body art is unique and personal to each Calavera, and land as performers, though they also are commonly
some add to this art as they encounter potent seen as prospectors, merchants, bounty hunters, and
experiences in their lives. even bandits.
Calavera are unable to feel the pleasures of flesh,
having very dulled senses of pain & touch, though they Names
do have infrequent heightened phantom sensations
The first Calavera communicated through the rattling
that can overcome them. They lack tongues to provide
and cracking of their bony bodies, and this serves as
them with a sense of taste or give them a regular
the basis of the Riado language. This can lead to very
voice, and instead the magic that has awakened them
consonant-heavy names that can be hard to
augments the vibrations of their bodies to make
pronounce by other races, and many Calavera take on
sounds.
nicknames when traveling with other races to alleviate
A Calavera’s body is fully detachable, however a body
this.
part that is disconnected from their skull loses its
Example Names: Arkrk, Colack, Crnt’ch, Grnkik,
prehensile ability until it is reattached. The Calavera
K’rrik, Pak, T’mk
are also effectively immortal, unable to truly die by
natural causes due to the magic that has awakened Racial Traits
them. However, they can be killed if their skull is
Age: Calavera are mature upon awakening and have an
destroyed.
endless natural lifespan.
Bone to Pick: Whenever both of your hands are free,
Relations you can use a bonus action to remove one of your
The Calavera were a divisive group before the hands or arms. If you remove an arm, it counts as a
invention of the Linograph, and while this innovation melee weapon with the finesse property that deals 1d6
has caused many groups to play nice with the the bludgeoning damage, and you have proficiency with
Calavera for the time being, there are still many who your arm while you wield it. If you remove a hand, it
wish for their eradication. counts as thieves’ tools. In either case, a limb can be
The Suhnan believe that the Calavera are a terrible reattached using a bonus action.
omen and that their existence shows that the earth Darkvision: You can see in dim light within 60 feet of
has begun to reject the dead because her needs are you as if it were bright light, and in darkness as if it
not met. They have made their intentions to destroy were dim light. You can’t discern color in darkness,
the Calavera very clear since they first encountered only shades of gray.
the undead race, and even now their hatred is only Fragile Unlife: You are unaffected by magical healing,
barely covered by a thin veil of political etiquette. and instead can only be healed though hit dice, long
The Sayre pity the Calavera, thinking them to be rests or full rests. Whenever you are subjected to an
similar to the Beastborn as an example of leylines effect that would deal nonmagical poison damage to
wreaking havoc upon the world. However, due the the you, you regain 1 hit point. Whenever you are brought
Calavera faith of the Church of the Ruined acting as an to 0 hit points, you do not make death saving throws
antagonistic counterpart to the Sayre faith of and cannot be stabilized, but as long as your skull is
Hazonen, the two races regularly find themselves at intact, nonmagical poison damage can return you to 1
odds with one another. hit point as long as you have died in the last 3 rounds.
The Rucho, on the other hand, greatly revere the If you are at 0 hit points for longer than 1 minute and
Calavera both for their mechanical and magical your skull is intact, you are an inert pile of bones that
competence, and for their lifespans. To the Rucho, the can be raised with spells like animate dead and raise
Calavera might be the missing link between them and dead.
the Great Eureka, and they seek to study the skeletons Undead Nature: For effects targeting creatures by type,
as much as they possibly can. you count as undead. You also have resistance to
The Beastborn are generally on good terms with the necrotic damage, you don’t need to eat, drink, or
Calavera, though they can view the skeletons as a bit breathe and you are immune to poison and disease.
haughty and uptight. The Cactoids as a whole maintain You are also unaffected by any injuries that would be
a very close bond with the Calavera, though there are inflicted to one’s skin, muscles or organs. In addition,
some among them that believe that they live in the instead of sleeping during a long rest, you enter an
skeletons’ shadow and wish to separate from them to inactive state for 4 hours. You are still fully aware of
find an identity of their own. your surroundings while in this state.
Size: Calavera can stand anywhere from 5 to 7 feet tall
Adventurers and weigh anywhere from 15-45 pounds.
Speed: Your base speed is 30 feet.
Since they receive no pleasure from food, drink, or
Languages: You can speak, read, and write Common
sex, the Calavera instead look for fulfillment through
and Riado.
an internal purpose and experiencing the parts of life
that other races may take for granted. Their love of

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PART 2 | Races Table of Contents
Rucho
“The sands may have pushed them back
for now, but this is not the end of them. I
fear that they will not stop until they have
conquered every horizon.” -Sayre fortune
teller

Origin & Society


The Rucho originally come from a land known as
Cashus that was, according to their histories,
destroyed by sudden and rampant natural disasters.
Their ancestors sailed for years in search of a new
home, with many of their people not surviving the
journey. Eventually, after over 1,000 days at sea, the
Rucho made landfall in the 5 Corners, settling in the
region now known as Bandera.
Upon landing, the Rucho quickly got to work on
getting their bearings. They banded together, creating
the Commonwealth of New Cashus, made up of the
populations of the 12 surviving ships from their
journey, who had become separate communities in
their own right. Overjoyed that they had finally found
refuge, the Rucho created their cities and began to
spread east, hoping to rebuild their once great society.
Much to their dismay, they found that they had found
themselves on land that was already claimed.
The Suhnan saw the Rucho as invaders, coming to
violate their land and destroy their way of life. The
Rucho saw the Suhnan as greedy and aggressive,
trying to wipe out anyone different from them and
keep the entire 5 Corners to themselves rather than
show compassion to refugees facing great hardship. As
with all things on the Forsaken Frontier, the truth is
messy, and neither side was necessarily wrong.
These tensions led to the War of Red Clouds, a
bloody 20-year war that saw the Rucho decimate the
Suhnan people, overcoming them with superior
technology and firepower despite being severely
outnumbered. The Suhnan were pushed back to
Goliad, and the Rucho cemented themselves as the
residents of Bandera, taking their new home by force
and confirming all of the Suhnan’s worst fears.
Three years later, the Rucho got a taste of their own
medicine, as the Sayre pushed them out of the deserts
of northern Arroyas thanks to cunning strategy and
the overextension of Rucho supply lines. As the Rucho
retreated back to Bandera to lick their wounds, their
bloodlust was tempered as they set their sights on
defending the newly established borders in order to
allow their society to flourish.

PART 2 | Races Table of Contents 10


And flourish it has. The Rucho have always been a Names
headstrong and inventive people, driven by the tenants
of their faith of Trinitism, and this drive combined The Rucho introduced the Common language to the
with both the ample natural resources of Bandera and Forsaken Frontier, and their growth is responsible for
the power of the leylines have turned the Rucho into a its widespread usage across the land. This language is
powerhouse of technological progress. Innovations simple, direct and has a relatively free word order,
like railroads, firearms, explosives, and the telegraph which is reflecting in the Rucho naming conventions.
are just a core few of the many inventions that the They have a two-part name system, comprised of a
Rucho are responsible for disseminating throughout given first name and a shared familial surname.
the 5 Corners, and their economic power is rivaled
Example First Names: Abby, Ben, Carrie, Eli, Jacob, Jane,
only by the Calavera.
Leroy, Rosa, Roy, Sue
Example Last Names: Adkins, Cobb, Foreman, Griffin,
Physical Description Hendrix, McDonald, Nash, Olson, Raymond, Stewart
The physical characteristics of the Rucho are
incredibly varied. They possess a wide variety of skin Racial Traits
colors, body types, and facial features. Bone structure,
Age: Rucho reach maturity at 18 and generally live up
hair color and texture, eye color, and a host of facial
to 60-80 years of age.
and bodily phenotypic characteristics vary immensely,
Gunpowder Guru: You gain proficiency in firearms and
based on regions of the original homeland of Cashus
the Mechanics skill.
that have been all but forgotten on this new frontier.
Pack Rat: Items that weigh less than 2 pounds weigh
Cheekbones may be high or broad, noses aquiline or
half as much for you.
flat, and lips full or thin; eyes range wildly in hue, some
Tenacity: Rucho are known for their stubborn
deep set in their sockets, and others with full
willpower. 3/day, you may reroll a saving throw.
epicanthic folds. A Rucho’s subregion of origin could
Versatile: You gain an additional +1 to an ability score of
also be indicated through their traditional styles of
your choice and a proficiency in a skill of your choice.
bodily decoration, not only in the clothing or jewelry
Size: Rucho can stand anywhere from 5 to 7 feet tall
worn, but also in elaborate hairstyles, piercing,
and weigh anywhere from 120-300 pounds.
tattooing, and even scarification.
Speed: Your base speed is 30 feet.
Languages: You can speak, read, and write Common
Relations and one other language of your choice.
Many of the other races of the 5 Corners treat the
Rucho with a healthy degree of caution. Their bloody
history in the Forsaken Frontier has given them a
reputation as a race of warmongers who are willing to
bulldoze anything and anyone in their path of
“progress.” However, many of them would be foolish to
completely cut the Rucho out, due to the innovations
they create, and many who deal with the Rucho
regularly would describe them as a well-meaning and
impressive group with a bit of a victim complex.
The main exceptions to this are the Beastborn and
the Suhnan. Both groups find the Rucho to be high-
and-mighty and avaricious, looking down on the rest
of the Forsaken Frontier as a land of savages that they
have come to “rescue.” It does not help that both of
these groups have a plethora of old wounds that the
Rucho’s recent behavior has not done much to heal.

Adventurers
Rucho society encourages one to go out into the world
and reach their full potential and move society
forward, so it’s no wonder that many Rucho seek a life
on the trail. To a Rucho, new lands and new faces
present new opportunities. Their mechanical prowess
leads many to lives as engineers, arcanists,
prospectors, lawmen, and more.

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Sayre
“So many secrets! At least the Rucho will
tell you when they’re bout to shoot ya.
They just show up one day and we’re all
supposed to just get along? Shit, you know
what they say about the devil that you
don’t know…” -Calavera merchant

Origin & Society


The Rucho were not the only outsiders that made their
way to the 5 Corners. However, unlike the Rucho, the
Sayre (pronounced “Sye-eer”) did not find themselves
in the Frontier of their own volition. To hear their
shamans tell it, the Sayre were transported from their
homeland of Raaldin by a fierce magical sandstorm
conjured by The Shepherd, one of the many aspects of
the broken god Haz. Others say that the power of the
leylines must have opened some form of portal that
the unsuspecting Sayre wandered into, and that their
presence on the continent is evidence that the
Frontier’s leylines stretch beyond the edges of the
continent.
Regardless of how they arrived in the Corners, the
question the Sayre have spent years trying to answer
is why. Some of the more radical Hazonites believe
that they were brought to the 5 Corners to deactivate
the ley lines, which they believe to be weakening the
boundary between the spirit world and the material
world, which would cause total chaos. Others believe
like the rest of the Corners believe: that it was simply
blind chance and a bit of wayward magic that led the
Sayre to the Frontier, and they simply try to make the
most of their opportunities here or even try to find
ways to return to Raaldin.
Whatever the cause or purpose of their arrival, the
Sayre have had nearly a century to build up their new
homeland and impart their unique culture on the rest
of the Corners. Through their native faith of Hazonen,
they are the only people in all the 5 Corners to believe
in a full afterlife, believing that the spirits of the dead
live on in a different world separate from the world of
the living known as the Far Realm.
This has lead Sayre society to function similar to the
Suhnan’s where there is much less importance placed
on time, as well as more importance placed on the
community rather than the individual. Other societies
have trouble with this concept, believing the Sayre to
be lazy, wasting their one opportunity at life rather
than trying to capitalize on a chance to make their
feats remembered.

PART 2 | Races Table of Contents 12


However, the Sayre believe that to be too short- across the 5 Corners have a deep-seated mistrust of
sighted of an outlook, and that one should look more the Sayre, no matter how diplomatic they may be.
long-term, finding ways to enrich their communities
taking into account both their mortal and spiritual Adventurers
lives. This outlook also gives the Sayre fearlessness
The Sayre are a magical people in a magical land, and
towards their own mortality, something that the
as such, they can generally find opportunities
Rucho experienced to frightening effect during the
wherever they go despite the mysteries and mistrust
Deep Sand War.
that surrounds them. Their mystical understanding
They have also brought their own unique form of
and their seemingly innate ability wind up on the good
magic known as Espantro that differs from the more
side of most situations have made them a boon for any
commonplace ley magic. Practitioners of Espantro are
Frontier posse, and they generally tend towards work
said to harness their powers through communing with
as fortune tellers, scholars, hired guns, and desert
spirits, overcoming them through a battle of wits,
guides.
however, many skeptics believe this to just be a
different manifestation of a leyline’s power. However,
even the skeptics cannot ignore how different
Names
Espantro is from the rest of the Frontier’s arcane The Sayre language of Raaldish is very rhythmic and
understanding, as well as how effective this strange cyclical, almost akin to a dance with sentences turning
magic is despite the absence of ambient ley energy. and twisting back on each other with similar
Because of this, the Sayre are looked at as inflections and phonetics with slight changes due to
soothsayers and augurs, able to view the world of context. Sayre names are not much different with
magic in a way that is not innately tied to the power of many having heavy hyphenation and repeating
the land. Many seek the desert towns of the Sayre syllables that denote both a first name and surname.
hoping for insight on their futures and the exotic Example Names: Atta Kor-Atta, Baradi-tal Adi, Cital
luxury goods of Arroyas, and the Sayre are happy to Bon-Cita, Ezitli-Ez Faral, Iktan Non-Tan
oblige for the right price.
Racial Traits
Physical Description Age: Sayre reach maturity at 18 and generally live up to
While their overall silhouette is still distinctly 75-90 years of age.
humanoid, the Sayre have very distinct features. They Desert Devil: You gain advantage on Survival and
have large horns that take any of a variety of shapes: Nature checks to find water and you ignore
some have curling horns like a ram, others have nonmagical difficult terrain. In addition, whenever you
straight and tall horns like a gazelle’s, and some spiral take a short rest in a desert or similar climate, you roll
upward like an antelopes’ horns. They have thick tails, an additional hit die
four to five feet long, which lash or coil around their Fortunate Spirit: When you roll a 1 on the d20 for an
legs when they get upset or nervous. attack roll, ability check, or saving throw, you can
Their canine teeth are sharply pointed, and their reroll the die and must use the new roll.
eyes are solid colors—black, red, white, silver, or gold— Sand Seer: You know the thaumaturgy cantrip. When
with no visible sclera or pupil. Their skin tones cover you reach 3rd level, you can cast the augury spell once
the full range of human coloration, but also include with this trait and regain the ability to do so when you
various shades of red. Their hair, cascading down from finish a long rest.
behind their horns, is usually dark, from black or Size: Sayre can stand anywhere from 5 to 7 feet tall and
brown to dark red, blue, or purple. weigh anywhere from 150-350 pounds.
Speed: Your base speed is 30 feet.
Relations Languages: You can speak, read, and write Common
and Raaldish.
The Sayre’s diplomatic nature has allowed them to
foster good relations with most races on the Frontier,
including their old enemy, the Rucho. They are
generally viewed as a people that provide a welcome
sense of calm and reason compared to some of the
more hot-headed races in the Corners, though there
are many that bristle at the Sayre’s tendency to view
themselves as “above” the squabbles of other groups.
Despite this, the Sayre still have a lot to overcome in
the eyes of their neighbors due to their introduction of
the Hazonite faith. The disruption of ley energy that
the Hazonites seek is something that is completely at
odds with the aims of the other factions of the
Frontier, and because of this, many other people

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PART 2 | Races Table of Contents
Suhnan
“They say they’re as old as the Corners Origin & Society
themselves. Think that each & every soul The Suhnan (pronounced “Soo-nan”) are the native
that ain’t one of them’s trespassing on race of the 5 Corners, a land that they call Somona,
their land. They know by now that they and have lived on the continent since time
just gotta learn to live with us, but they immemorial. Legends state them to be the stewards of
sure as hell ain’t happy about it. Can’t the entire continent, protectors born to guard the
really blame ‘em. One day, I think leylines and tend to the earth like a mother goddess.
everyone’ll end up paying for what the Their connection to the land is so strong that they
Rucho did…” -Cactoid marshal take on physical aspects of it, brimming with
elemental ley magic that they have safeguarded for
centuries. Thirty-eight different tribes once spread
out across the entire land, each with its own unqiue
customs and cultures, feuds and friendships.
But those days are over now. Ever since the rain of
the Red Clouds washed away all the Suhnan once
knew. Their ancestral lands, stolen by invaders and
abominations, their histories scattered as shamans fell
in droves to Rucho bullets. The war has ended, but the
scars may never heal.
Today, the Suhnan are as united as they have ever
been, with all 24 remaining tribes joining together to
create the Ashaya Federation that governs them and
rules over their birthplace of Goliad. After the War of
Red Clouds, the Suhnan became hardened
isolationists, doing their best to cut themselves off
from the outside world and defend what was left of
their ancestral lands for decades. Many sought their
expertise on the intracacies of the leylines, and many
instead found the end of their lives upon attempting to
enter Goliad.
However, in the past 50 years, their position has
softened. They still harbor a deep distrust of outsiders,
the Rucho especially, but they have decided that
closing themselves off from the rest of the continent
helps no one, least of all the land they are meant to
protect.
Now, they allow outsiders in select few border
settlements in Goliad, and they have once again begun
to disperse across the lands they once owned. Some
travel to uphold their ancient pact to protect the land
and its leylines, some others seek to introduce the
outsiders to Suhnan culture and cautiously integrate
them, while others still seek to reject the “stuffy”
isolation of Suhnan culture and long for a life on the
open road.

Physical Description
Seen in silhouette, a Suhnan can usually pass for a
Rucho. However, they have very distinct features tied
to the elements of the land itself. Those of earth or

PART 2 | Races Table of Contents 14


water descent tend to be heavier, while those of air or Air
fire tend to be lighter. They have skin tones ranging Sire of the Storm: You know the shocking grasp and
from red, tan, green, blue, white or gray. They have gust cantrips. Intelligence, Wisdom, or Charisma is
pointed ears, and their hair generally mirrors their your spellcasting ability for these spells when you cast
elemental descent, with fire Suhnan bearing blonde or them with this trait (choose when you select this race).
red hair streaked with embers, while a water Suhnan Wind Ward: You can hold your breath indefinitely
may have curls of sea foam. while you’re not incapacitated, and you have
resistance to lightning damage.
Relations
The Suhnan harbor great pain and resentment, and are Earth
a hard people to get along with as a result. Regardless Darkvision: You can see in dim light within 60 feet of
of whether their anger is warranted, most other races you as if it were bright light and in darkness as if it
have seen multiple generations come and go since the were dim light. You discern colors in that darkness
War of Red Clouds and take offense to being blamed only as shades of gray.
for their ancestor’s actions. Guru of Growth: You know the thorn whip and mold
While the Suhnan’s decision to interact with the earth cantrips. Intelligence, Wisdom, or Charisma is
outsiders over the past few decades has helped to your spellcasting ability for these spells when you cast
alleviate this somewhat, the Suhnan’s distrust still them with this trait (choose when you select this race).
keeps the other factions at arm’s length, and as a
result, has led to many races distrusting them. While a Fire
Suhnan may be welcome in most settlements, they will Inferno Enchanter: You know the produce flame
certainly garner their share of side-eyes depending on cantrip. Intelligence, Wisdom, or Charisma is your
the area. spellcasting ability for this spells when you cast them
with this trait (choose when you select this race).
Adventurers Unending Blaze: You have advantage on saving throws
made to resist exhaustion from extreme heat, and you
Suhnan are seen as experts on all the lands of the have resistance to fire damage.
Frontier, and they can put this expertise to great use
out on the open road. They are world-class scouts and Water
explorers, able to comfortably traverse all manner of Water Weaver: You know the acid spalsh and shape
terrain, and their culture’s understanding of the water cantrips. Intelligence, Wisdom, or Charisma is
leylines make them archetypal Channelers. your spellcasting ability for these spells when you cast
them with this trait (choose when you select this race).
Names Wavekin: You can breathe air and water, and you have
The Suhnan language is melodic and vowel-heavy, but resistance to acid damage.
their naming conventions have great variety due to the
subcultures of the many different tribes found within
the Ashaya Federation. Suhnan do not use surnames,
opting to instead go with a single given name.
Example Names: Ahiga, Brave Thunder, Elsu, Flying
Hawk, Huata, Leaps-With-Grace, Mohea, Mountain
Flower, Sinopa, Water Dancer

Racial Traits
Age: Suhnan reach maturity at 16 and generally live up
to 120 years of age.
Child of the Land: You gain proficiency in Animal
Handling, Nature, and Survival.
Size: Suhnan can stand anywhere from 5 to 7 feet tall
and weigh anywhere from 120-300 pounds.
Speed: Your base speed is 35 feet.
Languages: You can speak, read, and write Common
and Suhnan.
Subraces: Choose one of the following subraces:

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PART 2 | Races Table of Contents
Languages
The peoples of the Forsaken Frontier speak a wide
variety of languages, from the widespread trade
tongue called Common to obscure ancient languages
from forgotten histories. Many regions and races have
a shared language, and all of the prevalent languages
of the 5 Corners have both signed versions and written
versions.

Prevalent Languages
Common
Raaldish
Riado
Spek
Suhnan
Other Languages
Infernal (spoken by demonic entities)
Old Speech (spoken by the Ruined)
Primordial (spoken by elementals)
Sylvan (spoken by ley spirits)

PART 2 | Races Table of Contents 16


Classes
Classes

T
he following are the only class options
available in the Forsaken Frontier.
Multiclassing is optional with DM
approval.

Class Table
Hit Primary
Class Description Die Ability Saving Throws Armor & Weapon Proficiencies Spell Lists
Arcanist A student of the arcane arts that is able to 1d6 Intelligence Intelligence & Daggers, darts, derringers, Arcane
combine the magical runic language of Wisdom slings, quarterstaffs.
Rigoric and modern crafting abilities to
hone ley energy.
Brawler A rough-and-tumble unarmed fighter who 1d10 Strength or Strength & None _
seeks to hone themselves to make their Dexterity Constitution
body into a deadly weapon able to take on
any foe.
Brute A trained warrior, seeking to do battle in 1d10 Strength or Strength & All armor, shields, simple _
the way that it was done in the millenia Dexterity Dexterity weapons, martial melee
before the advent of gunpowder. weapons
Channeler A sage that utilizes ancient traditions to 1d6 Wisdom Wisdom & Nonmetal light & medium Primal
harness natural ley energy and utilize it to Charisma armor, shields, clubs, daggers,
either bond with the creatures of nature or darts, handaxes, javelins,
unleash devastating elemental effects. quarterstaffs, slings, spears
Desperado A rugged gunslinger that is well-versed in 1d8 Dexterity Dexterity & Light armor, medium armor, _
all manner of modern ranged combat Intelligence clubs, daggers, explosives, all
styles. firearms
Hexslinger A magical gunman, able to use 1d8 Dexterity & Dexterity & Light armor, daggers, all Divine,
supernatural powers thanks to their Charisma Charisma firearms Primal or
attunement to an item possesed by a Occult
spirt.
Ley- A strange mage, able to cast spells thanks 1d8 Charisma Constitution & Light armor, simple melee and Arcane &
Touched to innate ley energy that has somehow Charisma ranged weapons, pistols Primal
been fused with their blood
Magi A practitioner of the eccentric magical art 1d6 Intelligence Intelligence & Daggers, darts, derringers, Occult
of Espantro, who harnesses magical Constitution slings, quarterstaffs.
energy from spirits by besting them in
battles of wits
Zealot A devoted priest able to use magic 1d8 Wisdom Wisdom & Light armor, medium armor, Divine or
through pure power of belief in a Strength shields, clubs, daggers, darts, Occult
supernatural entity. derringers, maces, quarterstaffs.

PART 3 | Classes Table of Contents 17


Arcanist
After first encountering the leylines, the crafty Rucho
set about finding ways to harness their power. Thus
began the Arcanists, an order of magical engineers
dedicated to widespread study of the intracacies of
the leylines. These mages utilize rune-charged objects
called talismans to focus ley energy into all kinds of
magical wonders, thanks to their years of research and
practice.

The Arcanist
Proficiency Cantrips Invocations
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Rigoric 3 — 2 — — — — — — — —
2nd +2 Talismanic Invocation, Arcane 3 2 3 — — — — — — — —
Interpretation
3rd +2 — 3 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 2 4 3 — — — — — — —
5th +3 — 4 2 4 3 2 — — — — — —
6th +3 Talismanic Invocation, Arcane 4 3 4 3 3 — — — — — —
Interpretation feature
7th +3 — 4 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 3 4 3 3 2 — — — — —
9th +4 — 4 3 4 3 3 3 1 — — — —
10th +4 Talismanic Invocation, Arcane 5 4 4 3 3 3 2 — — — —
Interpretation feature
11th +4 — 5 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 4 3 3 3 2 1 — — —
13th +5 — 5 4 4 3 3 3 2 1 1 — —
14th +5 Talismanic Invocation, Arcane 5 5 4 3 3 3 2 1 1 — —
Interpretation feature
15th +5 — 5 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 5 4 3 3 3 3 2 1 1 1
20th +6 Runic Might 5 5 4 3 3 3 3 2 2 1 1

Class Features Proficiencies


Armor: None
As an Arcanist, you gain the following class features
Weapons: Daggers, darts, derringers, slings,
Hit Points quarterstaffs.
Hit Dice: 1d6 per arcanist level Tools: Smith’s tools and Jeweler’s tools
Hit Points at 1st Level:6 + your Constitution modifier Saving Throws: Intelligence, Wisdom
Hit Points at Higher Levels: 1d6 (or 4) per arcanist level Skills: Choose two from Arcana, History, Investigation,
after 1st, adding your Constitution modifier on every Mechanics, Medicine, Nature, Perception, & Sleight
even level of Hand

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PART 3 | Classes Table of Contents
Equipment DC for an Arcanist spell you cast and when making an
You start with the following equipment, in addition to Attack roll with one.
the equipment granted by your background: Spell save DC = 8 + your Proficiency Bonus + your
Intelligence modifier
(a) a quarterstaff and a dagger or (b) a derringer with
10 rounds Spell Attack modifier = your Proficiency Bonus + your
your spellcasting talisman Intelligence modifier
(a) a scholar’s pack or (b) an explorer’s pack Ritual Casting
Spellcasting You can cast an Arcanist spell as a ritual if that spell
has the ritual tag and you have the spell prepared.
As a student of modern ley magics, you have an arcane
talisman that allows you to cast Spells through a Rigoric
combination of metallurgy and arcane study.
At 1st level, you know Rigoric, the language of the
Your Talisman Arcanists that they use not only to communicate with
At 1st Level, you create an arcane talisman via a one another as peers, but also helps them to channel
ritual involving the inscription of charged runic arcane energies. Rigoric is largely a runic language,
symbols onto an otherwise mundane small object. This but takes from multiple languages throughout history,
talisman functions as a spellcasting focus that you from dead languages to those still written and spoken
must keep on your person for you to be able to cast today. You automatically spot hidden messages in
your prepared Spells, except for cantrips, which are Rigoric thanks to your attunement to your talisman.
fixed in your mind. If your talisman is destroyed, you
can create a new one spending 1 hour and $25 for each Talismanic Invocation
spell level that you can cast through the talisman. In your study of magic, you have unearthed fragments
of key practices that you can modernize to imbue your
Preparing and Casting Spells
spellcasting talisman with specific abilities.
The Arcanist table shows how many Spell Slots you
At 2nd level, you gain two Talismanic invocations of
have to cast your Spells of 1st Level and higher. To cast
your choice. Your invocation options are detailed at
one of these Spells, you must expend a slot of the
the end of the class description. When you gain
spell’s level or higher. You regain all expended Spell
certain arcanist levels, you gain additional invocations
Slots when you finish a Long Rest.
of your choice, as shown in the Invocations Known
You prepare the list of Arcanist spells that are
available for you to cast. To do so, choose a number of column of the Arcanist table.
Additionally, when you gain a level in this class, you
spells from the “Arcane” spell list equal to your
can choose one of the invocations you know and
Intelligence modifier + your Arcanist level (minimum of
replace it with another invocation that you could learn
one spell). The Spells must be of a level for which you
at that level.
have Spell Slots.
If an invocation has prerequisites, you must meet
For example, if you’re a 3rd-level Arcanist, you have
them to learn it. You can learn the invocation at the
four 1st-level and two 2nd-level Spell Slots. With an
same time that you meet its prerequisites.
Intelligence of 16, your list of prepared Spells can
include six Spells of 1st or 2nd Level, in any
combination, chosen from the “Arcane” spell list. If you
Arcane Interpretation
prepare the 1st-level spell Magic Missile, you can cast At 2nd level, you choose an interpretation of
it using a 1st-level or a 2nd-level slot. Casting the spell talismanic magic that shapes your practice of
doesn’t remove it from your list of prepared Spells. spellcasting. Choose between Spellsmith and Ritualist.
You can change your list of prepared Spells when Your choice grants you features at 2nd level and again
you finish a Long Rest. Preparing a new list of spells at 6th, 10th, and 14th level. This choice cannot be
requires time spent studying your research and changed once made.
inscribing the correct runic combinations onto you
talisman that are required to cast the spell: at least 1 Ability Score Improvement
minute per Spell Level for each spell on your list. At 4th, 8th, 12th, 16th, and 19th levels, you can choose
one ability score to increase by 2, two scores to
Spellcasting Ability increase by 1, or choose a feat.
Intelligence is your Spellcasting ability for your
Arcanist spells, since you learn your Spells through Spell Mastery
dedicated study and memorization. You use your
Intelligence whenever a spell refers to your At 18th level, choose a 1st-level spell and a 2nd-level
Spellcasting ability. In addition, you use your spell from the “Arcane” spell list. You can cast those
Intelligence modifier when setting the saving throw spells at their lowest level without expending a spell
slot when you have them prepared.

PART 3 | Classes Table of Contents 19


If you want to cast either spell at a higher level, you
must expend a spell slot as normal. Arcane
By spending 8 hours in study, you can exchange one
or both of the spells you chose for different spells of
the same levels.
Interpretations
Runic Might Ritualist
At 20th level, your mastery of runic magic is so great Your interpret magic through a talisman using the
that you have glimpsed one of the fabled Master remains of a living being, delving into dark arcane
Runes, symbols of great power that gave rise to the secrets that others might shun.
first Arcanists. You can invoke the power of one
Black Magic
chosen rune a number of times per day equal to your
Intelligence modifier from one of the following At 2nd level, you learn your choice between the toll
options: the dead and vicious mockery cantrips and it does not
count against your cantrips known. In addition,
Rune of Solitude: Whenever you cast a spell that whenever you gain a spell slot of a higher level as part
could deal damage to multiple creatures in an area of leveling up, you can choose 2 spells from the
of effect, you can use a reaction to have this spell “Occult” spell list. You can prepare these chosen spells
instead only affect a single creature. This creature as Arcanist spells.
has disadvantage on its save against this effect, and
when you roll damage for this spell, you roll twice Sacrifical Empowerment
and take the higher result. At 2nd level, you’ve learned how to stretch the power
of your talisman by consuming parts of it to empower
Guardian Rune: As an action, you and up to 5 other your spells. Whenever you cast a spell of 1st-level or
creatures that you choose can add your Intelligence higher, you can consume a piece of your talisman. If
modifier to their AC and any saving throws that you do, you cast the spell as if you used a spell slot of
they roll until the end of your next turn. one additional level. This level can exceed the
maximum level of your arcanist spells.
Rune of Reversal: When a target you can see rolls an You can use this feature a number of times equal to
attack roll, an ability check, or a saving throw, you half your Intelligence modifier, rounded down + 1
can use your reaction to invoke this rune to steal (minimum of 1). Upon your last use of this feature, your
that roll from the target. The target must then roll talisman is destroyed. You regain all uses of this
again and take the new result. You can then use the feature upon completing a long rest.
roll that you stole from the target for any attack
roll, ability check, or saving throw you make until Curator of Curses
the end of your next turn. At 6th level, whenver you cast a curse spell, roll a d20.
On a roll of 15 or higher, this spell does not consume a
Rune of Death: You may use this rune as an action
spell slot. For the purposes of this feature, a curse is a
to potentially bring down a foe with a single
spell that has the word “curse” in its name or one
thought. Choose a target creature that you can see.
requiring a material component that is a part of a
If this creature’s current HP is less than 125%
living creature, such as the adder’s stomach needed
(rounded down) of your current HP, it is killed
for the acid arrow spell or the petrified eye of newt
instantly. However, if the target creature’s current
needed for the hex spell.
HP is higher than this threshold, you are reduced to
1 HP, and the target creature instead takes damage Forbidden Rites
equal to the HP that you lost.
At 10th level, you reduce the time it takes you to cast a
Blur Rune: As an action, you and up to 2 other ritual spell from 10 minutes to 1 minute. In addition
creatures that you choose are immune to all you can cast any spell with a casting time of 1 minute
conditions (except unconscious) and have their or longer as a ritual.
movement speeds tripled until the end of your next These spells have the ritual tag for you. If the casting
turn. time of the spell is longer than 10 minutes, then the
ritual version of the spell uses the spells original
casting time.

Sacrificial Unmaking
At 14th level, You can extract even greater
consumptive power from your talismans. When you
use your Sacrificial Empowerment feature, you can
also choose to incur one of the following effects:

PART 3 | Classes Table of Contents


20
Discombobulation: A target makes its first saving Arcane Infusion
throw against the spell with disadvantage. At 6th level, you have learned how to use Rigoric to
connect the magic of your talisman with other items.
Discorporation: You or a creature who was holding To use this feature, choose an item. In a special ritual
or carrying the trinket (your choice) wink out of taking 1 minute, you can expend a spell slot to cast a
existence until the start of your next turn, spell as normal, but the spell does not take effect, and
teleporting to an unoccupied space within 5 feet of is stored in the item for later use.
the trinket’s last location. If no such space exists, Subsequently, any creature holding the item with an
the target is shunted to the nearest unoccupied Intelligence of 6 or higher that is aware there is magic
space and takes force damage equal to twice the infused in it can expend the stored magic to cast the
number of feet it is moved. spell.
The spell uses your spellcasting modifiers, but is in
Disintegration: The first time a target takes damage
from the spell, it takes 1d6 additional force damage all other ways treated as if the creature holding it cast
the spell. The magic infused in the item fades if you
for each level of the spell, taking half as much
complete a long rest without expending the stored
damage if it made a saving throw against the spell
and succeeded. A target with 0 hit points after spell.
taking damage from this effect is reduced to a pile
Runic Reverberation
of fine gray dust.
At 10th level, whenever you use one of your Runic
Dispersion: The spell’s range and spatial dimensions Expressions, roll a d20. On a roll of 17 or higher, you
are doubled. copy this Runic Expression and can cast this copy
without expending a spell slot.
Disruption: The spell ignores all damage
resistances, and treats damage immunities as Empowered Infusion
resistances instead. At 14th level, whenever you use your Arcane Infusion
feature on a weapon, the wielder of the infused
Distraction: A target hit by the spell’s attack or who weapon can cast the stored spell as part of the same
fails its saving throw has no memory of you casting action to make an attack with the spell. If you use it on
the spell or being affected by it. a suit of armor, the wearer can cast the stored spell as
a reaction when they are hit.
Spellsmith
You masterfully weave magic and metallurgy to create
mechanical talismans that represent the apex of Talismanic
arcane empowerment.
Invocations
Runic Expressions
At 2nd level, you learn the mending cantrip and it Advanced Artifice
doesn’t count against your cantrips known. In Crafting times and costs, including those for creating a
addition, you can use complex runic inscriptions to talisman, are cut in half.
meld together the effects of multiple spells. Whenever
you prepare your spells for the day, choose a number Evil Eye
of Runic Expressions equal to your Intelligence
modifier. Prerequisite: Ritualist subclass
To create a Runic Expression, choose two different You gain the ability to lay the most unsettling gaze
spells that are the samel level (this level cannot be upon a creature. As a reaction to a creature within 15
higher than half your Intelligence modifier, rounded feet attacking you, you can unleash a terrifying glare at
up) and have a duration of instantaneous, then expend them (occuring after the attack completes). The target
a spell slot equal to the level of these spells. For the creature must make a Wisdom saving throw against
rest of the day, whenever you cast one of these spells, your spell save DC or become frightened of you until
it also includes the effects of the other bonded spell. the end of your next turn. Once a creature has
succeeded on a save against this ability, they are
Artisan’s Expertise immune to it for 24 hours.
At 2nd level, you gain expertise in a tool set of your Additionally, you gain proficiency in the Intimidation
choice. In addition, you may use this chosen tool set to skill.
cast the identify spell even if you do not have it
prepared and without using a spell slot, given that a
Markings of Protection
mundane version of the item being identified could be Prerequisite: Spellsmith Subclass
created by this tool set (for example, using jewler’s You are always under the effect of the mage armor
tools to identify a magical amulet). spell.

PART 3 | Classes Table of Contents 21


Protective Ward Savant Focus
You make a ward against supernatural harm. While Prerequisite: 6th-level or higher
you wear this charm, you can use it to cast protection You can focus all of your experience into using your
from evil and good without expending a spell slot, most basic magic potently. As a bonus action you can
material components, or requiring concentration, but enter a state of focused concentration, as if
the spell lasts a number of rounds equal to your concentrating on a spell. When you do so, you gain
Intelligence modifier. You can cast this as a reaction to advantage on attack rolls made for cantrips for 1
being attacked or making a save it would affect, but minute, or until you end your concentration on this
when you do so it only lasts until the start of your next state of focus.
turn.
Once you use this charm, you cannot use it again Simple Magic
until you complete a short or long rest.
Prerequisite: 6th-level or higher
Spatial Storage You can sacrifice a spell slot of 3rd level or higher to
gain two 1st level spell slots. If the spell slot is 5th level
You can convert a pocket, ring, hat, or bag into a
or higher, you can gain two 2nd level spell slots. You
spatial storage device, capable of carrying up to 3 x
cannot store more than twice your usual maximum
your Arcanist level in pounds, with 0.5 x your Arcanist
number of any spell slot level this way.
level cubic feet of storage space. For example, a level 5
Arcanist can store up to 15 pounds, not exceeding a
volume of 2.5 cubic feet, within the storage space. As
Utility Master
an action, you can send an item you are holding into Prerequisite: 6th-level or higher
the storage space or retrieve an item from the storage When you cast utility cantrips that can lift weight,
space to your hand. affect external elements, target an area on the ground,
If lost, you can recreate the spatial storage device or cause minor instantaneous effects, you lift twice as
during a short rest. much, target twice the area, or maintain an additional
instantaneous effect.
Vestments of War
You gain proficiency in light and medium armor.
Artifice Expert
Prerequisite: 10th-lever or higher
War Mage Choose one skill you are proficient in from among
Arcana, History, Mechanics, Sleight of Hand, or any
Prerequisite: Vestments of War
tool set. You gain expertise in the chosen skill or tool
You gain proficiency in simple melee weapons and
set. If you do not have proficiency in any of the
shields.
selected skills, you can instead gain proficiency in two
of your choice.
Arcane Ammunition You can select this invocation multiple times,
Prerequisite: 6th-lever or higher, Spellsmith subclass selecting a different skill each time you take it.
You infuse a ranged weapon with special magic
granting it magical ammunition. The weapons damage Dark Knowledge
becomes force damage and it no longer requires
Prerequisite: 10th-lever or higher, Ritualist subclass
ammunition to fire. If the weapon had the Loading
You learn 5 spells of your choice from the “Occult”
property, it no longer has the Loading Property.
spell list. These are now Arcanist spells for you.
You can select this invocation multiple times,
Corrupt Item selecting different spells each time you take it.
Prerequisite: 6th-lever or higher, Ritualist subclass
You use a dark and secret rite to corrupt a non- Magical Rod of…
magical item, causing it to become a cursed magic
Prerequisite: 10th-lever or higher, Spellsmith subclass
item. While any creature other than you is in
You create a magical Rod that you can infuse with a
possession of this item, they are under the effect of
spell of 5th level or higher you have prepared. This rod
the bane spell. Select one of the following for the
does not require attunement, but can only be used by
item’s magical property (the item must be of a type of
you. The spell level must be equal to or less than half
item that could be the magical item selected): bag of
of your Arcanist level, rounded down. This rod has one
tricks, brooch of shielding, goggles of night, lantern of
charge. You can expend the charge to cast the
revealing, or staff of the python (you can ignore
selected spell at its base level. The rod regains all
attunement restrictions of this item).
charges at the end of a long rest.
You can select this invocation multiple times,
selecting a different spell each time you take it.

22
PART 3 | Classes Table of Contents
Brawler
Out on the trail, knowing how your weapon works can
be the difference in killin’ and being killed. Brawlers
take a shortcut by becoming weapons themselves.
Through tireless training, Brawlers fight with the
hands and feet their were born with, often with
devastating effects. In a world where ranged combat is
becoming all more common, Brawlers thrive on gettin’
up close and personal.

The Brawler
Level Proficiency Bonus Features Fisticuffs
1st +2 Iron Chin, Fisticuffs, Pugilistic Preference 1d4
2nd +2 Quick Footwork, Dirty Fighting 1d4
3rd +2 Pugilistic Preference feature 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Pugilistic Preference feature, Shake it Off 1d6
7th +3 Fists of Fury, Chaotic Combatant 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Intense Focus 1d6
10th +4 Pugilistic Preference feature 1d6
11th +4 Extra Attack 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Puncher’s Chance 1d8
14th +5 Unbreakable 1d8
15th +5 Pugilistic Preference feature 1d8
16th +5 Ability Score Improvement 1d8
17th +6 Knock Out 1d10
18th +6 Fighting Spirit 1d10
19th +6 Ability Score Improvement 1d10
20th +6 Champion 1d10

Intimidation, Perception, Performance, Stealth,


Class Features Sleight of Hand, Streetwise, and Survival
As a Brawler, you gain the following class features
Equipment
Hit Points You start with the following equipment, in addition to
Hit Dice: 1d10 per brawler level the equipment granted by your background:
Hit Points at 1st Level: 10 + your Constitution modifier a trinket taken as a trophy from your first fight
Hit Points at Higher Levels: 1d10 (or 6) per brawler (a) a frontiersman’s pack or (b) an explorer’s pack
level after 1st, adding your Constitution modifier on
every even level. Iron Chin
Proficiencies Beginning at 1st level, while you are wearing no armor
Armor: None and not wielding a shield, your AC equals 10 + the
Weapons: None highest two numbers between your Strength,
Tools:None Dexterity and Constitution modifiers.
Saving Throws:Strength, Constitution
Choose three from Acrobatics, Athletics,
Skills:

PART 3 | Classes Table of Contents 23


Fisticuffs Fists of Fury
At 1st level, your experience has given you mastery At 7th level, your unarmed strikes count as magical for
over combat styles that use unarmed strikes and the purpose of overcoming resistance and immunity to
brawler weapons, which are any improvised weapons. non-magical attacks and damage.
While you are unarmed or using only brawler
weapons and you are wearing light or no armor and Chaotic Combatant
not using a shield, you can roll a d4 in place of the
At 7th level, you’re used to fighting in complete chaos
normal damage of your unarmed strike or pugilist
and have learned to utilize it for yourself. You gain the
weapon. This die changes as you gain brawler levels, as
following benefits:
shown in the Fisticuffs column on the brawler class
table. When you’re prone, you can stand up by spending 5
Pugilistic Preference
feet of movement, rather than half your speed.
As a reaction, when a creature misses you with a
At 1st level, you choose a fighting style that determines melee attack roll, you can cause that attack to hit one
how you use your training to overcome enemies. creature of your choice, other than the attacker, that
Choose between Roughhouser and Quick Son of a you can see within 5 feet of you. You can use this
Bitch. Your choice grants you features at 1st level and feature a number of times per day equal to your
again at 3rd, 6th, 10th, and 15th level. This choice proficieny bonus.
cannot be changed once made.

Dirty Fighting Intense Focus


At 2nd level, When you hit an enemy with an unarmed At 9th level, you have resistance to psychic damage
or brawler weapon attack you can impose one of the and gain advantage on saving throws against effects
following effects on that target: that would make you stunned or unconscious.

It must succeed on a Dexterity saving throw or be Puncher’s Chance


knocked prone.
It must make a Strength saving throw. If it fails, you At 13th level, 3/day when you make an ability check,

can push it up to 15 feet away from you. an attack roll, or a saving throw and have
disadvantage, you can choose to negate this
It can’t take reactions until the end of your next turn. disadvantage.
The DC for these effects is calculated as 8 + your
choice of Strength or Dexterity modifier + your Unbreakable
proficiency bonus. You can use this a number of times At 14th level, you gain proficiency in all saving throws.
per day equal to your proficiency bonus. Additionally, 1/day, whenever you make a saving throw
and fail, you can reroll it and must take the second
Quick Footwork result.
At 2nd level, your speed increases by 10 feet while you
are not wearing armor or wielding a shield. Knock Out
At 17th level, when you hit with an unarmed strike or
Ability Score Improvement brawler weapon you can try to knock out the
At 4th, 8th, 12th, 16th, and 19th levels, you can choose opponent instead of dealing damage. Roll 10d12 + your
one ability score to increase by 2, two scores to brawler level; if the total is equal to or greater than the
increase by 1, or choose a feat. creature’s remaining hit points, it is unconscious for 10
minutes.
Extra Attack
Fighting Spirit
At 5th level, you gain the ability to make 2 attacks
when you take the attack action. This number At 18th level, when you are reduced to 0 hit points, you
increases to 3 at 11th level. gain half of your maximum hit points and gain a level
of exhaustion. You cannot use this feature again until
Shake it Off you complete a long rest.

At 6th level, you gain the ability to bring yourself back Champion
from tough moments to finish off a fight. As an action,
you can regain hit points equal to three times your At 20th level, your Strength, Dexterity and
brawler level. You must finish a long rest before you Constitution ability scores increase by 2 to a maximum
can use this feature again. of 22. Additionally, when you take a long rest you
recover 2 levels of exhaustion instead of 1.

24
PART 3 | Classes Table of Contents
Pugilistic Roughhouser
You fight with overwhelming strength and just the
Preferences right amount of technique needed to beat your
opponents senseless with well-placed, powerful
Quick Son of a Bitch strikes.

You trade power for style and grace, focusing on quick Hard Knocks
strikes and evasive movements to beat opponents At 1st level, whenever you roll damage for an unarmed
before they can react. or brawler weapon attack, you roll twice the amount
of dice noted by the Fisticuffs column of the Brawler
The Ol’ One-Two table, and, at the start of each of your turns, you can
At 1st level, you can use your Dexterity for determining deal 1d4 bludgeoning damage to one creature grappled
attack and damage rolls for unarmed and brawler by you. In addition, whenever you score a critical hit
weapon attacks. In addition, when you use the Attack with an unarmed strike or brawler weapon attack, you
action with an unarmed strike or a brawler weapon on roll an additional damage die.
your turn, you can make one unarmed strike as a
bonus action. This strike does not add your ability I Didn’t Hear No Bell
score modifier to the damage roll. At 3rd level, when you are reduced to less than half of
your maximum hit points you gain your brawler level +
Float Like a Butterfly your Constitution modifier in temporary hit points
At 3rd level, you can Dash or Disengage as a bonus and you add your proficiency bonus to your damage
action and your speed increases by 10 feet. In addition, with unarmed attacks and brawler weapons for 1
whenever a creature makes a melee attack roll against minute.You cannot use this feature again until you
you, you can use a reaction to impose disadvantage on complete a short or long rest.
the roll. You must use this feature before the creature
makes the attack roll. Haymaker
At 6th level, before you make an attack roll with an
Fast Fists unarmed strike or brawler weapon attack, you can
At 6th level, when you use your bonus action to make declare you are swinging wild haymakers. You make all
an attack with The Ol’ One-Two and the attack is attack rolls until the end of this turn with
successful, you can immediately give yourself a free disadvantage, you score a critical hit on a roll of 19 or
extra unarmed attack. This strike does not add your 20, and when you deal damage you do not roll for
ability score modifier to the damage roll. If this attack damage but use the maximum die result instead.
hits, the target has disadvantage on all attacks until
the beginning of your next turn. Brace Up
At 10th level, as a bonus action you can brace yourself
Evasion for incoming attacks. Roll two of your Fisticuffs dice +
At 10th level, when you are subjected to an effect that your proficiency bonus + your Constitution modifier.
allows you to make a Dexterity saving throw to take You gain that many temporary hit points, and while
only half damage, you instead take no damage if you you have these temporary hit points, you are resistant
succeed on the saving throw, and only half damage if to all damage.
you fail.
Chin Check
Bob & Weave At 15th level, once per turn, when you would make an
At 15th level, once per turn, when you would make an attack with advantage, you can forgo it and instead
attack with advantage, you can forgo it to make 2 make your next attack without advantage, and if it
attacks without advantage instead. In addition, when a hits, it is an automatic critical hit. Using this feature
creature misses you with a melee attack, you can use reduces the number of atacks you can make in a round
your reaction to make an unarmed strike with by 1.
advantage against that target.

PART 3 | Classes Table of Contents 25


Brute
It’s no secret that the Rucho bringing gunpowder to
the Forsaken Frontier changed the landscape of
warfare on the continent forever. However, a Brute
knows that the invention of bullets doesn’t make a
blade any less lethal. Trained in ancient fighting
techniques, Brutes utilize a wide variety of analog
weaponry to efficicently dispatch enemies the old-
fashioned way.

The Brute
Level Proficiency Bonus Features Exploits Known Exploit Die Exploit Dice
1st +2 Fighting Style, Second Wind - - -
2nd +2 Martial Exploits 2 d6 2
3rd +2 Know Your Enemy, Warrior Archetype 3 d6 2
4th +2 Ability Score Improvement 3 d6 3
5th +3 Extra Attack 4 d8 3
6th +3 Action Surge 4 d8 3
7th +3 Warrior Archetype Feature 5 d8 3
8th +3 Ability Score Improvement 5 d8 4
9th +4 Indomitable 6 d8 4
10th +4 Warrior Archetype Feature 6 d8 4
11th +4 Extra Attack 7 d10 4
12th +4 Ability Score Improvement 7 d10 5
13th +5 Indomitable Upgrade 8 d10 5
14th +5 Unbreakable 8 d10 5
15th +5 Warrior Archetype Feature 9 d10 5
16th +5 Ability Score Improvement 9 d10 6
17th +6 Extra Attack, Indomitable Upgrade 10 d12 6
18th +6 Warrior Archetype Feature 10 d12 6
19th +6 Ability Score Improvement 10 d12 6
20th +6 Action Surge Upgrade, Relentless 10 d12 6

Choose two from Acrobatics, Athletics,


Class Features Skills:
Deception, History, Intimidation, Investigation,
As a Brute, you gain the following class features Perception, Persuasion, Stealth, Sleight of Hand, and
Hit Points
Survival
Hit Dice: 1d10 per brute level Equipment
Hit Points at 1st Level:10 + your Constitution modifier You start with the following equipment, in addition to
Hit Points at Higher Levels: 1d10 (or 6) per brute level the equipment granted by your background:
after 1st, adding your Constitution modifier on every
even level. a) splint mail or (b) duster, a longbow, 20 arrows
(a) martial weapon and shield or (b) two martial
Proficiencies weapons
Armor: All Two tomahawks
Weapons: Simple & martial melee and ranged weapons (a) a frontiersman’s pack or (b) an explorer’s pack
Tools: None
Saving Throws: Strength, Dexterity

26
PART 3 | Classes Table of Contents
Fighting Style Improvised Fighting
You gain proficiency with improvised weapons. Once
At 1st level, choose the Fighting Style from the options
per turn, when you hit with a improvised weapon
below that best reflect your martial training and skill
attack, you can roll the damage die twice and take the
with weapons. You cannot select a Fighting Style more
higher roll. When you do this, the improvised weapon
than once, even if a feature allows you to select an
is destroyed and cannot be used for further attacks.
additional Fighting Style.
You can’t use this feature to destroy magical objects.
Whenever you gain a level in this class, you can
switch your Fighting Style for another Fighting Style of Melee Marksman
your choice. Having a hostile creature within 5 feet of you does not
Archery impose disadvantage on your ranged weapon attacks,
so long as you are attacking a creature within 5 feet.
You gain a +2 bonus to attack rolls with ranged
When you make a ranged weapon attack against a
weapons.
creature within 5 feet, you can use your bonus action
Berserker to make a melee attack against it with your ranged
You fight with reckless abandon in battle. Once per weapon. On hit, you deal bludgeoning damage equal to
turn, you can grant yourself advantage on a single 1d4 + your Strength modifier.
melee wepaon attack roll. Once you take this Mountaineer
advantaged attack, your Armor Class is reduced by 2
When you are not wearing medium or heavy armor, or
until the beginning of your next turn.
using a shield, you have a climbing speed equal to your
Classical Swordplay movement speed, and you gain a +1 bonus to your
While wielding a finesse weapon and no other Armor Class.
weapons, you gain a +1 bonus to your attack rolls and a Mounted Warrior
+1 to your Armor Class so long as you are not using
While you are riding a controlled mount, both you and
heavy armor or a shield.
your mount gain a +1 bonus to your Armor Class, and
Defensive Fighting you can use a bonus action on your turn to command
While wearing armor or wielding a shield, you gain a +1 your mount to take one action from its stat block.
bonus to your Armor Class. Protection
Dual Wielding When a creature you can see attacks a target other
When you take the Attack action while two-weapon than you that is within 5 feet of you, you can use your
fighting, you can make a single additional attack with reaction to impose disadvantage on the attack roll. You
your off-hand weapon as part of your action instead of must be wielding a melee weapon or a shield to use
your bonus action, adding your ability modifier to the this reaction.
damage of this attack. Shield Warrior
Dueling You gain proficiency with shields as a martial melee
When you are wielding a melee weapon in one hand weapon, and on hit, your shield deals 2d4 bludgeoning
and no other weapons, you gain a +2 bonus to damage damage. If you are wielding a shield and nothing else,
rolls with it. you gain a +1 bonus to your shield attack damage rolls
and to your Armor Class.
Featherweight Fighting
While you are wielding only light weapons, and Standard Bearer
nothing else your speed increases by 10 feet. You also When a creature within 5 feet of you makes an attack
gain a +1 bonus to damage rolls with light weapons, so against a creature that you can see, you can grant
long as you are not wearing medium or heavy armor, them advantage on their attack roll as a reaction. You
or wielding a shield. must be carrying a banner, flag, or standard in your
hand to use this reaction.
Great Weapon Fighting
When you roll a 1 or 2 on the damage die for an attack Thrown Weapon Fighting
you make with a melee weapon that you are wielding You can draw a weapon that has the thrown property
with two hands, you can reroll the damage, though as part of the attack you make with the weapon.
you must use the new roll, even if the new roll is a 1 or Moreover, when you hit with a ranged weapon attack
a 2. using a thrown weapon, you gain a +2 bonus to the
The weapon must have the versatile or two-handed damage roll of that attack.
property to gain this benefit.

PART 3 | Classes Table of Contents 27


Versatile Fighting Armor Class Strength Score
While wielding a single versatile weapon and no shield, Current or Total Hit Points Dexterity Score
you can choose to wield your weapon one or two- Proficiency Bonus Constitution Score
handed until the start of your next turn. When
wielding it one-handed you gain a +1 bonus to attack Once you learn something about a creature, you
rolls and to your Armor Class. Wielding it two-handed can’t use this feature on that creature again until you
you gain a +2 bonus to your damage rolls. finish a long rest.
When you reach 14th level in this class, you can use
Second Wind this feature as either an action or bonus action on
your turn.
Starting at 1st level, you can use a bonus action to
regain hit points equal to 1d12 + your Brute level. Once Warrior Archetype
you do so, you must finish a short or long rest before At 3rd level, choose one of the following Warrior
you can do so again. Archetypes that best represents your skills and
When you reach 14th level in this class, you can use training: Bushwhacker, Commander or Ravager.
your Second Wind feature twice between each short The Warrior Archetype you choose grants you
or long rest features at 3rd level and again at 7th, 10th, 15th, and
18th level.
Martial Exploits
Archetype Exploits
At 2nd level, you have begun to master unique
Each Archetype has a list of Archetype Exploits you
techniques to enhance your martial skill, both on and
learn at the brute levels noted in your Archetype’s
off the field of battle.
description. They don’t count against your total
Exploit Dice number of Exploits Known and can’t be switched out
The Brute table shows how many Exploit Dice you for other Exploits. If you don’t meet an Archetype
have to perform the Exploits you know. To use an Exploit’s prerequisites, you learn it regardless.
Exploit, you must expend one of these Dice. You can
only use one Exploit per attack, ability check, or saving Ability Score Improvement
throw, and you regain your expended Exploit Dice At 4th, 8th, 12th, 16th, and 19th levels, you can choose
when you finish a short or long rest. one ability score to increase by 2, two scores to
Your Exploit Dice begin as d6s, and increase in size increase by 1, or choose a feat.
as you gain levels in this class, as indicated in the Brute
table. Extra Attack
Exploits Known At 5th level, you gain the ability to make 2 attacks
You know two Exploits of your choice from the list at when you take the attack action. This number
the end of this class. The Exploits Known column of increases to 3 at 11th level, and 4 at 17th level.
the Brute table shows when you learn more Exploits of
your choice. To learn an Exploit you must meet any Action Surge
prerequisites it may have, like a minimum Ability Score
Starting at 6th level, you can push yourself past your
or a minimum brute level. limits, if only for a moment. On your turn, you can take
Whenever you gain a brute level, you can replace
one additional action on that current turn. Once you
one of the Exploits you know with another Exploit of
do so, you must finish a short or long rest before you
your choice.
can use this feature again.
Saving Throws When you reach 20th level, you can use this feature
If one of your Exploits requires a creature to make a twice between each short or long rest, but only once
saving throw, your Exploit saving throw DC is per turn.
calculated as follows: Indomitable
Exploit save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice) Your fighting spirit allows you to grasp success from
the jaws of defeat. Beginning at 9th level, when you fail
Know Your Enemy a saving throw, you can choose to succeed instead.
Once you use this feature you must finish a long rest
Beginning at 3rd level, you can measure the skills of before you can use it again.
others in comparison to your own. As an action, You can use this feature twice starting at 13th level,
choose a creature you can see within 60 feet. You and three times starting at 17th level.
learn if it is your equal, superior, or inferior in regards
to one of the following attributes:

PART 3 | Classes Table of Contents


28
Relentless Sixth Sense
Upon reaching 20th level, your skills in combat are Your senses have been honed to supernatural levels.
those of a hero of legend. When you start your turn Starting at 13th level, if you can hear, you are aware of
with no Exploit Dice remaining, you immediately the location of any invisible or hidden creature within
regain an expended Exploit Die. 10 feet of you.
At 18th level the radius of this feature becomes 30
feet.

Warrior Archetypes Elusive


It is nearly impossible for your foes to gain the upper
Bushwhacker hand. At 18th level, so long as you are not
incapacitated, no attack rolls against you can be made
Where other warriors overwhelm their foes with
with advantage.
brutal force or flurries of strikes, Bushwhackers either
prefer to lurk in the shadows, stabbing their foes in
the back while they are unaware, or work to draw their
Commander
adversary into single combat, deftly avoiding attacks Not all fighters rely solely on themselves in battle,
until a deadly opportunity presents itself. some use their deep knowledge of battlefield tactics to
coordinate their allies. Commanders are warriors who
Bushwhacker Exploits lead from the front of the battle, issuing orders and
You learn certain Exploits at the brute levels noted in inspiring greatness in others by their own brave deeds.
the table below. They don’t count against your total
number of Exploits Known and can’t be switched upon Commander Exploits
gaining a level. You learn certain Exploits at the brute levels noted in
the table below. They don’t count against your total
Brute Level Exploits number of Exploits Known and can’t be switched upon
3rd Crippling Strike, Precision Strike gaining a level.
5th Dirty Hit, Glancing Blow
9th Fluid Movements Brute Level Exploits
3rd Attack Order, Maneuvering Order
Sneak Attack 5th Defensive Order, Surprise Attack
Beginning at 3rd level, you learn to exploit the weak 9th Tactical Reposition
points of your enemies. Once per turn when you hit a
creature with an attack with a finesse or ranged Student of War
weapon, you can deal a bonus 2d6 damage, so long as You have studied the strategy of both politics and war.
one of the conditions below are met: At 3rd level, you learn the commander’s presence
exploit, and whenever you use it, you can roll a d4 in
You have advantage on your attack roll. place of expending an Exploit Die.
An enemy of your target (other than you) is within 5
feet of your target, and the other enemy isn’t Rally
incapacitated. At 7th level, when you use Second Wind, you can
choose three creatures within 30 feet that can see or
You don’t gain the benefits feature if you have hear you to regain hit points equal to your Exploit Die
disadvantage on your attack roll, even if the other + your proficiency bonus.
conditions are met. The bonus damage dealt by this
feature increases to 3d6 at 9th level and 4d6 at 15th Heroic Surge
level. At 10th level, when you use Action Surge, choose a
creature within 30 feet that can see or hear you. The
Supreme Sneak creature can use its reaction to move its speed,
At 7th level, you have an almost supernatural ability to without provoking any opportunity attacks, then it can
avoid being seen when necessary. You have advantage make a single weapon attack.
on Dexterity (Stealth) checks while moving at half your
speed, and you can attempt to Hide even when you are Inspiring Commands
only lightly obscured. At 15th level, once per turn, when you use an Exploit
that targets allied creatures, one target of your choice
Ambusher gains temporary hit points equal to your proficiency
At 10th level, you have advantage on initiative rolls. In bonus.
addition, attack rolls against the first creature you hit
during the first round of a combat have advantage
until the start of your next turn.

PART 3 | Classes Table of Contents 29


Legendary Tactician attempt an attack roll against an opponent while
Your ability to inspire others and lead allies into battle frenzied and miss, but your d20 roll is not a 1, you can
rivals the great conquerers and commanders of treat the attack as a successful hit. This attack
legend. At 18th level, your Heroic Surge can affect up automatically deals minimum damage.
to two creatures of your choice within 30 feet that can
see or hear you. Furious Retaliation
At 15th level, when you take damage from a creature
Ravager that is within your reach, you can use your reaction to
make a single melee weapon attack against that
Ravagers are born with a lust for battle in their blood. creature.
They are able to wield weapons of war with deadly
force based on pure instinct. What they lack in Indomitable Might
technique, these wild warriors make up for with pure At 18th level, if you make a Strength or Constitution
brute force. Like an animal backed into a corner, a ability check or saving throw and the result of your roll
Ravager will fight with near-supernatural strength and is lower than your Strength score, you can use your
ferocity. Strength score in place of result.
Ravager Exploits

Martial Exploits
You learn certain Exploits at the brute levels noted in
the table below. They don’t count against your total
number of Exploits Known and can’t be switched upon
gaining a level. 2nd-level Exploits
Brute Level Exploits Aerial Maneuver
3rd Brazen Defence, Ruthless Strike Prerequisites: Bushwhacker, Dexterity of 11
5th Savage Rebuke, Shattering Slam When you fall, you can use your reaction to expend an
9th War Cry Exploit Die to control your descent. You reduce any
falling damage you would take by an amount equal to
Frenzied Fighting five times your level, and when you land, you can
At 3rd level, you can enter a frenzy that empowers choose to land on your feet.
your attacks and deadens you to fear and pain as a
bonus action. This frenzy lasts for 1 minute. It ends Aggressive Sprint
early if you are knocked unconscious or if your turn As a bonus action on your turn, you can expend an
ends and you haven’t attacked a hostile creature since Exploit Die to draw upon your battle fury and move up
your last turn or taken damage since then. You can to your full speed toward a hostile creature you can
also end your frenzy on your turn as a bonus action. see.
While frenzied, you gain a +2 bonus to melee
damage rolls, as well as a –2 penalty to AC, and you Alchemical Adept
have advantage on saving throws against charm and Prerequisites: Bushwhacker, Intelligence of 11
fear effects. In addition, you also gain resistance to When you make an Intelligence (Nature), Wisdom
bludgeoning, piercing and slashing damage. (Medicine), alchemist’s supplies, or herbalism kit
While frenzied, you can’t use any ability that check, you can expend an Exploit Die and add it to
requires patience or concentration, such as your roll. You can use this Exploit after you roll, but
spellcasting. or any Charisma-, Dexterity-, or before you know if you succeed or fail.
Intelligence-based skills except Acrobatics, Attack Order
Intimidation, and Sleight of Hand. You can frenzy a
Prerequisites: Commander
number of times equal to half your brute level
When you take the Attack action, you can issue this
(maximum 6 frenzies) per rest.
Order in place of one of your attacks, targeting a
Feral Instincts creature that can see or hear you within 30 feet. The
next time the target takes the Attack action before the
At 7th level, your frenzy lasts for 10 minutes, and it
start of your next turn, it can make one additional
only ends early if you are incapacitated or you choose
weapon attack as part of its Attack action.
to end it. In addition, you have advantage on Dexterity
saving throws against effects that you can see (such as Blinding Debris
traps and spells) so long as you are not, blinded, Prerequisites: Bushwhacker
deafened, or incapacitated. As a bonus action, you can expend an Exploit Die and
force a creature within 10 feet to make a Constitution
Close Enough to Kill saving throw. On a failure, it takes piercing damage
At 10th level, the damage bonus from your frenzy equal to your Exploit Die and is blinded until the start
increases to +3. In addition, 3/day whenever you of your next turn.

30
PART 3 | Classes Table of Contents
Bonebreaker Critical of that attack, and causing that attack to deal
Prerequisites: Ravager, Strength of 11 maximum damage.
When you score a critical hit, you can expend an
Disarm
Exploit Die to cripple your target. For the next minute,
When you hit a creature with a weapon attack, you
the creature deals only half damage with weapon
attacks that use Strength. can expend an Exploit Die to force it to make a
Strength saving throw. On a failure, it takes additional
The creature can make a Constitution saving throw
damage equal to your Exploit Die, and it drops an item
at the start of each of its turns, ending this effect on a
of your choice it is holding.
success.

Brazen Defence Feint


When you make a melee weapon attack against a
Prerequisites: Constitution of 11
You steel yourself for combat, preparing to take creature that can see you, you can expend an Exploit
Die to attempt a feint as part of that attack. The target
incoming blows. As a bonus action, you can expend an
of your attack must succeed on a Wisdom saving
Exploit Die to gain temporary hit points equal to 1 +
throw, or you add your Exploit Die to both your attack
your Exploit Die.
roll and damage roll for that attack.
Burglar’s Finesse
First Aid
Prerequisites: Bushwhacker, Dexterity of 11
As an action, you can touch a conscious and willing
Whenever you make a Dexterity (Sleight of Hand),
creature and expend an Exploit Die to heal them. As a
Dexterity (Stealth), or a thieves’ or tinker’s tools check,
you can expend an Exploit Die and add it to your roll. reaction, the target can expend a Hit Die to regain hit
points equal to its Hit Die + its Constitution modifier
You can use this Exploit after you roll, but before you
+your Exploit Die.
know if you succeed or fail.
Crushing Grip Feral Senses
Prerequisites: Ravager, Wisdom of 11
Prerequisites: Strength of 11
Whenever you make a Wisdom (Perception) or
When you grapple a creature, you can expend an
Exploit Die to enhance your grip. When you initiate Wisdom (Survival) check, you can expend an Exploit
Die and add it to the result of your roll. You can use
this grapple, and at the start of each of the grappled
this Exploit after you roll, but before you know
creature’s turns, the target takes bludgeoning damage
whether you succeed or fail.
equal to your Exploit Die.

Charlatan’s Guile Imposing Presence


Prerequisites: Strength or Charisma of 11
Prerequisites: Dexterity or Charisma of 11
Whenever you make a Dexterity (Sleight of Hand), Whenever you make a Strength (Intimidation) or
Charisma (Intimidation) check, you can expend an
Charisma (Deception), or a Charisma (Performance)
Exploit Die and add it to the result of your roll. You
check, you can expend an Exploit Die and add it to the
can use this Exploit after you roll, but before you know
result of your roll. You can use this Exploit after you
whether you succeed or fail.
roll, but before you whether you succeed or fail.
Commander’s Presence Insightful Order
Prerequisites: Commander
Prerequisites: Intelligence or Charisma of 11
When you take the Attack action, you can issue this
Whenever you make a Charisma (Intimidation),
Charisma (Persuasion), or Intelligence (History) check, Order in place of one of your attacks, targeting a
creature that can see or hear you within 30 feet. The
you can expend an Exploit Die and add it to your roll.
next time the target makes an attack roll before the
You can use this Exploit after you roll, but before you
know if you succeed or fail. start of your next turn, it gains a bonus to its roll equal
to your Intelligence, Wisdom or Charisma modifier
Crippling Strike modifier (minimum of +1).
When you hit a creature with a weapon attack, you Keen Observation
can expend an Exploit Die and force it to make a
Prerequisites: Intelligence or Wisdom of 11
Dexterity saving throw. On a failure, it takes additional
Whenever you make an Intelligence (Investigation),
damage equal to your Exploit Die and its speed is 0
Wisdom (Insight), or a Wisdom (Perception) check you
until the start of your next turn.
can expend an Exploit Die and add it to your roll. You
Destructive Strike can use this Exploit after you roll, but before you know
Prerequisites: Ravager, Strength of 11 if you succeed or fail.
When you hit a nonmagical object with an attack, you
can expend an Exploit Die, adding it to the damage roll

PART 3 | Classes Table of Contents 31


Lightstep within 5 feet of you, without either of you provoking
Prerequisites: Dexterity of 11 opportunity attacks.
Whenever you make a Dexterity (Acrobatics) or Moreover, the first one of you that gets hit with an
Dexterity (Stealth) check, or roll initiative, you can attack before the beginning of your next turn gains a
expend an Exploit Die and add it to your roll. You can bonus to their Armor Class against that attack equal to
use this Exploit after you roll, but before you know your Exploit Die.
whether you succeed or fail.
Riposte
Maneuvering Order Prerequisites: Dexterity of 11
Prerequisites: Commander As a reaction when a creature you can see targets you
When you take the Attack action, you can issue this with a melee attack, you can expend an Exploit Die
Order in place of one of your attacks, targeting a and add it to your Armor Class against the attack. If
creature that can see or hear you within 30 feet. The the attack misses, you can immediately make a
target can use its reaction to move up to its speed weapon attack against your attacker.
without provoking opportunity attacks. Roguish Charm
Menacing Shout Prerequisites: Charisma of 11
As a bonus action, you can expend an Exploit Die and As an action, you can expend an Exploit Die and force
force a creature within 30 feet that can see or hear a creature within 10 feet that can hear and understand
you to make a Wisdom saving throw. On a failed save, you to make a Wisdom saving throw. On a failed save,
it is frightened of you for one minute. The creature it is charmed by you for 1 hour, and regards you as a
can repeat the saving throw at the end of each of its friendly acquaintance for the duration. Though, it will
turns, ending the effect on a success. not risk its life for you.
The fear effect ends early for the target if the This effect immediately ends if you or your
frightened creature sees you take damage of any kind. companions do anything harmful to the creature, and
when the effect ends this way, the target realizes that
Operative’s Cunning it was deceived by you.
Prerequisites: Bushwhacker, Intelligence or Charisma Once a creature succeeds on its saving throw
of 11 against this Exploit it is immune to this Exploit for the
When you make a Dexterity (Stealth), Charisma next 24 hours.
(Deception), a disguise kit, or a poisoner’s kit check,
you can expend an Exploit Die and add it to your roll. Ruthless Strike
You can use this Exploit after you roll, but before you Prerequisites: Strength of 11
know if you succeed or fail. When you hit a creature with a melee weapon attack,
you can expend an Exploit Die and add it to the
Precision Strike damage of the attack. You can use this Exploit after
Prerequisites: Dexterity of 11 you know if your attack hits.
When you make a weapon attack, you can expend an
Exploit Die and add it to the attack roll. You can use Scholar’s Insight
this Exploit after you roll, but before you know if the Prerequisites: Intelligence of 11
attack hits or misses. Whenever you make an Intelligence (Arcana),
Intelligence (Nature), or Intelligence (Religion) check,
you can expend an Exploit Die and add it to your roll.
Primal Intuition You can use this Exploit after you roll, but before
Prerequisites: Ravager, Wisdom of 11 you know if you succeed or fail.
Whenever you make a Wisdom (Animal Handling),
Wisdom (Medicine), or Intelligence (Nature) check, you
Skilled Rider
can expend an Exploit Die and add it to your roll. You Prerequisites: Wisdom of 11
can use this Exploit after you roll, but before you know When you are riding a trained mount and the mount
if you succeed or fail. makes an ability check, attack roll, or saving throw, or
you make a Wisdom (Animal Handling) check to
Reliable Skill control it, you can expend an Exploit Die and add it to
Prerequisites: Bushwhacker the roll. You can use this Exploit after roll, but before
Whenever you make an ability check using a skill or you know if it succeed or failed.
tool that you are proficient in and roll a 7 or lower on
the d20, you can expend an Exploit Die to treat the
Support Order
d20 roll as an 8. Prerequisites: Commander
When you take the Attack action, you can issue this
Reposition Order in place of one of your attacks, targeting a
As a bonus action, you can expend an Exploit Die to creature that can see or hear you within 30 feet.
switch places with a conscious and willing creature

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PART 3 | Classes Table of Contents
The target can immediately take the Help, Hide, Defensive Stance
Search, or Use an Object action. Prerequisites: 5th level
As a bonus action, you can expend an Exploit Die to
Survivalist’s Craft
enter a defensive stance which lasts until the start of
Prerequisites: Wisdom of 11 Whenever you make a
your next turn. Each time a creature that you can see
Wisdom (Animal Handling), Wisdom (Medicine), or hits you with an attack while you are in your defensive
Wisdom (Survival) check, you can expend an Exploit
stance, you roll your Exploit Die and add it to your
Die and add it to your roll. You can use this Exploit
Armor Class against the attack.
after you roll, but before you know if you succeed or
fail. Dirty Hit
Prerequisites: 5th level, Dexterity of 13
Sweeping Strike
When you hit a creature with a weapon attack, you
When you hit a creature with a melee weapon attack, can expend an Exploit Die and force it to make a
you can expend an Exploit Die to force it to make a
Constitution saving throw. On a failed save, it takes
Dexterity saving throw. On a failed save, it falls prone
additional damage equal to your Exploit Die, and until
and takes bludgeoning damage equal to your Exploit
the start of your next turn it cannot take reactions and
Die. Creatures more than one size larger than you
its speed is halved.
have advantage on this saving throw.
Execute
Take Down
Prerequisites: 5th level, Strength of 13
Prerequisites: Ravager, Strength of 11
In place of an attack, you can expend an Exploit Die to
As a bonus action, you can expend an Exploit Die to try to execute an incapacitated or prone creature
make a Shove or Grapple attack against a creature in
within 5 feet of you. Make an attack roll with a melee
your reach, adding your Exploit Die to your Strength
weapon and add your Exploit die to the attack roll. If
(Athletics) check. your attack roll exceeds the target’s remaining hit
points, its hit points are reduced to 0.
5th-Level Exploits
Flaming Shot
Concussive Blow Prerequisites: 5th level
Prerequisites: 5th level, Strength of 13 When you make a ranged weapon attack, you can
When you hit a creature with a melee attack, you can expend an Exploit Die to light the ammunition aflame.
expend an Exploit Die to empower your attack, and On hit, the target takes additional fire damage equal to
force it to make a Constitution saving throw. On a your Exploit Die.
failed save, the target suffers the following effects until If your target is a flammable object that is not being
the beginning of your next turn: worn or carried, you can ignite it in place of dealing
Its speed is reduced to 0. damage.
It can speak only falteringly. Glancing Blow
It cannot take actions, bonus actions, or reactions. Prerequisites: Bushwhacker, 5th level
It has disadvantage on Dexterity saving throws. When you make a melee weapon attack and miss, you
can expend an Exploit Die to immediately repeat your
Crushing Strike
attack against another target of your choice within the
Prerequisites: 5th level, Strength of 13 reach of your weapon.
When you hit a creature with a melee weapon attack,
you can expend an Exploit Die and force it to make a Heroic Will
Constitution saving throw. On a failed save, it takes Prerequisites: 5th level
extra damage equal to your Exploit Die, and its Armor Whenever you are forced to make an Intelligence,
Class is reduced by 1 until its defenses are repaired, or Wisdom, or Charisma saving throw, you can expend an
it finishes a short or long rest. Exploit Die and add it to the result of your roll. You
can use this Exploit after you roll, but before you know
Defensive Order
if you succeed or fail.
Prerequisite: 5th level, Commander
When you take the Attack action, you can issue this Martial Focus
Order in place of one of your attacks, targeting a Prerequisites: 5th level
creature that can see or hear you within 30 feet. It When you make a weapon attack, you can expend an
gains a bonus to its Armor Class equal to your Exploit Die as part of the attack to grant yourself
Intelligence, Wisdom or Charisma modifier modifier advantage on your attack roll. You can use this Exploit
(minimum of +1) until the beginning of your next turn. after you roll, but before you know whether your
attack hits or misses your target.

PART 3 | Classes Table of Contents 33


Redirect Volley
Prerequisites: 5th level Prerequisites: 5th level, Dexterity of 13
As a reaction when a creature you can see misses you As an action, you can expend an Exploit Die to fire a
with a melee attack, you can expend an Exploit Die volley of ammunition at a point you can see within the
and force it to repeat its attack against a target of your normal range of your weapon. Creatures of your
choice within reach. On hit, it deals additional damage choice within 5 feet of that point must make a
equal to your Exploit Die. Dexterity Saving throw. On a failed save, they take
piercing damage equal to your Exploit Die + your
Savage Rebuke Dexterity modifier, and half as much damage on a
Prerequisite: Ravager, 5th level success.
When a creature you can see hits you with a melee You must have enough ammunition to hit each
attack, you can use your reaction to expend an Exploit target.
Die and make a single melee weapon attack against
that creature. Warrior’s Challenge
Prerequisites: 5th level
Shattering Slam As a bonus action, you can expend an Exploit Die and
Prerequisites: Ravager, 5th level, Strength of 13 force a creature within 30 feet that can see or hear
In place of an attack, you can expend an Exploit Die to you to make a Wisdom saving throw. On a failed save,
strike the ground at your feet, forcing creatures within it has disadvantage on any attack roll it makes against
5 feet of you to make a Dexterity saving throw. On a targets other than you for one minute. The creature
failed save, creatures take bludgeoning damage equal can repeat the saving throw at the end of each of its
to your Exploit Die + your Strength modifier and are turns, ending the effect on a success. This effect ends
knocked prone. On a successful save, creatures take early if you attack a creature other then the target.
half damage and do not fall prone.
If the area you strike is loose earth or stone, it Whirlwind Strike
becomes difficult terrain until a creature uses its Prerequisites: 5th level, Strength or Dexterity of 13
action to clear it. In place of an attack, you can expend an Exploit Die
and force each creature within range of melee weapon
Shield Impact you are wielding to make a Dexterity saving throw.
Prerequisites: 5th level They take damage equal to your Exploit Die + either
As a reaction when a creature you can see hits you your Strength or Dexterity modifier on a failure, and
with an attack, you can expend an Exploit Die to half as much on a successful save.
reduce the damage by an amount equal to your Exploit
Die + your Constitution modifier. You must be wielding 9th-Level Exploits
a shield to use this Exploit.
Fluid Movements
Suppressing Strike Prerequisites: Bushwhacker, 9th level, Dexterity of 17
Prerequisites: 5th level As a bonus action, you can expend an Exploit Die to
When you hit a creature with a weapon attack, you enter a heightened state of movement which you must
can expend an Exploit Die and force it to make a concentrate on as if you were concentrating on a spell.
Constitution saving throw. On a failed save, it takes For 1 minute, or until you lose concentration, you gain
additional damage equal to your Exploit Die, and it is the following benefits:
blinded, deafened, or muted (your choice) until the
start of your next turn. Your movement is unaffected by difficult terrain.
Surprise Attack
You can use a bonus action on your turn to gain the
benefits of both the Dash and Disengage actions.
Prerequisite: Commander, 5th level, Intelligence of 13 Spells and other magical effects can neither reduce
As an action on your turn, you can expend an Exploit
your speed nor cause you to be paralyzed or
Die to command a creature within 30 feet that can see
restrained.
or hear you to attack. The target immediately makes
You can spend 5 feet of movement to instantly
one weapon attack with advantage, adding your
escape from nonmagical restraints like manacles or
Exploit Die to the damage roll.
a grapple.
Take Cover Swimming or being underwater imposes no
Prerequisites: 5th level penalties on your movements or your attack rolls.
As a reaction when a creature you can see targets you
with a ranged attack or forces you to make a Dexterity Resilient Body
saving throw, you can expend an Exploit Die to Prerequisites: 9th level, Constitution of 15
immediately fall prone and gain temporary hit points When you take damage from a source you can see, you
equal to your Exploit Die. can expend an Exploit Die to reduce the damage by
twice your Exploit Die + your Constitution modifier.

34
PART 3 | Classes Table of Contents
Any hit points not consumed by the attack become concentrate on as if concentrating on a spell. For the
temporary hit points. next minute, or until you lose concentration, you can
use a bonus action to make two ranged weapon
Tactical Reposition attacks so long as you have ammunition.
Prerequisite: Commander, 9th level, Intelligence of 15 This Exploit’s effects don’t stack with the swift
As an action, you can expend an Exploit Die and quiver spell.
dictate a course of action to a number of creatures
within 30 feet that can see or hear you equal to your Unbreakable
choice of your Intelligence, Wisdom or Charisma Prerequisites: 13th level, Constitution of 17
modifier (minimum of 1). The targets can use their When you take damage that would reduce you to 0 hit
reaction to move up to their speed without provoking points, even if that damage would kill you outright, you
opportunity attacks. can use your reaction to expend an Exploit Die to fall
to 1 hit point.
Thunderous Shot
Prerequisites: 9th level, Dexterity of 15 17th-Level Exploits
In place of an attack, you can expend an Exploit Die
and fire a piece of ammunition in a straight line, Storm of Arrows
forcing creatures in that line out to the normal range Prerequisites: 17th level, Dexterity of 19
of the weapon to make a Dexterity saving throw. In place of an attack, you can expend an Exploit Die to
Creatures take your weapon’s normal damage plus fire a volley of ammunition at a point you can see
piercing damage equal to twice your Exploit Die on a within the range of your weapon. Creatures of your
failed save, and half as much damage on a success. choice within 30 feet of that point must make a
Dexterity saving throw. Targets take piercing damage
War Cry equal to four rolls of your Exploit Die + your Dexterity
Prerequisites: Ravager, 9th level modifier on a failed save, and half on a success.
As an action, you can expend an Exploit Die and issue You must have enough ammunition to hit each
a mighty war cry, forcing any creatures in an adjacent target.
30 foot cone that can hear you to make a Wisdom
saving throw. On a failed save, creatures drop Steel Wind Slash
whatever they are holding and are frightened of you Prerequisites: 17th level, Strength or Dexterity of 19
for one minute. If a creature ends its turn in a location In place of an attack, you expend an Exploit Die and
where it doesn’t have line of sight to you, it can repeat flourish your melee weapon then vanish. Choose up to
the saving throw, ending the effect on a success. five creatures you can see within 30 feet of, making a
melee weapon attack against each one. On a hit, each
13th-Level Exploits target takes damage of your weapon’s type equal to
four rolls of your Exploit Die + either your Strength or
Expert Determination Dexterity modifier (your choice).
Prerequisites: 13th level You then appear in an unoccupied space of your
As an action, you can expend an Exploit Die to focus choice that you can see within 5 feet of one of the
your mind and temporarily sharpen one of your skills. targets of this Exploit.
Choose a skill or tool that you are proficient in. For the
next hour, you can add your Exploit Die to any check
you make that uses the chosen skill, without
expending one of your Exploit Dice.

Staggering Blow
Prerequisites: 13th level, Strength of 17
When you hit a creature with a melee weapon attack,
you can expend an Exploit Die to strike with near-
supernatural force. The creature takes additional
bludgeoning damage equal to three times your Exploit
Die, and it has disadvantage attack rolls and ability
checks, and can’t take reactions for 1 minute.
The creature can make a Wisdom saving throw at
the end of each of its turns, ending these effects on a
success.

Quick Draw
Prerequisites: 13th level, Dexterity of 17
As a bonus action, you can expend an Exploit Die and
enter into a heightened state of focus which you must

PART 3 | Classes Table of Contents 35


Channeler
Since the discovery of the first leyline by the Suhnan
over a millenia ago, there have always existed shamans
that interpret these magical pathways, harnessing the
power of the earth to accomplish fantastical feats.
These shamans are known as Channelers, mages with
the ability to pull power directly from the land’s
leylines without arcane or mechanical assistance.

The Channeler
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Nature’s Boon 3 2 — — — — — — — —
2nd +2 Ley Pathway, Natural Recovery 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Ley Pathway feature, Dampen Elements 4 4 3 3 — — — — — —
7th +3 Land’s Stride 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Ley Pathway feature, Nature’s Ward 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Ley Pathway feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Ley Pathway feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 5 4 3 3 3 3 2 2 1 1

Choose two from Arcana, Animal Handling,


Class Features Skills:
Insight, Medicine, Nature, Perception, and Survival
As a Channeler, you gain the following class features
Equipment
Hit Points You start with the following equipment, in addition to
Hit Dice: 1d6 per Channeler level the equipment granted by your background:
Hit Points at 1st Level: 6 + your Constitution modifier (a) a wooden shield or (b) any simple weapon
Hit Points at Higher Levels: 1d6 (or 4) per channeler (a) a quarterstaff or (b) a tomahawk
level after 1st, adding your Constitution modifier on A duster and an explorer’s pack
every even level.
Proficiencies Nature’s Boon
Armor: Nonmetal light & medium armor, shields At 1st level, you’re naturally acclimated to extreme
Weapons: Cudgels, daggers, darts, tomahawks, conditions such as high altitudes & extreme
warclubs, quarterstaffs, slings, spears temperatures.
Tools: Herbalism kit
Saving Throws: Wisdom, Charisma

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PART 3 | Classes Table of Contents
Spellcasting The Ley Pathway you choose grants you features at
2nd level and again at 6th, 10th, 14th, and 18th level.
As a practitioner of the ancient shamanistic traditions
tied to the leylines, you can cast spells that embody Natural Recovery
the power of nature.
At 2nd level, you can regain some of your magical
Preparing and Casting Spells energy by sitting in meditation and communing with
The Channeler table shows how many Spell Slots nature. During a short rest, you choose expended spell
you have to cast your Spells of 1st Level and higher. To slots to recover. The spell slots can have a combined
cast one of these Spells, you must expend a slot of the level that is equal to or less than half your channeler
spell’s level or higher. You regain all expended Spell level (rounded up), and none of the slots can be 6th
Slots when you finish a Long Rest. level or higher. You can’t use this feature again until
You prepare the list of Channeler spells that are you finish a long rest.
available for you to cast. To do so, choose a number of For example, when you are a 4th-level channeler,
spells from the “Primal” spell list equal to your Wisdom you can recover up to two levels worth of spell slots.
modifier + your Channeler level (minimum of one You can recover either a 2nd-level slot or two 1st-level
spell). The Spells must be of a level for which you have slots.
Spell Slots.
For example, if you’re a 3rd-level Channeler, you Ability Score Improvement
have four 1st-level and two 2nd-level Spell Slots. With
At 4th, 8th, 12th, 16th, and 19th levels, you can choose
a Wisdom of 16, your list of prepared Spells can
one ability score to increase by 2, two scores to
include six Spells of 1st or 2nd Level, in any
increase by 1, or choose a feat.
combination, chosen from the “Primal” spell list. If you
prepare the 1st-level spell Burning Hands, you can cast
it using a 1st-level or a 2nd-level slot. Casting the spell
Dampen Elements
doesn’t remove it from your list of prepared Spells. At 6th level, when you or a creature within 30 feet of
You can change your list of prepared Spells when you takes acid, cold, fire, lightning, or thunder
you finish a Long Rest. Preparing a new list of damage, you can use your reaction to grant resistance
Channeler spells requires time spent in meditation: at to the creature against that instance of the damage.
least 1 minute per spell level for each spell on your list
Land’s Stride
Spellcasting Ability
Wisdom is your Spellcasting ability for your At 7th level, moving through nonmagical difficult
Channeler spells, since your magic draws upon your terrain costs you no extra movement. You can also
devotion and attunement to nature. You use your pass through nonmagical plants without being slowed
Wisdom whenever a spell refers to your spellcasting by them and without taking damage from them if they
ability. In addition, you use your Wisdom modifier have thorns, spines, or a similar hazard.
when setting the saving throw DC for a Channeler In addition, you have advantage on saving throws
spell you cast and when making an attack roll with against plants that are magically created or
one. manipulated to impede movement, such as those
created by the entangle spell.
Spell save DC = 8 + your Proficiency Bonus + your
Wisdom modifier Nature’s Ward
Spell Attack modifier = your Proficiency Bonus + your At 10th level, you can’t be charmed or frightened by
elementals or fey, and you are immune to poison and
Wisdom modifier
disease.
Ritual Casting
You can cast an Channeler spell as a ritual if that Archdruid
spell has the ritual tag and you have the spell At 20th level, you and nature have become one, and
prepared. you can draw upon its full power with a mere thought.
As a bonus action you can enter a state of deep
Ley Pathway connection to the world which lasts for 1 minute.
Channelers can feel ley magic completely and without While in this state you may cast any spell from the
hindrance, viewing the different pathways of the “Primal” spell list as if you had it prepared. You can
leylines moving through the land itself. At 2nd level, enter this state again after you finish a long rest.
you choose a pathway that you are attuned with that Additionally, you can ignore the verbal and somatic
influences how you express your magical abilities. components of your druid spells, as well as any
Choose one of the following: Caller or Flowshaper. material components that lack a cost and aren’t
consumed by a spell.

PART 3 | Classes Table of Contents 37


Ley Pathways sprouts from the seed. You choose the color and shape
of the plant.
As a bonus action on your turn, you can have the
Caller plant lash out at a creature you can see within 15 feet
of it. When you do so, you make a melee spell attack
You are attuned to the pathways of life, connected
roll against the creature. On a hit, the target takes 1d10
with the flora and fauna of the land around you, and
bludgeoning damage, and if it is Large or smaller, you
you are able to manipulate ley energy to call these
can move it 10 feet toward or away from the plant
creatures to your aid.
(your choice).
Ally of the Ancients When a creature you can see within 15 feet of the
At 2nd level, beasts can understand your speech, and plant makes an attack roll or ability check, you can use
you gain the ability to decipher their noises and your reaction to have the flora harry the creature. The
motions. As an action, you can stengthen the ley target has disadvantage on that attack roll or ability
energy within a specific area. Each beast or plant check.
creature that can see you within 30 feet of you must In addition, you can expend a spell slot of 4th level
make a Wisdom saving throw. If the creature fails its or higher to infuse the seed with additional magical
saving throw, it is charmed by you for 1 minute or until power. When you do so, the plant you create gains the
it takes damage. While it is charmed by you, it is following benefits:
friendly to you and other creatures you designate.
Rapid Growth. The plant is Large instead of
Once you have used this feature, you cannot do so
Medium, and it can hit or harry creatures that are
again until you’ve finished a short or long rest.:
within 30 feet of it.
Mighty Thorns. When the plant hits a creature, you
Summon Beast
can have it pierce the creature with sharp thorns,
At 2nd level, you are able to conjure a beast as an
dealing an additional 2d8 piercing damage to the
action. A beast with a CR equal to or less than 1/3 your
target.
channeler level (rounded down) appears within 30 feet
Invigorating Spores. As an action on your turn, you
of yourself, which acts on its own initiative but listens can have the plant rain down invigorating spores on
to your commands. You must keep concentration on
your allies. Each creature of your choice within 10
this, or the beast will dispel. You can only have one
feet of the plant gains 2d6 temporary hit points.
beast summoned through this feature at a time, and
You can use a plant’s invigorating spores once.
using this feature again replaces your currently
summoned beast with a new one. If you have multiple plants, you can command only
You can use this feature a number of times per day one of them at a time. You can command your plant
equal to your proficiency bonus. for 10 minutes after it sprouts. Afterwards, a plant
remains indefinitely and has game statistics
Mighty Summoner appropriate to its form (DM’s discretion).
At 6th level, beasts, plants and fey that you conjure are
more resilient than normal. Any beast or fey Faithful Summons
summoned or created by a feature or spell that you Starting at 14th level, the nature spirits you commune
cast gains two benefits: with protect you when you are the most defenseless. If
you are reduced to 0 hit points or are incapacitated
The creature appears with more hit points than against your will, you can immediately gain the
normal: 2 extra hit points per Hit Die it has. benefits of conjure animals as if it were cast with a
The damage from its natural weapons is considered 9th-level spell slot.
magical for the purpose of overcoming immunity and It summons four beasts of your choice that are
resistance to nonmagical attacks and damage. challenge rating 2 or lower. The conjured beasts
appear within 20 feet of you. If they receive no
Seeds of the Earth commands from you, they protect you from harm and
At 10th level, you gain the ability to create seeds attack your foes. The spell lasts for 1 hour, requiring no
instilled with the essence of life. When you finish a concentration, or until you dismiss it (no action
long rest, you can create a number of magical seeds required).
equal to your Wisdom modifier (minimum of 1). The Once you use this feature, you can’t use it again until
seeds last for 24 hours or until you finish another long you finish a long rest.
rest (whichever comes first).
As an action, you can throw a seed to an unoccupied Master of Nature
space on the ground you can see within 30 feet of you. At 18th level, while creatures are charmed by your Ally
The ground must be at least partially earth or stone. of the Ancients feature, you can take a bonus action on
When you do so, a Medium-sized ferocious plant your turn to verbally command what each of those
creatures will do on its next turn.

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PART 3 | Classes Table of Contents
Flowshaper Earth
Channeler Level Spells
You are attuned to the pathways of the elements, and 1st earth tremor, entangle
you are able to manipulate the soul of the land to 3rd barkskin, maximillian’s earthen grasp
dispatch enemies with bombastic effects. 5th erupting earth, meld into stone
Elemental Attunement 7th stone shape, stoneskin
9th wall of stone
At 2nd level, you can deeply link yourself to one of the
land’s core elements. At the end of a long rest, choose
Water
one of the following elements: fire, cold, lightning, Channeler Level Spells
thunder, earth (deals bludgeoning damage), water 1st purify food and drink, tasha’s caustic brew
(deals acid damage)
3rd melf’s acid arrow, misty step
Whenever you cast a spell that deals damage, you
5th tidal wave, wall of water
may have it deal damage of the type corresponding to
7th control water, watery sphere
the element you’ve chosen with this feature, and
9th maelstrom
damage dealt by your Elemental Attunement
overcomes resistances.
Elemental Adaptation
Attunement Spells
At 6th level, you gain the following options depending
At 2nd level, whenever you choose an elemental on your Elemental Attunement. You can use this
attunement, you have the following spells prepared at feature a number of times per day equal to your
the listed channeler levels and they do not count Wisdom modifier (minimum of 1):
against your prepared spell count, depending on the
attunement you choose Fire
Fire When you cast a spell that deals damage in an area of
Channeler Level Spells effect, you increase that area by 10 ft.
1st burning hands, searing smite
Cold
3rd flaming sphere, heat metal
5th elemental weapon, fireball When you cast a spell that deals damage, each
7th fire shield(warm version), wall of fire creature that’s affected by the spell has their speed
9th immolation reduced by 10 ft. until the end of your next turn in
addition to the spell’s other effects.
Cold
Channeler Level Spells Lightning
1st frost fingers, ice knife When you cast a spell that deals damage, you can have
3rd snilloc’s snowball storm, spike growth that spell arc to another creature within 10 ft of the
5th sleet storm, water walk original target creature/area. If the spell requires an
7th fire shield (chill version), ice storm attack roll/saving throw, those must still be completed
9th cone of cold for the creature to suffer the spell’s effects.

Lightning Thunder
Channeler Level Spells
When you cast a spell that deals damage, each
1st witch bolt, zephyr strike
creature that’s affected by the spell is pushed 10 ft.
3rd hold person, warding wind away from you or the spell’s point of origin (your
5th call lightning, lightning bolt choice) in addition to the spell’s other effects.
7th freedom of movement, storm sphere
9th steel wind strike Earth
Thunder When you cast a spell that deals damage, each
Channeler creature that’s affected by the spell is knocked prone
Level Spells in addition to the spell’s other effects.
1st thunderwave, thunderous smite Water
3rd blindness/deafness, shatter
5th thunder step, wind wall When you cast a spell that deals damage, each
7th conjure minor elementals (must be wind-related), creature that’s affected by the spell is pulled 10 ft.
elemental bane (thunder damage) towards you or the spell’s point of origin (your choice)
9th destructive wave in addition to the spell’s other effects.

PART 3 | Classes Table of Contents 39


Energy Twin
At 10th level, you can choose two Elemental
Attunements instead of one.

Primal Power
At 14th level, you add your Wisdom modifier to
cantrips and spells that deal damage tied to your
Elemental Attunement, and this damage turns
immunities into resistances.

Master of the Elements


At 18th level, you can choose 3 Elemental Attunements
instead of two.

40
PART 3 | Classes Table of Contents
Desperado
The Desperado represents the modern-day warrior,
traversing the Frontier with a trusty big iron on their
hip. They are the most accomplished of gunslingers,
able to pull off dazzling feats of accuracy and speed.
No matter their background, a Desperado is a
terrifying sight on the battlefield, able to handle large
groups of enemies with overwhelming lethality.

The Desperado
Level Proficiency Bonus Features Grit Points
1st +2 Wary, Shooting Style -
2nd +2 Grit, Skill Shots 2
3rd +2 Gunslinger’s Trail 3
4th +2 Ability Score Improvement 4
5th +3 Fan or Focus 5
6th +3 Gunslinger’s Trail Feature 6
7th +3 Quickdraw, Rapid Repair 7
8th +3 Ability Score Improvement 8
9th +4 Gunslinger’s Trail Feature, Skill Shots (2) 9
10th +4 Bullet Time 10
11th +4 Extra Attack 11
12th +4 Ability Score Improvement 12
13th +5 Gunslinger’s Trail Feature 13
14th +5 Lightning Reload 14
15th +5 Gunslinger’s Trail Feature 15
16th +5 Ability Score Improvement 16
17th +6 Gunslinger’s Trail Feature, Skill Shots (3) 17
18th +6 Hemorrhaging Critical, Vicious Intent 18
19th +6 Ability Score Improvement 19
20th +6 Boundless Grit 20

Deception, Insight, Intimidation, Persuasion, Sleight


Class Features of Hand, Stealth, Streetwise and Survival
As a Desperado, you gain the following class features
Equipment
Hit Points You start with the following equipment, in addition to
Hit Dice: 1d8 per desperado level the equipment granted by your background:
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) per desperado (a) duster or (b) crude padded vest
level after 1st, adding your Constitution modifier on (a) a frontiersman’s pack or (b) an explorer’s pack
every even level (a) two derringers or (b) a six-shooter or (c) a
repeating rifle or (d) a sawed-off shotgun
Proficiencies 20 rounds that fit into your chosen firearm
Armor: Light armor, medium armor
Weapons: Cudgels, daggers, explosives, all firearms Wary
Tools: Tinker’s tools At 1st level, you can’t be surprised while you’re
Saving Throws: Dexterity, Intelligence conscious.
Skills: Choose two from Acrobatics, Athletics,

PART 3 | Classes Table of Contents 41


Shooting Style
At 1st level, you develop a particular style of shooting
Fan or Focus
and using firearms. Choose one of the styles below. Beginning at 5th level, you can attack twice, instead of
You can’t choose a Shooting Style again, even if you once, whenever you take the Attack action on your
later get to choose again. turn. This number increases to 3 at 11th level.
Alternatively, you can forgo an extra attack and
Two Weapon Fighting spend one Grit point to make one attack with
When you engage in two-weapon fighting, you can advantage. If you have disadvantage, this advantage
add your ability modifier to the damage of the second overwrites that disadvantage rather than canceling
attack so long as the attack is made by a firearm. out.
Explosive
When you use an explosive or a weapon with the
Quickdraw
Scatter property, you can reroll 1s and 2s on the At 7th level, you add your proficiency bonus to your
damage die, though you must take the new rolls even initiative. You can also stow a firearm, then draw
if they are 1s and 2s. another firearm as a single object interaction on your
turn.
Heavy Caliber
Attacks you make with two-handed firearms deal +2 Rapid Repair
bonus damage.
At 7th level, you learn how to quickly attempt to fix a
Marksman jammed gun. You can spend a grit point to attempt to
You have a +2 bonus to attack rolls made with repair a misfired (but not broken) firearm as a bonus
firearms. action.

Grit Bullet Time


At 2nd level, your way of life has caused you to develop At 10th level, as a bonus action, you can momentarily
a particular hardiness called grit. This is represented perceive time slower. Until the beginning of your next
by the number of Grit points you have, which can be turn, you gain advantage on Dexterity saving throws
seen on the Desperado class table. You can expend and Perception checks, and can use an action to make
Grit Points to perform abilities called Skill Shots, with a number of attacks equal to the remaining rounds in
you regaining all expended Grit points at the end of a your firearm. Once you use this feature you can’t use it
short or long rest. again until you finish a long rest.

Skill Shots Lightning Reload


At 2nd level, you know 2 Skill Shots, and you learn 2 At 15th level, you can reload any firearm as a bonus
more at 9th, and 17th levels. Some Skill Shots may call action.
for an enemy to make a saving throw, if that is the
case, the following is the DC for the saving throw Hemorrhaging Critical
called. Additionally, only one Skill Shot may be
Upon reaching 18th level, whenever you score a
performed per turn. critical hit on an attack with a firearm, the target
Skill Shot Save DC = 8 + your proficiency bonus +
additionally suffers half of the damage from the attack
your Dexterity modifier
at the end of its next turn.
Gunslinger’s Trail Vicious Intent
At 3rd level, each Desperado walks their own path, and
At 18th level, your firearm attacks score a critical hit
each can be markedly different form one another.
on a roll of 19-20, and you regain a grit point on a roll
Choose one trail between Duelist, Grenadier,
of 19 or 20 on a d20 attack roll.
Gunsmith, and Ranger. Your choice grants you
features at 3rd level and again at 6th, 9th, 13th, 15th
and 17th level.
Boundless Grit
At 20th level, when you start your turn with no Grit
Ability Score Improvement points, you regain one Grit point.

At 4th, 8th, 12th, 16th, and 19th levels, you can choose
one ability score to increase by 2, two scores to
increase by 1, or choose a feat.

PART 3 | Classes Table of Contents


42
Gunslinger’s Trails High Noon
At 17th level, you score a critical hit against creatures
affected by your Dangerous Duel feature on a d20 roll
Duelist of 18-20 with attack rolls using your firearm.
Duelists are excellent combatants whose skill with
quick, agile gunmanship force foes onto their back
foot through use of dirty tricks and sleight of hand.
Grenadier
Masters of explosives, Grenadiers go out of their way
Vandal’s Shot to use the largest explosives they possibly can to deal
At 3rd level, when you make a ranged attack with your as much damage as possible to as wide of an area as
firearm, you can expend 1 Grit point to cause the possible.
attack to deal double damage to objects and
structures. The shot has enough power to punch down Artillerist
a door, create a small crack in a stone wall, or destroy At 3rd level, if you use your action to make an attack
a small piece of cover. Alternatively, you can target an with an Explosive you can use your bonus action to
object that a creature is holding. On a hit, the target make one attack using a firearm.
takes damage as normal and must make a Strength
saving throw. On a failure, 1 nonmagical object they Special Fuse
are carrying of your choice is destroyed. Such objects At 6th level, you can place a special fuse on your
can include weapons or shields. explosives. When you use an Explosive, you can
declare that you want it to explode up to a number of
Call Out rounds equal to your Dexterity modifier after you’ve
At 6th level, you can use a bonus action to challenge a thrown it. Alternatively, you can place an Explosive
creature you can see within 60 feet of you to a duel. under the ground over the course of 1 minute, causing
They must make a Wisdom saving throw against your it to act like a land mine, using the same explosion
Skill Shot Save DC, or have disadvantage on attack radius it would otherwise.
rolls made against creatures other than you as you
taunt them into a duel. Explosive Acumen
When you hit the dueling creature with a weapon At 9th level, you increase the DC to avoid attacks you
attack, you deal an additional 1d6 of your weapon’s make Explosives by 1. You also reduce the amount of
damage and you gain a Grit point if you reduce the any damage you take from any Explosive by a number
affected creature to 0 hit points. The creature is equal to your Dexterity modifier.
compelled to duel you in this way for 1 minute and
attempting to duel another creature while already Bigger Boom
dueling someone causes the ongoing duel to end. The At 13th level, you begin to introduce your own
affected creature can repeat the saving throw at the homemade agents to the recipe of your explosives.
end of each of its turns, ending the effect on a success. The radius of any explosive you use is considered 5
You can use this feature a number of times equal to feet larger, and it deals an additional 1d6 fire damage.
your proficiency bonus. You regain all uses of this
feature when you finish a long rest. Destructive Blasts
At 15th level, the explosives and grenades you use are
Malicious Intent highly effective at damaging structures. Objects and
At 9th level, you deal an additional damage die on structures in the radius of your Explosives take double
critical hits scored against creatures affected by your damage, with any creatures that would have otherwise
Call Out feature. been behind cover having to save from the blast or
take half damage, taking no damage on a success.
Draw!
At 13th level, you can draw and fire your firearms with Biggest Boom
extreme speed. When you roll initiative, you can At 17th level, the small concoctions you add to the
immediately move up to your speed and make a single explosives you use becomes perfected. The radius of
weapon attack with your firearm. any explosive you use is considered 5 feet larger, and
deals an additional 1d6 fire damage. This is in addition
Fan the Hammer to the effects of your Bigger Boom feature.
At 15th level, when you take the attack action on your
turn to make an attack with your firearm against a
creature affected by your Call Out feature, you can
make an additional attack with your firearm against
that creature as a part of the action.

PART 3 | Classes Table of Contents 43


Gunsmith creature. If you hit with this attack, your ally gains a +2
bonus to AC until the end of the turn.
Often taking it slower than most, Gunsmiths are
dedicated to not only the firing but also the crafting of Keen Eyes
firearms. At 6th level, your keen sight allows you to better fire
on targets. Attacks you make ignore half and three
Apprentice Craftsman quarters cover, as well as the disadvantage imposed by
At 3rd level, choose one firearm modification. You can firing a weapon at a target in its second range
immediately apply this to one firearm you or an ally increment and by dim lighting.
owns. Additionally, you gain expertise with tinker’s
tools and by spending half the cost and 6 hours worth Defensive Devastation
of work, you can create any firearm modification or up At 9th level, whenever you hit a target with your
to 10 rounds of ammunition for a firearm. Covering Fire feature, the attack deals damage in
addition to its other effects.
Improved Firearms
At 6th level, you can create firearms at a higher quality Aimed Shot
than most others. By expending a days worth of work At 13th level, you can hone in on a specific target.
and twice the base price of the firearm, you can make Using your action, you can aim at a specific target. You
a +1 firearm, though it is considered non-magical. have advantage on all attacks against this target and
critically hit on an 18-20 against that target until the
Reliable Smithing end of your next turn. If you score a critical hit this
At 9th level, you are able to spend a day’s worth of way, the target is stunned until the beginning of your
work (taking no other activities) and make a Tinker’s next turn.
tools check to attempt to permanently reduce the
misfire value of a firearm by one. The DC for this check Spellwatch
is equal to 18 - the weapon’s current misfire value. If At 15th level, you can now use Covering Fire when a
this would reduce a weapon’s misfire value to 0, that creature casts a spell that deals damage at one of your
weapon no longer misfires. allies.
Adept Workings Overwatch
At 13th level, your knowledge of firearm crafting is At 17th level, your skill allows you to guard all those
nearly complete. By expending a weeks worth of work around you. By using your action to watch over all
and three times the base price of the firearm, you can allies, you can use Covering Fire a number of times
make a +2 firearm, though it is considered non- equal to your Dexterity modifier (minimum of 1),
magical. though you can’t take any other reaction. This effect
lasts until the beginning of your next turn.
Ammo Nut
At 15th level, you have become very efficient at
preserving gunpowder for your rounds. Whenever you
fire a piece of ammunition that you created, there is a
Skill Shots
10% that it does not consume that ammunition. Acute Shot
When you make a ranged attack with your firearm,
Master Craftsman you can expend one Grit point to score a critical hit on
At 17th level, you can easily craft high quality firearms. a d20 roll of 19-20 for that attack. If your critical strike
Whenever you create a modification or ammunition, it threshold has already been increased, you instead
costs one fourth of the base price. Additionally, making increase it by 1 more. For example, if you already score
+1 and +2 firearms costs half as much. a critical hit on a 19-20, the range becomes 18-20
when you use this trick shot.

Ranger Blinding Shot


Lawmen, wanderers, or even outlaws, Rangers are When you make a ranged attack with your firearm,
you can expend one Grit point to attempt to briefly
lauded for their deadeye accuracy.
blind a creature. On a hit, the target takes the normal
Covering Fire damage and they must make a Constitution saving
throw or become blinded until the end of their next
At 3rd level, you can actively guard others by firing at
turn.
their foes. If a creature within your weapon’s range
attacks one of your allies with a weapon or unarmed
strike, you can use your reaction to attack that

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PART 3 | Classes Table of Contents
Bullying Shot Disarming Shot
You can use the powerful blast and thundering sound When you make a firearm attack against a creature,
of your firearm to shake the resolve of a creature. You you can expend one grit point to attempt to shoot an
can expend one Grit point while making an object from their hands. On a hit, the creature suffers
Intimidation check to gain advantage on the roll. normal damage and must succeed on a Strength
saving throw or drop 1 held object of your choice and
Cauterizing Shot have that object be pushed 10 feet away from you.
You can use the heat of your firearm to cauterize your
wounds. After firing your firearm successfully, you can
Distracting Shot.
expend 1 Grit Point to heal yourself for 1d10 + your You can fire off at an opponent attempting to distract
Desperado level as a bonus action. them. By expending 1 Grit Point when you attack a
creature, you can force them to make a Wisdom
Cheap Shot Saving throw against your Grit Save DC or lose their
You can fire a shot at the more tender areas of an reaction and one legendary action if the attack hits.
enemy. By expending 2 Grit Points when you make an Disruptive Shot.
attack, you can force the creature to make a
When a creature casts a spell or attacks, you can
Constitution Saving throw against your Grit Save DC
attempt to interrupt that action. by expending 2 Grit
or be Stunned for 1 round if the attack hits.
Points and using your reaction, you can attempt to fire
Concussive Blast. at a creature within your weapon’s range that is
making an attack or casting a spell. If the attack lands,
You can fire off a deafening shot against an enemy. By
they must make a Constitution Saving throw against
expending 1 Grit Point, you can fire at an enemy within
your Grit Save DC or they waste their action.
10 feet of you as a bonus action with the intent to
deafen them, forcing them to make a Constitution Forceful Shot.
Saving throw against your Grit Save DC or be You can fire off a powerful shot, dropping foes to their
Deafened for a number of rounds equal to your knees. By expending 1 Grit Point when you attack a
Dexterity modifier if the attack hits. creature, you can force it to make a Constitution
saving throw against your Grit Save DC or be pushed
Curving Shot
back 10 feet and fall prone if the attack hits.
When you make a ranged attack with your firearm,
you can expend one Grit point to curve the bullet. Lucky Shot.
Your shot ignores half and three-quarters cover. You can force out a jammed shot just as you might a
Dazing Shot normal one. By spending 1 Grit Point when your gun
misfires, you can still continue with the attack as
When you make a firearm attack against a creature,
normal. You must still attempt a check to repair your
you can expend one grit point to attempt to dizzy your
weapon to make any attacks after this one.
opponent. On a hit, the creature suffers normal
damage and must make a Constitution saving throw or Piercing Shot.
suffer disadvantage on attacks until the end of their You can fire a shot that pierces through multiple
next turn. creatures. By spending 2 Grit Points when you make
Deflecting Shot an attack, you can make attacks at disadvantage to all
creatures behind your target out to the weapons
As a reaction to seeing a creature within 15 feet of you
furthest range, with the bullet going for the target
(including possibly yourself) being targeted by an
nearest to the one it most recently hit. On the first
attack, you can expend two grit points and use your
miss, this effect ends as the bullet fails to pierce
reaction to make an attack with your firearm against
through another target.
the attacking creature if they are within range. On a
hit, they take the normal damage and must make a Pinning Shot.
Dexterity saving throw against your Trick Shot Save You can fire a shot at the targets limbs, forcing them
DC or automatically miss the attack. to pause to recover. By expending 1 Grit Point when
you fire a shot, you can force the target to make a
Disabling Shot
Dexterity or Constitution Saving throw, their choice,
When you make a ranged attack with your firearm,
against your Grist Save DC or have their speed
you can expend a grit point and target a specific point
reduced to 0 for 1 round.
on a creature’s body, debilitating them. On a hit, the
target takes the normal damage and must make a
Dexterity saving throw. On a failure, they have a
penalty to attack rolls equal to your Intelligence or
Charisma modifier (your choice) until the end of the
target’s next turn.

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45
Ricocheting Shot
You can expend one grit point when you miss a ranged
attack with a firearm. When you do so, you can make
an additional attack with the same weapon against
either your target or a creature within 15 feet of your
target. This additional attack does not consume
ammunition. You can use another trick shot with this
additional attack, expending grit as normal.

Violent Shot
When you make a firearm attack against a creature,
you can expend one or more grit points to enhance
the volatility of the attack. For each grit point
expended, the attack gains a +2 to the firearm’s misfire
score. If the attack hits, you can roll one additional
weapon damage die per grit point spent when
determining the damage.

Warning Shot
When you make a ranged attack with your firearm,
you can expend one grit point to attempt to scare the
target. That creature must make a Wisdom saving
throw or be frightened of you for 1 minute. An affected
creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success.

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PART 3 | Classes Table of Contents
Hexslinger
Hexslingers are unorthodox fighters, having gained a
unique connection with a magical entity that allows
them to use that entity’s magic for their own aims.
They combine martial and magical prowess to
overwhelm their enemies with an onslaught of bullets
and bewitchment.

The Hexslinger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Gunsmoke Connection 2 2 — — — —
2nd +2 Spell Shot, Weapon Bond 3 3 — — — —
3rd +2 Gunsmoke Connection feature 4 3 — — — —
4th +2 Ability Score Improvement 5 4 — — — —
5th +3 Extra Attack 6 4 2 — — —
6th +3 Gunsmoke Connection feature 7 4 2 — — —
7th +3 — 8 4 3 — — —
8th +3 Ability Score Improvement 9 4 3 — — —
9th +4 — 10 4 3 2 — —
10th +4 Gunsmoke Connection feature, Spellstrike 10 4 3 2 — —
11th +4 — 11 4 3 3 — —
12th +4 Ability Score Improvement 11 4 3 3 — —
13th +5 — 12 4 3 3 1 —
14th +5 Gunsmoke Connection feature 12 4 3 3 1 —
15th +5 Spellstrike Upgrade 13 4 3 3 2 —
16th +5 Ability Score Improvement 13 4 3 3 2 —
17th +6 — 14 4 3 3 3 1
18th +6 Gunsmoke Connection feature 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Spectacular Spellshooter 15 4 3 3 3 2

Insight, Intimidation, Persuasion, Nature, Religion,


Class Features Sleight of Hand, Stealth, Streetwise and Survival
As a Hexslinger, you gain the following class features
Equipment
Hit Points You start with the following equipment, in addition to
Hit Dice: 1d8 per hexslinger level the equipment granted by your background:
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) per hexslinger A duster
level after 1st, adding your Constitution modifier on (a) a frontiersman’s pack or (b) an explorer’s pack
every even level. 20 rounds that fit into your chosen firearm
Proficiencies Spellcasting
Armor: Light armor At 1st level, your connection with your entity fuels
Weapons: daggers, all firearms your spells, allowing you to will their power into the
Tools: None world as your own.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Arcana, Deception, Spell Slots
The Hexslinger table shows how many spell slots you

PART 3 | Classes Table of Contents


47
have to cast your hexslinger spells of 1st level and 1d6 for each spell level higher than 1st, to a maximum
higher. To cast one of these hexslinger spells, you of 5d6.
must expend a slot of the spell’s level or higher. You
regain all expended spell slots when you finish a long Weapon Bond
rest.
At 2nd level, you learn a ritual that creates a magical
For example, if you know the 1st-level spell burning
bond between yourself and one weapon. You perform
hands and have a 1st-level and a 2nd-level spell slot
the ritual over the course of a short rest. The weapon
available, you can cast burning hands using either slot.
must be within your reach throughout the ritual, at
Spells Known of 1st Level and Higher the conclusion of which you touch the weapon and
The Spells Known column of the hexslinger table forge the bond.
shows when you learn more hexslinger spells of your Once you have bonded a weapon to yourself, you
choice. Each of these spells must be of a level for can’t be disarmed of that weapon unless you are
which you have spell slots. For instance, when you incapacitated. You can summon that weapon as a
reach 3rd level in this class, you can learn one new bonus action on your turn, causing it to teleport
spell of 1st or 2nd level. instantly to your hand.
Additionally, when you gain a level in this class, you
can choose one of the hexslinger spells you know and Ability Score Improvement
replace it with another spell from the spell list At 4th, 8th, 12th, 16th, and 19th levels, you can choose
determined by your connection, which also must be of one ability score to increase by 2, two scores to
a level for which you have spell slots. increase by 1, or choose a feat.
Spellcasting Ability Extra Attack
Charisma is your spellcasting ability for your
hexslinger spells, since the power of your magic relies At 5th level, you gain the ability to make 2 attacks
on your ability to project your will into the world. You when you take the attack action.
use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma Spellstrike
modifier when setting the saving throw DC for a At 10th level, when you cast a spell of 1st level or
hexslinger spell you cast and when making an attack higher that has a casting time of 1 action, you can
roll with one. make a single ranged weapon attack as a bonus action
until the end of your turn.
Spell save DC = 8 + your proficiency bonus + your
At 15th level, when you make an attack with this
Charisma modifier
feature, you can choose one of the following options
Spell attack modifier = your proficiency bonus + your to improve this ability. You must declare your option
Charisma modifier before knowing if the attack is successful

Spellcasting Focus Restorative Spellstrike When you use your


You use your connected weapon as a spellcasting Spellstrike feature and hit, you gain temporary hit
focus for your hexslinger spells. points equal to your hexslinger level. You cannot
use this option on consecutive turns.
Gunsmoke Connection Quickened Spellstrike When you use your
Spellstrike feature and hit, you increase your speed
At 1st level, whether it be through a pact, partnership, by 10 feet until the end of your turn.
servitude, or perhaps even pure happenstance, you Distracting Spellstrike When you use your
have found yourself bonded to a magical entity which Spellstrike feature and hit, the next attack roll
forms your spellcasting and fighting style. made against this target has advantage.
Choose either Divine Deadeye, Earthshaker or Pale
Rider. Your choice grants you features at 1st level, and
again at 3rd, 6th, 10th, 14th, and 18th level. Spectacular Spellshooter
At 20th level, whenever you hit a creature with a
Spell Shot ranged weapon attack, that target either has
At 2nd level, when you make a ranged attack with your disadvantage on its next saving throw against one of
firearm, you can expend a spell slot to cause magical your spells or your next spell attack roll against the
energy spark upon your bullets. On a hit, you can target it made with advantage, whichever is prompted
choose to change the damage type to be one of the first. Conversely, whenever you hit a target with a spell
following: cold, fire, lightning, necrotic, or radiant. The attack or it fails a saving throw against one of your
attack deals extra damage of the chosen damage type. spells, the next round of ranged weapon attacks you
The extra damage is 2d6 for a 1st-level spell slot, plus make against that creature have advantage.

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48
Gunsmoke Righteous Fury
At 14th level, whenever you make an attack with your

Connections Sacred Gun, you can have holy splash out from the
impact to hit nearby enemies. Whenever you hit with a
Divine Deadeye Sacred Gun attack, any creatures within 5 ft. of the
target also take radiant damage equal to your
Your connection is with an entity that you believe to Charisma modifier.
be a god or goddess, and you impart their will with
righteous fury. Avenging Blast
At 18th level, you can release a devastating blast when
Connection Spells you die. Once per long rest, when you drop
At 1st level, you choose spells from the “Divine” spell unconscious or die, you can choose to release a blast
list for your spellcasting feature. In addition, you know of radiant energy. All creatures within 20 feet of your
the following spells at the listed hexslinger levels, they body to make a Dexterity saving throw, or take 8d6
do not count against your spells known, and you Radiant damage and be blinded for a number of
cannot swap these out. rounds equal to your Charisma modifier. One a
Hexslinger Level Spells success they take half damage and are not blinded.
1st divine favor
5th zone of truth Earthshaker
9th spirit guardians Your connection is with a spirit of the land or “ley
13th aura of purity spirit,” a sentient embodiment of the earth.
17th holy weapon
Connection Spells
Sacred Gun At 1st level, you choose spells from the “Primal” spell
At 3rd level, as a bonus action, you fill your bonded list for your spellcasting feature. In addition, you know
firearm with positive energy. For one minute, you add the following spells at the listed hexslinger levels, they
your Charisma modifier to attack rolls made with your do not count against your spells known, and you
Sacred Gun (minimum bonus of +1) and it deals radiant cannot swap these out.
damage rather than its normal damage type. Hexslinger Level Spells
The weapon also emits bright light in a 20 ft radius
1st hunter’s mark
and dim light 20 ft beyond that. You can end this effect
5th find steed
on your turn as a bonus action. If you are no longer
9th conjure barrage
holding or carrying the Sacred Gun, or if you fall
13th grasping vine
unconscious, this effect ends.
17th wrath of nature
Once you use this feature, you cannot do so again
until after you have completed a long rest.
Primeval Gun
Holy Blast At 3rd level, as a bonus action, you fill your bonded
At 6th level, whenever you have your Sacred Gun firearm with natural energy. For one minute, whenever
you hit a creature with your Primeval Gun, thorns
feature activated, as an action, you can make your
sprout at their feet, creating difficult terrain. If a
Sacred Gun emit a blast of powerful divine energy that
is 5 ft wide and 120 ft long. Each creature in the line creature starts or ends its turn in these thorns, it takes
1d4 magical piercing damage.
makes a Dexterity saving throw, taking 3d6 radiant
In addition, while in this form, if you misfire with
damage on a failed save, or half as much on a
successful one. The damage of the blast increases with your Primeval Gun, roll on the table below to
determine which random effect occurs. You can end
your hexslinger level: 4th (4d6), 8th (5d6), 12th (6d6),
16th (7d6), 20th (8d6). this effect on your turn as a bonus action. If you are no
longer holding or carrying the Primeval Gun, or if you
Once you use this feature, you cannot do so again
fall unconscious, this effect ends
until after you have completed a long rest.
Once you use this feature, you cannot do so again
Hallowed Aura until after you have completed a long rest.
At 10th level, a palpable, holy aura constantly
surrounds you. You project a 20 foot aura, which deals
Radiant damage equal to your Charisma modifier
(minimum of 1) to all enemies that enter it. When a
fiend or undead enters the aura, they instead take
twice your Charisma modifier (minimum of 2) in
Radiant damage.

PART 3 | Classes Table of Contents 49


d12 Misfire Effect
1 All spells of 3rd level or lower end within a 20 ft diameter sphere centered on you.
2 You cast Entangle centered on yourself.
3 Until this form ends, your firearm only spouts harmless, fresh water. Each shot produces 1/4 gallon.
4 Every non-organic, non-magical material in a 10 ft diameter sphere centered on you turns into wood.
5 Every non-organic, non-magical material in a 10 ft diameter sphere centered on you turns into water.
6 Until this form ends, your firearm heals the amount of damage it would have otherwise dealt to the target.
7 A Swarm of Insects appears in a space adjacent to you. They are hostile to all creatures.
8 The weather changes in a dramatic, unnatural fashion. The specifics are DM’s choice.
9 If you are standing on solid ground, a small spire of earth erupts under your feet. All creatures within 15 ft of you find themselves
standing on the summit of a 100ft tall, 30 ft diameter rocky plateau. If you are not on land, a 100ft tall, 30 ft diameter cylinder of
earth materializes under your feet, then you fall as gravity dictates.
10- You turn into a beast of the DM’s choosing and gain 1 point of exhaustion. you are still considered to be holding your Primeval
12 Gun in this form.

Rooted Defense Pale Rider


At 6th level, you gain the protection of the ancient Your connection is with a demonic entity or an entity
forests. Your hit point maximum and current hit points that you believe to be a spirit of the dead.
increase by 2 per hexslinger level when you activate
your Primeval Gun feature. This increase lasts until Connection Spells
this form ends; your hit point maximum then returns At 1st level, you choose spells from the “Occult” spell
to normal, but your current hit points remain the list for your spellcasting feature. In addition, you know
same, unless they must decrease to abide by your hit the following spells at the listed hexslinger levels, they
point maximum. do not count against your spells known, and you
In addition, the ground within 15 feet of you is cannot swap these out.
difficult terrain for your enemies while your Primeval
Gun is activated. Hexslinger Level Spells
1st hex
Aura of Warding 5th darkvision
At 10th level, ancient magic lies so heavily upon you 9th speak with dead
that it forms an eldritch ward. You and friendly 13th shadow of moil
creatures within 20 feet of you have resistance to 17th negative energy flood
damage from spells.
Wicked Gun
Wrath of the Land At 3rd level, as a bonus action, you fill your bonded
At 14th level, the thorns created by your Primeval Gun firearm with negative energy. For one minute, you add
attacks now attempt to restrain enemies in addition to half your Charisma modifier, rounded down, to
being difficult terrain. Any enemies affected by these damage rolls made with your Wicked Gun (minimum
thorns must make a Strength saving throw against bonus of +1) and it deals necrotic damage rather than
your spell DC or become restrained. An affected its normal damage type.
creature can repeat the saving throw at the end of In addition, whenever you reduce a creature to 0 Hit
each of its turns, ending this effect on a success. Points with your Wicked Gun, you regain hit points
In addition, you may now roll twice on the Primeval equal to half your hexslinger level + your Charisma
misfire table and choose your result between the two modifier (rounded down). You can end this effect on
rolls. your turn as a bonus action. If you are no longer
holding or carrying the Wicked Gun, or if you fall
Earthen Sentinel unconscious, this effect ends.
At 18th level, when you are reduced to 0 hit points and Once you use this feature, you cannot do so again
are not killed outright, you can choose to drop to 1 hit until after you have completed a long rest.
point instead. Once you use this ability, you can’t use it
again until you finish a short or long rest. Accursed Specter
Additionally, you suffer none of the drawbacks of old At 6th level, you can curse the soul of a person you
age, and you can’t be aged magically. slay, temporarily binding it in your service. When you
slay a humanoid with your Wicked Gun, you can cause
its spirit to rise from its corpse as a specter. When the
specter appears, it gains temporary hit points equal to
your hexslinger level. Roll initiative for the specter,
which has its own turns.

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PART 3 | Classes Table of Contents
It obeys your verbal commands, and it gains a special
bonus to its attack rolls equal to your Charisma
modifier. The specter remains in your service until the
end of your next long rest, at which point it vanishes.
Once you bind a specter with this feature, you can’t
use the feature again until you finish a long rest.

Hellish Aura
At 10th level, you are constantly surrounded by an aura
of dark energy. At the beginning of each of your turns,
choose a creature within 20 ft. of you. You and other
creatures within a 20 ft. radius of you deal additional
damage to the chosen creature equal to your Charisma
modifier.

Reaper’s Rage
At 14th level, attacks made with your Wicked Gun now
score a critical hit on a roll of 19-20, and whenever you
score a critical hit on a creature with your Wicked
Gun, that creature is frightened of you for a number of
rounds equal to half your Charisma modifier (minimum
of 1).

Hell’s Coming With Me


At 18th level, as an action, you can surround yourself
with an aura of gloom that lasts for 1 minute. The aura
reduces any bright light in a 30-foot radius around you
to dim light. Whenever an enemy that is frightened by
you starts its turn in the aura, it takes 4d10 psychic
damage. Additionally, you and any creatures of your
choosing in the aura are draped in deeper shadow.
Creatures that rely on sight have disadvantage on
attack rolls against creatures draped in this shadow.
After activating the aura, you can’t do so again until
you finish a long rest.

PART 3 | Classes Table of Contents 51


Ley-Touched
While most of the many mages of the Frontier must
undergo some form of study or training, the Ley-
Touched are a curious exception. These individuals
have blood that is infused with pure ley energy,
allowing them to cast magic innately, without the use
of talismans or tried-and-true techniques. While they
do not reach the heights of magic that some mages do,
their unique casting style allows them explore magic
in ways never before seen by others.

The Ley-Touched
Level Proficiency Bonus Features Ley Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Aberrant Expression - 4 2 2 — — — —
2nd +2 Font of Magic 2 4 3 3 — — — —
3rd +2 Metamagic 3 4 4 3 — — — —
4th +2 Ability Score Improvement 4 5 5 4 — — — —
5th +3 Ley Luck, Potent Caster 5 5 6 4 2 — — —
6th +3 Aberrant Expression feature 6 5 7 4 2 — — —
7th +3 — 7 5 8 4 3 — — —
8th +3 Ability Score Improvement 8 5 9 4 3 — — —
9th +4 — 9 5 10 4 3 2 — —
10th +4 Aberrant Expression feature, Metamagic 10 6 10 4 3 2 — —
11th +4 — 11 6 11 4 3 3 — —
12th +4 Ability Score Improvement 12 6 11 4 3 3 — —
13th +5 — 13 6 12 4 3 3 1 —
14th +5 Aberrant Expression feature 14 6 12 4 3 3 1 —
15th +5 Magicsense 15 6 13 4 3 3 2 —
16th +5 Ability Score Improvement 16 7 13 4 3 3 2 —
17th +6 — 17 7 14 4 3 3 3 1
18th +6 Metamagic 18 7 14 4 3 3 3 1
19th +6 Ability Score Improvement 19 7 15 4 3 3 3 2
20th +6 Living Leyline 20 7 15 4 3 3 3 2

None
Class Features Tools:
Saving Throws: Constitution, Charisma
As a Ley-Touched, you gain the following class Skills:Choose two from Animal Handling, Arcana,
features Deception, Insight, Intimidation, Medicine,
Hit Points
Perception, Performance, Persuasion, Nature, and
Hit Dice: 1d8 per ley-touched level Religion
Hit Points at 1st Level: 8 + your Constitution modifier Equipment
Hit Points at Higher Levels: 1d8 (or 5) per ley-touched You start with the following equipment, in addition to
level after 1st, adding your Constitution modifier on the equipment granted by your background:
every even level.
A duster and a dagger
Proficiencies (a) a derringer and 20 rounds or (b) any simple
Armor: Light armor weapon
Weapons: Simple melee and ranged weapons, (a) an entertainer’s pack or (b) an explorer’s pack
derringers
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PART 3 | Classes Table of Contents
Spellcasting Font of Magic
At 1st level, your ley-infused blood fuels your spells, At 2nd level, you tap into a deep wellspring of magic
allowing you to pull off amazing magical feats using within yourself. This wellspring is represented by ley
nothing but your own willpower, meaning you do not points, which allow you to create a variety of magical
require an arcane focus or material components that effects.
do not have a cost to cast spells.
Ley Points. You have 2 ley points, and you gain more
Spell Slots as you reach higher levels, as shown in the Ley
The Ley-touched table shows how many spell slots Points column of the Ley-Touched table. You can
you have to cast your ley-touched spells of 1st level never have more ley points than shown on the table
and higher. To cast one of these ley-touched spells, for your level. You regain all spent ley points when
you must expend a slot of the spell’s level or higher. you finish a long rest.
You regain all expended spell slots when you finish a Flexible Casting. You can use your ley points to gain
long rest. additional spell slots, or sacrifice spell slots to gain
For example, if you know the 1st-level spell burning additional ley points. You learn other ways to use
hands and have a 1st-level and a 2nd-level spell slot your ley points as you reach higher levels.
available, you can cast burning hands using either slot.
Creating Spell Slots. You can transform
Spells Known of 1st Level and Higher unexpended ley points into one spell slot as a
The Spells Known column of the ley-touched table bonus action on your turn. The Creating Spell
shows when you learn more ley-touched spells of your Slots table shows the cost of creating a spell
choice. Each of these spells must be of a level for slot of a given level. You can create spell slots
which you have spell slots. For instance, when you no higher in level than 5th. Any spell slot you
reach 3rd level in this class, you can learn one new create with this feature vanishes when you
spell of 1st or 2nd level. You may choose spells from finish a long rest.
both the “Arcane” and “Primal” spell lists when Converting a Spell Slot to Ley Points. As a
choosing spells. bonus action on your turn, you can expend
Additionally, when you gain a level in this class, you one spell slot and gain a number of ley points
can choose one of the ley-touched spells you know
and replace it with another spell from the spell list
equal to the slot’s level.
determined by your connection, which also must be of Creating Spell Slots
a level for which you have spell slots. Spell Slot Level Ley Point Cost
1st 2
Spellcasting Ability 2nd 3
Charisma is your spellcasting ability for your ley- 3rd 5
touched spells, since the power of your magic relies on
4th 6
your ability to project your will into the world. You use
5th 7
your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a ley-
Metamagic
touched spell you cast and when making an attack roll At 3rd level, you gain the ability to twist your spells to
with one. suit your needs. You gain two of the following
Metamagic options of your choice. You gain another
Spell save DC = 8 + your proficiency bonus + your two more at 10th and 18th level.
Charisma modifier You can use only one Metamagic option on a spell
when you cast it, unless otherwise noted.
Spell attack modifier = your proficiency bonus + your
Charisma modifier Aimed Spell
When you cast a spell that forces a creature to make a
Aberrant Expression saving throw to resist its effects and is incapable of
At 1st level, you manifest your magical ability in your targeting more than one creature at the spell’s current
own unique manner, expressing it via techniques that level, you can spend 2 ley points to focus the spell’s
only you might understand. Choose one of the energy to directly assault the creature. Make the
following from Shifter, Troubador or Wild One. Your appropriate spell attack against the creature based on
choice grants you features at 1st level, and again at 6th, the spell’s range. On a hit, the spell takes effect as if
10th, and 14th level. the creature had failed its first saving throw against
the spell.

PART 3 | Classes Table of Contents


53
Careful Spell Extended Spell
When you cast a spell that forces other creatures to When you cast a spell that has a duration of 1 minute
make a saving throw, you can protect some of those or longer, you can spend 1 ley point to double its
creatures from the spell’s full force. To do so, you duration, to a maximum duration of 24 hours.
spend 1 ley point and choose a number of those
creatures up to your Charisma modifier (minimum of Heightened Spell
one creature). A chosen creature automatically When you cast a spell that forces a creature to make a
succeeds on its saving throw against the spell. saving throw to resist its effects, you can spend 3 ley
points to give one target of the spell disadvantage on
Delayed Spell its first saving throw made against the spell.
When you cast a spell, you can delay its effects. To do
so, you spend 1 ley point and choose a number of Maximized Spell
rounds up to your Charisma modifier (minimum of When you roll damage for a spell of 1st level or higher,
one). At the beginning of your turn after the chosen you can spend a number of ley points equal to the
number of rounds has passed, the spell takes effect. All spell’s level to deal maximum damage to one target of
determinations for the spell that are made by you, the spell.
such as its targets, direction, or shape, are made when Potent Spell
the spell is cast, while determinations made by the
When one or more creatures would take no damage
spell’s targets, such as saving throws, are made when
following a successful saving throw against a spell you
the spell takes effect. If the spell requires
cast either as part of the spell’s effect, a feature, or
concentration, you only begin concentrating on it
some other effect other than having immunity to all of
once it has taken effect. If any of the spell’s parameters
the spell’s damage types, you can spend ley points
become invalid when it is about to take effect, such as
equal to the spell’s level to deal half the spell’s damage
when none of its targets are within range, the spell
to one of those creatures (1 ley point if the spell is a
fails. A delayed spell that has not taken effect lingers in
cantrip). The creature suffers no additional effect from
place as an intangible, glowing bead of magic that can
the spell.
be the target of a dispel magic spell. You can cause the
spell to take effect earlier by using your action. Quickened Spell
Distant Spell When you cast a spell that has a casting time of 1
action, you can spend 2 ley points to change the
When you cast a spell that has a range of 5 feet or
casting time to 1 bonus action for this casting.
greater, you can spend 1 ley point to double the range
of the spell. When you cast a spell that has a range of Ruinous Spell
touch, you can spend 1 ley point to make the range of When you cast a spell that has an area of effect and a
the spell 30 feet. duration of instantaneous, you can spend 1 ley point to
Empowered Spell devastate the spell’s area, turning it into difficult
terrain for a number of rounds equal to your Charisma
When you roll damage for a spell, you can spend 1 ley
modifier (minimum of one).
point to reroll a number of the damage dice up to your
Charisma modifier (minimum of one). You must use Seeking Spell
the new rolls. If you make an attack roll for a spell and miss, you can
You can use Empowered Spell even if you have spend 2 ley points to reroll the d20, and you must use
already used a different Metamagic option during the the new roll.
casting of the spell. You can use Seeking Spell even if you have already
Explosive Spell used a different Metamagic option during the casting
of the spell.
When you cast a spell that has an area of effect and
forces other creatures to make a Strength or Dexterity Shifted Spell
saving throw to resist its effects, you can spend 2 ley When you cast a spell that forces a creature to make a
points to blast the affected creatures off their feet. On saving throw to resist its effects and has a duration of
a failed saving throw, the spell has the additional effect instantaneous, you can spend a number of ley points
of pushing a creature in a straight line towards the equal to the spell’s level to change the saving throw for
nearest edge of the spell’s area and knocking it prone. one target of the spell from one ability score to
For every 10 feet the spell pushes the creature, the another of your choice. If the original saving throw
creature takes 1d6 bludgeoning damage. The creature uses a physical ability score (Strength, Dexterity, or
also takes 1d6 bludgeoning damage if it strikes an Constitution), the new saving throw must be chosen
object of its size or larger that prevents it from being between the other two physical ability scores.
pushed to the edge of the spell’s area. Similarly, if the original saving throw uses a mental
ability score (Intelligence, Wisdom, or Charisma), the

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PART 3 | Classes Table of Contents
new saving throw must be chosen between the other one of the following, representing the magic within
two mental ability scores. you flowing in new ways:

Subtle Spell Replace one of the options you chose for the
When you cast a spell, you can spend 1 ley point to Metamagic feature with a different Metamagic option
cast it without any somatic or verbal components. available to you.
Sustained Spell Replace one cantrip you learned from this class’s
Spellcasting feature with another cantrip from the
When you cast a spell that requires concentration
while you are already concentrating on another spell,
“Arcane” or “Primal” spell lists.
you can choose to maintain concentration on both
spells. To do so, you spend 5 ley points or a number of Ley Luck
sorcery points equal to the spells’ combined level,
At 5th level, you can tap into your inner wellsping of
whichever number is higher. When you make a
magic to try to conjure success from failure. When you
Constitution saving throw to maintain your
concentration on two spells, you do so only once for make an ability check that fails, you can spend 1 ley
point to reroll the d20, and you must use the new roll,
both spells. However, you suffer a penalty to the roll.
potentially turning the failure into a success.
The penalty equals 5 or the spells’ combined level,
whichever number is higher. You make this saving
throw at the end of each of your turns (DC 10), in
Potent Caster
addition to those you make when taking damage and At 5th level, you can add your Charisma modifier to
those imposed by your DM for certain environmental damage rolls for spells that you cast.
phenomena.

Transdimensional Spell Magicsense


When you cast a spell, you can spend 1 ley point to At 15ht level, you are always under the effects of the
allow it to affect creatures that are in the Ethereal detect magic spell. Additionally, spell attacks against
Plane or are in an extradimensional space such as one you can’t have advantage, and you can’t have
created by a rope trick spell. A creature need not be disadvantage on saving throws against spells and
visible to you to be affected unless the spell requires magical effects.
you to target the creature.
Living Leyline
Transmuted Spell
At 20th level, the ley point costs for creating spell slots
When you cast a spell that deals a type of damage from
are all reduced by 1. In addition, whenever you start
the following list, you can spend 1 ley point to change
your turn with no ley points, you regain 1 ley point.
that damage type to one of the other listed types: acid,
cold, fire, lightning, thunder.

Twinned Spell
When you cast a spell that is incapable of targeting
Aberrant Expressions
more than one creature at the spell’s current level and Shifter
doesn’t have a range of self, you can spend a number
of ley points equal to the spell’s level to target a You are able to use your innate ley energy to
second creature in range with the same spell (1 ley transmute yourself into different creatures that you’ve
point if the spell is a cantrip). come across. Remarkably dangerous, Shifters are
feared by people far and wide due to the power they
Widened Spell hold.
When you cast a spell that has an area of effect, you
can spend ley points equal to the spell’s level to Shapeshift
increase each of the area’s dimensions by 50%, At 1st level, you gain the ability to shapeshift, which
rounded down to the nearest 5 feet (1 ley point if the allows you to assume the forms of other creatures and
spell is a cantrip). use their strength for your own. As a bonus action on
your turn, you may assume the form of a beast or
Ability Score Improvement humanoid creature which you have seen in person.
At 4th, 8th, 12th, 16th, and 19th levels, you can choose The creature must be of a CR equal to 1/2 your Ley-
one ability score to increase by 2, two scores to Touched level. You remain Shapeshifted for an amount
increase by 1, or choose a feat. of hours equivalent to your Ley-Touched level, or until
you dismiss it as a bonus action. You can use this
Magical Versatility ability a number of times equal to your Charisma
Whenever you reach a level in this class that grants modifier, and you regain all expended charges when
you the Ability Score Improvement feature, you can do you comnplete a short or long rest.

PART 3 | Classes Table of Contents


55
You use the following rules when shapeshifting: Mutable Form
You assume the form of a standard version of the At 1st level, you have begun to learn more about

creature. You do not gain any languages, spells, certain aspects of your various forms. You gain

Legendary Actions or Resistances, or Lair Actions advantage on saving throws against poison and

that the creature has. You may only speak if your disease. In addition, you are considered a
Shapechanger for the purpose of spells such as
new form is capable of doing so. Your game statistics polymorph and moonbeam.
are replaced by that of the creature’s, except for your
Hit Points, and your Intelligence, Wisdom, and Advanced Shifting
Charisma scores. At 6th level, when you roll for initiative, you may use
You retain your skill and saving throw proficiencies your Shapeshift feature as a reaction before you take
in addition to gaining those of the creature. your first turn and attacks you make while in a
When you Shapeshift you gain additional hit points Shapeshifted form count as magical for the purposes
based off of your Ley-Touched level and Constitution of overcoming resistances and immunity to non-
modifier. Upon assuming your new form, you may magical damage.
add additional hit points equivalent to your natural In addition, choose one of the following creature
form’s Constitution modifier times your Ley-Touched types: Aberrations, Elementals, Fiends or
level. When you return to your natural form, these Monstrosities.
additional hit points disappear. You can now use your Shapeshift feature to turn
When injured in combat, taking damage that would into creatures of the chosen type, using the same rules
reduce you to 0 hit points by any means causes you as a beast form. If this form has the Innate Spellcasting
to revert to your natural form, and you make death feature, you use its spells with your own spell save DC.
saving throws as normal. If it has the Spellcasting feature, you instead gain the
When you transform, your clothing and non magical ability to cast spells that you know.
equipment merge into your new form, or is worn by
it is able Altered Body
Any magical items remain attuned to you, and you At 10th level, as an action on your turn, you may
may use them so long as your new form is capable of expend a charge of Shapeshift to end one condition on
wielding them. The DM determines if these items yourself instead of assuming a new form.
are merged into your form, or if you are still wearing Last Resort
them.
You may not Shapeshift into creatures with a flying At 14th level, you have gained the ability to unleash the
speed until 3rd level. true nature of many of your forms in an attempt to
You are not able to benefit from any ‘Multiattack’ survive. As a reaction when you are reduced to 0 hit
feature a creature would have - you may only make points, you may immediately make a DC 18 Charisma
one attack on your turn when you take the attack saving throw to determine if you are able to assume a
action. You also cannot cast spells while in beast new form. On a success, you assume a new form
form. immediately and remain conscious. Expending a usage
The DC for all of your form’s abilities, replacing the of your Shapeshift ability.
one on your form’s character sheet, is your Spell This form’s CR can only be up to 1/4 of your Ley-
Save DC. Touched level and utilizes the following rules instead
The following rules apply if shifting into a humanoid: of the normal rules:

You determine the specifics of the changes to When you assume this creature’s form, your game
your natural form, including your skin statistics, including your mental ability scores, are
coloration, hair length, sex, voice, height, and replaced by the statistics of the chosen creature. You
weight. retain your alignment and personality.
You can Shapeshift into Small or Medium You stay in this form for one minute or until you drop
humanoids of any race, but your ability scores to 0 hit points, at which point you revert back to your
remain the same, and you do not receive an normal form at 0 hit points.
increase in hit points. Should you take excess damage as a result of the
If you Shapeshift into a form with a trait such attack that reduced you to 0 hit points, you
as Darkvision, you gain this trait. If this form immediately fail one death saving throw.
would have the Sunlight Sensitivity, trait you Upon leaving this form, you immediately take one
would gain this as well. This applies for any level of Exhaustion.
natural abilities the creature may have, but not
any skills that the race may learn.
You may cast spells as normal while in a new
humanoid form.

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PART 3 | Classes Table of Contents
Troubador Wild One
You express your magical nature using the power of You personify the unpredictability of ley magic, and
song, utilizing ley-infused lyrics to bolster allies and attempt to weaponize this chaos for your own benefit.
demoralize your foes.
Wild Spells
Aberrant Inspiration At 1st level, you learn additional spells when you reach
At 1st level, you can inspire others through stirring certain levels in this class, as shown in the Wild Spells
words or music. To do so, you use a bonus action on table. Each of these spells counts as a ley-touched
your turn to choose one creature other than yourself spell for you, but it doesn’t count against the number
within 60 feet of you who can hear you. That creature of spells you know.
gains one Inspiration die, a d6.
Once within the next 10 minutes, the creature can Ley-Touched Level Spells
roll the die and add the number rolled to one ability 1st chaos bolt
check, attack roll, or saving throw it makes. The 5th enlarge/reduce
creature can wait until after it rolls the d20 before 9th blink
deciding to use the Inspiration die, but must decide 13th polymorph
before the DM says whether the roll succeeds or fails. 17th animate objects
Once the Inspiration die is rolled, it is lost. A creature
can have only one Inspiration die at a time.
You can use this feature a number of times equal to Wild Magic Surge
your Charisma modifier (a minimum of once). You At 1st level, your spellcasting can unleash surges of
regain any expended uses when you finish a long rest. untamed magic. Immediately after you cast a spell of
1st level or higher, roll a d20. If you roll a number that
Scathing Soloist is less than or equal to the level of the spell you cast,
At 1st level, you learn the vicious mockery cantrip, and roll on the Wild Magic Surge table (found in chapter 3
enchantment spells from any spell list can be chosen of the Player’s Handbook) to create a random magical
as Ley-Touched spells for you. In addition, when a effect. If the effect is a spell, it’s too wild to be affected
creature that you can see within 60 feet of you makes by Metamagic. If it normally requires concentration, it
an attack roll, an ability check, or a damage roll, you doesn’t require concentration in this case; the spell
can use your reaction to expend one of your uses of lasts for its full duration.
Aberrant Inspiration, rolling an Inspiration die and
subtracting the number rolled from the creature’s roll. Tides of Chaos
You must use this feature after the creature makes At 1st level, you can manipulate the forces of chance
its roll, but before you know whether the attack roll or and chaos to gain advantage on one attack roll, ability
ability check succeeds or fails. The creature is immune check, or saving throw. Once you do so, you must
if it can’t hear you or if it’s immune to being charmed. finish a long rest before you can use this feature again.
Any time before you regain the use of this feature,
Rigorous Rhythm you can roll on the Wild Magic Surge table
At 6th level, your Inspiration die increases to a d8. In immediately after you cast a sorcerer spell of 1st level
addition, when a creature adds one of your Inspiration or higher. You then regain the use of this feature.
dice to its ability check, attack roll, or saving throw
and the roll fails, the creature can keep the Inspiration Forced Surge
die. At 6th level, you can spend 2 ley points as a reaction to
force any creature you can see that is casting a spell
Tempo Shift (including innate spellcasting) to roll on a modified
At 10th level, you regain all of your expended uses of version of the Wild Surge Table called the Forced
Aberrant Inspiration when you finish a short or long Surge Table shown below.
rest.
d20 Effect
1 Target regains all hit points
Sing Along Y’all!
2 Target has resistance to all damage for 1 minute
At 14th level, when a creature within 60 feet of you
3 Spell fails with no discernible effect
adds one of your Inspiration dice to its ability check,
4 Target has -4 AC until the end of its next turn
attack roll, or saving throw and the roll succeeds, you
5 You and the target switch places.
can use your reaction to spend 1 ley point and
6 Target must shout when it speaks
encourage a different creature (other than yourself)
7 Target casts fireball as a 3rd-level spell centered on itself in
that can hear you within 60 feet of you, giving it an
Inspiration die without expending any of your addition to the triggering spell.
Aberrant Inspiration uses. 8 Target chooses up to three creatures it can see within 30
feet to take 4d10 lightning damage.

PART 3 | Classes Table of Contents 57


d20 Effect
9 Creature casts polymorph on itself in addition to the
triggering spell. If it fails the saving throw, it turns into a
sheep for one minute or until it takes damage.
10 A spectral shield hovers near the creature for the next
minute, granting it a +2 bonus to AC and immunity to
magic missile spells.
11 Target has disadvantage on all saving throws until the end
of its next turn
12 Target is frightened of the nearest creature until the end of
its next turn
13 The target’s next roll will be an automatic critical failure.
14 Target takes 2d10 psychic damage.
15 The target casts Enlarge on a random creature other than
itself within 30 feet
16 Target falls prone and takes 5d6 force damage. The
triggering spell fails.
17 The target becomes the target of the triggering spell, using
the caster’s attack roll or save DC if necessary.
18 Up to 5 corpses within 30 feet of the target rise as zombies
hostile to all non-undead creatures
19 The target can take one additional action immediately.
20 The target turns into a potted plant until the start of its
next turn. While a plant, it is incapacitated and has
vulnerability to all damage. If it drops to 0 hit points, the
pot breaks, and its form reverts.

Overwhelming Wellspring
At 10th level, as a bonus action, you can regain
expended ley points equal to your Charisma modifier
(rounded down), up to your maximum. Immediately
after doing so, roll on the Wild Magic Surge table.
After using this feature, you cannot do so again until
you have completed a long rest.

Controlled Chaos
At 14th level, you gain a modicum of control over the
surges of your wild magic. Whenever you roll on the
Wild Magic Surge table, you can roll twice and use
either number. In addition, whenever you make a
creature roll on the Forced Surge table, you can spend
1 ley point to force an enemy to reroll their result
once. You must use the second roll.

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PART 3 | Classes Table of Contents
Magi
Practitioners of the strange occult art of Espantro,
Magi are able to pull magical power from the spirits of
the rumored Far Realm. They accomplish this by
dominating these tricky spirits via battles of wits that
bind them to the Magi’s service. However, the
relationship between a Magi and their bound spirits is
generally a lighthearted one, as Magi often see
themselves as stewards, allowing the souls of the dead
to make a difference in the land of the living.

The Magi
Level Proficiency Bonus Features Cantrips Known Ante Points 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sixth Sense 3 — 2 — — — — — — — —
2nd +2 Ante Up, Game of Choice 3 3 3 — — — — — — — —
3rd +2 — 3 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 4 3 — — — — — — —
5th +3 — 4 4 4 3 2 — — — — — —
6th +3 Game of Choice feature, Spectral Recovery 4 5 4 3 3 — — — — — —
7th +3 — 4 5 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 6 4 3 3 2 — — — — —
9th +4 — 4 6 4 3 3 3 1 — — — —
10th +4 Game of Choice feature, Ghostly Guard 5 7 4 3 3 3 2 — — — —
11th +4 — 5 7 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 8 4 3 3 3 2 1 — — —
13th +5 — 5 8 4 3 3 3 2 1 1 — —
14th +5 Game of Choice feature 5 9 4 3 3 3 2 1 1 — —
15th +5 — 5 9 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 10 4 3 3 3 2 1 1 1 —
17th +6 — 5 10 4 3 3 3 2 1 1 1 1
18th +6 Veil Strider 5 11 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 11 4 3 3 3 3 2 1 1 1
20th +6 Soul Conduit 5 12 4 3 3 3 3 2 2 1 1

Intelligence, Wisdom
Class Features Saving Throws:
Skills:Choose two from Arcana, Deception, History,
As a Magi, you gain the following class features Insight, Investigation, Perception, Religion,
Hit Points
Streetwise, and Sleight of Hand
Hit Dice: 1d6 per magi level Equipment
Hit Points at 1st Level:6 + your Constitution modifier You start with the following equipment, in addition to
Hit Points at Higher Levels: 1d6 (or 4) per magi level the equipment granted by your background:
after 1st, adding your Constitution modifier on every
even level. (a) a quarterstaff and a dagger or (b) a derringer with
10 rounds
Proficiencies a gaming set of your choice
Armor: None (a) a scholar’s pack or (b) an explorer’s pack
Weapons: Daggers, darts, derringers, slings,
quarterstaffs.
Tools: Gaming Set of your choice

PART 3 | Classes Table of Contents 59


Spellcasting Ante Up
As a practitioner of Espantro, you cast spells via your At 2nd level, you have gained a series of tricks that you
connection with the spirits of the dead. use to outmaneuver the spirits of the Far Realm and
bind them to your service. These tricks are
Preparing and Casting Spells represented by ante points, which allow you to create
The Magi table shows how many Spell Slots you have a variety of magical effects. You regain all expended
to cast your Spells of 1st Level and higher. To cast one ante points upon completing a long rest or half of your
of these Spells, you must expend a slot of the spell’s total (rounded down) upon completing a short rest.
level or higher. You regain all expended Spell Slots
when you finish a Long Rest. Spirit Binding. You can bind a spirit to your will,
You prepare the list of Magi spells that are available granting you a variety of abilities based on the type
for you to cast. To do so, choose a number of spells of spirit bound. The different spirit types are
from the “Occult” spell list equal to your Intelligence detailed at the end of the class page. You choose
modifier + your Magi level (minimum of one spell). The the type of spirits bound to you at the end of a long
Spells must be of a level for which you have Spell Slots. rest, and you must pay the ante point cost
For example, if you’re a 3rd-level Magi, you have associated with the spirit type in order to bind
four 1st-level and two 2nd-level Spell Slots. With an them to you.
Intelligence of 16, your list of prepared Spells can Fate Meddling. You can use your spiritual
include six Spells of 1st or 2nd Level, in any connections to attempt to tip the balance of fate in
combination, chosen from the “Occult” spell list. If you your favor. If you would ever have disadvantage on
prepare the 1st-level spell magic missile, you can cast a roll, you may spend 1 ante point and flip a coin. If
it using a 1st-level or a 2nd-level slot. Casting the spell you win the coin flip, you no longer have
doesn’t remove it from your list of prepared Spells. disadvantage. If you lose, the ante point is spent
You can change your list of prepared Spells when and nothing happens. You may then make another
you finish a Long Rest. Preparing a new list of spells coin flip should you wish. If you win this next coin
requires time spent communing with the spirits: at flip, you regain 1 ante point. If you lose, the result is
least 1 minute per Spell Level for each spell on your as if you lost the first flip.
list.

Spellcasting Ability Game of Choice


Intelligence is your Spellcasting ability for your Magi At 2nd level, you choose how you manifest your battles
spells, since you learn your Spells through dedicated of wills with the spirits that you attempt to control.
study and cleverness. You use your Intelligence Choose Huckster or Gambiteer. Your choice grants
whenever a spell refers to your Spellcasting ability. In you features at 2nd level, and again at 6th, 10th, and
addition, you use your Intelligence modifier when 14th level.
setting the saving throw DC for an Magi spell you cast
and when making an Attack roll with one. Ability Score Improvement
Spell save DC = 8 + your Proficiency Bonus + your At 4th, 8th, 12th, 16th, and 19th levels, you can choose
Intelligence modifier one ability score to increase by 2, two scores to
increase by 1, or choose a feat.
Spell Attack modifier = your Proficiency Bonus + your
Intelligence modifier Spectral Recovery
Ritual Casting At 6th level, the spirits bound to you can help you
You can cast a Magi spell as a ritual if that spell has regain magical energy. Once per day when you finish a
the ritual tag and you have the spell prepared. short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level that
Sixth Sense is equal to the number of spirits bound to you, and
none of the slots can be 6th-level or higher.
At 1st level, you gain the ability to enter a trance as a For example, if you have 2 spirits bound to you, you
bonus action, letting you see beyond the borders of can recover up to two levels worth of Spell Slots. You
the material world. This allows you to see into the can recover either a 2nd-level spell slot or two 1st-
Ethereal Plane up to 30 feet for up to one minute or level spell slots.
until your concentration ends (as if concentrating on a
spell). While in the trance, you also gain the ability to
see through solid objects to a range of 10 feet,
perceiving objects as ghostly, transparent images.
Once you have used this feature, you cannot do so
again until you complete a short or long rest.

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PART 3 | Classes Table of Contents
Ghostly Guard Opening DC
Piece Penalty Effect
At 10th level, you can call upon spirits to aid you Pawn 0 Target’s size is reduced by 1 category and
against danger. You are immune to being charmed. If a its speed is reduced by 10 feet until the
creature tries to charm you, they take damage equal to end of your next turn.
your magi level. Knight -1 Enemies have their speed doubled when
Additionally, when another creature attempts to moving towards the target until the end of
harm you, you can use your reaction to attempt to try
your next turn.
and cloud their mind with your spirit magic.
Bishop -2 Target has disadvantage on all saving
The creature must succeed on a Wisdom saving
throws until the end of your next turn.
throw against your spell save DC or be charmed by you
for 1 minute or until the creature takes any damage. Opening DC
The creature must find a new target for their attack or Piece Penalty Effect
spell, or waste it. Rook -2 Attack rolls against the target have
Once you use this ability, you cannot do so again advantage until the end of your next turn.
until you finish a short or long rest. Queen -3 Target cannot cast spells or make attacks
until the end of your next turn.
Veil Strider King -3 The next 1d2 attacks against the target
At 18th level, you are able to will yourself into your are automatic critical hits.
own interpretation of the Far Realm. On your turn, you
can expend 10ft of your movement to enter or exit the Spirited Tactician
ethereal plane. At 6th level, as an action on your turn, you can release
a spirit bound to you and use its energy to tactically
Soul Conduit reposition your allies. Choose up to 5 friendly
creatures within 60 ft. of you that you can see. Those
At 20th level, you gain the ability to draw power from
creatures can immediately use their reaction to move
all your spirits to empower your spells. When you cast
a number of feet equal to 10 x the ante point cost of
a spell you can increase the spell save DC by an
the released spirit without provoking opportunity
amount equal to the number of spirits you have bound.
attacks. You then regain half of the ante points
Once you have used this ability you cannot do so
(rounded up) used to bind this spirit.
again until you finish a long rest.
Improved Opening
Games of Choice At 10th level, whenever you use your Occult Opening
feature, you can spend 1 additional ante point to make
Gambiteer the spirit reroll their check. You must take the second
To you, your mental battles are games of chess, built result.
upon layers and layers of strategy that spirits must
attempt to overcome in order to escape your grasp. Ghastly Grandmaster
At 14th level, whenever you use your Occult Opening
Occult Opening feature and win, you can immediately use it again on a
At 2nd level, during the act of casting a spell, if you are 2nd creature within 30 ft. of the original target. You
successful in affecting a target with the spell, you can still go through the duel process as normal for this
spend 1 ante point to mentally duel a spirit in order to new target, but if you win this duel, you regain 1 ante
amplify the spell’s effects. You do this by creating a point.
strategy that the spirit must mentally overcome, which
is represented by your Spell Save DC. First, you must
choose an opening piece from the table below. Some
Huckster
openings are riskier than others, and present a penalty You see your clashes of wills as games of poker,
to your DC, which is listed in the table. The effect constantly upping the ante for the chance at huge
listed next to the piece is the effect that takes place if payoffs…at the risk of major losses.
the match is won using this opener.
Once this is decided, the spirit rolls 1d20 + your Deal With The Devil
proficiency bonus. If you win, your spell activates as At 2nd level, as an action, you can spend 1 ante point to
normal, and the target is also affected by your opener’s mentally duel a spirit for the chance at a glimpse of
added effect. If the spirit beats your DC, your spell occult knowledge at the risk of your sanity. You do this
activates as normal, but your opener’s added effect is by rolling 5d6 and consulting the “hand” table below to
instead applied to you. judge your results. The spirit does the same and keeps
its hand secret. The hands correlate to poker hands of
the same name, and use the same scoring hierarchy.

PART 3 | Classes Table of Contents 61


A roll of 6 is considered “wild” and can replace the After this, you determine whether you want to hold
value of any other die. or fold. If either side folds, the ante point is expended
After determining your hand, you can attempt one and nothing happens. The win column shows what
of the following: happens if you win with the listed hand, while the loss
column shows what happens if you lose to the listed
Bluff. You roll a contested Deception check against hand.
the spirit’s Insight. If you are successful, you can
suggest that they either hold or fold. The spirit then
makes a Wisdom saving throw with disadvantage
against your spell save DC, doing the action you
suggested on a failure.
Read. You roll a contested Insight check against the
spirit’s Deception. If you are successful, you know if
the spirit’s hand is better or worse than yours.
Hand Win Lose
High You can immediately cast one of your prepared spells and its range is increased by You can only cast spells with a range of
Card 10 ft. touch until the end of your next turn.
Pair You can immediately cast one of your prepared spells of 1st-level or lower without You lose a 1st-level spell slot. If you are
using a spell slot. already out of these spell slots, your
spell save DC decreases by 1 for 1 hour.
Two Pair You can immediately cast one of your prepared spells of 2nd-level or lower without You lose either 2 1st-level spell slots or
using a spell slot. 1 2nd-level spell slot. If you are already
out of these spell slots, your spell save
DC decreases by 2 for 1 hour.
Three of You can immediately cast one of your prepared spells, and you can target one You gain 2 points of exhaustion.
a Kind additional creature or point for this spell.
Straight You can immediately cast one of your prepared spells, and you have advantage on You gain 3 points of exhaustion.
spell attack rolls or enemies have disadvantage on saving throws againt this spell,
whichever is applicable.
Full You can immediately cast any Magi spell as if you had it prepared. You are stunned for 1d4 rounds.
House
Four of a You can immediately cast any Magi spell that is of a level equal to or less than 1 + The spirit possesses your body for 1d4
Kind your maximum spell level as if you had it prepared. If the spell exceeds your rounds, gaining full control over your
maximum spell level, it consumes a slot of the highest level you have. If the spell actions.
does not exceed your maximum spell level, you can add your Intelligence modifier
twice to the spell attack roll or DC.
Five of a You can immediately cast any Magi spell that is of a level equal to or less than 2 + You gain 4 points of exhaustion.
Kind your maximum spell level as if you had it prepared. If the spell exceeds your
maximum spell level, it consumes a slot of the highest level you have. If the spell
does not exceed your maximum spell level, you can cast it without consuming a
spell slot.

High Roller
Double or Nothing At 14th level, you’ve got a few tricks up your sleeve that
At 6th level, as a bonus action on your turn, you can increase you chances of winning big hands. Whenever
release a spirit bound to you and use its energy to give you use your Deal with the Devil feature, before you
your allies lucky breaks. Choose a number of creatures roll your hand, you can spend 1 ante point any number
within 60 ft. of you equal to the ante point cost of the of times to roll additional d6’s equal to the ante points
released spirit. For the next hour, whenever these spent and add them to your hand.
creatures roll two or more dice, if they roll doubles
you can treat those dice as if they rolled the maximum
result. You then regain half of the ante points (rounded Spirits
up) used to bind this spirit.
This section details the types of spirits that you can
Know When to Fold ‘Em bind to you using ante points. You can bind multiple
At 10th level, whenever you use your Deal with the spirits of the same type, as long as you pay the
Devil feature and you lose, you can spend 1 ante point necessary ante cost, and if you do so, their effects
to fold instead. In addition, whenever you fold, you can stack.
cast a cantrip as a bonus action.

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PART 3 | Classes Table of Contents
Agony Gluttony
Ante Point Cost: 2 Ante Point Cost: 1
In the presence of a spirit of Agony, foes’ wounds Spirits of Gluttony held an unending hunger for some
continue to bleed, and fires continue to burn. When aspect of life, be it knowledge, power, or something
agony is bound choose a damage type. When you deal else. When you are forced to make a saving throw
damage of your chosen type with a spell of 1st level or against a spell or magical effect that deals damage to
higher and roll a 1 on a damage dice you can reroll the you, that damage is reduced by 1. This reduction
die and must use the new roll, even if the new roll is a increases by 1 for each bound Gluttony Spirit.
1. When two or more Agony spirits are bound, this
increases to a 1 or 2 on a damage die and you must Greed
keep the new roll even if it is a 1 or 2.
Ante Point Cost: 2
Spirits of Greed were once being a that held a need to
Connection own everything, or everyone. When Greed is bound
Ante Point Cost: 1 you gain a bonus of +2 to Deception and Persuasion
Spirits of Connection are always willing to make checks. This bonus increases by 2 for each bound
sacrifices for those who bind them with good Greed spirit.
intentions. Whenever you heal an ally or you are
healed, restore an additional 1 hit point. This bonus Guilt
increases by 1 for each bound Connection Spirit.
Ante Point Cost: 1
Spirits of Guilt cause your enemies hesitation in acts
Desire that would wrong you. While Guilt is bound, when you
Ante Point Cost: 1 or an ally within 30 feet of you is the target of an
Spirits of Desire imprint your desires onto others and attack roll you can use your reaction to reduce the
enhance their own. As a reaction when a charmed attack roll by 1. This penalty increases by 1 for each
enemy creature makes a Wisdom saving throw, they bound Guilt Spirit. After you’ve used this feature on a
take a -1 penalty to the save. This penalty increases by creature, that creature’s attacks cannot be affected
1 for each bound Desire Spirit. Once an affected again for 1 minute.
creature succeeds on a Wisdom saving throw against
one of your spells, that creature is immune to this Hope
spirit’s effect for 24 hours.
Ante Point Cost: 2
Spirits of Hope come from those who strove to be a
Empathy beacon in dark times. While Hope is bound, you gain a
Ante Point Cost: 2 +2 bonus to your death saving throws and saving
Spirits of Empathy allow you to share your allies’ pain. throws against effects that would frighten you. This
While Empathy is bound, when an ally creature within bonus increases by 2 for each bound Hope spirit.
30 feet of you takes damage you can use your reaction
to reduce that damage by 2, taking the damage Justice
yourself instead. This reduction increases by 2 for
Ante Point Cost: 2
each bound Empathy Spirit.
Spirits of Justice were exemplars of law and order,
denouncing crime and lies. While Justice is bound, you
Envy gain +2 to your Insight and Investigation rolls. This
Ante Point Cost: 4 bonus increases by 2 for each bound Justice spirit.
Spirits of Envy take from others what they covet for
themselves – life. Whenever you deal damage with a Passion
spell of 1st level or higher, you can use your reaction to
Ante Point Cost: 3
regain 1d4 hit points. This healing increases by 1d4 hit
Spirits of Passion give those who bind them the power
points for each bound Envy Spirit.
to push themselves and others further in order to
accomplish a task. When this spirit is bound you gain 2
Fortune bonus dice. These dice are d4s. You may choose to roll
Ante Point Cost: 2 one of these dice and add the result to any attack roll,
The Spirit of Fortune is the embodiment of chance. ability check, or saving throw you make. The amount
When Fortune is bound you gain 2 charges. You can of bonus dice you have increases by 2 for each bound
use this charge to reroll any dice roll. You must take Passion spirit.
the new result. The amount of charges increases by 1
for each bound Fortune Spirit.

PART 3 | Classes Table of Contents 63


Pride reaction to deal creature psychic damage equal to half
your magi level (rounded down) to that creature. If you
Ante Point Cost: 1 have two bound Vengeance spirits, this damage
Spirits of Pride were once mighty beings who thought increases to your full level in this class.
themselves better than others and became arrogant.
When Pride is bound you can attempt to reroll 1 saving Wonder
throw. The amount of times you can attempt a reroll
increases by 1 for each bound Pride spirit. Ante Point Cost: 2
You radiate an aura of awe when a spirit of Wonder is
Protection bound to you. While Wonder is bound, you can use
your reaction to impose a -2 penalty on an Insight or
Ante Point Cost: 4 Perception check made by a creature within 60 feet.
Spirits of Protection shield you from harm. While This penalty increases by 2 for each bound Wonder
Protection is bound to you, you gain resistance to your spirit.
choice of bludgeoning, piercing, or slashing damage,
which you decide upon binding the spirit. You choose Wrath
a new resistance for each bound Protection spirit.
Ante Point Cost: 4
Sloth Spirits of Wrath inspire a ferocity in you. You gain a +1
increase on damage rolls against any creature that you
Ante Point Cost: 2 have already damaged since the end of your last turn.
Spirits of Sloth inspire sluggishness and laziness of This increases by 1 for each bound Wrath spirit.
thought and action around you. While Sloth is bound,
spaces within 10 feet of you count as difficult terrain.
This increases by 10 feet for each bound Sloth spirit.

Sorrow
Ante Point Cost: 5
The failures of your enemies continue to haunt them
in the presence of a spirit of Sorrow. While Sorrow is
bound to you, enemies within 30 feet who fail a save
against one of your spells 1st level or higher are dealt
psychic damage equal to half your magi level (rounded
down). If you have two bound Sorrow spirits, this
damage increases to your full level in this class.
Targets cannot be affected by this damage more than
once per turn.

Terror
Ante Point Cost: 2
Spirits of Terror bring nightmares to life. While Terror
is bound, you gain +2 to your Intimidation checks and
your DC for spells or effects that would frighten
targets increases by 2. This bonus increases by 2 for
each bound Terror spirit.

Trust
Ante Point Cost: 1
The bonds of Trust make for a foundation of power.
While Trust is bound, the range with which you can
take the Help action is increased by 10 feet. This
increases by 10 feet for each bound Trust spirit.

Vengeance
Ante Point Cost: 5
Spirits of Vengeance are those who fell in life with
vengeance in their hearts yet unfulfilled. While
Vengeance is bound, whenever you are dealt damage
from a source within 30 feet of you, you may use your

PART 3 | Classes Table of Contents


64
Zealot
Religion is alive and well across the Frontier, but there
are those whose faith is so strong that they are able to
manifest what they believe to be the will of their deity
upon the material world. Despite the existence of
these deities still being a heavily debated topic, these
Zealots believe that their abilites are concrete proof of
divine intervention, and with how effective these
abilities are, there’s a growing number of people that
believe that they might just have a point.

The Zealot
Proficiency Cantrips Prayers
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 — 2 — — — — — — — —
2nd +2 Holy Prayer (x1) 3 2 3 — — — — — — — —
3rd +2 — 3 2 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 2 4 3 — — — — — — —
5th +3 — 4 2 4 3 2 — — — — — —
6th +3 Holy Prayer (x2), Divine Domain feature 4 3 4 3 3 — — — — — —
7th +3 — 4 3 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 3 4 3 3 2 — — — — —
9th +4 — 4 3 4 3 3 3 1 — — — —
10th +4 Divine Intervention, Divine Domain 5 3 4 3 3 3 2 — — — —
feature
11th +4 — 5 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 4 3 3 3 2 1 — — —
13th +5 — 5 4 4 3 3 3 2 1 1 — —
14th +5 Divine Domain Feature 5 4 4 3 3 3 2 1 1 — —
15th +5 — 5 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 4 3 3 3 2 1 1 1 1
18th +6 Holy Prayer (x3) 5 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Upgrade 5 5 4 3 3 3 3 2 2 1 1

None
Class Features Tools:
Saving Throws: Strength, Wisdom
As a Zealot, you gain the following class features Choose two from History, Insight, Medicine,
Skills:
Hit Points
Perception, Persuasion, and Religion
Hit Dice: 1d8 per Zealot level Equipment
Hit Points at 1st Level:8 + your Constitution modifier You start with the following equipment, in addition to
Hit Points at Higher Levels: 1d8 (or 5) per zealot level the equipment granted by your background:
after 1st, adding your Constitution modifier on every (a) crude padded vest or (b) duster
even level. (a) a quarterstaff or (b) a mace
Proficiencies (a) a derringer with 10 rounds or (b) a shield
Armor: Light armor, medium armor, shields (a) a priest’s pack or (b) an explorer’s pack
Weapons: Cudgels, daggers, darts, derringers, machete
PART 3 | Classes Table of Contents 65
Spellcasting Holy Prayer
As a believer in righteous energies, you are able to cast At 2nd level, you gain the ability to channel divine
spells that embody the divine powers of the entities energy directly from your deity, using that energy to
you worship fuel magical effects. You start with prayer of your
choice and another determined by your domain. You
Preparing and Casting Spells also learn Prayers as you gain levels in this class,
The Zealot table shows how many Spell Slots you determined by the Prayers Known column of the
have to cast your Spells of 1st Level and higher. To cast Zealot class table. The list of Holy Prayers is shown at
one of these Spells, you must expend a slot of the the end of the class section.
spell’s level or higher. You regain all expended Spell When you use a Holy Prayer, you choose which
Slots when you finish a Long Rest. effect to create. You must then finish a short or long
You prepare the list of Zealot spells that are available rest to use a Holy Prayer again.
for you to cast. To do so, choose a number of spells Some Holy Prayer effects require saving throws.
from one of the “Divine” or “Occult” spell lists (your When you use such an effect from this class, the DC
choice) equal to your Wisdom modifier + your Zealot equals your zealot spell save DC.
level (minimum of one spell). The Spells must be of a Beginning at 6th level, you can use your Holy Prayer
level for which you have Spell Slots. twice between rests, and beginning at 18th level, you
For example, if you’re a 3rd-level Zealot, you have can use it three times between rests. When you finish
four 1st-level and two 2nd-level Spell Slots. With a a short or long rest, you regain your expended uses.
Wisdom of 16, your list of prepared Spells can include
six Spells of 1st or 2nd Level, in any combination, Ability Score Improvement
chosen from your chosen spell list. If you prepare the
1st-level spell burning hands, you can cast it using a At 4th, 8th, 12th, 16th, and 19th levels, you can choose
1st-level or a 2nd-level slot. Casting the spell doesn’t one ability score to increase by 2, two scores to
remove it from your list of prepared Spells. increase by 1, or choose a feat.
You can change your list of prepared Spells when
you finish a Long Rest. Preparing a new list of Zealot Divine Intervention
spells requires time spent in meditation: at least 1 Beginning at 10th level, you can call on your deity to
minute per spell level for each spell on your list intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your
Spellcasting Ability action. Describe the assistance you seek, and roll
Wisdom is your Spellcasting ability for your Zealot percentile dice. If you roll a number equal to or lower
spells, since your magic draws upon your devotion and than your zealot level, your deity intervenes. The DM
attunement to nature. You use your Wisdom whenever chooses the nature of the intervention; the effect of
a spell refers to your spellcasting ability. In addition, any zealot spell or zealot domain spell would be
you use your Wisdom modifier when setting the saving appropriate. If your deity intervenes, you can’t use this
throw DC for a Zealot spell you cast and when making feature again for 7 days. Otherwise, you can use it
an attack roll with one. again after you finish a long rest.
At 20th level, your call for intervention succeeds
Spell save DC = 8 + your Proficiency Bonus + your
automatically, with no roll required.
Wisdom modifier

Spell Attack modifier = your Proficiency Bonus + your


Wisdom modifier
Divine Domains
Ritual Casting Forge Domain
You can cast an Zealot spell as a ritual if that spell The gods of the forge are patrons of artisans who work
has the ritual tag and you have the spell prepared. with metal, from a humble blacksmith who keeps a
village in horseshoes and plow blades to the master
Divine Domain craftsman creating wonders such as the Linograph.
At 1st level, you choose a domain shaped by your The gods of the forge teach that, with patience and
choice of Deity and the gifts they grant you. Your hard work, even the most intractable metal can be
choice grants you domain spells and other features transformed from a lump of ore to a beautifully
when you choose it at 1st level and again at 6th, 10th, wrought object. Followers of these gods take great
and 14th levels. Choose a domain from among Forge, pride in their work, and they are willing to craft and
Grave, Knowledge, Law, Light, Life, Trickery or War use heavy armor and powerful weapons to protect
them. Deities of this domain include Avnos, Praxus,
The Shineweaver, and Kan’ck.

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PART 3 | Classes Table of Contents
Domain Spells Saint of Forge and Fire
You gain domain spells at the listed zealot levels in the At 14th level, your blessed affinity with fire and metal
Forge Domain Spells table. You always have these becomes more powerful:
prepared, and they doesn’t count against the number
of spells you can prepare each day You gain immunity to fire damage.
While wearing heavy armor, you have resistance to
Forge Domain Spells bludgeoning, piercing, and slashing damage from
Zealot Level Spells nonmagical attacks.
1st catapult, identify
3rd heat metal, magic weapon
5th elemental weapon, tiny servant
Grave Domain
7th fabricate, stone shape Gods of the grave watch over the line between life and
9th animate objects, creation death. To these deities, death and the afterlife are a
foundational part of the universe. However, because
Bonus Proficiencies belief in a conventional afterlife is rare in the Forsaken
When you choose this domain at 1st level, you gain Frontier, these deities are few and far between. Deities
proficiency with heavy armor, tinker’s tools and of the grave include the Toll Collector, Somona, Uyaga,
smith’s tools. and Noh-Tante.
Followers of these deities seek to put wandering
Blessing of the Forge spirits to rest, destroy the undead, and ease the
At 1st level, you gain the ability to imbue magic into a suffering of the dying. Their magic also allows them to
weapon or armor. At the end of a long rest, you can stave off death for a time, particularly for a person
touch one nonmagical object that is a suit of armor, a who still has some great work to accomplish in the
shield, or a simple or martial weapon. Until the end of world. This is a delay of death, not a denial of it, for
your next long rest or until you die, the object death will eventually get its due.
becomes a magic item, granting a +1 bonus to AC (if it
is a suit of armor or a shield) or a +1 bonus to attack Domain Spells
and damage rolls (if it is a weapon). You gain domain spells at the listed zealot levels in the
Once you use this feature, you can’t use it again until Grave Domain Spells table. You always have these
you finish a long rest. prepared, and they doesn’t count against the number
of spells you can prepare each day
Forge Prayers
Grave Domain Spells
At 2nd level, you learn a Holy Prayer from among the
following options, which are detailed in the Holy Zealot Level Spells
Prayers section. 1st bane, false life
3rd gentle repose, ray of enfeeblement
Artisan’s Blessing. 5th revivify, vampiric touch
Diligent Requital. 7th blight, death ward
Frenzied Assault. 9th antilife shell, raise dead
Radiance of the Dawn.
Circle of Mortality
Soul of the Forge At 1st level, you gain the ability to manipulate the line
between life and death. When you would normally roll
At 6th level, your mastery of the forge grants you
one or more dice to restore hit points with a spell to a
special abilities:
creature at 0 hit points, you instead use the highest
You gain resistance to fire damage. number possible for each die.
While wearing heavy armor, you gain a +1 bonus to In addition, you learn the spare the dying cantrip,
AC. which doesn’t count against the number of zealot
cantrips you know. For you, it has a range of 30 feet,
Blessed Strikes and you can cast it as a bonus action.
At 10th level, you are blessed with divine might in
battle. When a creature takes damage from one of
Eyes of the Grave
your cantrips or weapon attacks, you can also deal 1d8 At 1st level, you gain the ability to occasionally sense
fire damage to that creature. Once you deal this the presence of the undead. As an action, you can
damage, you can’t use this feature again until the start open your awareness to magically detect undead. Until
of your next turn. the end of your next turn, you know the location of
any undead within 60 feet of you that isn’t behind total
cover and that isn’t protected from divination magic.

PART 3 | Classes Table of Contents 67


This sense doesn’t tell you anything about a creature’s Knowledge Domain Spells
capabilities or identity. Zealot Level Spells
You can use this feature a number of times equal to 1st command, identify
your Wisdom modifier (a minimum of once), and you 3rd augury, mind spike
regain all expended uses when you finish a long rest. 5th intellect fortress, speak with dead
Grave Prayers 7th arcane eye, confusion
At 2nd level, you learn a Holy Prayer from among the 9th legend lore, scrying
following options, which are detailed in the Holy
Prayers section. Bonus Proficiencies
When you choose this domain at 1st level, you gain
Balm of Repose. proficiency in two of the following skills of your
Cloak of Shadows. choice: Arcana, History, Mechanics, Nature, or
Path to the Grave. Religion. Your proficiency bonus is doubled for any
Touch of Death. ability check you make that uses either of those skills.
You also learn two languages of your choice.

Sentinel at Death’s Door Blessings of Knowledge


At 6th level, you gain the ability to impede death’s At 1st level, you gain the ability to tap into a divine
progress. As a reaction when you or a creature you can wellspring of knowledge. At the end of a long rest, you
see within 30 feet of you suffers a critical hit, you can can choose one skill or tool. You become magically
turn that hit into a normal hit. Any effects triggered by proficient with that skill or tool until the end of your
a critical hit are canceled. next long rest.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended Knowledge Prayers
uses when you finish a long rest. At 2nd level, you learn a Holy Prayer from among the
following options, which are detailed in the Holy
Potent Spellcasting Prayers section.
Starting at 10th level, you can add your Wisdom
modifier to the damage roll of any zealot spell you Arcane Abjuration.
cast. Once you use this feature, you can’t do so again Read Thoughts.
until the start of your next turn. Scholary Insight.
Severance of Mind.
Keeper of Souls
Starting at 14th level, you can seize a trace of vitality
from a parting soul and use it to heal the living. When
Inquisitive Blessings
an enemy you can see dies within 60 feet of you, you Starting at 6th level, your intellect and insights are
or one creature of your choice that is within 60 feet of divinely guided. Whenever you make an ability check
you regains hit points equal to the enemy’s number of that uses Intelligence or Wisdom and lets you add your
Hit Dice. You can use this feature only if you aren’t proficiency bonus, you can treat a d20 roll of 9 or
incapacitated. Once you use it, you can’t do so again lower as a 10.
until the start of your next turn.
Potent Spellcasting
Knowledge Domain Starting at 10th level, you can add your Wisdom
modifier to the damage roll of any zealot spell you
The gods of knowledge — including Kacuks, Kan’ck, cast. Once you use this feature, you can’t do so again
The Keeper, Avnos, Noh-Tante and the Shineweaver — until the start of your next turn.
value learning and understanding above all. Some
teach that knowledge is to be gathered and shared in Visions of the Past
libraries and universities, or promote the practical Starting at 14th level, you can call up visions of the past
knowledge of craft and invention. Some deities hoard that relate to an object you hold or your immediate
knowledge and keep its secrets to themselves. surroundings. You spend at least 1 minute in
Followers of these gods study esoteric lore, collect old meditation and prayer, then receive dreamlike,
tomes, delve into the secret places of the earth, and shadowy glimpses of recent events. You can meditate
learn all they can. in this way for a number of minutes equal to your
Wisdom score and must maintain concentration
Domain Spells during that time, as if you were casting a spell.
You gain domain spells at the listed zealot levels in the Once you use this feature, you can’t use it again until
Knowledge Domain Spells table. You always have these you finish a short or long rest.
prepared, and they doesn’t count against the number
of spells you can prepare each day “

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68
Object Reading. slot of 1st level or higher and target an ally with the
Holding an object as you meditate, you can see spell, that ally can use their reaction immediately after
visions of the object’s previous owner. After meditating the spell to make one weapon attack against a
for 1 minute, you learn how the owner acquired and creature of your choice that you can see.
lost the object, as well as the most recent significant If the spell targets more than one ally, you choose
event involving the object and that owner. If the object the ally who can make the attack.
was owned by another creature in the recent past
(within a number of days equal to your Wisdom score), Law Prayers
you can spend 1 additional minute for each owner to At 2nd level, you learn a Holy Prayer from among the
learn the same information about that creature. following options, which are detailed in the Holy
Area Reading. Prayers section.
As you meditate, you see visions of recent events in
your immediate vicinity (a room, street, tunnel, Battle Hymn.
clearing, or the like, up to a 50-foot cube), going back Emissary’s Blessing.
a number of days equal to your Wisdom score. For Orderly Demand.
each minute you meditate, you learn about one Severance of Mind.
significant event, beginning with the most recent.
Significant events typically involve powerful emotions,
such as battles and betrayals, marriages and murders,
Embodiment of the Law
births and funerals. However, they might also include At 6th level, you become remarkably adept at
more mundane events that are nevertheless important channeling magical energy to compel others.
in your current situation. If you cast a spell of the enchantment school using a
spell slot of 1st level or higher, you can change the
spell’s casting time to 1 bonus action for this casting,
Law Domain provided the spell’s casting time is normally 1 action.
The Law Domain represents discipline, as well as You can use this feature a number of times equal to
devotion to a society or an institution and strict your Wisdom modifier (a minimum of once), and you
obedience to the laws governing it. gods associated regain all expended uses of it when you finish a long
this domain include Dauhluk, the Keeper, the Toll rest.
Collector, Uyaga and Taos.
The ideal of order is obedience to the law above all Blessed Strikes
else, rather than to a specific individual or the passing At 10th level, you are blessed with divine might in
influence of emotion or popular rule. Zealots of law battle. When a creature takes damage from one of
are typically concerned with how things are done, your cantrips or weapon attacks, you can also deal 1d8
rather than whether an action’s results are just. radiant damage to that creature. Once you deal this
Following the law and obeying its edicts is critical, damage, you can’t use this feature again until the start
especially when it benefits these zealots and their of your next turn.
guilds or deities.
Full Extent of the Law
Domain Spells At 14th level, enemies you designate for destruction
You gain domain spells at the listed zealot levels in the wilt under the combined efforts of you and your allies.
Law Domain Spells table. You always have these When you hit a creature with a weapon attack on your
prepared, and they doesn’t count against the number turn, you can curse that creature until the start of
of spells you can prepare each day your next turn. The first time on a turn that one of
your allies hits the cursed creature with an attack, the
Law Domain Spells target also takes 1d8 psychic damage.
Zealot Level Spells
1st command, heroism Life Domain
3rd hold person, zone of truth
The Life domain focuses on the vibrant positive energy
5th mass healing word, slow
— one of the fundamental forces of the universe — that
7th compulsion, locate creature
sustains all life. The gods of life promote vitality and
9th dominate person, hold monster
health through healing the sick and wounded, caring
for those in need, and driving away the forces of death
Bonus Proficiencies and undeath. Almost any non-evil deity can claim
When you choose this domain at 1st level, you gain influence over this domain, but is particularly tied to
proficiency in the Intimidation and Persuasion skills. deities like Dauhluk, The Tranquil, Somona, and Elos.

Voice of Authority
Starting at 1st level, you can invoke the power of law to
drive an ally to attack. If you cast a spell with a spell

PART 3 | Classes Table of Contents


69
Domain Spells Light Domain
You gain domain spells at the listed zealot levels in the
Gods of light — including Trek’ds, V’ccax, the
Life Domain Spells table. You always have these
Shineweaver, the Bearer, Somona, and Taos — promote
prepared, and they doesn’t count against the number
the ideals of rebirth and renewal, truth, vigilance, and
of spells you can prepare each day
beauty. Some are tireless sentinels whose eyes pierce
Life Domain Spells every shadow and see through every deception. Some
are deities of beauty and artistry, who teach that art is
Zealot Level Spells a vehicle for the soul’s improvement. Zealots of a god
1st bless, cure wounds of light are enlightened souls infused with radiance
3rd lesser restoration, spiritual weapon and the power of their gods’ discerning vision, charged
5th beacon of hope, revivify with chasing away lies and burning away darkness.
7th death ward, guardian of faith
9th mass cure wounds, raise dead Domain Spells
You gain domain spells at the listed zealot levels in the
Light Domain Spells table. You always have these
Bonus Proficiencies
prepared, and they doesn’t count against the number
When you choose this domain at 1st level, you gain of spells you can prepare each day
proficiency with Medicine.
Light Domain Spells
Disciple of Life
Starting at 1st level, your healing spells are more Zealot Level Spells
effective. Whenever you use a spell of 1st level or 1st burning hands, faerie fire
higher to restore hit points to a creature, the creature 3rd flaming sphere, scorching ray
regains additional hit points equal to 2 + the spell’s 5th daylight, fireball
level. 7th sickening radiance, wall of fire
9th flame strike, wall of light
Life Prayers
At 2nd level, you learn a Holy Prayer from among the
following options, which are detailed in the Holy
Bonus Cantrip
Prayers section. When you choose this domain at 1st level, you gain the
light cantrip if you don’t already know it, and it doesn’t
Balm of Repose. count against the number of zealot cantrips you know.
Diligent Requital.
Nature’s Bounty. Warding Flare
Preserve Life. Starting at 1st level, you can interpose divine light
between yourself and an attacking enemy. When you
are attacked by a creature within 30 feet of you that
Blessed Healer you can see, you can use your reaction to impose
Beginning at 6th level, the healing spells you cast on disadvantage on the attack roll, causing light to flare
others heal you as well. When you cast a spell of 1st before the attacker before it hits or misses. An
level or higher that restores hit points to a creature attacker that can’t be blinded is immune to this
other than you, you regain hit points equal to 2 + the feature.
spell’s level. You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once), and you
Blessed Strikes regain all expended uses when you finish a long rest.
At 10th level, you are blessed with divine might in
battle. When a creature takes damage from one of Light Prayers
your cantrips or weapon attacks, you can also deal 1d8 At 2nd level, you learn a Holy Prayer from among the
radiant damage to that creature. Once you deal this following options, which are detailed in the Holy
damage, you can’t use this feature again until the start Prayers section.
of your next turn.
Artisan’s Blessing.
Supreme Healer Consuming Fervor.
At 14th level, when you would normally roll one or Radiance of the Dawn.
more dice to restore hit points with a spell, you Twilight Sanctuary.
instead use the highest number possible for each die.
For example, instead of restoring 2d6 hit points to a
creature, you restore 12.
Improved Flare
Starting at 6th level, you can also use your Warding
Flare feature when a creature that you can see within

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30 feet of you attacks a creature other than you. Cloak of Shadows.
Invoke Duplicity.
Potent Spellcasting Noxious Offering.
Starting at 10th level, you can add your Wisdom Read Thoughts.
modifier to the damage roll of any zealot spell you
cast. Once you use this feature, you can’t do so again
until the start of your next turn. Disciple of Deceit
At 6th level, your shadowy misdeeds gain a divine
Corona of Light benediction. When you make a Stealth check to hide
At 14th level, you can use your action to activate an or a Deception check to lie, you gain a bonus to the
aura of sunlight that lasts for 1 minute or until you check equal to your Wisdom modifier (minimum of +1).
dismiss it using another action. You emit bright light in
a 60-foot radius and dim light 30 feet beyond that. Blessed Strikes
Your enemies in the bright light have disadvantage on Starting at 10th level, you gain the ability to infuse
saving throws against any spell that deals fire or your strikes with divine energy. Once per turn when
radiant damage. you hit a creature with an attack, you can cause the
attack to deal an extra 1d8 necrotic or poison damage
Trickery Domain (your choice each time you deal this damage).

Gods of trickery — such as the Giver and Mescalero — Soul of Deceit


are mischief-makers and instigators who stand as a At 14th level, your thoughts can’t be read by telepathy
constant challenge to the accepted order among both or other means, unless you allow it. You can present
gods and mortals. They’re patrons of thieves, false thoughts by succeeding on a Charisma
scoundrels, gamblers, rebels, and liberators. Their (Deception) check contested by the mind reader’s
zealots are a disruptive force in the world, puncturing Wisdom (Insight) check.
pride, mocking tyrants, stealing from the rich, freeing Additionally, no matter what you say, magic that
captives, and flouting hollow traditions. They prefer would determine if you are telling the truth indicates
subterfuge, pranks, deception, and theft rather than you are being truthful if you so choose, and you can’t
direct confrontation. be compelled to tell the truth by magic.
Domain Spells
You gain domain spells at the listed zealot levels in the
War Domain
Trickery Domain Spells table. You always have these War has many manifestations. It can make heroes of
prepared, and they doesn’t count against the number ordinary people. It can be desperate and horrific, with
of spells you can prepare each day acts of cruelty and cowardice eclipsing instances of
excellence and courage. In either case, the gods of war
Trickery Domain Spells watch over warriors and reward them for their great
Zealot Level Spells deeds. Gods of war include champions of honor and
1st charm person, disguise self chivalry, and gods of conquest and domination
3rd mirror image, pass without trace including The Bearer, Praxus and Taos.
5th blink, dispel magic
7th dimension door, polymorph
Domain Spells
9th dominate person, modify memory You gain domain spells at the listed zealot levels in the
War Domain Spells table. You always have these
Bonus Proficiencies prepared, and they doesn’t count against the number
of spells you can prepare each day
When you choose this domain at 1st level, you gain
proficiency in weapons with the finesse property. You War Domain Spells
also gain proficiency in the Sleight of Hand or Stealth
skill (your choice). Zealot Level Spells
1st divine favor, shield of faith
Blessing of the Trickster 3rd magic weapon, spiritual weapon
Starting at 1st level, you can use your action to touch a 5th crusader’s mantle, spirit guardians
willing creature other than yourself to give it 7th freedom of movement, stoneskin
advantage on Dexterity (Stealth) checks. This blessing 9th flame strike, hold monster
lasts for 1 hour or until you use this feature again.
Bonus Proficiencies
Trickery Prayers When you choose this domain at 1st level, you gain
At 2nd level, you learn a Holy Prayer from among the proficiency with martial weapons, firearms and heavy
following options, which are detailed in the Holy armor.
Prayers section.

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71
Guided Strike Artisan’s Blessing
Starting at 1st level, your god guides your hand to
Divine Domains: Forge and Light
allow you to strike with supernatural accuracy. When
You conduct an hour-long ritual that crafts a
you make an attack roll, you can choose to gain a +10
nonmagical item that must include some metal: a
bonus to the roll. You make this choice after you see
simple or martial weapon, a suit of armor, ten pieces
the roll, but before the DM says whether the attack
of ammunition, a set of tools, or another metal object
hits or misses.
(“Equpiment” section for examples of these items). The
You can use this feature a number of times equal to
creation is completed at the end of the hour,
your Wisdom modifier (a minimum of once). You
coalescing in an unoccupied space of your choice on a
regain all expended uses when you finish a long rest.
surface within 5 feet of you.
War Prayers The thing you create can be something that is worth
no more than 100 gp. As part of this ritual, you must
At 2nd level, you learn a Holy Prayer from among the
lay out metal, which can include coins, with a value
following options, which are detailed in the Holy
equal to the creation. The metal irretrievably coalesces
Prayers section.
and transforms into the creation at the ritual’s end,
Battle Hymn. magically forming even nonmetal parts of the creation.
Frenzied Assault. The ritual can create a duplicate of a nonmagical item
Scholarly Insight. that contains metal, such as a key, if you possess the
Violent Blessing. original during the ritual.

Balm of Repose
War God’s Magic Divine Domains: Grave, Life
Starting at 6th level, divine magic fuels your attacks. As an action, you can move up to your speed,
When you cast a zealot cantrip using your action, you without provoking opportunity attacks, and when you
can make one weapon attack as a bonus action. move within 5 feet of any other creature during this
action, you can restore a number of hit points to that
Empowered Attack
creature equal to 2d6 + your Wisdom modifier
Starting at 10th level, you learn to channel your divine (minimum of 1). A creature can receive this healing
power into a frenzy of weapon strikes. Once on each only once whenever you take this action.
of your turns when you take the Attack action, you can
make an additional weapon attack as part of the same Battle Hymn
action. If you hit with this additional attack, you can
cause all of the attack’s damage to become radiant Divine Domains: Law, War
damage. As a bonus action, you touch your holy symbol and
choose one willing creature you can see within 30 feet
Avatar of Battle of you, other than yourself. Once before the end of the
At 14th level, you gain resistance to bludgeoning, creature’s next turn when it takes the Attack action, it
piercing, and slashing damage. can make one additional weapon attack as part of that
action.

Holy Prayers Channel Negative Energy


Divine Domains: Every domain
Arcane Abjuration Prerequisite: A zealot of neutral or evil alignment
Divine Domains: Knowledge, Law As an action on your turn during combat, you cause
every creature within 30 feet of you, other than
As an action, you present your holy symbol, and one
celestial, elemental, fey, or fiend of your choice that is constructs and undead, to make a Charisma saving
within 30 feet of you must make a Wisdom saving throw against your spell save DC. A creature takes
necrotic damage equal to 2d6 + half your zealot level
throw, provided that the creature can see or hear you.
If the creature fails its saving throw, it is turned for 1 on a failed save, or half as much damage on a
successful one. An undead within this range instead
minute or until it takes any damage.
regains hit points equal to the total.
A turned creature must spend its turns trying to
move as far away from you as it can, and it can’t
willingly end its move in a space within 30 feet of you.
It also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to
move, then the creature can use the Dodge action.

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72
Channel Positive Energy Invoke Duplicity
Divine Domains: Every domain
Divine Domains: Trickery
Prerequisite: A zealot of neutral or good alignment
As an action, you create a perfect illusion of yourself
As an action on your turn during combat, you cause
that lasts for 1 minute, or until you lose your
every creature within 30 feet of you, other than
concentration (as if you were concentrating on a spell).
constructs and undead, to regain hit points equal to
The illusion appears in an unoccupied space that you
2d6 + half your zealot level. An undead within this
can see within 30 feet of you. As a bonus action on
range must instead make a Charisma saving throw
your turn, you can move the illusion up to 30 feet to a
against your spell save DC, taking radiant damage
space you can see, but it must remain within 120 feet
equal to the total on a failed save, or half as much
of you.
damage on a successful one.
For the duration, you can cast spells as though you
were in the illusion’s space, but you must use your own
Cloak of Shadows senses. Additionally, when both you and your illusion
Divine Domains: Grave, Trickery are within 5 feet of a creature that can see the illusion,
As an action, you become invisible until the end of you have advantage on attack rolls against that
your next turn. You become visible if you attack or creature, given how distracting the illusion is to the
cast a spell. target.

Consuming Fervor Nature’s Bounty


Divine Domains: Light Divine Domains: Life
When you deal fire or radiant damage, you can use As an action, you present your holy symbol and
this prayer to have that damage ignore all resistances invoke the name of your deity, selecting up to five
to fire and radiant damage. friendly creatures you can see within 30 feet of you.
You and the chosen creatures all gain one of the
Diligent Requital following benefits of your choice for 1 hour:
Divine Domains: Forge, Life The creature gains a swimming speed of 30 feet, and
As an action, you present your holy symbol, and it can breathe underwater.
choose any number of willing creatures you can see The creature gains a climbing speed of 30 feet, and it
within 30 feet of you. Each chosen recipient regains a can climb difficult surfaces, including upside down
number of spent Hit Dice equal to or less than half on ceilings, without needing to make an ability
your proficiency bonus (rounded up). Once a creature check.
gains the benefit of this prayer, it can’t gain that The creature gains resistance to poison damage, and
benefit again until it finishes a long rest.
has advantage on saving throws against poison.
Emissary’s Blessing
Divine Domains: Law Noxious Offering
As an action, you touch your holy symbol and Divine Domains: Grave and Trickery
another willing creature, granting them a holy blessing As a bonus action, you touch one weapon or piece of
which lasts for 10 minutes. Once before the blessing ammunition, infusing it with a special poison which
ends, the creature can gain a +10 bonus on a Charisma lasts for 1 minute. Immediately after a creature is hit
(Persuasion) check it makes, and the blessing then with an attack using that weapon or ammunition, the
ends. The creature makes this choice after seeing the target takes poison damage equal to 2d8 + your zealot
roll, but before learning of the result. level, and the poison vanishes from the weapon or
ammunition.
Frenzied Assault
Divine Domains: Forge, War Orderly Demand
When you make your first attack on your turn, you Divine Domains: Law
can grant yourself advantage on all attack rolls you As an action, you present your holy symbol, and
make until the end of the turn. each creature of your choice that can see or hear you
within 30 feet of you must succeed on a Wisdom
Harness Divine Power saving throw or be charmed by you until the end of
Divine Domains: Every domain your next turn or until the charmed creature takes any
As a bonus action, you touch your holy symbol, utter damage. You can also cause any of the charmed
a prayer, and regain one expended spell slot, the level creatures to drop what they are holding when they fail
of which can be no higher than half your proficiency the saving throw.
bonus (rounded up).

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73
Path to the Grave If your check fails, you gain no insight into the
target’s statistics, and the target becomes immune to
Divine Domains: Grave this ability for 24 hours.
As an action, you choose one creature you can see
within 30 feet of you, cursing it until the end of your Severance of Mind
next turn. The next time you or an ally of yours hits Divine Domains: Knowledge, and Law
the cursed creature with an attack, the creature has As an action, choose one creature that you can see
vulnerability to all of that attack’s damage, and then within 60 feet of you. If the creature is concentrating
the curse ends. on a spell or other effect, its concentration ends;
Preserve Life otherwise, the creature must make an Intelligence
saving throw against your spell save DC. On a failed
Divine Domains: Life save, the creature is incapacitated until the end of its
As an action, you present your holy symbol and next turn.
evoke healing energy that can restore a number of hit
points equal to five times your zealot level. Choose any Touch of Death
creatures within 30 feet of you, and divide those hit Divine Domains: Death and Grave
points among them. This feature can restore a When you hit a creature with a melee attack, you
creature to no more than half of its hit point can deal extra necrotic damage to the target. The
maximum. You can’t use this feature on an undead or a damage equals 5 + twice your zealot level.
construct.
Turn Undead
Radiance of the Dawn
Divine Domains: Every domain
Divine Domains: Forge, Light You can use your Channel Divinity to reject the
As an action, you present your holy symbol, and any presence of undead creatures or destroy them. As an
magical darkness within 30 feet of you is dispelled. action, you present your holy symbol and speak a
Additionally, each hostile creature within 30 feet of prayer censuring the undead. Each undead within 30
you must make a Constitution saving throw. A creature feet of you that can see or hear you must make a
takes radiant damage equal to 2d10 + your zealot level Wisdom saving throw. If the creature fails its saving
on a failed saving throw, and half as much damage on a throw, it is turned for 1 minute or until it takes any
successful one. A creature that has total cover from damage.
you is not affected. A turned creature must spend its turns trying to
Read Thoughts move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It also
Divine Domains: Knowledge, Trickery can’t take reactions. For its action, it can use only the
As an action, choose one creature that you can see Dash action or try to escape from an effect that
within 60 feet of you. That creature must make a prevents it from moving. If there’s nowhere to move,
Wisdom saving throw. If the creature succeeds on the the creature can use the Dodge action.
saving throw, you can’t use this feature on it again After you reach 5th level, when an undead fails its
until you finish a long rest. saving throw against your Turn Undead feature, the
If the creature fails its save, you can read its surface undead instantly destroyed if its challenge rating is
thoughts (those foremost in its mind, reflecting its equal to or below a certain threshold, as shown in the
current emotions and what it is actively thinking Destroy Undead table below.
about) when it is within 60 feet of you. This effect lasts
for 1 minute. Destroy Undead
During that time, you can use your action to end this Zealot Level Destroys Undead of CR …
effect and cast the suggestion spell on the creature 5th 1/2 or lower
without expending a spell slot. The target 8th 1 or lower
automatically fails its saving throw against the spell.
11th 2 or lower
Scholarly Insight 14th 3 or lower
17th 4 or lower
Divine Domains: Grave, Knowledge, and War
As an action, choose one creature that you can see
within 60 feet of you. Make a Insight check contested
against the creature’s Deception check. If your check
succeeds, you learn if the target has any damage
vulnerabilities, resistances, or immunities, and what
they are. You also learn whether the target is your
equal, superior, or inferior in regard to one ability
score of your choice.

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Twilight Sanctuary
Divine Domains: Light
As an action, you present your holy symbol, and a
sphere of twilight emanates from you. The sphere is
centered on you, has a 30-foot radius, and is filled
with dim light. The sphere moves with you, and it lasts
for 1 minute or until you are incapacitated or die.
When the sphere appears and as an action on each
of your subsequent turns while it lasts, you can grant
the following benefits to any number of creatures of
your choice (including you) within the sphere’s area:
The creature gains temporary hit points equal to 1d6
+ your zealot level. You end one effect on the creature
causing it to be charmed or frightened.
Violent Blessing
Divine Domains: War
You can bestow your deity’s blessing upon an ally to
guide its strikes. When an ally within 30 feet of you
makes an attack roll, you can use your reaction to
grant that ally a +10 bonus to the roll. You make this
choice after you see the roll, but before the DM says
whether the attack hits or misses.

PART 3 | Classes Table of Contents 75


Backgrounds
Backgrounds

A
character background represents a focus for Equipment
your character, which may be a result of Manacles
your occupation, upbringing, or training. Oil flask
You select a backgrounds at 1st level, Thieves’ Tools
gaining special benefits that reflect major Traveler’s Clothes
aspects of that background, as well as starting
equipment.
Wallet with $12
Hunter’s Reputation
Artisan At 1st level, law enforcement in settlements that you
You began mopping floors and scrubbing counters in find yourself in are generally agreeable towards you
an artisan’s workshop for a few dollars per day as soon and have advantage on Persuasion checks made to
as you were strong enough to carry a bucket. When alter the price of a bounty. Conversely, your reputation
you were finally old enough to apprentice, you learned proceeds you amongst more undesirable crowds, and
to create basic crafts of your own, as well as how to criminals and those involved with the criminal
sweet-talk the occasional demanding customer. underworld may be less keen to offer you information.

Skill Proficiencies Observant


Mechanics, Persuasion At 1st level, quick to notice details of your
environment, you gain the following benefits:
Tool Proficiencies
One set of artisan’s tools of your choice Increase your Intelligence or Wisdom score by 1, to
a maximum of 20.
Equipment If you can see a creature’s mouth while it is speaking
Artisan’s Tools (same as above) a language you understand, you can interpret what
Scale it’s saying by reading its lips.
Traveler’s Clothes You have a +5 bonus to your passive Perception and
Wallet with $12 passive Investigation scores.
Haggler
At 1st level, whenever you buy a nonmagical item, as Charlatan
long as the seller’s disposition towards you is Soon after you were old enough to order a whiskey,
indifferent or better, you receive a 20 percent discount you already had a favorite stool in every saloon within
on it. Conversely, you gain the same benefit when ten miles of where you were born. As you traveled the
selling an item if the customer’s disposition towards circuit from public house to watering hole, you
you is indifferent or better. learned to prey on the unfortunates who were in the
market for a comforting lie or two—perhaps a sham
Quick Craft potion or a forged “treasure map.”
At 1st level, when you craft an item using a toolwith
which you have Tool Proficiency,the required crafting Skill Proficiencies
time is reduced by 20 percent. Deception, Streetwise

Bounty Hunter Tool Proficiencies


You track people down for money. It is a dangerous Forgery Kit
profession, as most of your targets understandably
don’t wish to be caught. You wouldn’t have it any other Equipment
way. You might have a code of ethics, never taking jobs Costume
that, say, target children or members of your own race. Fine Clothes
You might hunt down only escaped criminals. Or you Forgery Kit
might be completely amoral, taking any job that comes Tools of the con of your choice (ten stoppered bottles
along—for the right price. filled with colored liquid, a set of weighted dice, a
deck of marked cards, or a signet ring of an
Skill Proficiencies imaginary wealthy businessman)
Streetwise, Survival Wallet with $8
Tool Proficiencies Actor
Thieves’ Tools At 1st level, you gain a +1 to Charisma, as well as
advantage on Deception and Performance checks

PART 4 | Backgrounds Table of Contents 77


when trying to pass yourself off as a different person. among the nonbelievers and await whatever mission
In addition, you can mimic the speech of another your master has in store for you.
person or the sounds made by other creatures. You
must have heard the person speaking, or heard the Skill Proficiencies
creature make the sound, for at least 1 minute. A Arcana, Religion
successful Insight check contested by your Deception
check allows a listener to determine that the effect is Tool Proficiencies
faked. Disguise Kit

False Identity Equipment


Traveler’s Clothes
At 1st level, you have created a second identity that
Dagger
includes documentation, established acquaintances,
Disguise Kit
and disguises that allow you to assume that persona.
Oil flask
City Slicker Robe
Wallet with $5
You grew up surrounded by civilization, with all the
trappings of higher society. You might be a merchant, Dark One’s Knowledge
a newspaper reporter, a banker or something else At 1st level, you have learned the basics of occult
entirely. You have a good sense for understanding city magical traditions. You gain the following benefits:
life and are well-versed in the “fancy talk” of other
urbanites. Two Cantrips. You learn two cantrips of your choice
from the “Occult” Spell list.
Skill Proficiencies 1st-Level Spell. Choose one 1st-level Spell from the
Streetwise, Persuasion “Occult” Spell list. You always have that Spell
prepared. You can cast it once without a Spell Slot,
Tool Proficiencies and you regain the ability to cast it in that way
Calligrapher’s Supplies when you finish a Long Rest. You can also cast the
Equipment Spell using any Spell Slots you have.
Calligrapher’s Supplies Intelligence, Wisdom,or Charisma is your
Fine Clothes spellcasting ability for these Spells (your choice).
Grooming Kit
Parchment (10 sheets) Doctor
Wallet with $12 From apothecaries, shamans, field medics and more,
Business Connections there is a lot more variety in healers that exists beyond
At 1st level, your work has networked you with the standard zealot healer of faith. However you may
businesspeople in a variety of different settlements, have earned your prestige or title as a doctor, you have
with whom you have built a rapport. Due to the station been trained extensively in the ways of nonmagical
of these connections, they can offer useful benefits, healing, and you are now known to be a person who
such as ways to find food and lodging, vouching for has sworn to do their very best to save lives, even if
you if you are accused of a crime (provided that a good reality might not match up with this assumption
case can be made for your innocence or the crime is
justifiable) or even get you in touch with powerful
Skill Proficiencies
political figures. Medicine, Investigation

Practiced Professional Tool Proficiencies


At 1st level, you gain proficiency with one skill, one Surgery Kit
tool or one language of your choice, and you gain Equipment
expertise with one skill with which you are already
Doctor’s certification
proficient.
Common Clothes
Cultist Healer’s Kit
You scarcely recall what drove you into the service of
Wallet with $7
the infernal being. Those memories were blotted out Healer
long ago by recurrent dreams of midnight gatherings
At 1st level, when you use a healer’s kit to treat
round the obsidian pillar in the glade. By the light of wounds, you can heal one wound without the need for
each waning moon, the hierophants instructed you in
a Medicine check. In addition, as an action, you can
the being’s creed and the rudiments of the occult arts.
When you came of age, you were ordered to blend in

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PART 4 | Backgrounds Table of Contents
spend one use of a healer’s kit to tend to a creature money at all is a little money. Whether you’re a good
and restore 1d6 + 4 hit points to it, plus additional hit gambler or a bad one rarely matters, because no one
points equal to the creature’s maximum number of Hit can divine the whims of Lady Luck. Sometimes you’re
Dice. The creature can’t regain hit points from this feat up, sometimes you’re down. But the thing about
again until it finishes a short or long rest. gambling is that someone is always willing to take a
bet.
Second Opinion
At 1st level, you have become accustomed not only to Skill Proficiencies
combat, but to coordinating with other healers. Deception, Insight
Whenever an ally within 20ft of you uses a healing Tool Proficiencies
ability, spell, or item, you can use your reaction to
One gaming set of your choice
increase the amount healed to a single target by an
amount equal to your proficiency bonus. Your ally Equipment
must be able to see or hear you. Fine Clothes
Entertainer
Gaming set (same as above)
Lucky charm
You spent much of your youth following roving fairs Wallet with $12
and carnivals, performing odd jobs for musicians and
acrobats in exchange for lessons. You may have Lucky
learned how to walk a tightrope, how to double pick a At 1st level, you have 3 luck points. Whenever you
lute, or how to recite poetry with flair. To this day, you make an attack roll, an ability check, or a saving throw,
thrive on applause and long for the stage. you can spend one luck point to roll an additional d20.
You can choose to spend one of your luck points after
Skill Proficiencies you roll the die, but before the outcome is determined.
Acrobatics, Performance You choose which of the d20s is used for the attack
roll, ability check, or saving throw.
Tool Proficiencies You can also spend one luck point when an attack
Musical Instrument of your choice roll is made against you. Roll a d20 and then choose
whether the attack uses the attacker’s roll or yours. If
Equipment
Costume (2) more than one creature spends a luck point to

Traveler’s Clothes influence the outcome of a roll, the points cancel each

Musical Instrument (same as above) other out; no additional dice are rolled.

Perfume Steel You regain your expended luck points when you
finish a long rest.
Mirror
Wallet with $7 Where’s the Action?
Inspiring Song At 1st level, if there is gambling activity going on, you
seldom have much problem finding it. As an
At 1st level, as you finish a Short Rest or a Long Rest,
experienced gambler, you typically know who to ask
you can play a song on a Musical Instrument with
and where to look to locate others who are interested
which you have proficiency and give a 1d6 Inspiration in playing games of chance, or you at least know how
die to allies who hear the song. The number of allies
to get a game started to attract others.
you can affect in this way equals your Proficiency
Once you locate these other gamblers, you’re usually
Bonus.
able to secure a place at the table, though you may
have to demonstrate that you know what you’re talking
Popular Demand
about and have currency to wager…and sometimes
At 1st level, you can always find a place to perform, only the latter.
usually in an inn or saloon but possibly with a circu or
a theater. At such a place, you receive free lodging and Hermit
food of a modest or comfortable standard (depending
You spent your early years secluded in a hut located
on the quality of the establishment), as long as you
well beyond the outskirts of the nearest settlement. In
perform each night. In addition, your performance
those days, your only companions were the creatures
makes you something of a local figure. When strangers
of the land, who would occasionally visit to offer
recognize you in a town where you have performed,
friendship. The quiet and solitude you found in your
they typically take a liking to you.
time outside society allowed you to spend many hours
pondering the mysteries of creation, attuning your
Gambler mind to the magical energy flowing through the
All you need to make a lot of money is a little money. natural world.
Except at those times when all you need to have no

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79
Skill Proficiencies Thieves’ Cant
Animal Handling, Survival At 1st level, you learn thieves’ cant, a secret mix of
dialect, jargon, and code that allows you to hide
Tool Proficiencies messages in seemingly normal conversation. Only
Herbalism Kit another creature that knows thieves’ cant understands
such messages. It takes four times longer to convey
Equipment
Fishing Tackle such a message than it does to speak the same idea

Herbalism Kit plainly.

Oil flask In addition, you understand a set of secret signs and

Quarterstaff symbols used to convey short, simple messages, such


as whether an area is dangerous or the territory of a
Traveler’s Clothes bandit gang, whether loot is nearby, or whether the
Wallet with $5 people in an area are easy marks or will provide a safe
house for thieves on the run.
Speaker of the Land
At 1st level, you have learned the basics of primal
magical traditions. You gain the following benefits:
Priest
You devoted yourself to service in a temple, either
Two Cantrips. You learn two cantrips of your choice nestled in a town or secluded in a sacred monastery.
from the “Primal” Spell list. There you performed hallowed rites in honor of a god
1st-Level Spell. Choose one 1st-level Spell from the or pantheon. Thanks to your your own devotion, you
“Primal” Spell list. You always have that Spell also learned how to channel a modicum of divine
prepared. You can cast it once without a Spell Slot, power in service to your place of worship and the
and you regain the ability to cast it in that way people who prayed there.
when you finish a Long Rest. You can also cast the
Spell using any Spell Slots you have. Skill Proficiencies
Insight, Religion
Intelligence, Wisdom,or Charisma is your
spellcasting ability for these Spells (your choice). Tool Proficiencies
Calligrapher’s Supplies
Outlaw
Equipment
You learned to earn your money by force, holding up
Book (Prayers)
stagecoaches or robbing banks. Perhaps you were part
Calligrapher ’s Supplies
of a small gang of like-minded wrongdoers, who
Holy Symbol
looked out for each other. Or maybe you were a lone
Parchment (10 sheets)
wolf, fending for yourself against older, more fearsome
Robe
lawbreakers.
Wallet with $5
Skill Proficiencies
Intimidation, Stealth Conduit of the Divine
At 1st level, you have learned the basics of divine
Tool Proficiencies magical traditions. You gain the following benefits:
Thieves’ Tools
Two Cantrips. You learn two cantrips of your choice
Equipment from the “Divine” Spell list.
Crowbar 1st-Level Spell. Choose one 1st-level Spell from the
Dagger (2) “Divine” Spell list. You always have that Spell
Thieves ’ Tools prepared. You can cast it once without a Spell Slot,
Traveler’s Clothes and you regain the ability to cast it in that way
Wallet with $12 when you finish a Long Rest. You can also cast the
Spell using any Spell Slots you have.
Alert
At 1st level, always on the lookout for danger, you gain Intelligence, Wisdom, or Charisma is your
the following benefits: spellcasting ability for these Spells (your choice).

You can’t be surprised while you are conscious. Roughneck


You gain a +5 bonus to initiative. You grew up close to the land. Whether you were a
Other creatures don’t gain advantage on attack rolls farmer, rancher, stable hand, or cowboy, years tending
against you as a result of being unseen by you. animals and cultivating the earth rewarded you with
patience and good health. You have a keen

80
PART 4 | Backgrounds Table of Contents
appreciation for nature’s bounty alongside a healthy Because you’re calling in a favor, you can’t be certain of
respect for nature’s wrath. a schedule or route that will meet your every need.
Your DM will determine how long it takes to get where
Skill Proficiencies you need to go. In return for your free passage, you
Animal Handling, Nature and your companions are expected to assist the crew
Tool Proficiencies during the voyage.
Carpenter’s Tools Tavern Brawler
Equipment At 1st level, accustomed to the rough-and-tumble
Carpenter’s Tools fighting using whatever weapons happen to be at
Common Clothes hand, you gain the following benefits:
Iron Pot Increase your Strength or Consititution score by 1,
Sickle to a maximum of 20.
Wallet with $7 You are proficient with improvised weapons.
Rustic Hospitatlity Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or
At 1st level, since you come from the ranks of the
an improvised weapon on your turn, you can use a
common folk, you fit in among them with ease. You
can find a place to hide, rest, or recuperate among bonus action to attempt to grapple the target.
other commoners, ranch/farm hands or any similar
group unless you have shown yourself to be a danger
Scholar
to them. They will shield you from the law or anyone You spent your formative years traveling between
else searching for you, though they will not risk their manors and monasteries, performing various odd jobs
lives for you. and services inexchange for access to their libraries.
You wiled away many a long evening with your nose
Tough buried in books and scrolls, learning the lore of the
At 1st level, your hit point maximum increases by 2. world— even the rudiments of magic—and your mind
Whenever you gain a level thereafter, your hit point only yearns for more.
maximum increases by an additional 2 hit points.
Skill Proficiencies
Sailor Arcana, History
Thus far, you’ve spent most of your days living the life Language Proficiencies
of a seafarer, wind at your back and decks swaying
Two of your choice
beneath your feet, as you sailed toward your next
adventure. You’ve perched on barstools in more ports Equipment
of call than you can remember, faced down mighty Book (History)
storms, and swapped stories with the seafaring folk Parchment (10 sheets)
from riverboat captains to galleon crews. Quarterstaff
Skill Proficiencies Robe
Mechanics, Perception Wallet with $7
Tool Proficiencies Arcane Apprentice
At 1st level, you have learned the basics of arcane
Navigator’s Tools
magical traditions. You gain the following benefits:
Equipment
Dagger Two Cantrips. You learn two cantrips of your choice
Fishing Tackle from the “Arcane” Spell list.
Navigator’s Tools 1st-Level Spell. Choose one 1st-level Spell from the
Silk Rope “Arcane” Spell list. You always have that Spell
Traveler’s Clothes prepared. You can cast it once without a Spell Slot,

Wallet with $7 and you regain the ability to cast it in that way
when you finish a Long Rest. You can also cast the
Ship’s Passage Spell using any Spell Slots you have.
At 1st level, when you need to, you can secure free Intelligence, Wisdom,or Charisma is your
passage on a sailing ship for yourself and your spellcasting ability for these Spells (your choice).
adventuring companions. You might sail on the ship
you served on, or another ship you have good relations
with (perhaps one captained by a former crewmate).

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81
Trapper Lay of the Land
At 1st level, you have an excellent memory for maps
Since the dawn of time, some have always been
and geography, and you can always recall the general
responsible for stalking and killing prey to provide life-
layout of terrain, settlements, and other features
sustaining food. In modern times, there are also those
around you.
who hunt as a career, selling furs and hides for money.
Regardless of your reasons, you are one of these Well-Traveled
trappers, used to extended periods in the wild stalking At 1st level, your travels have provided you with a wide
prey. variety of experiences. You gain proficiency with three
Skill Proficiencies skills or tool sets of your choice.
Stealth, Survival
Warrior
Tool Proficiencies Battle is in your blood. Sometimes you catch yourself
Leatherworker’s Tools reflexively performing the basic fighting exercises you
learned as a youth. Eventually, you put that training to
Equipment use on the battlefield, engaging in border skirmishes
Animal trap as a member of an organized army, enforcing the law
Hunting/skinning knife as a deputy or marshal, or protecting individuals as a
Leatherworker’s Tools hired gun.
Traveler’s Clothes
Wallet with $7 Skill Proficiencies
Athletics, Intimidation
Professional Survivalist
At 1st level, you are familiar with the commerce of Tool Proficiencies
hunting, so you are aware of the normal market prices One gaming set of your choice
for meats, pelts, horns, hunting supplies, etc., and you
have advantage on Streetwise checks to find Equipment
merchants of these types in settled areas. Gaming set (same as above)
Healer’s Kit
Skulker One weapon of your choice worth $15 or less
At 1st level, you are an expert at slinking through Traveler’s Clothes
shadows. You gain the following benefits: Wallet with $7
You can try to hide when you are lightly obscured Pull Rank
from the creature from which you are hiding. At 1st level, you have a rank from your career as a
If you are hidden and miss a creature with a ranged warrior, whether that is a military rank, a lawman’s
weapon attack, you do not reveal your position. badge or something else entirely. Those loyal to your
Dim light doesn’t impose disadvantage on your former organization still recognize your authority and
Perception checks relying on sight. influence, and they defer to you if they are of a lower
rank. You can invoke your rank to exert influence over
Wanderer others within the organization and requisition simple
For you, the best way to live life is out on the open equipment or horses for temporary use. You can also
road. Whether you are a courier, explorer, prospector, usually gain access to friendly encampments and
guide or something else entirely, you are used to fortresses where your rank is recognized.
hopping from town to town, never truly settling down. Savage Attacker
Skill Proficiencies At 1st level, you can reroll weapon attack damage once
Perception, Survival per turn. You must take the results of the new roll.

Tool Proficiencies
Cook’s utensils

Equipment
Cook’s utensils
Mess Kit
Traveler’s Clothes
Wallet with $7

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82
Life on the Trail
Combat
Harrying Fire
For most, life on the frontier is harsh and combat is far
When an enemy that you can see moves within half of
from uncommon. To be able to make it in this land,
your weapon’s range, you can use your reaction to
one has to be able to defend themselves, or find
make an attack roll against their AC. On a hit, the
somebody willing to do it for them. Forsaken Frontier
target’s movement speed is halved. This uses the
uses the standard 5e combat system with the
amount of ammo equal to one weapon attack.
following additions.
Cover Duels
Cover does not necessarily block your senses, but it Out on the Frontier, while sheriffs and other lawmen
does make it more difficult for enemies to hit you. To do their best to keep the peace in civilized areas,
determine whether your target has cover from your sometimes an individual can take justice into their
attack, choose a corner of your square. If any line from own hands. This is enforced by a de facto law known
this corner to any corner of the target’s square passes as the Code Duello. According to this code, a morally
through a square or border that blocks line of effect or acceptable duel starts with the challenger issuing a
provides cover, or through a square occupied by a traditional, public, personal grievance, directly to the
creature, the target has cover. single person who offended the challenger.
The types of cover are half cover, three-quarters The challenged person has the choice of a public
cover, and total cover. apology or other restitution, or to simply ignore the
grievance. If the grievance is dismissed, the challenger
Half Cover can then invoke the Code Duello. Nothing binds the
A target with half cover has a +2 bonus to AC and challenged person to participate in this duel other
Dexterity saving throws. A target has half cover if an than the potential impact to their social standing. The
obstacle blocks at least half of its body. The obstacle challenger then proposes a place and time, to which
might be a low wall, a large piece of furniture, a the challenged person must either accept the site or
narrow tree trunk, or a creature, whether that propose an alternative.
creature is an enemy or a friend. The rules of a duel invoked by the Code Duello are
as follows:
Three-Quarters Cover
A target with three-quarters cover has a +4 bonus to The weapons used can be different, but must be
AC and Dexterity saving throws. A target has three- agreed upon by both parties.
quarters cover if about three-quarters of it is covered Both parties stand 20 feet away from one another.
by an obstacle. The obstacle might be a defensive wall, Bystanders or other companions cannot interfere
an gun port, or a thick tree trunk. with the duel.
The party that draws their weapon first could be
Total Cover convicted for murder, while the party that draws
A target with total cover can’t be targeted directly by second is considered to be lawfully defending
an attack or a spell, although some spells can reach themselves. Therefore, the name of the game is to be
such a target by including it in an area of effect. A the second one to draw but the first one to strike.
target has total cover if it is completely concealed by
an obstacle.

Reactions
With the addition of firearms, there is a much larger
focus on ranged combat in the Forsaken Frontier.
However, this does not change the fact that
opportunity attacks can only be made with melee
weapons. To combat this, the following features are
available to gun-toting adventurers.

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Table of Contents
Players participating in a duel use the following skill minus half of your Constitution modifier, rounded
challenge to move through the duel: down. If your hit point maximum is reduced to 0 by
this, you die immediately.
1. Both parties make their choice of a Deception, When wounds are removed, this hit point maximum
Sleight of Hand, Perception, or Insight check. reduction is also removed. Wounds can be removed in
Deception checks are made to hide one’s own various ways: through natural recovery, medical aid or
intentions, Sleight of Hand checks are made to magic.
attempt to goad an opponent into drawing their
weapon first, Perception checks are made to react to Natural Recovery: At the end of a short or a long
an opponent’s movements, and Insight checks are Rest, you can spend one hit die and close one
made to discern an opponent’s intentions and get the wound. This die does not grant hit points, it only
jump on them. Whoever wins this contested skill removes the wound. A full rest removes a wound
check gets advantage on step 2. without the need to spend a Hit Die. This is the
2. Both parties roll initiative. Whoever rolls higher gets slowest way to recover, available to all creatures.
to roll first on step 3. Medical Aid: By spending a use of a Healer’s Kit,
3. Whoever won step 2 makes an attack roll against anyone that is proficient in Medicine can bandage
their opponent’s AC. If they miss, their opponent gets and tend to your wounds. The character using the
to make an attack roll against them. If either party is Healer’s Kit makes a Medicine check (DC = 8 + the
hit, they immediately go to 0 hit points. If both number of wounds on the patient), and on a success
attacks miss, roll initiative again and run combat like removes a single wound. Then, for each 5 points that
normal. the character beats the DC, an additional wound is
healed.
Magic: Any spell that normally heals hit points closes
Wounds wounds before hit points are affected, and they close
People on the Frontier fight gritty, dirty and a wound for each 2 points of hit points healed. Any
effectively. Realistic combat can be an ugly thing. What healing left over after all wounds are closed is
5e represents as simple loss of hit points obscures the applied to the target’s hit points. For example, if a
truth of pain, suffering and death. These rules character with 2 wounds and 5 hit points is affected
recontextualize Hit Points and the toll that combat by a cure wounds spell that heals for 8 hit points, 4
takes on one’s body. of that magical healing would go towards closing the
2 wounds, while the other 4 would replenish the
target’s hit points to 9. For other restorative spells
that do not heal hit points, a spell can close a
number of wounds equal to half the spell level,
rounded up. Lesser Restoration would close 1
wound, while Greater Restoration closes 3 wounds.
As an exception of that rule, Regenerate or a similar
7th level Spell, removes all wounds from a creature.
Injuries
Wounded characters are more susceptible to
debilitating injuries, which can stick with them long-
term unless treated by a specialized surgeon or
magical healer.
If a character has a number of wounds greater than
their Constitution modifier, and they would gain
Receiving Wounds another wound, they also roll on one of the Injury
A character receives a wound when any combination tables below to determine a long-term injury that they
of the following happens: are affected with. The first injury that a character
They suffer a critical hit. receives is minor, and that character would roll on one
They fall to 0 hit points. of the Minor Injury tables. If they receive 2 or more
They are dealt damage equal to 5 x their proficiency injuries, they roll on one of the Serious Injury tables.
bonus + their Constitution modifier from a single Injuries can be removed via the methods listed in
attack or damaging effect. their descriptions.

Wound Effects and Removing Wounds


Each time you receive a wound, your hit point
maximum is reduced by twice your proficiency bonus

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85
Minor Injuries Roll
These injuries are smaller in scope and the least (1d12) Injury
debilitating. Unless otherwise stated, the natural 9-10 Partial Deafness. Your eardrums have been damaged;
recovery time for these injuries is 1 week, and the DC you are hard of hearing. You have disadvantage on any
to heal them using a surgery kit is 12. The injury type ability check that requires hearing. Magical healing can
you receive is dependent on the damage type that restore your hearing.
caused the injury. 11-12 Broken Nose. Your broken nose is painful but doesn’t
have any adverse effect. Any magical healing mends
Acid/Fire/Radiant Injury your nose, although it may heal crooked if it is crooked
Roll when the healing is applied.
(1d10) Injury
1-2 First Degree Burns. You have superficial but painful Cold/Lightning Injury
burns. Whenever you take acid, fire or radiant damage, Roll
you take an additional 1 point of damage. Magical (1d10) Injury
healing cures the burns. If you already have first degree 1-2 Damaged Foot. Your speed on foot is reduced by 5 feet.
burns, you instead suffer second degree burns. You must make a DC 10 Dexterity saving throw after
3-4 Partial Blindness. Your retinas are damaged; you have using the Dash action. If you fail the save, you fall
disadvantage on Perception checks that rely on sight prone. Magical healing cures the damage. Alternatively,
and on ranged attack rolls. Magical healing cures this. your foot can be treated with a successful DC 12
If you have already suffered partial blindness, you’re Medicine check, in which case it will heal naturally in 2
blinded. weeks.
5-6 Horrible Disfigurement. You have burns to the extent 3-4 Damaged hand. Randomly determine which hand has
that the scars can’t be easily concealed. You have been damaged. In order to grasp or manipulate an
disadvantage on Persuasion checks and advantage on object with that hand, you must succeed at a DC 15
Intimidation checks. Magical healing removes the acid Dexterity check. Magical healing cures the frostbite.
burn scar. Alternatively, your hand can be treated with a successful
7-8 Blisters. You have severe blisters. You have DC 12 Medicine check, in which case it will heal
disadvantage on Dexterity checks. The blisters heal if naturally in 2 weeks.
you receive magical healing. Alternatively, someone can 5-6 Minor Neuralgia. You have constant, painful nerve
tend to the blisters and make a DC 12 Medicine check damage over a large portion of your body. Whenever
once every 24 hours. After three successes, the blisters you attempt an action in combat, you must make a DC
heal. 10 Constitution saving throw. On a failed save, you lose
9-10 Minor Disfigurement. You have burn scars, but they your action and can’t use reactions until the start of
don’t have any adverse effect. Any magical healing your next turn. Magical healing cures your neuralgia.
removes the acid burn scars. 7-8 Muscle Spasms. You have disadvantage on Dexterity
checks. Magical healing cures your muscle spasms.
Bludgeoning/Force/Thunder Injury 9-10 Anosmia. You lose your sense of smell and taste. You
Roll automatically fail any ability checks that involve your
(1d12) Injury sense of smell or taste. The condition heals if you
1-2 Broken Ribs. Whenever you attempt an action in receive any magical healing.
combat, you must make a DC 10 Constitution saving
throw. On a failed save, you lose your action and can’t Necrotic/Piercing/Slashing Injury
use reactions until the start of your next turn. Roll
3-4 Minor Concussion. You have disadvantage on (1d12) Injury
Intelligence checks. The concussion heals if you receive 1-2 Minor Organ Necrosis. Whenever you attempt an action
any magical healing. in combat, you must make a DC 10 Constitution saving
5-6 Severe bruising. You suffer severe bruising over an throw. On a failed save, you lose your action and can’t
extensive portion of your anatomy. Anytime you suffer use reactions until the start of your next turn. Magical
bludgeoning or force damage, you suffer an additional healing cures your necrosis.
point of bludgeoning or force damage. The bruising 3-4 Ruptured Stomach. Every hour or whenever you ingest
heals if you receive magical healing. Alternatively, it food or drink, you must succeed at a Constitution
heals on its own in 2 weeks. saving throw DC 10 or gain the poisoned condition
7-8 Minor headaches. You have disadvantage on Wisdom until you complete a long rest. Magical healing heals
checks. Magical healing cures the headaches. the pierced stomach, or if you spend ten days doing
nothing but resting, it heals on its own.

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Table of Contents
Roll
(1d12) Injury Serious Injuries
5-6 Hamstrung. Your speed on foot is reduced by 5 feet. You These injuries are much more dire, and without
must make a DC 10 Dexterity saving throw after using intervention they could completely end one’s
the Dash action. If you fail the save, you fall prone. adventuring career. If these injuries can be healed by a
Magical healing can cure your severed hamstring surgery kit, the DC is 16. The injury type you receive is
tendons. dependent on the damage type that caused the injury.
7-8 Festering Wound. Your hit point maximum is reduced by Acid/Fire/Radiant Injury
1 every 24 hours the wound persists. If your hit point
maximum drops to 0, you die. The wound heals if you Roll
receive magical healing. Alternatively, someone can (1d10) Injury
tend to the wound and make a DC 12 Medicine check 1-2 Fourth Degree Burns. You have disadvantage on all
once every 24 hours. After 5 successes, the wound ability checks and Strength, Dexterity, and Constitution
heals. saving throws. If you fail a saving throw against an
9-10 Inflammation. Your muscles are irritated and inflamed. effect that causes fire damage, you also gain the
You have disadvantage on Strength checks. Magical stunned condition until the end of your next turn. Magic
healing resolves the inflammation. such as the regenerate spell cures this damage. If you
11-12 Minor Scar. The scar doesn’t have any adverse effect. already have fourth degree burns, you must succeed at
Magical healing removes the scar. a DC 15 Constitution saving throw or die.
3-4 Third Degree Burns. You have disadvantage on ability
Poison Injury checks and Constitution saving throws. If you fail a
saving throw against an effect that causes fire damage,
Roll
you also gain the stunned condition until the end of
(1d8) Injury
your next turn. Magic such as the regenerate spell cures
1-2 Minor Liver Damage. When you complete a long rest, you
this damage. Alternatively, someone can tend to the
must succeed at a DC 10 Constitution saving throw or
burns and make a DC 15 Medicine check once every
gain the poisoned condition until you complete a long
week. After ten successes, the burns heal. Surgery can
rest. Additionally, whenever you take poison damage, you
be performed to cut the recovery time in half. If you
take an additional 2 (1d4) poison damage. Anytime you
already have third degree burns, you instead suffer
drink alcohol or take another drug, you take 2 (1d4)
fourth degree burns.
poison damage. Magical healing can cure your liver
5-6 Blindness. Your eyes are destroyed; you gain the blinded
failure.
condition. Only magic such as the regenerate spell can
3-4 Minor Kidney Failure. Every hour or whenever you ingest
restore your sight.
food or drink, you must succeed at a Constitution saving
7-8 Second Degree Burns. You have disadvantage on
throw DC 10 or gain the poisoned condition until you
Strength, Dexterity, and Constitution checks. Magical
complete a long rest. Magical healing heals the kidney
healing of 6th level or higher, such as heal and
failure, or if you spend ten days doing nothing but
regenerate, cures this damage. Alternatively, they will
resting, it heals on its own.
heal on their own in 4 weeks. Surgery can be performed
5-6 Vertigo. You have disadvantage on Dexterity checks.
to cut the recovery time in half. If you already have
Magical healing can cure your vertigo.
second degree burns, you instead suffer third degree
7-8 Minor Nausea. You must succeed at a DC 10 Constitution
burns.
saving throw before you can consume food. Magical
9-10 Major Neuralgia. You are in constant pain from nerve
healing cures your nausea.
damage. Whenever you attempt an action in combat,
Psychic Injury you must make a DC 15 Constitution saving throw. On
a failed save, you lose your action and can’t use
Roll
reactions until the start of your next turn. Magical
(1d6) Injury
healing of 6th level or higher, such as heal and
1-2 Weak Persona. You have suffered damage to your sense
regenerate, cures the neuralgia, or if you spend twenty
of self. You have disadvantage on Charisma
days doing nothing but resting it resolves on its own.
checks.Magical healing can heal your weak persona.
Surgery can be done to cut the recovery time in half.
3-4 Minor Headaches. You have disadvantage on Wisdom
checks. Magical healing cures your minor headaches.
5-6 Inappropriate Volume. You can’t regulate your volume.
You shout when you intend to whisper, and whisper
when you intend to shout. Magical healing cures your
inappropriate volume.

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Table of Contents 87
Bludgeoning/Force/Thunder Injury Cold/Lightning Injury
Roll Roll
(1d12) Injury (1d12) Injury
1-2 Traumatic Brain Injury. You have suffered a major brain 1-2 Nervous System Damage. You have disadvantage on
injury. You have disadvantage on Intelligence, Wisdom, Strength, Dexterity, and Constitution ability checks and
and Charisma checks, as well as Intelligence, Wisdom, Strength, Dexterity, and Constitution saving throws.
and Charisma saving throws. If you fail a saving throw Magic such as the regenerate spell cures this damage.
against bludgeoning damage, force damage, or thunder 3-4 Cardiac Injury. You gain a level of exhaustion which
damage, you are also stunned until the end of your next cannot be removed by normal means. If you fail a
turn. Magic such as the regenerate spell can restore your saving throw against fear effects, you gain another level
full brain function. Surgery can be done to downgrade of exhaustion that can be removed by normal means.
this injury to a Major Concussion. Magic such as the regenerate spell can heal your cardiac
3-4 Deafness. Your eardrums have been destroyed; you gain damage.
the deafened condition. Magic such as the regenerate 5-6 Ocular Damage. One of your corneas is damaged. You
spell can restore your hearing. have disadvantage on Perception checks that rely on
5-6 Broken leg. Your speed on foot is halved, and you must sight and on ranged attack rolls. Magic such as the
use a cane or crutch to move. You fall prone after using regenerate spell can restore the damaged cornea. If you
the Dash action. You have disadvantage on Dexterity have no corneas that remain undamaged after
checks made to balance. If your leg is splinted with a sustaining this injury, you’re blinded.
successful DC 15 Medicine check, then it will heal 7-8 Destroyed Hand. You can no longer hold anything with
naturally in 8 weeks. If it is not splinted before within a two hands, and you can hold only a single object at a
week, the effects remain until the leg is rebroken and time. Magic such as the regenerate spell can restore the
splinted. Magical healing of 6th level or higher, such as damaged appendage. Surgery can be done to replace
heal or regenerate, mends the broken leg. Surgery can be the appendage with a prosthetic, if a prosthetic is
performed to cut the natural recovery time in half. available, to restore the patient’s ability to hold two
7-8 Broken arm. You can no longer hold anything with two items.
hands, and you can hold only a single object at a time. 9-10 Destroyed Foot. Your speed on foot is halved, and you
If your arm is splinted with a successful DC 15 Medicine must use a cane or crutch to move. You fall prone after
check, then it will heal naturally in 8 weeks. If it is not using the Dash action. You have disadvantage on
splinted before within a week, the effects remain until Dexterity checks made to balance. For each hour that
the arm is rebroken and splinted. Magical healing of 6th the gangrenous appendage is attached, your hit point
level or higher, such as heal or regenerate, mends the maximum is reduced by 1d10. Magic such as the
broken leg. Surgery can be performed to cut the natural regenerate spell can restore the damaged appendage.
recovery time in half. Surgery can be done to replace the appendage with a
9-10 Internal Injury. Whenever you attempt an action in prosthetic, if a prosthetic is available, to restore the
combat, you must make a DC 15 Constitution saving patient’s ability to use the Dash action without falling
throw. On a failed save, you lose your action and can’t prone.
use reactions until the start of your next turn. Magical 11-12 Major Neuralgia. You are in constant pain from nerve
healing of 6th level or higher, such as heal and damage. Whenever you attempt an action in combat,
regenerate, cures the neuralgia, or if you spend ten days you must make a DC 15 Constitution saving throw. On
doing nothing but resting it resolves on its own. Surgery a failed save, you lose your action and can’t use
can be performed to cut the recovery time in half. reactions until the start of your next turn. Magical
11-12 Major Concussion. You have disadvantage on healing of 6th level or higher, such as heal and
Intelligence checks, Wisdom checks, and Charisma regenerate, cures the neuralgia, or if you spend twenty
checks, as well as Constitution saving throws to days doing nothing but resting it resolves on its own.
maintain concentration. Magical healing of 6th level or Surgery can be done to cut the recovery time in half.
higher, such as heal and regenerate, cures the
concussion. Alternatively, it heals on its own in four
weeks. Surgery can be performed to cut the recovery
time in half.

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Table of Contents
Necrotic\Piercing\Slashing Injury Roll
Roll (1d8) Injury
(1d12) Injury 5-6 Major Liver Damage. When you complete a long rest, you
1-2 Lose an Eye. You have disadvantage on Perception must succeed at a Constitution saving throw of DC 15 or
checks that rely on sight and on ranged attack rolls. gain the poisoned condition until you complete a long
Magic such as the regenerate spell can restore the lost rest. Additionally, whenever you take poison damage, you
eye. If you have no eyes left after sustaining this injury, take an additional 3 (1d6) poison damage. Anytime you
you’re blinded. drink alcohol or take another drug, you take 3 (1d6)
3-4 Lose a Foot or Leg. Your speed on foot is halved, and you poison damage. Magic such as the regenerate spell can
must use a cane or crutch to move unless you have a cure your liver failure.
peg leg or other prosthesis. You fall prone after using 7-8 Major Kidney Failure. Every hour or whenever you ingest
the Dash action. You have disadvantage on Dexterity food or drink, you must succeed at a DC 15 Constitution
checks made to balance. Magic such as the regenerate saving throw or gain the poisoned condition until you
spell can restore the lost appendage. Surgery can be complete a long rest. Magic such as the regenerate spell
done to replace the appendage with a prosthetic, if a can cure your kidney failure. Alternatively, someone can
prosthetic is available, to restore the patient’s ability to tend to the kidney failure and make a DC 15 Medicine
use the Dash action without falling prone. check once every week. After six successes, the kidney
5-6 Lose an Arm or a Hand. You can no longer hold anything failure is resolved. Surgery can be performed to cut the
with two hands, and you can hold only a single object at recovery time in half.
a time. Magic such as the regenerate spell can restore
Psychic Injury
the lost appendage. Surgery can be done to replace the
appendage with a prosthetic, if a prosthetic is available, Roll
to restore the patient’s ability to hold two items. (1d10) Injury
7-8 Cardiac Injury. You gain a level of exhaustion which 1-2 Traumatic Brain Injury. You have suffered a brain injury.
cannot be removed by normal means. If you fail a You have disadvantage on Intelligence, Wisdom, and
saving throw against a fear effect, you gain another level Charisma checks, as well as Intelligence, Wisdom, and
of exhaustion that can be removed by normal means. Charisma saving throws. If you fail a saving throw
Magic such as the regenerate spell can heal your cardiac against bludgeoning damage, force damage, or psychic
damage. damage, you are also stunned until the end of your next
9-10 Throat Injury. You gain a level of exhaustion which turn. Magic such as the regenerate spell can restore your
cannot be removed by normal means. You also have full brain function. Surgery can be done to downgrade
disadvantage on Constitution checks and saving this injury to a Major Concussion.
throws. Magic such as the regenerate spell can heal your 3-4 Indefinite Madness. Roll on the Indefinite Madness table
throat injury. Surgery can be performed to cause this in the Dungeon Masters Guide.
injury to be healed after 4 weeks of rest. 5-6 Severe headaches. You have disadvantage on Wisdom
11-12 Groin Injury. Your speed on foot is halved, and you must checks and Wisdom saving throws. If you fail a saving
use a cane or crutch to move. You cannot take the Dash throw against bludgeoning damage, force damage, or
action. Magic such as the regenerate spell can heal the psychic damage, you are also stunned until the end of
groin injury. Surgery can be performed to cause this your next turn. Magic such as the regenerate spell can
injury to be healed after 3 weeks of rest. cure your severe headaches.
7-8 Long-term Madness. Roll on the Long-term Madness
Poison Injury table in the Dungeon Masters Guide. Your madness
Roll lasts twice as long.
(1d8) Injury 9-10 Short-term Madness. Roll on the Short-term Madness
1-2 Systemic Damage. You have disadvantage on Strength, table in the Dungeon Masters Guide. Your madness
Dexterity, and Constitution ability checks and Strength, lasts twice as long.
Dexterity, and Constitution saving throws. Magic such as
the regenerate spell cures this damage.
3-4 Cardiac Injury. You gain a level of exhaustion which
cannot be removed by normal means. If you fail a saving
throw against a fear effect, you gain another level of
exhaustion that can be removed by normal means.
Magic such as the regenerate spell can heal your cardiac
damage.

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Currency
While the different cultures and countries of the 5
Corners have their own governments and law systems,
currency on the Frontier has been homogenized for
the most part, with most people conducting trade
using dollars and cents. While the images and
messages on the coins may be different, 1 troy ounce
of minted silver is considered $1 and 1 troy ounce of
minted gold is considered to be $20 in just about every
part of the Frontier. For each area, 100 cents add up to
be $1, regardless of the different denominations of
small cent-based coinage that government may make.
However, while gold and silver are the understood
items of value that this currency is based on, these
metal coins can be quite heavy in large quantities,
which can make logistics difficult. Because of this,
reputable banks across the 5 Corners can deposit gold
and silver for a customer and issue paper bank notes
that can be taken to other banks anywhere in the
Frontier to withdraw an equal value of gold and silver
at a new location. When bringing bank notes across
borders (for instance bringing a note from a Bandera
bank to an Arroyas bank) the owner of the note
generally pays a relatively small fee to withdraw the
money in a different sovereign nation.

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Table of Contents
Equipment &
Exploration
In this section you will find all of the equipment that the wearer’s speed by 10 feet unless the wearer has a
one might buy, sell or otherwise use out on the Strength score equal to or higher than the listed score.
Forsaken Frontier, from adventuring gear and tools, to Stealth. If the Armor table shows “Disadvantage” in
weapons and armor. These tables will show the the Stealth column, the wearer has disadvantage on
equipment’s stats such as its cost and weight, as well Stealth checks.
as any other bonuses or uses that it might provide. Shields. A shield is made from wood or metal and is
carried in one hand. Wielding a shield increases your
Selling Equipment Armor Class depending on what type of shield you’re
As a general rule, undamaged goods will fetch half wielding. You can benefit from only one shield at a
their cost when sold on the market, with the following time.
notable exceptions:
Light Armor
Magical Items: Selling magic items is problematic,
as finding eligible buyers that can pay the item’s Made from supple and thin materials, light armor

worth can be incredibly difficult. Outside of common favors agile adventurers since it offers some

magical items like the occasional potion or scroll, protection without sacrificing mobility. If you wear
light armor, you add your Dexterity modifier to the
most markets are not going to have a seller capable base number from your armor type to determine your
or willing to take on such an item. Armor Class.
Gems & Jewelry: These items retain their full value Leather Pads. The breastplate and shoulder
in a market, and you can either exchange them for protectors of this armor are made of thin leather that
dollars or use them as currency for other has been stiffened by being boiled in oil.
transactions. For exceptionally valuable treasure, Duster. A thick coat lined with tough leather meant
you may need to hunt for a buyer/appraiser in a to keep trail dust and debris at bay while also offering
larger community that can pay the item’s worth. decent protection.
Padded Duster. This duster is reinforced with thick
padding meant to soften blows.
Armor Medium Armor
The Armor table shows the cost, weight, and other
properties of the common types of armor worn in the Medium armor offers more protection than light
5 Corners. armor, but it also impairs movement more. If you wear
Armor Proficiency. Anyone can put on a suit of armor medium armor, you add your Dexterity modifier, to a
or strap a shield to an arm. Only those proficient in the maximum of +2, to the base number from your armor
armor’s use know how to wear it effectively, however. type to determine your Armor Class.
Your class gives you proficiency with certain types of Hide. This crude armor consists of thick furs and
armor. If you wear armor that you lack proficiency pelts. It is commonly worn by wilderness tribes,
with, you have disadvantage on any ability check, hermits, and other folk who lack access to the tools
saving throw, or attack roll that involves Strength or and materials needed to create better armor.
Dexterity, and you can’t cast spells. Crude Padded Vest. A thick, unwieldy vest that
Armor Class (AC). Armor protects its wearer from covers the entire torso haphazardly with multiple
attacks. The armor (and shield) you wear determines layers of fabric padding and is paired with denim pants
your base Armor Class. Without armor, your AC is 8 + or leather chaps.
your Dexterity modifier. Padded Vest. A slimmer vest that uses silk to stay
Heavy Armor. Heavier armor interferes with the lighter while still offering ample protection.
wearer’s ability to move quickly, stealthily, and freely. If
the Armor table shows “Str 13” or “Str 15” in the
Strength column for an armor type, the armor reduces

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Heavy Armor Splint. This armor is made of narrow vertical strips
of metal riveted to a backing of leather that is worn
Of all the armor categories, heavy armor offers the over cloth padding. Flexible chain mail protects the
best protection. These suits of armor cover the entire joints.
body and are designed to stop a wide range of attacks. Ballistic Mail. Consisting of a solid steel breastplate
Only proficient warriors can manage their weight and combined with a chrome nickel headpiece and a
bulk. Heavy armor doesn’t let you add your Dexterity duster coat layered with armor plates under the fabric,
modifier to your Armor Class, but it also doesn’t this armor exemplifies the prioritization of absolute
penalize you if your Dexterity modifier is negative. protection over aesthetic, comfort or mobility.

Armor
Armor Cost Armor Clas (AC) Strength Stealth Weight
Light Armor
Leather Pads $2.00 10 + Dex modifier - - 4 lb.
Duster $5.00 11 + Dex modifier - - 8 lb.
Padded Duster $12.00 12 + Dex modifier - - 12 lb.
Medium Armor
Hide $7.00 12 + Dex modifier (Max 2) - - 10 lb.
Crude Padded Vest $15.00 13 + Dex modifier (Max 2) - Disadvantage 20 lb.
Padded Vest $50.00 14 + Dex modifier (Max 2) - - 18 lb.
Heavy Armor
Splint $40.00 16 Str 13 Disadvantage 40 lb.
Ballistic Mail $250.00 18 Str 15 Disadvantage 55 lb.
Shields
Wooden Shield $2.00 +1 (can be equipped as a bonus action) - - 3 lb.
Metal Shield $5.00 +2 - - 6 lb.

Weapons Weapon Properties


Many weapons have special properties related to their
Your class grants proficiency in certain weapons, use, as shown in the Weapons table.
reflecting both the class’s focus and the tools you are
Ammunition
most likely to use. Whether you favor a sword or a
rifle, your weapon and your ability to wield it You can use a weapon that has the ammunition
effectively can mean the difference between life and property to make a ranged attack only if you have
death while adventuring. ammunition to fire from the weapon. Each time you
The Weapons table shows the most common attack with the weapon, you expend one piece of
weapons used on the Frontier, their price and weight, ammunition. Drawing the ammunition from a quiver,
the damage they deal when they hit, and any special case, or other container is part of the attack. At the
properties they possess. Every weapon is classified as end of the battle, if the ammunition weapon is not a
either melee or ranged. A melee weapon is used to firearm, you can recover half your expended
attack a target within 5 feet of you, whereas a ranged ammunition by taking a minute to search the
weapon is used to attack a target at a distance. battlefield.

Concealed
Weapon Proficiency Items with this property are often very small and
Your race, class, and feats can grant you proficiency easily hidden on your person. Items with the
with certain weapons or categories of weapons. The Concealed property can be hidden on your person
four categories are simple, martial, firearms and over the course of a minute. If done so, it takes a DC 15
explosives. Perception check to notice the item. Alternatively, you
Proficiency with a weapon allows you to add your can make a Sleight of Hand check to hide it on your
proficiency bonus to the attack roll for any attack you person, taking the number rolled as the Perception
make with that weapon. If you make an attack roll check DC necessary to notice the item.
using a weapon with which you lack proficiency, you
do not add your proficiency bonus to the attack roll.

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92
Double weapon is broken and must be mended out of combat
With two barrels, firearms with this property tend to at a quarter of the cost of the firearm. Creatures who
fire faster. If a firearm with the Double property is use a firearm without being proficient increase the
fired using the Attack action, you can use your bonus weapon’s misfire score by 1.
action on the same turn to fire it again, so long as you Range
have the necessary ammunition and it doesn’t need to
A weapon that can be used to make a ranged attack
be reloaded.
has a range shown in parentheses after the
Explode ammunition or thrown property. The range lists two
Explosives have the explode special property, which numbers. The first is the weapon’s normal range in
lists the amount of damage the explosion deals, the feet, and the second indicates the weapon’s maximum
damage type, special effects (with a duration, if range. When attacking a target beyond normal range,
necessary), and the radius of the explosion. When you you have disadvantage on the attack roll. You can’t
attack with this type of weapon or ammunition, each attack a target beyond the weapon’s long range.
creature within the blast radius takes the listed Reach
damage but can attempt a Dexterity saving throw for
This weapon adds 5 feet to your reach when you
half damage (DC = 8 + proficiency bonus if proficient +
Str/Dex). attack with it.
If the explode special property has any special Reload
effects other than damage, they are negated with a Much as with the loading property, this means that a
successful saving throw. Some exploding weapons, firearm has limited ammunition and an action must be
such as smoke grenades, don’t deal damage, so they spent to replenish it. Next to reload there is a number
don’t include the damage and damage type entries which represents the number of shots that can be
Finesse fired before an action is needed to reload.
When making an attack with a finesse weapon, you Scatter
use your choice of your Strength or Dexterity modifier The weapon makes an attack roll against a target
for the attack and damage rolls. You must use the within range. Each creature other than you within 5
same modifier for both rolls. feet of, but not including, the target, hit or miss, takes
Light the amount of the weapon’s damage equal to the
Scatter score.
A light weapon is small and easy to handle, making it
ideal for use when fighting with two weapons. When Slotted Chamber
you attack with a light weapon that you’re holding in When reloading this weapon, you roll a die with a
one hand, you can use a bonus action to attack with a maximum roll equal to its reload score, loading that
different light weapon that you’re holding in the other many rounds into the firearm.
hand. You don’t add your ability modifier to the
damage of the bonus attack, unless that modifier is Thrown
negative. If either weapon has the thrown property, If a weapon has the thrown property, you can throw
you can throw the weapon, instead of making a melee the weapon to make a ranged attack. If the weapon is a
attack with it. melee weapon, you use the same ability modifier for
that attack roll and damage roll that you would use for
Loading a melee attack with the weapon. For example, if you
Because of the time required to load this weapon, you throw a handaxe, you use your Strength, but if you
can fire only one piece of ammunition from it when throw a dagger, you can use either your Strength or
you use an action, bonus action, or reaction to fire it, your Dexterity, since the dagger has the finesse
regardless of the number of attacks you can normally property.
make.
Two-Handed
Loud This weapon requires two hands to use.
Ranged attacks made with this weapon are audible for
up to 1 mile away. Versatile
This weapon can be used with one or two hands. A
Misfire damage value in parentheses appears with the
Whenever you make an attack roll with a firearm, and property—the damage when the weapon is used with
the dice roll is equal to or lower than the weapon’s two hands to make a melee attack.
Misfire score, the weapon misfires. The attack misses,
and the weapon cannot be used again until you spend
an action to try and repair it. To repair your firearm,
you must make a successful Tinker’s Tools check (DC
equal to 8 + misfire score). If your check fails, the

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Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapons
Cudgel $0.15 1d6 2 lb. Light
bludgeoning
Dagger $1.25 1d4 piercing 1 lb. Concealed, finesse, light, thrown (range 20/60)
Quarterstaff $1.00 1d6 4 lb. Versatile (1d8)
bludgeoning
Sickle $0.75 1d4 slashing 2 lb. Light
Spear $2.00 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Tomahawk $2.00 1d6 slashing 2 lb. Light, thrown (range 20/60)
Warclub $0.25 1d8 10 lb. Two-handed
bludgeoning
Simple Ranged
Weapons
Dart $0.01 1d4 piercing 0.25 Concealed, finesse, thrown (range 20/60)
lb.
Shortbow $15.00 1d8 piercing 2 lb. Ammunition (range 80/320), finesse, two-handed
Sling $0.05 1d4 —- Ammunition (range 30/120)
bludgeoning
Martial Melee
Weapons
Hatchet $6.50 1d10 slashing 4 lb. versatile (1d12)
Machete $6.50 1d6 slashing 2 lb. Finesse, light
Saber $15.00 1d8 piercing 2 lb. Finesse
Sledgehammer $6.50 2d8 10 lb. Two-handed
bludgeoning
Whip $2.00 2d4 slashing 3 lb. Finesse, reach
Martial Ranged
Weapons
Blowgun $5.00 1d4 piercing 1 lb. Ammunition (range 25/100), loading
Longbow $25.00 1d12 piercing 3 lb. Ammunition (range 150/600), finesse, two-handed
One-Handed Firearms
Derringer $10.00 1d6 piercing 1 lb. Ammunition (range 20/80), Concealed, Light, Loud, Misfire (2), Reload (2)
Six-Shooter $15.00 1d10 piercing 3 lb. Ammunition (range 80/320), Light, Loud, Misfire (3), Reload (6), Slotted
chamber
Sawed-Off Shotgun $20.00 2d6 3 lb. Ammunition (range 20/60), Double, Light, Loud, Misfire (4), Reload (2), Scatter
bludgeoning (1d6), Slotted chamber
Two-Handed Firearms
Double-Barreled $50.00 3d6 6 lb. Ammunition (range 30/60), Double, Loud, Misfire (5), Reload (2), Scatter (1d6),
Shotgun bludgeoning Slotted chamber, two-handed
Rolling Block Rifle $75.00 2d12 piercing 12 lb. Ammunition (range 1,000/3,000), Loading, Loud, Misfire (4), Reload (1), Two-
Handed
Pump-Action Shotgun $65.00 2d8 8 lb. Ammunition (range 30/90), Loud, Misfire (2), Reload (4), Scatter (1d8), Two-
bludgeoning Handed
Repeating Rifle $40.00 1d12 piercing 6 lb. Ammunition (range 100/400), Loud, Misfire (3), Reload (7), Slotted chamber,
Two-Handed
Explosives
Dynamite $10.00 Special 0.5 lb Explode (1d10 thunder, 15ft.), Thrown (20 + (Strength mod (Minimum 0) x 10))
Fire Bottle $5.00 Special 1 lb. Explode (1d6 fire for 1d4 rounds, 10 ft.), Thrown (20 + (Strength mod
(Minimum 0) x 10))
Grenade $12.00 Special 2 lb Explode (1d12 piercing, 20ft.), Thrown (20 + (Strength mod (Minimum 0) x 10))
Smoke Bomb $2.00 — 1 lb. Explode (fog cloud 1 minute, 20 ft.), Thrown (20 + (Strength mod (Minimum 0) x
10))

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Table of Contents
Firearm Modifications
A firearm can be modified in many ways, from the
Adventuring Gear
barrel to attached sights. Firearms may take multiple
modifications, but can only have each modification Adventuring Gear
applied once.
Item Cost Weight
Autoloader - $15 Ammunition
Prerequisite: Slotted chamber property Arrows (20) $0.50 1.25 lb.
The 1st reload with this gun is a free action. This Blowgun needles (20) $0.10 0.15 lb
loader can be reset as an action, allowing the next Derringer rounds (20) $0.25 0.4 lb
reload with the gun to be a free action. Rifle rounds (20) $1.00 1 lb.
Shotgun shells (8) $0.75 0.75 lb.
Bayonet - $10 Six-shooter rounds (20) $0.50 0.75 lb.
Prerequisite: Two-handed property Sling stones (20) $0.05 0.5 lb
This modification affixes a mounted bracket to the end Arcane Foci
of the firearm where a dagger can be attached, Component Pouch $5.00 2 lb.
allowing you to make melee weapon attacks while Crystal $6.00 1 lb.
wielding this firearm Orb $4.00 3 lb.
Rod $5.00 2 lb.
Extended Magazine - $25 Staff $3.00 4 lb.
This modification increases the Reload property of a Wand $6.00 1 lb.
firearm by 50% (rounded up). Camping Supplies
Bedroll $0.75 7 lb.
Hair Trigger - $50 Fishing rod & tackle $0.75 4 lb.
This modification causes the firearm’s firing Hunting trap $3.00 25 lb.
mechanism to work incredibly quickly. Whenever you Salt paper (10) $0.30 0.25 lb.
make an attack with this weapon and you roll a 20 on Tent, one-person $1.50 10 lb.
the attack roll, this weapons fires twice (critical Tent, two-person $2.50 20 lb.
damage is only applied to the first hit). Tinderbox $0.30 1 lb.
Waterskin $0.15 5 lb. (full)
Improved Sights -$15 Clothes
This modification doubles a weapon’s range increment Clothes, common $0.20 3 lb.
and reduces AC bonuses from cover by 1. : Clothes, costume $3.00 4 lb.
Improved Primer -$20 Clothes, fine $10.00 6 lb.
Clothes, traveler’s $1.50 4 lb.
This modification reduces a weapon’s misfire score by
Clothes, cold-weather $5.00 4 lb.
1.
Robes $0.75 4 lb.
Scope - $25 Containers
Backpack $1.25 5 lb.
Prerequisite: Two-handed property
This modification triples a weapon’s range increment Barrel $1.50 70 lb.
and reduces AC bonuses from cover by 2. Basket $0.20 2 lb.
Bucket $0.05 1 lb.
Steadier - $35 Chest $3.00 25 lb.
This modification gives a +1 bonus to attack rolls on all Flask $0.05 1 lb.
firearm attacks after your first in a round. Pot, iron $0.30 10 lb.
Pouch $0.25 0.5 lb.
Weighted Stock - $5 Sack $0.10 0.5 lb.
This modification causes the butt of the firearm to Cooking Supplies
function as a cudgel that you are proficient with. Cast Iron Pan $0.50 7 lb.
Coffee Percolator $1.25 4 lb.
Mess kit $0.15 1 lb.
Hygiene
Grooming Kit $1.00 1 lb.
Hand Mirror $2.00 0.5lb.
Perfume $3.50 0.01 lb.
Soap $0.05 0.01 lb.

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Adventuring Gear
Adventuring Gear This section describes items that have special rules or
require further explanation.
Item Cost Weight
Provisions Antitoxin
Beer, bottle $0.05 2 lb. A creature that drinks this vial of liquid gains
Bread, loaf $0.05 1 lb. advantage on saving throws against poison for 1 hour.
Coffee $0.15 1 lb. It confers no benefit to undead or constructs.
Cheese $0.05 1 lb.
Meal, squalid $0.01 0.33 lb. Arcane Focus
Meal, poor $0.03 0.33 lb. An arcane focus is a special item— an orb, a crystal, a
Meal, modest $0.10 0.33 lb. rod, a specially constructed staff, a wand-like length of
Meal, comfortable $0.15 0.33 lb. wood, or som e similar item— designed to channel the
Meal, wealthy $0.30 0.33 lb. power of arcane spells. An arcanist, channeler, or magi
Meal, aristocratic $0.75 0.33 lb. can use these foci to cast spells.
Meat, chunk $0.10 1 lb.
Ball Bearings
Rations (1 day) $0.15 1 lb.
As an action, you can spill these tiny metal balls from
Whiskey, bottle $3.00 2 lb.
their pouch to cover a level area 10 feet square. A
Miscellaneous
creature moving across the covered area must
Antitoxin (vial) $20.00 0.01 lb
succeed on a DC 10 Dexterity saving throw or fall
Ball bearings (bag o f 1,000) $0.75 2 lb.
prone. A creature moving through the area at half
Binoculars $15.00 1 lb.
speed doesn’t need to make the saving throw.
Blanket $0.35 3 lb.
Bottle, glass $0.15 2 lb. Binoculars
Caltrops (bag of 20) $0.75 2 lb. Objects viewed through a spyglass are magnified to
Candle $0.01 0.01 lb twice their size.
Chain (10 feet) $3.00 10 lb.
Climber’s kit $15.00 12 lb. Caltrops
Crowbar $1.25 5 lb. As an action, you can spread a single bag of caltrops to
Grappling hook $1.25 4 lb. cover a 5-foot-square area. Any creature that enters
Gun Oil (flask) $4.00 1 lb. the area must succeed on a DC 15 Dexterity saving
Healer’s kit $5.00 3 lb. throw or stop moving and take 1 piercing damage.
Health Tonic $30.00 0.5 lb. Until the creature regains at least 1 hit point, its
Holy water (flask) $15.00 1 lb. walking speed is reduced by 10 feet. A creature moving
Ink (1 ounce bottle) $3.50 0.01 lb. through the area at half speed doesn’t need to make
Ink pen $0.05 0.01 lb the saving throw.
Ladder (10-foot) $0.10 25 lb. Candle
Lamp $0.35 1 lb. For 1 hour, a candle sheds bright light in a 5-foot
Lantern, bullseye $7.50 2 lb. radius and dim light for an additional 5 feet.
Lantern, hooded $3.50 2 lb.
Lock $5.00 1 lb. Chain
Magnifying glass $5.00 0.50 lb. A chain has 10 hit points. It can be burst with a
Manacles $1.50 6 lb. successful DC 20 Strength check.
Oil (flask) $0.15 1 lb.
Paper (one sheet) $0.10 0.01 lb. Climber’s Kit
Parchment (one sheet) $0.05 0.01 lb. A climber’s kit includes special pitons, boot tips,
Pickaxe $1.50 10 lb. gloves, and a harness. You can use the climber’s kit as
Poison, basic (vial) $25.00 0.01 lb. an action to anchor yourself; when you do, you can’t
Quiver $0.75 1 lb. fall more than 25 feet from the point where you
Rope (50 feet) $0.75 10 lb. anchored yourself, and you can’t climb more than 25
Scale $3.50 3 lb. feet away from that point without undoing the anchor.
Shovel $0.50 5 lb. Coffee Percolator
Signal whistle $0.05 0.01 lb. This metal pitcher allows you to brew coffee as long as
Whetstone $1.00 1 lb. you have access to water, ground coffee, and a fire.
Drinking coffee gives a +1 bonus to initiative checks,
but also slightly dehydrates the drinker, which raises
their water intake requirements by 1 quart (see Food &
Water rules on page 101 for more details.)

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Table of Contents
Crowbar Health Tonic
Using a crowbar grants advantage to Strength checks A character who drinks the magical red fluid in this
where the crowbar’s leverage can be applied. vial regains 2d4 + 2 hit points. Drinking or
administering a potion takes a bonus action.
Fishing Rod & Tackle
This kit includes a wooden rod, silken line, corkwood Holy Water
bobbers, steel hooks, lead sinkers, velvet lures, and As an action, you can splash the contents of this flask
narrow netting. onto a creature within 5 feet of you or throw it up to
Gun Oil 20 feet, shattering it on impact. In either case, make a
ranged attack against a target creature, treating the
This oil is used for routine maintenance of a firearm,
holy water as an improvised weapon. If the target is a
and can ensure that a weapon works as intended. If
fiend or undead, it takes 2d6 radiant damage. A zealot
you spend 30 minutes cleaing a firearm with this oil,
may create holy water by performing a special ritual.
the misfire score for that firearm is reduced by 1 for
The ritual takes 1 hour to perform, uses $15 worth of
the next 8 hours.
powdered silver, and expends a 1st-level spell slot.
Healer’s Kit Hunting Trap
This kit is a leather pouch containing bandages, salves,
When you use your action to set it, this trap forms a
and splints. The kit has ten uses. As an action, you can
saw-toothed steel ring that snaps shut when a
expend one use of the kit to stabilize a creature that
creature steps on a pressure plate in the center. The
has 0 hit points, without needing to make a Medicine
trap is affixed by a heavy chain to an immobile object,
check. If you are proficient in Medicine, you can make
such as a tree or a spike driven into the ground. A
a Medicine check (DC = 8 + the number of wounds on
creature that steps on the plate must succeed on a DC
the patient), to remove a single wound from a
13 Dexterity saving throw or take 1d4 piercing damage
creature. Then, for each 5 points that you beat the DC,
and stop moving. Thereafter, until the creature breaks
an additional wound is healed.
free of the trap, its movement is limited by the length
of the chain (typically 3 feet long). A creature can use
its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a
success. Each failed check deals 1 piercing damage to
the trapped creature.

Lamp
A lamp casts bright light in a 15-foot radius and dim
light for an additional 30 feet. Once lit, it burns for 6
hours on a flask (1 pint) of oil.

Lantern, Bullseye
A bullseye lantern casts bright light in a 60-foot cone
and dim light for an additional 60 feet. Once lit, it
burns for 6 hours on a flask (1 pint) of oil.

Lantern, Hooded
A hooded lantern casts bright light in a 30-foot radius
and dim light for an additional 30 feet. Once lit, it
burns for 6 hours on a flask (1 pint) of oil. As an action,
you can lower the hood, reducing the light to dim light
in a 5-foot radius.

Lock
A key is provided with the lock. Without the key, a
creature proficient with thieves’ tools can pick this
lock with a successful DC 15 Dexterity check. Your DM
may decide that better locks are available for higher
prices.

Magnifying Glass
This lens allows a closer look at small objects. It is also
useful as a substitute for flint and steel when starting
fires. Lighting a fire with a magnifying glass requires
light as bright as sunlight to focus, tinder to ignite,

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97
and about 5 minutes for the fire to ignite. A magnifying fire. Using it to light a torch—or anything else with
glass grants advantage on any ability check made to abundant, exposed fuel—takes an action. Lighting any
appraise or inspect an item that is small or highly other fire takes 1 minute.
detailed.
Whetstone
Manacles This small stone can be used to maintain the
These metal restraints can bind a Small or Medium effectiveness of a melee weapon. If you spend 30
creature. Escaping the manacles requires a successful minutes maintaining a weapon with this stone, you
DC 20 Dexterity check. Breaking them requires a may reroll any 1s you roll on the damage die for an
successful DC 20 Strength check. Each set of manacles attack made with this weapon. You must take the new
comes with one key. Without the key, a creature roll.
proficient with thieves’ tools can pick the manacles’
lock with a successful DC 15 Dexterity check. Manacles Container Capacity
have 15 hit points. Container Capacity
Backpack 1 cubic foot, 30 pounds of gear
Mess Kit Barrel 40 gallons liquid, 4 cubic feet solid
This tin box contains a cup and simple cutlery. The Basket 2 cubic feet, 40 pounds of gear
box clamps together, and one side can be used as a Bottle 1 1/2 pints liquid
plate or shallow bowl. Bucket 3 gallons liquid, 1/2 cubic foot solid
Oil Chest 12 cubic feet, 300 pounds of gear
Oil usually comes in a glass flask that holds 1 pint. As Flask 1 pint liquid
an action, you can splash the oil in this flask onto a Pot, iron 1 gallon liquid
creature within 5 feet of you or throw it up to 20 feet, Pouch 1/5 cubic foot, 6 pounds of gear
shattering it on impact. Make a ranged attack against a Sack 1 cubic foot, 30 pounds of gear
target creature or object, treating the oil as an Vial 4 ounces liquid
improvised weapon. On a hit, the target is covered in Waterskin 4 pints liquid
oil. If the target takes any fire damage before the oil
dries (after 1 minute), the target takes an additional 5
fire damage from the burning oil. You can also pour a Tools
flask of oil on the ground to cover a 5-foot-square A tool helps you to do something you couldn’t
area. If lit, the oil burns for 2 rounds and deals 5 fire otherwise do, such as craft or repair an item, forge a
damage to any creature that enters the area or ends document, or pick a lock. Proficiency with a tool
its turn in the area. A creature can take this damage allows you to add your proficiency bonus to any ability
only once per turn. check you make using that tool.

Poison, Basic
You can use the poison in this vial to coat one slashing Tools
or piercing weapon or up to three pieces of Item Cost Weight
ammunition. Applying the poison takes an action. A Artisan’s Tools
creature hit by the poisoned weapon or ammunition Brewer’s supplies $15.00 9 lb.
must make a DC 10 Constitution saving throw or take Calligrapher’s supplies $7.50 5 lb.
1d4 poison damage. Once applied, the poison retains Carpenter’s tools $5.00 6 lb.
potency for 1 minute before drying. Cartographer’s tools $10.00 6 lb.
Rope Cobbler’s tools $5.00 5 lb.
Cook’s utensils $1.00 8 lb.
Rope has 2 hit points and can be burst with a DC 17
Glassblower’s tools $20.00 5 lb.
Strength check.
Jeweler’s tools $18 gp 2 lb.
Salt Paper Leatherworker’s tools $5.00 5 lb.
This waxy brown paper is made of corn husks that are Mason’s tools $7.50 8 lb.
lined with coarse salt. These sheets are used to Painter’s supplies $7.50 5 lb.
preserve meats while on the trail and can considerably Potter’s tools $7.50 3 lb.
extend the shelf life of raw and cooked meats. If Smith’s tools $15.00 8 lb.
wrapped in salt paper, raw meat can last 2 days Tinker’s tools $30.00 10 lb.
without spoiling and cooked meat can last for 7 days. Weaver’s tools $1.00 5 lb.
(see Food & Water rules on page 101 for more details.) Woodcarver’s tools $1.00 5 lb.

Tinderbox
This small container holds flint, fire steel, and tinder
(usually dry cloth soaked in light oil) used to kindle a

PART 5 | Life on the Trail


98
Table of Contents
checks you make to play a game with that set. Each
type of gaming set requires a separate proficiency.
Tools
Item Cost Weight
Herbalism Kit
Gaming Sets This kit contains a variety of instruments such as
Dice set $0.05 0.01 lb. clippers, mortar and pestle, and pouches and vials
used by herbalists to create remedies and potions.
Chess set $1.00 0.5 lb.
Proficiency with this kit lets you add your proficiency
Playing card set $0.10 0.01 lb.
bonus to any ability checks you make to identify or
Musical Instruments
apply herbs. Also, proficiency with this kit is required
Accordion $15.00 6 lb.
to create antitoxin and health tonics.
Banjo $5.00 2 lb.
Drum $5.00 3 lb. Musical Instrument
Fiddle $15.00 2 lb. Several of the most common types of musical
Flute $3.00 1 lb. instruments are shown on the table as examples. If you
Guitar $20.00 2 lb. have proficiency with a given musical instrument, you
Harmonica $3.00 1 lb. can add your proficiency bonus to any ability checks
Horn $5.00 2 lb. you make to play music with the instrument. A ley-
Other Tools touched can use a musical instrument as a spellcasting
Disguise kit $18.00 3 lb. focus. Each type of musical instrument requires a
Forgery kit $12.50 2 lb. separate proficiency.
Herbalism kit $3.50 3 lb.
Navigator’s tools $15.00 2 lb. Navigator’s Tools
Poisoner’s kit $30.00 2 lb. This set of instruments is used for navigation at sea.
Surgery kit $20.00 5 lb. Proficiency with navigator’s tools lets you chart a
Thieves’ tools $15.00 1 lb. ship’s course and follow navigation charts. In addition,
these tools allow you to add your proficiency bonus to
any ability check you make to avoid getting lost at sea.

Artisan’s Tools Poisoner’s Kit


These special tools include the items needed to pursue A poisoner’s kit includes the vials, chemicals, and other
a craft or trade. The table shows examples of the most equipment necessary for the creation of poisons.
common types of tools, each providing items related Proficiency with this kit lets you add your proficiency
to a single craft. Proficiency with a set of artisan’s bonus to any ability checks you make to craft or use
tools lets you add your proficiency bonus to any ability poisons.
checks you make using the tools in your craft. Each
Surgery Kit
type of artisan’s tools requires a separate proficiency.
This tool kit includes scalpels, needles, thread, bone
Disguise Kit saws, forceps, and other tools necessary for surgery.
This pouch of cosmetics, hair dye, and small props lets Proficiency with this kit allows you to apply your
you create disguises that change your physical proficiency bonus to ability checks to peform medical
appearance. Proficiency with this kit lets you add your procedures, or to identify medical conditions.
proficiency bonus to any ability checks you make to
Thieves’ Tools
create a visual disguise.
This set of tools includes a small file, a set of lock
Forgery Kit picks, a small mirror mounted on a metal handle, a set
This small box contains a variety of papers and of narrow-bladed scissors, and a pair of pliers.
parchments, pens and inks, seals and sealing wax, gold Proficiency with these tools lets you add your
and silver leaf, and other supplies necessary to create proficiency bonus to any ability checks you make to
convincing forgeries of physical documents. disarm traps or open locks.
Proficiency with this kit lets you add your proficiency
bonus to any ability checks you make to create a
physical forgery of a document.

Gaming Set
This item encompasses a wide range of game pieces,
including dice and decks of cards. A few common
examples appear on the Tools table, but other kinds of
gaming sets exist. If you are proficient with a gaming
set, you can add your proficiency bonus to ability

PART 5 | Life on the Trail


Table of Contents 99
Mounts & Vehicles Lifestyle Expenses
A good mount can help you move more quickly
through the wilderness, but its primary purpose is to Lifestyle Price/Day
carry the gear that would otherwise slow you down. Wretched —-
The Mounts and Other Animals table shows each Squalid $0.05
animal’s speed and base carrying capacity. Poor $0.15
An animal pulling a carriage, cart, chariot, sled, or Modest $0.85
wagon can move weight up to five times its base Comfortable $1.50
carrying capacity, including the weight of the vehicle. Wealthy $3.00
If multiple animals pull the same vehicle, they can add Aristocratic $7.50
their carrying capacity together.

Mounts & Other Animals Wretched (Pay: $0-$0.34 per week)


Item Cost Speed Carrying Capacity You live in inhumane conditions. With no place to call
Donkey or mule $50 40 ft. 420 lb. home, you shelter wherever you can, sneaking into
Horse, draft $150 40 ft. 540 lb. barns, huddling in old crates, and relying on the good
Horse, riding $200 60 ft. 480 lb. graces of people better off than you. A wretched
Pony $30 40 ft. 225 lb. lifestyle presents abundant dangers. Violence, disease,
Warhorse $350 60 ft. 540 lb. and hunger follow you wherever you go. Other
wretched people covet your armor, weapons, and
adventuring gear, which represent a fortune by their
standards. You are beneath the notice of most people.
Tack, Harness & Drawn Vehicles
Squalid (Pay: $0.35-$1.04 per week)
Item Cost Weight
You live in a leaky stable, a mud-floored hut just
Bit and bridle $2.50 1 lb.
outside town, or a vermin-infested boarding house in
Buggy $75.00 250 lb.
the worst part of town. You have shelter from the
Cart $15.00 200 lb.
elements, but you live in a desperate and often violent
Feed (per day) $0.05 10 lb.
environment, in places rife with disease, hunger, and
Saddle, Military $60.00 30 lb.
misfortune. You are beneath the notice of most
Saddle, Pack $15.00 15 lb. people, and you have few legal protections. Most
Saddle, Riding $30.00 25 lb. people at this lifestyle level have suffered some
Saddlebags $3.00 8 lb. terrible setback. They might be disturbed, marked as
Stabling (per day) $0.25 — exiles, or suffer from disease.
Stagecoach $100.00 500 lb.
Wagon $65.00 400 lb. Poor (Pay: $1.05-$5.00 per week)
A poor lifestyle means going without the comforts
available in a stable community. Simple food and
lodgings, threadbare clothing, and unpredictable
Expenses conditions result in a sufficient, though probably
unpleasant, experience. Your accommodations might
Lifestyle expenses cover your accommodations, food
and drink, and all your other necessities during be a room in a flophouse or in the common room
above a saloon. You benefit from some legal
downtime.
At the start of each week or month (your choice), protections, but you still have to contend with
choose a lifestyle from the Expenses table and pay the violence, crime, and disease. People at this lifestyle
level tend to be unskilled laborers, costermongers,
price to sustain that lifestyle. Your lifestyle might
change from one period to the next, based on the peddlers, thieves, mercenaries, and other disreputable
funds you have at your disposal, or you might maintain types.
the same lifestyle throughout your character’s career. Modest (Pay: $5.95-$10.40 per week)
Your lifestyle choice can have consequences. A modest lifestyle keeps you out of the slums and
Maintaining a wealthy lifestyle might help you make ensures that you can maintain your equipment. You
contacts with the rich and powerful, though you run live in an older part of town, renting a room in a
the risk of attracting thieves. Likewise, living frugally boarding house, inn, or temple. You don’t go hungry or
might help you avoid criminals, but you are unlikely to thirsty, and your living conditions are clean, if simple.
make powerful connections. Each lifestyle description Ordinary people living modest lifestyles include
will also list the weekly pay that a laborer generally soldiers with families, average laborers, students,
associated with this lifestyle would earn priests, hedge wizards, and the like.

PART 5 | Life on the Trail Table of Contents


100
Comfortable (Pay: $10.50-$20.00 per week)
Choosing a comfortable lifestyle means that you can Food & Water
afford nicer clothing and can easily maintain your Life on the Frontier can be difficult, and there’s no
equipment. You live in a small cottage in a middle- guarantee of sustenance on any given day. Travelers
class neighborhood or in a private room at a fine inn. must be able to provide for themselves in the open
You associate with merchants, skilled tradespeople, wilderness. The following rules list the food and water
and military officers. needs for adventurers on the Frontier.

Wealthy (Pay: $21.00-$50.00 per week) Food


Choosing a wealthy lifestyle means living a life of A character needs one pound of food per day and can
luxury, though you might not have achieved the social make food last longer by subsisting on half portions.
status associated with the old money of nobility or Eating half a pound of food in a day counts as half a
royalty. You live a lifestyle comparable to that of a day without food.
highly successful merchant or the owner of a few small A character can go without food for a number of
businesses. You have respectable lodgings, usually a days equal to 3 + his or her Constitution modifier
spacious home in a good part of town or a comfortable (minimum 1), making a Constitution saing throw with a
suite at a fine inn. You likely have a small staff of DC equal to 12 + the number of consecutive days
servants. without food at the end of each of these days to avoid
exhaustion. At the end of each day beyond that limit, a
Aristocratic ($52.50+ per week) character automatically suffers one level of
You live a life of plenty and comfort. You move in exhaustion. A normal day of eating resets the count of
circles populated by the most powerful people in the days without food to zero.
community. You have excellent lodgings, perhaps a When storing food, especially meats, one must act
townhouse in the nicest part of town or rooms in the fast to ensure that it does not spoil. Uncooked meat
finest inn. You dine at the best restaurants, retain the can last for 2 hours without spoiling, while cooked
most skilled and fashionable tailor, and have servants meat can last for 4 hours without spoiling. Rations are
attending to your every need. You receive invitations dried jerkies, hard tack and other spoil-resistant foods
to the social gatherings of the rich and powerful, and that keep very well while out on the trail. However,
spend evenings in the company of politicians, business these are definitely not the most appetizing or
magnates and land tycoons. You must also contend nutritious of meals. If a character eats nothing but
with the highest levels of deceit and treachery. The rations for 3 consecutive days, they gain disadvantage
wealthier you are, the greater the chance you will be on saving throws against poison or disease until they
drawn into political intrigue as a pawn or participant. eat a different type of meal.
If a character eats spoiled food, they must succeed
Encumberance at a DC 17 Constitution saving throw or become
poisoned. If a character fails this saving throw, eating
On the Frontier, you have to make sure you’re only
the spoiled food does not count as a completed meal
carrying what you need. Beasts of burden, storage
for that day.
carts and similar items are a hot commodity on the
open trails of the 5 Corners, and without them, a Water
traveler needs to be wary of overloading themselves,
A character needs one gallon of water per day (two
lest they become an easy target for the dangers of the
waterskins worth of water). If the weather is hot, the
wild.
amount of water needed is doubled. A character who
If you carry weight in excess of 7.5 times your
drinks only half that much water must succeed on a
Strength score, you are encumbered, which means
your speed drops by 10 feet, and Your maximum DC 15 Constitution saving throw or suffer one level of
exhaustion at the end of the day. A character with
Dexterity bonus to AC is +3.
access to even less water automatically suffers one
If you carry weight in excess of 10 times your
level of exhaustion at the end of the day.
Strength score, up to your maximum carrying
capacity, you are instead heavily encumbered, which
means your speed drops by 20 feet, your maximum
Dexterity bonus to AC is +1 and you have disadvantage
on ability checks, attack rolls, and saving throws that
use Strength, Dexterity, or Constitution.

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Table of Contents 101
Resting
Heroic though they might be, adventurers can’t spend
every hour of the day in the thick of exploration, social
interaction, and combat. They need rest—time to sleep
and eat, tend their wounds, refresh their minds and
spirits for spellcasting, and brace themselves for
further adventure.
Short Rest
A short rest is a period of downtime during which a
character does nothing more strenuous than eating,
drinking, reading, and tending to wounds. A character
can spend one or more Hit Dice at the end of a short
rest, up to the character’s maximum number of Hit
Dice, which is equal to the character’s level. For each
Hit Die spent in this way, the player rests for 10
minutes, and the player rolls the die and adds the
character’s Constitution modifier to it. The character
regains hit points equal to the total. For a player to
regain features during a short rest, they must rest for
at least 30 minutes.

Long Rest
A long rest is a period of extended downtime, at least 8
hours long, during which a character sleeps for at least
6 hours and performs no more than 2 hours of light
activity, such as reading, talking, eating, or standing
watch. If the rest is interrupted by a period of
strenuous activity - at least 1 hour of walking, fighting,
casting spells, or similar adventuring activity - you
must begin the rest again to gain any benefit.
At the end of a long rest, you regain half of your hit
point maximum (rounded up) and half of your
maximum Hit Dice. You can immediately spend any
number of Hit Dice to recover more hit points or
remove wounds as well. If you are a spellcaster, you
regain half of your total spell slots.
You can’t benefit from more than one long rest in a
24-hour period, and you must have at least 1 hit point
at the start of the rest to gain its benefits.

Full Rest
A full rest is a period of downtime, at least 24 hours
long, during which you sleep at least 6 hours, and
perform light activity or nonstrenuous labor for up to
2 hours. A full rest cannot be attempted while in the
wilderness, while sleeping on dirt or stone, or while
wearing Heavy armor. You must be in a safe location
where you do not feel the need to keep watch or
constantly be on guard.
At the end of a full rest, you recover all lost hit
points and regain all spent Hit Dice, as well as all spell
slots if applicable. A full rest also counts towards
recovery for any serious Injuries. You must have at
least 1 hit point at the start of the rest to gain its
benefits.

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102
Magic
This section outlines the different types of spells and Magnify Gravity
magical abilities available to the different casters of Protection from Evil and Good
the Forsaken Frontier. Shield
Silent Image
Spell Lists Sleep
Snare
The following lists contain the only available spells in
Tenser’s Floating Disk
the Forsaken Frontier. These 4 different lists are
Thunderwave
separated due to the the different magical traditions
that allow access to magic. Unseen Servant
Arcane Spell List 2nd-level
Alter Self
Cantrips Arcane Lock
Acid Splash Blur
Blade Ward Cloud of Daggers
Chill Touch Continual Flame
Dancing Lights Darkvision
Fire Bolt Enlarge/Reduce
Friends Enhance Ability
Light Find Traps
Mage Hand Flaming Sphere
Mending Heat Metal
Message Hold Person
Minor Illusion Immovable Object
Poison Spray Invisibility
Prestidigitation Knock
Ray of Frost Levitate
Shocking Grasp Locate Object
True Strike Magic Mouth
Magic Weapon
1st-Level
Alarm Melf’s Acid Arrow
Catapult Mirror Image
Chromatic Orb Misty Step
Color Spray Nystul’s Magic Aura
Comprehend Languages Rope Trick
Detect Magic Scorching Ray
Disguise Self See Invisibility
Expeditious Retreat Shatter
Feather Fall Silence
Find Familiar Spider Climb
Fog Cloud Vortex Warp
Grease Web
Identify Wristpocket
Illusory Script 3rd-level
Jump Blink
Longstrider Clairvoyance
Mage Armor Counterspell
Magic Missile Dispel Magic
Fireball
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Table of Contents 103
Fly Teleportation Circle
Galder’s Tower Wall of Force
Gaseous Form Wall of Stone
Glyph of Warding
Haste 6th-level
Arcane Gate
Hypnotic Pattern Blade Barrier
Intellect Fortress Chain Lightning
Leomund’s Tiny Hut Contingency
Lightning Bolt Disintegrate
Magic Circle Flesh to Stone
Major Image Forbiddance
Melf’s Minute Meteors Globe of Invulnerability
Nondetection Guards and Wards
Protection from Energy Move Earth
Sending Programmed Illusion
Slow Scatter
Stinking Cloud Tenser’s Transformation
Thunder Step True Seeing
Tiny Servant Wall of Ice
Tongues Word of Recall
Water Breathing
7th-level
4th-Level
Arcane Eye Delayed Blast Fireball
Banishment Forcecage
Dimension Door Mirage Arcane
Fabricate Mordenkainen’s Magnificent Mansion
Fire Shield Mordenkainen’s Sword
Galder’s Speedy Courier Prismatic Spray
Greater Invisibility Project Image
Hallucinatory Terrain Reverse Gravity
Leomund’s Secret Chest Sequester
Locate Creature Simulacrum
Mordenkainen’s Faithful Hound Symbol
Mordenkainen’s Private Sanctum Teleport
Otiluke’s Resilient Sphere 8th-level
Polymorph Antimagic Field
Stone Shape Clone
Stoneskin Feeblemind
Summon Construct Glibness
Wall of Fire Illusory Dragon
Incendiary Cloud
5th-level
Animate Objects Maze
Bigby’s Hand Mighty Fortress
Cloudkill Mind Blank
Creation Power Word Stun
Far Step Telepathy
Hold Monster 9th-level
Legend Lore Blade of Disaster
Mislead Gate
Passwall Imprisonment
Planar Binding Invulnerability
Rary’s Telepathic Bond Meteor Swarm
Scrying Prismatic Wall
Seeming Shapechange
Skill Empowerment Time Stop
Steel Wind Strike True Polymorph
Telekinesis Wish
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Table of Contents
Divine Spell List 3rd-level
Aura of Vitality
Cantrips
Dancing Lights Beacon of Hope
Guidance Bestow Curse
Light Blinding Smite
Mending Clairvoyance
Message Crusader’s Mantle
Resistance Daylight
Sacred Flame Dispel Magic
Spare the Dying Feign Death
Thaumaturgy Glyph of Warding
Word of Radiance Haste
Magic Circle
1st-level Mass Healing Word
Bane Protection from Energy
Bless Remove Curse
Ceremony Revivify
Command Sending
Compelled Duel Speak with Dead
Cure Wounds Spirit Guardians
Detect Evil and Good Tongues
Detect Magic Water Walk
Detect Poison and Disease
Divine Favor 4th-level
Aura of Life
Gift of Alacrity Aura of Purity
Guiding Bolt Banishment
Healing Word Death Ward
Heroism Divination
Inflict Wounds Freedom of Movement
Protection from Evil and Good Guardian of Faith
Purify Food and Drink Locate Creature
Sanctuary Sickening Radiance
Searing Smite Staggering Smite
Shield of Faith
Thunderous Smite 5th-level
Wrathful Smite Antilife Shell
Banishing Smite
2nd-level
Aid Bigby’s Hand
Augury Circle of Power
Blindness/Deafness Commune
Borrowed Knowledge Contagion
Branding Smite Dawn
Calm Emotions Destructive Wave
Enhance Ability Dispel Evil and Good
Find Traps Flame Strike
Fortune’s Favor Geas
Gentle Repose Greater Restoration
Hold Person Hallow
Lesser Restoration Hold Monster
Locate Object Holy Weapon
Magic Weapon Legend Lore
Prayer of Healing Mass Cure Wounds
Protection from Poison Planar Binding
Silence Raise Dead
Spiritual Weapon Scrying
Warding Bond Summon Celestial
Zone of Truth Wall of Light
PART 5 | Life on the Trail
Table of Contents 105
6th-level Comprehend Languages
Blade Barrier Detect Evil and Good
Find the Path Detect Magic
Forbiddance Disguise Self
Harm Dissonant Whispers
Heal Faerie Fire
Heroes’ Feast False Life
Planar Ally Find Familiar
Sunbeam Hellish Rebuke
True Seeing Hex
Word of Recall Identify
Inflict Wounds
7th-level
Conjure Celestial Mage Armor
Crown of Stars Protection from Evil and Good
Divine Word Ray of Sickness
Etherealness Silvery Barbs
Regenerate Sleep
Resurrection Tasha’s Caustic Brew
Symbol Tasha’s Hideous Laughter
Temple of the Gods Unseen Servant
Witch Bolt
8th-Level
Antimagic Field 2nd-level
Alter Self
Antipathy/Sympathy Augury
Holy Aura Blindness/Deafness
Sunburst Borrowed Knowledge
9th-Level Calm Emotions
Foresight Crown of Madness
Gate Darkness
Mass Heal Darkvision
Power Word Heal Detect Thoughts
True Resurrection Enthrall
Wish Flock of Familiars
Fortune’s Favor
Gentle Repose
Occult Spell List Hold Person
Cantrips Invisibility
Acid Splash Locate Object
Chill Touch Melf’s Acid Arrow
Eldritch Blast Mind Spike
Infestation Mirror Image
Light Misty Step
Message Nystul’s Magic Aura
Minor Illusion Pass Without Trace
Poison Spray Phantasmal Force
Prestidigitation Ray of Enfeeblement
Sapping Sting See Invisibility
Spare the Dying Shadow Blade
Toll the Dead Silence
Vicious Mockery Spider Climb
Suggestion
1st-level
Armor of Agathys Tasha’s Mind Whip
Arms of Hadar Wither and Bloom
Bane 3rd-level
Cause Fear Animate Dead
Charm Person Bestow Curse
Command Catnap
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Table of Contents
Clairvoyance Negative Energy Flood
Counterspell Raise Dead
Dispel Magic Scrying
Enemies Abound Synaptic Static
Fast Friends Telekinesis
Fear
Feign Death 6th-level
Circle of Death
Gaseous Form Create Homunculus
Glyph of Warding Create Undead
Hunger of Hadar Drawmij’s Instant Summon
Hypnotic Pattern Eyebite
Life Transference Find the Path
Magic Circle Guards and Wards
Phantom Steed Harm
Remove Curse Magic Jar
Sending Mass Suggestion
Slow Mental Prison
Speak with Dead Otto’s Irresistible Dance
Spirit Guardians Planar Ally
Spirit Shroud Soul Cage
Summon Shadowspawn Summon Fiend
Tiny Servant Tasha’s Otherworldly Guise
Tongues True Seeing
Vampiric Touch
7th-Level
4th-Level
Arcane Eye Crown of Stars
Banishment Etherealness
Blight Finger of Death
Charm Monster Power Word Pain
Compulsion Resurrection
Confusion Sequester
Divination Simulacrum
Dominate Beast Tether Essence
Evard’s Black Tentacles 8th-Level
Greater Invisibility Abi-Dalzim’s Horrid Writing
Locate Creature Antipathy/Sympathy
Phantasmal Killer Clone
Polymorph Dominate Monster
Raulothim’s Psychic Lance Feeblemind
Shadow of Moil Glibness
Sickening Radiance Illusory Dragon
Summon Aberration Maddening Darkness
Summon Greater Demon Mind Blank
Vitriolic Sphere Power Word Stun
5th-level
Telepathy
Contact Other Plane 9th Level
Contagion Foresight
Danse Macabre Power Word Kill
Dispel Evil and Good Psychic Scream
Dominate Person Ravenous Void
Dream Time Ravage
Enervation True Resurrection
Geas Wish
Hold Monster
Infernal Calling
Legend Lore
Modify Memory
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Table of Contents 107
Primal Spell List Dragon’s Breath
Dust Devil
Cantrips
Control Flames Earthbind
Druidcraft Enhance Ability
Frostbite Find Steed
Guidance Flame Blade
Gust Flaming Sphere
Infestation Gentle Repose
Lightning Lure Gust of Wind
Magic Stone Heat Metal
Mending Lesser Restoration
Mold Earth Locate Animals or Plants
Message Locate Object
Poison Spray Maximillian’s Earthen Grasp
Primal Savagery Misty Step
Produce Flame Moonbeam
Resistance Pass without Trace
Shape Water Protection from Poison
Shillelagh Scorching Ray
Spare the Dying Shatter
Thorn Whip Snilloc’s Snowball Storm
Thunderclap Spike Growth
Warding Wind
1st-level Web
Absorb Elements Wither and Bloom
Animal Friendship
Beast Bond 3rd-level
Call Lightning
Burning Hands Conjure Animals
Chaos Bolt Conjure Barrage
Cure Wounds Daylight
Detect Magic Dispel Magic
Detect Poison and Disease Elemental Weapon
Earth Tremor Erupting Earth
Ensnaring Strike Fireball
Entangle Fly
Faerie Fire Gaseous Form
Feather Fall Lightning Bolt
Fog Cloud Meld into Stone
Frost Fingers Nondetection
Hail of Thorns Plant Growth
Healing Word Protection from Energy
Hunter’s Mark Revivify
Ice Knife Sleet Storm
Purify Food and Drink Speak with Plants
Snare Thunder Step
Speak with Animals Tidal Wave
Thunderwave Wall of Sand
Zephyr Strike Wall of Water
2nd-level Water Breathing
Agnazzar’s Scorcher Water Walk
Alter Self Wind Wall
Animal Messenger
Augury 4th-level
Blight
Barkskin Conjure Minor Elementals
Beast Sense Conjure Woodland Beings
Continual Flame Control Water
Darkvision Dominate Beast
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Table of Contents
Elemental Bane Earthquake
Find Greater Steed Incendiary Cloud
Fire Shield Sunburst
Freedom of Movement Tsunami
Giant Insect
Grasping Vine 9th-level
Meteor Swarm
Guardian of Nature Power Word Heal
Ice Storm Shapechange
Locate Creature Storm of Vengeance
Stone Shape True Resurrection
Stoneskin
Storm Sphere
Wall of Fire
Watery Sphere
5th-level
Antilife Shell
Awaken
Commune with Nature
Cone of Cold
Conjure Elemental
Contagion
Control Winds
Greater Restoration
Hallow
Immolation
Insect Plague
Maelstrom
Reincarnate
Scrying
Steel Wind Strike
Transmute Rock
Tree Stride
Wall of Stone
Wrath of Nature
6th-level
Bones of the Earth
Chain Lightning
Conjure Fey
Druid Grove
Find the Path
Flesh to Stone
Move Earth
Primordial Ward
Sunbeam
Transport via Plants
Wall of Ice
Wall of Thorns
Wind Walk
7th-level
Fire Storm
Prismatic Spray
Regenerate
Whirlwind
8th-level
Animal Shapes
Control Weather
PART 5 | Life on the Trail
Table of Contents 109
Skills & Feats
There are 2 brand new skills exclusive to the Forsaken Diehard
Frontier: Mechanics and Streetwise. This section goes You are especially hard to kill, since your wounds
into detail on how these skills can be used. quickly stabilize when you’re grievously wounded.
Once per day, when you are reduced to 0 HP, you can
Mechanics (Int) instead drop to 1 HP.
You can identify and understand the nuances of
mechanical machinery, from watches and firearms to Ground Fighting
telegraphs and steam engines. Prerequisite: Strength 12
You can use this skill to assess the stability of You maintain your combat prowess even when at a
structures and machines, identify technological disadvantage. You take no penalties for melee attacks
constructs, break down and reassemble firearms and made while prone, and when you are knocked prone,
small contraptions, and understand the inner workings as a reaction you can cause an adjacent enemy to
of machines large and small. make a DC 15 Strength saving throw or be knocked
prone with you.
Streetwise (Wis)
You understand the inner workings of civilization and
Parting Shot
can use that to get the exact information that you Prerequisite: Dexterity 15 or higher
need. When you take the disengage action, you can make a
You can use this skill to gather information about single ranged attack against the target you are
the people, places, and events happening in a disengaging.
settlement, no matter how large or small. You can find Pinpoint Hurler
out who the movers and shakers are, where to get
You can throw weapons with greater accuracy. If you
what you need (and how to get there), and where not
miss on an attack roll with a thrown weapon, the
to go.
weapon instead lands in the square of your intended
target rather than traveling its full distance.
Feats
The following are Forsaken Frontier exclusive feats Solid Stance
that are used in conjuction with normal 5e feats. Prerequisite: Constitution 15
You are difficult to move or knock down. When an
Defensive Roll attack or effect would knock you prone, you can
Prerequisite: Dexterity 16, Proficiency in Acrobatics ignore that effect as a reaction. In addition, the
You can dive out of the way of an incoming attack. distance that any effect that would move you against
As a reaction when you are attacked or when you must your will is reduced by 5 feet.
attempt a Dexterity saving throw, you can attempt an
Acrobatics check. If you use this ability as a reaction to Tracker
an attack and your Acrobatics check result exceeds You have spent time hunting creatures and honed your
your opponent’s attack roll result, the attack misses skills, gaining the following benefits:
you. • Increase your Wisdom score by 1, to a maximum of
If you use this ability as a reaction when you must 20.
attempt a Dexterity saving throw, you can use your • You learn the hunter’s mark spell. You can cast it
Acrobatics check result as your Dexterity save result. once without expending a spell slot, and you must
Once you use this ability, you cannot do so again until finish a long rest before you can cast it in this way
you’ve completed a short or long rest. again. You can also cast the spell using any spell slots
you have. Wisdom is your spellcasting ability for this
Demolitionist spell.
You are skilled at using grenades and explosives. • You have advantage on Survival checks to track
creatures.
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You gain proficiency with explosives.
The DC for effects caused by explosives you use is
increased by 1.
PART 5 | Life on the Trail
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Table of Contents
The 5 Corners
Arroyas

The desert nation of Arroyas is a harsh land, slowing


travel for all but the most experienced of survivalists. spread out to hug the northern, eastern, and western
The native Sayre do their best to remedy these severe borders, leaving a large gap in the center known as the
conditions by enticing travelers with the many Barren Heart that allows the desert to act as a natural
luxuries available in these sands, for those who know barrier for any invaders. Many squatters and outcasts
how to find them. from other regions have attempted to settle in this
central area, though the harsh sands ensure that they
Geography generally do not last long.

Arroyas takes up much of the southern portion of the Society


Forsaken Frontier, with its borders forming the
southern-facing corner of the 5 Corners. In terms of Arroyas is governed by the Nashua Republic, named
size, it is right in the middle of the 5 regions, being for the capital city of the desert nation. This
larger than Bandera and Riado Mesa, but smaller than government sends 8 representatives from each major
Goliad and Cavallo. Despite this, the region has very region (the 7 oases and the Hozanek Mountains) which
little biome diversity, with the entire area being made are elected by the people of their respective regions.
up completely of deserts and dry shrubland. These regions then hold a collective vote for a
The western border weaves in and out of the rocky president that sits on this representative council as its
Hellcrag Badlands that form most of eastern Bandera 9th member and tiebreaker and acts as head of state
while the eastern shrublands offer a bit more high- for the matters of foreign policy. While it is not a
quality soil, running up against the marshes, plains and requirement, this presidential role has historically
mountains of Goliad. For everywhere else in between, been filled by a Magi more often than not, due to the
the only biome is the Kia-Ro Kian Desert, whose importance that the Sayre people place on having a
expansive sands stretch across the region’s entire head of state that can commune with the Far Realm,
central area. and the current president, Huracan El-Hura is no
The Hozanek Mountains near the western border exception to this tendency.
offer a small reprieve from the hot and dry lands Despite the difficulty in overland travel, Arroyas is
around them, with their high altitude garnering more still a hotbed of travel and commerce, offering
rain and much more temperate weather than the beautiful sandy southern beaches for tourists,
surrounding area. The southern coasts bordering the Espantro-practicing fortune tellers for those so
Donoma Sea offer opportunities for sea travel directly inclined, and producing a wide variety of luxury goods
to the more populated southern parts of Arroyas for found only in the Kia-Ro Kian. Whether it is coffee
those able to afford it. from the Hozanek Mountains, perfumes and spices
Despite the dry and relatively barren landscape, life made from the many desert plants in the area, or their
is still able to thrive thanks to 7 major oases (from west signature smoky Coyopa liquor, the Arroyan people
to east: Tzacol, Akna, Votan, Yantho, Meztli, Ixchel & have many goods to entice travelers to brave the
Balam) spread across Arroyas, most of which culminate desert sands.
near the southern coastline. Because of this, most
Arroyan settlements cluster in the south and then

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PART 6 | The 5 Corners Table of Contents
Notable Locations Necahual Distilleries
Located near the Balam oasis, the famous Necahual
Alom Distilleries is the birthplace of Arroyas’ signature
Situated in the northearstern section of the Barren Coyopa, a liquor distilled from the juices of the Yaotl
Heart, Alom is the site of an unfinished leyline track chili plant that naturally grows across Arroyas. A family
that was abandoned by the Rucho at the end of the business that spans 3 generations, the distillery is
Deep Sand War. Jumping at the opportunity gain currently run by Hual-Atta Necahual, grandson of
access to the leyline, the Nashua Republic immediately Cahu-Lor Necahual, the original founder.
sent teams to continue to build the track in hopes of Hual-Atta is a very ambitious man and is aggressive
harnessing the leyline’s power. For nearly a century in protecting his businesses’ dominance over the
since, the site has been racked with setbacks, from Coyopa industry, having been known to pay
equipmet malfunctions, to sandstorms, to infighting handsomely for outside help to find new potential
amongst the workers, and to this day the track still lies recipes/innovations or even sabotage potential
incomplete. competitors.
After months of recent positive progress however,
the site has not responded to communications in Zyanya
months, and the teams sent to investigate haven’t been For many seafaring travelers, Zyanya is their first point
seen since. Not willing to risk any more of their own of contact with the rest of Arroyas. Located south of
people or resources, the Nashua Republic is offering a the Meztli oasis along the coastline of the Donoma
reportedly high reward for any group that can learn Sea, Zyanya is the largest port in Arroyas, acting as a
what happened here, bringing adventurers to the hub of international trade and tourism, offering
desert in droves. beautiful sandy beaches to all comers.
However, sea and sunshine aren’t the only things
Cakuhla you have to look out for in Zyanya, as its shining
Set high in the Hozanek Mountains, Cakuhla is one of exterior hides a dark underbelly. It’s an open secret
the larger cities in Arroyas, and offers a place of that Zyanya acts as the home base for the infamous
respite for many travelers from Bandera, Bullseye, and Zeltzin gang, a group of murderers, thieves and
the southern Arroyan cities looking to circumvent the racketeers that have rooted themselves in the city via
Barren Heart. Due to the temperate weather of the well-placed bribes and political appointments. While
Hozaneks, Cakuhla and the surrounding settlements plenty of lucrative bounties exist for various members,
are the center of Arroyas’ agriculture industry, including the illustrious leader, Kawi-Zin Zeltsin, you
providing large amounts of food and livestock for the can’t always know which lawmen want to bring the
rest of the nation. gang down and which ones are in the gang’s pocket.
Because of this, it is a hotbed for power struggles
between big time ranchers and business tycoons from Tepin
across the 5 Corners, and everyone from cowboys to The ghost town of Tepin bears a similar story to many
bounty hunters can find plenty of work by other squatter towns in the Barren Heart. Foreigners
participating in these feuds. traveled into the desert hoping for free land and
quickly found the sands to be much more than they
Nashua
bargained for. However, unlike the many collections of
As the capital of Arroyas, Nashua naturally receives hollow buldings that dot the landscape across the
plenty of traffic from a wide variety of travelers from
area, Tepin bears a strange difference: it doesn’t
across the 5 Corners. Whether they’re delegates from
appear that the dead residents have left the town.
foreign political entities coming to curry favor, According to rumors, the town is still inhabited by
scholars seeking to learn more about Espantro from
the ghosts of its former founders, with competing
the city’s prominent schools, or tourists coming to accounts existing of how hostile or hospitable these
enjoy the city’s famously lavish bathhouses sourced spirits are. The reason for this phenomenon is hotly
from the nearby Yantho oasis, the streets of Nashua
debated, and to this day no croncrete evidence has
are packed with all manner of visitors. come forth that this rumor is even true. However, new
stories roll in by the day from spooked travelers
claiming that Tepin is far from abandoned.

PART 6 | The 5 Corners Table of Contents 113


Bandera

Home to the inventive Rucho, the nation of Bandera


Society
boasts a very diverse landscape combined with all of
the industrial trappings that Rucho society brings. Bandera is a technocracy governed by the
Opportunity is plentiful, but the border towns still Commonwealth of New Cashus, which is comprised of
offer plenty of dangers for thrill-seeking adventurers an assembly of 12 governers known as the Grand
willing to brave them. Delegation, which is elected to represent districts
denoted by Bandera’s largest cities, combined with a
Geography committee known as the Council of Prowess, which is
made up of the leading experts in a variety of fields
Despite the fact that Bandera is one of the smallest
chosen by a panel of elected officials and leaders in
nations in the 5 Corners, there are a wide variety of
academia.
biomes and climates present across its area. From the
These two committees coexist to navigate the best
wetlands of the Clearvale Peninsula to the dry Hellcrag
possible way of tackling societal issues, with the
Badlands, the snowy mountains of the Painted Range
governors proposing changes and writing laws based
and everything in between, there’s no denying that
on the will of their constituents and the councilors
Bandera is prime real estate.
using their expertise to amend these laws for the sake
Much of Bandera’s civilized areas are concentrated
of practicality. However, this governmental system is
on the plains and forests west of the Painted Range,
no less prone to corruption than any other, and there
reaching out to the Blacktrail Sea on the Frontier’s
are many obstacles and political schemes at play that
western edge. The area becomes more tropical and
keep it from truly becoming the meritocracy that it
swampy as it extends south to become the Clearvale
touts itself to be.
Peninsula, which houses the bulk of the Rucho’s
The 4 cities that sit in the middle of the
impressive naval forces.
Commonwealth’s decision-making regions are New
The Painted Range houses the tallest mountains in
Cashus, Vasthollow, Saint Rollis and Coppergorge, which
all of the 5 Corners, and this altitude leads to a much
all act as the main hubs for railroad travel and
more brisk climate than much of the rest of the
telegraph communications as well. While each region
continent. Though railroads through the area exist,
touts different unqiue traits, Bandera is a land of
the colder winters and sheer size of these mountains
industry at its core, and its society is built around the
form an excellent natural barrier that served the
idea of progress at all costs. While this mindset may
Rucho well in the wars of years past.
seem aggressive to many of the other nations of the 5
However, settlements are much more sparse south
Corners, they all line up for the Rucho’s next
of the Painted Range as the Hellcrag Badlands stretch
innovation nonetheless.
out to fill the nation’s southeastern border. While still
connected to the rest of Banderan society via railroad,
the settlements of the Badlands are relatively small
and rough, simulating much more of a frontier lifestyle
than the nation’s western half.

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PART 6 | The 5 Corners Table of Contents
Notable Locations
Coppergorge
Located just south of the Painted Range, Coppergorge
acts as the last bastion of urban civilization before one
makes their way fully into the Hellcrag Badlands. As
the political and economic cornerstone of the region,
Coppergorge sees much more traffic than anywhere
else in the Badlands, being one of the only places in
the region with railroad access back to the other main
areas of Bandera. Saint Rollis
True to its name, the city is a major hub for the Nestled in the wetlands of the Clearvale Peninsula,
mining industry, utilizing the natural abundance of Saint Rollis is a rowdy city, full of music and culture.
coal, iron, copper, and silver, though this industrial The more tropical climate lends itself to the growth of
nature has also attracted many arcanists to the area. more exotic crops like sugarcane and citrus fruits and
Because of this influx, Coppergorge’s primary the humidity is key in the production of the region’s
governor, Curtis McKnight, has set out to make signature Guarna liquor, a sweeter spirit that’s aged
Coppergorge the magical capital of Bandera, and has with sugarcane and molasses.
invested a large amount of resources in tracking down Because of these natural exotic goods and the
and harnessing any leylines in the area. people’s demil-may-care attitude, Saint Rollis is
generally viewed as a party city, nothing more than a
Longhowl Island
den of gamblers and alcoholics trying to extend their
This island base, set just off the southeastern coast of hedonistic tirades for as long as possible. However, the
the Clearvale Peninsula, is the primary training city also shows its worth to the rest of the nation by
location for the entire Banderan military. Recruits
acting as the main production capital for firearms and
come here from all across the country to be trained in boats in Bandera, supplying much of the military
all manner of warfare, and the base doubles as a highly supplies for Longhowl Island and other surrounding
defensible tactical location, protecting mainland bases.
Bandera from any interlopers traveling via the Donoma
Sea. Vasthollow
The island is named as such due to the werewolf Situated south of Bearbend Lake, Vasthollow is a
tribe that once inhabitated it. When the Rucho first sprawling frontier city that does its best to blend
made landfall in 1065, they battled against this tribe for modern urban sensibilities with a more rural lifestyle.
a full year before taking control of the island, a While it may not offer the numerous technological
relatively short and bloody war that wiped out entire innovations of a place like New Cashus or the wild city
Rucho ships. The Rucho mark this war by calling the life of Saint Rollis, many flock here to Vasthollow to
special forces of the Banderan military Barron’s escape the hustle and bustle of city life and find a
Fangbearers, named for General Lewis Barron, the man quieter way of living out on the plains.
that killed the tribe’s terrifying alpha, Osric. While not as rough and tumble as a true frontier
town, Vasthollow still requires its residents to contend
New Cashus with nature and other dangers. The city’s proximity to
Sprawling out into the Blacktrail Sea, the shining
the Cavallo border makes skirmishes with encroaching
Banderan capital of New Cashus is a beacon of urban Beastborn relatively common, and natural predators
progress, signifying hope and prosperity to many of such as bears, wolves, mountain lions and more are
the Rucho, and representing the abhorrent death of a
prevalent throughout the area. However, this presents
naturalistic way of life to others. The streets here are something of an advantage for Vasthollow as well, with
flooded with people from all walks of life, living in the this large animal population allowing the city to
relative comfort of organized society.
provide some of the best horse stables and fur trading
That is not to say that New Cashus is a utopia; markets in all of Bandera.
indeed, to some it is the exact opposite. Ambition and
greed run rampant as railroad and telegraph
companies vie for dominance, looking to expand ever
outward into the frontier. Street gangs masquerading
as “community wellness groups” fight over turf and
political power. Poorer districts are sectioned away
while the rich get even richer. For the outsider without
a clue, New Cashus can be just as barbaric as the
Frontier that it is so eager to control.

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115
Cavallo

Native home of the Beastborn, Cavallo is one of the Society


last bastions of fully uncivilized frontier land. While
there are settlements and towns that dot the plains, Cavallo does not boast much in the way of organized
those who come to Cavallo will find no government, no society, and for many of the land’s residents, that’s
regulations and no rules…and all the lawlessness and exactly the situation they’re looking for. The lack of
danger that comes with that. organized law or government has attracted all manner
of foreign outcasts, from outlaws and cultists to
Geography entrepreneurs looking to find their fortune without
the burden of regulation.
When looking at the landscape of Cavallo, the one Plenty have also attempted to curtail Cavallo’s wild
word that can accurately summarize it is “green.” The nature, and all up to this point have failed
vast majority of Cavallo’s area is taken up by the spectacularly. What these would be “civilized saviors”
verdant windswept Grasi plains that are broken up by soon find upon entering this land is that Cavallo is
the occasional forested grove. crawling with all manner of natural monsters, from
While relatively flat compared to the rest of the 5 trolls and otuyghs to massive rocs and burrowing
Corners, these plains still boast sloping hillscapes that worms that can swallow entire cities. The Beastborn
roll for miles, stretching across the horizon. The know that creating large cities here does nothing but
Talroc Mountains on the southwestern side of the land invite the ire of the wildlife, which is why they keep to
also serve as a unqiue geographical landmark that small nomadic packs and roam the land, laughing at
stands out from the norm, creating a sphere of alpine the ruins of foolish settlements that thought they
landscape that sits between plains, forest, and coast. could tame this land.
The land gets more forested the farther one goes Monsters aren’t the only dangers hiding in the
towards the coastline, as the waters of the western woods either. Bandit gangs flock to Cavallo in droves
Blacktrail Sea and the northern Disden Ocean flow looking for an easy score, and many cults and other
into Cavallo’s many rivers and lakes. The main outlier strange secret societies roam the plains looking for
for this is the Fingers, a large collection of connected new members or sacrifices, many of which they have
rivers and tributaries in northwestern Cavallo that no problem with taking by force.
saturate the ground, causing a large area of wetlands However, despite these dangers, Cavallo is a land of
that comprise the northwestern corner of the land. abundant opportunity and those who can handle the
Most of Cavallo’s civilized areas are concentrated risks can reap substantial rewards. Monster slayers,
near the southern border with Bandera, and they prospectors, explorers, couriers and doctors are just a
become more and more sparse the farther north one small few of the occupations that are in great demand
goes. However, there are rumors of swamp tribes across the fledgling settlements of Cavallo, and many
comprised of many different races that live in the would pay a great deal for such services.
Fingers, as well as small fishing communities that line
the northern coast.

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PART 6 | The 5 Corners Table of Contents
Notable Locations The Shining Run
Acting as the object of every prospector’s fantasy, it is
Crooked Port said that this legendary valley within the Talroc
This verdant northeastern island sits between Mountains is the site of a strange leyline that causes
mainland Cavallo and Riado Mesa. Despite the island’s the clouds to literally rain gold. Countless adventurers
beauty and abundance of natural resources, it is have swarmed this area in search of their fortunes, and
relatively deserted, with many of the residents of the there are plenty of bogus claims of someone making
surrounding area outright avoiding it. However, there off with as much gold as they can carry from the
sits a single civilized complex in the middle of the valley, but to this day, no one has presented provable
island that stretches out to the northern and southern evidence of anyone actually witnessing the valley’s
ports, allowing for trade and travel for those willing to rumored “money storms.”
make the trip. Regardless of the truth of these claims, the valley is
This complex is home to the secret society known as nonetheless a hotbed of activity, most of which is
the Ivory Visitors. Their origins and aims are a incredibly dangerous for those who are caught ill-
mystery, and their identities are hidden behind solid prepared. Between the rampant native monster
ivory masks and homegenized clothing that hides both population and the traveling prospectors looking to
the wearer’s face and bodily silhouette. They are stamp out any competition, anyone looking to find
coridal enough with visitng traders, though no one their fortune in the Shining Run will undoubtedly have
outside of the Visitors are allowed past the docks, and to pay their fair share in blood.
those who have attempted to break this rule are never
seen nor heard from again. Wadirville
Located on the southwestern edge of Flat Top Lake
Hangman’s Grotto near the Banderan border, Wadirville is the largest
Located in the swamps of the eastern facing Goswell survivng example of civilization in Cavallo and the
Tributary in the Fingers, Hangman’s Grotto is known closest thing the land has to a capital. While there is
for being a hotbed of occult magic, and rumors hold more comfort and safety here compared to the open
that it may exist on top of a leyline corrupted by wilderness, Wadirville is still quite a rough town,
demonic influence. This marsh houses hanged bodies boasting the same level of lawlessness that is present
of various humanoids that have somehow been across Cavallo.
preserved despite the rot that permeates throughout Murder and robbery is a rather common occurrence
the surrounding landscape. in Wadirville, and despite the occasional visit from
How these individuals were killed and how they are marshals and bounty hunters looking for runaway
preserved is a mystery, however, there are records of outlaws, the justice that is doled out here is not always
individuals dying in other areas across the 5 Corners, fair and impartial. Money talks loudly in Wadirville,
only for their bodies to somehow wind up in the and there aren’t many that have more money here
Grotto. This occult energy has attracted cultists and than Clyde McKenzie, the Rucho owner of the Brass
sinister characters of all kinds, making the area highly Antler saloon, who acts as a de facto boss of the town.
dangerous, though there are many explorers and While there are many who go about their own
researchers willing to brave these dangers to learn business here, as well as many who work to overthrow
more about the Grotto’s secrets. McKenzie’s position of power, no one can deny that in
Wadirville, whatever Clyde says, goes.
Lowstead
This small settlement is nestled in between the
Dancing River and Brightcord Lake near the northern
edge of Cavallo. Lowstead is known around the
surrounding area as nice enough spot and it acts as a
good respite for travelers making the trek across the
plains.
However, Lowstead is also famous for the ancient
Suhnan standing stones that it houses. These stones
predate all known histories, and even modern Suhnan
do not recognize them. No one except the people of
Lowstead know what exactly they are or what they do,
but the town’s inhabitants inform all travelers that
unauthorized meddling with the stones is punishable
by death, no exceptions.

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117
Goliad

Commonly referred to amongst the native Suhnan as Society


“The First Land,” Goliad is a verdant nation housing a
large concentration of leylines. Not much of this While many outsiders look at Goliad as the home of
insular land is shown to outsiders, but the time seems the Suhnan people as a whole, their society is actually
to be fast approaching that Goliad may connect with far more nuanced than many foreigners might
the outside world once again. imagine. Though it is true that the Suhnan people and
culture originated here, many of the tribes that have
Geography now returned to Goliad spent centuries living in areas
that have since been settled by other peoples, and due
Goliad is the largest nation of the 5 Corners, and as to the very sacred connection the Suhnan have with
such, boasts impressive biome diversity, with deserts, the lands that they inhabit, it can lead to some tribes
forests, plains, mountains, swamps and more all feeling like outsiders even within the land they have
reaching across this vast land. Some of the largest now called home for more than 100 years.
stretches of singular biomes are the massive Nukpana This, combined with Goliad’s more loose federation
Marshes which stretch across the nation’s entire style of government, has led to societies and sub-
eastern edge and the vast Akacheta Mountains, which cultures that can differ wildly despite them technically
serve as a western barrier, shielding Goliad from all falling under the same nation. Much of this is tied
outsiders. to the 24 surviving Suhnan tribes that now populate
West of the Akachetas, Goliad bleeds towards this land. These 24 tribes are split into 4 different
Bullseye, where the Wadan and Kia-Ro Kian deserts categories, according to the element associated with
meet, and this border continues north as it hugs the their homeland/area, with there being 6 tribes each of
southeastern edge of the Riado Mesa, signifying the Air, Water, Fire and Earth Suhnan.
Suhnan’s continued vigilance towards the Mesa’s These tribes differ in specific customs and
inhabitants. This dry area is home to some of the more traditions, though the chiefs of each tribe sit on the
warlike tribes of the Suhnan, who act as a good round table of the Ashaya Federation, along with the
deterrent for unauthorized visitors. chief of Nahwatka, who acts as a tiebreaker. The city of
In between the mountains and marshes, central Nahwatka itself is the only neutral, tribeless
Goliad is comprised primarily of grasslands and settlement in the entirety of Goliad, which was a
forests, acting as the heartland of the nation. Despite choice made to ensure that no single tribe could ever
the large number of tribes that live in this area, most control the capital and tip the internal balance of
of the land appears relatively untouched due to these power throughout the nation.
tribes’ more nomadic nature, which allows native flora Each tribe has different methods for determining
and fauna to repopulate by the time a new tribe settles their leaders, as well as their own processes for
in a given area. creating laws within their territories, over which they
have almost complete sovereignty. However, decrees
made by the Ashaya are absolute, and override any
preconceived laws or rules made by individual tribes.

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Notable Locations and channelers in order to learn more about magic.
This affinity for strange magics, combined with
Hanska Nidawi’s waterway connection to D’rrick Bay, has led
Located along the southwestern edge of the to rumors of a secret alliance between the Natane and
Akachetas, Hanska is a sprawling town set high in the the Calavera of Riado Mesa, rumors that Dezba has
mountains that acts as the seat of power of the done her best to stamp out.
Molimo tribe. The Air Suhnan of the Molimo are much
more adapted to the area’s high altitude than other Shadi
types of Suhnan, which has allowed them to expand Located near the western border with Bullseye, Shadi
their territory across southwestern Goliad, settling in is a desert city that houses the Nokosi tribe, chief
areas that others simply cannot reach, and they have among the Fire Suhnan. Despite the Nokosi’s more
become the most powerful of the Air tribes as a result. aggressive nature, Shadi sees more foreign traffic than
Due to their relative isolation and position near the perhaps any other place in Goliad. While the Nokosi
Arroyan border, the people of Hanska are actually warriors fulfill their role of protecting the rest of
quite friendly and inviting of outsiders compared to Goliad from invaders, this exposure has also made the
other Suhnan, believing that those who can handle the Nokosi into highly competent merchants, forming
arduous trek through the mountains to reach them are large trading plazas for outsiders looking to peddle
certainly worthy of their hospitality. their wares.
The Molimo chief Ahusaka is said to be the main However, that doesn’t mean that outsiders can
driver behind this friendly philosophy, and while expect complete hospitality in Shadi, as there are
Hanska receives many benefits from their interactions many among the Nokosi who are itching for a fight,
with outsiders, it is rumored that his continued just waiting for some brazen foreigner to make the
openness is sowing distrust among other leaders of first move. The chiefs of the Nokosi are Halian and Meli
the Federation. the husband and wife pair nicknamed the “Twin Suns,”
and while Halian is more than happy to continue the
Nahwatka city’s mercantile progress, rumors grow that Meli
Goliad’s capital city of Nahwatka is the oldest recorded seeks the spark that would ignite a war against the
city in the history of the 5 Corners and is the site of outsiders.
the first discovered leyline. Nahwatka is also the only
tribeless city in Goliad, acting as a neutral area that Tuketu
houses Suhnan of all different types and backgrounds. Unlike the stationary settlements found across the
While non-Suhnan residents do exist in the city, they borders of Goliad, many Earth Suhnan tribes share
are exceedingly rare as very few outsiders are granted lands and live in roving nomadic settlements that
the privilege of being able to visit. move across the plains, following seasonal paths,
Led by Chief Liseli Nahwatka boasts a strict migration patterns of specific hunting animals or even
adherence to Suhnan traditions, serving as the central for religious reasons.
node of the Somonastran faith, whose Elders regularly Of these mobile settlements, none are larger than
tend to the Nakos, a highly guarded citadel that is Tuketu, the seat of the Hassun tribe of Earth Suhnan.
rumored to house the origin point of the first leyline, The Hassun follow the migration patterns of the
where one can conceivably look upon raw magic itself. Istaqa, large horned beasts native to the plains of
central Goliad, with whom the Hassun have formed a
symbiotic relationship, helping to grow the Istaqa
population while also hunting them for food, clothing
and more.
Because of this roving, animal-focused culture, the
Hassun are very adept hunters, gatherers and
leatherworkers. In Tuketu, all children are taught to
ride a horse and hold and use a bow by the time they
Nidawi are 8 years old, a skillset that makes the Hassun well-
Settled on the eastern banks of Lake Shilah in the equipped in times of both peace and war.
Nukpana Marshes, Nidawi is the seat of power of the The Hassun chief Wanahton is known for his
Natane tribe, the largest Water Suhnan tribe in Goliad. practicality and disdain for the gossip and rumors of
The Natane make their name across Goliad as other tribes. His no-nonsense style of leadership
explorers and craftspeople, known for their sailing bleeds into the culture of his people, who focus on
abilities as well as their potent tonics and poisons. what is in front of them rather than entertain
However, they are also known as a rather secretive outlandish ideas.
people, and some believe that Nidawi’s leadership
connives against the rest of the Suhnan. The Natane
chief Dezba is known for being an intelligent, yet
eccentric leader, hosting a large coterie of shamans

PART 6 | The 5 Corners Table of Contents 119


Riado Mesa

Society
Home to strange beings and natural phenomena, Riado
Mesa is perhaps the most unique and dangerous area Because of the very dangerous native envrionment,
of the 5 Corners. As the birthplace of the Calavera and Riado Mesa boasts a much smaller population
Cactoids, this land is shrouded in a multitude of compared to the rest of the 5 Corners, yet the
mysteries, some of which may hold the key to settlements that survive here are actually quite
understanding the leylines and the complete history of civilized. The Calavera have been building cities and
the entire Frontier. connecting with one another here for more than 150
years, and the Cactoids have come into a situation
Geography where the society that is already present here allows
them to slot in quite nicely.
The majority of Riado can ony be described as a Thus, despite its relative youth, the Riado Alliance
wasteland, with the only places able to support any has gotten off to a very fruitful start as Riado Mesa’s
sort of natural flora or fauna being the small strip of first attempt at civilized government in the post-
the Wadan Desert to the south and the plains of the Rucho era. The Alliance itself acts as a bureaucracy
Silent Valley to the east. Most of this land is instead bound by a constitutional document known as the
dominated by the massive Mesa itself, a large, mostly Decree, created by the Unbound Paragon Sar’k, a
flat mountainous formation that stretches for miles Calavera that has been deemed to house a particularly
from coast to coast. holy Ruined spirit according to the Church of the
While the Mesa doesn’t support any natural Ruined. Sar’k acts as a judiciary leader, upholding the
waterways or agriculture, it is far from uninhabited. base laws of the Decree in conjuction with the leaders
The power of the leylines of Riado Mesa is seemingly of the Standard, a collection of powerful mercantile
much more amplified and chaotic in comparison to guilds each with their own focus and aims.
those found in other areas of the 5 Corners, which has The Calavera guilds of the Standard represent the
led to the creation of a number of aberrant beings that Calavera’s ability to throw themselves into a task and
now roam the land. Elementals, oozes, and aberrations find complete satisfaction in expertise, and as a result
like nothics and slaads are numerous here, having are mainly comprised of artisans and manufacturers,
been birthed by the latent energies of the native such as the Minter’s Guild, the Smith’s Guild or the
leylines. Mason’s Guild. Cactoid guilds, on the other hand,
These energies also affect weather patterns on the represent their people’s predilection for travel and
Mesa heavily, causing massive magical storms that can social connections, and as such are comprised of
make overland travel even more dangerous. Dust groups like the Seafarer’s, Trader’s, and Courier’s
storms strong enough to flay skin, arcing lightning guilds.
that can cause large craters and wide swaths of acidic There are dozens of guilds throughout the Standard,
rain are all possibilities among the weird weather of and while their level of power and influence vary, only
the Mesa, which makes the native races unqiuely 6 guild leaders can sit on a specific issue or proposed
equipped to survive here, at the expense of all other law, which leads to seats generally either being filled
potential visitors. by guilds intrinsically related to the issue at hand or by
those guilds with enough capital to buy out a seat.

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Notable Locations potentially disrupt the entire economy of the 5
Corners, though within a year of starting operations,
Kar’k things began to go terribly wrong.
As the capital city of the Riado Alliance and seat of the The story goes that the miners went crazy, claiming
Unbound Paragon, Kar’k sees a large influx of traffic that the gold was speaking to them, telling them to dig
from both Riado citizens and foreign interests. deeper and deeper to unearth something known as the
Located on a stretch of land between the D’rrick Bay Grand Flame. A massacre followed as the crazed
and Disden Ocean, K’ar’k is primarily a port city, a miners began to murder those who did not fall in line
deliberate choice made by the city’s founders that with their new mission, and after multiple failed
protects it from overland travel due to the dangers of attempts at raids from marshals and other
the Mesa. adventurers, Oroda was eventually abandoned as a
While small in comparison to many of its failure.
contemporaries, the city is an economic powerhouse Now, twenty years later, travelers avoid Oroda as a
thanks to housing many of the Standard’s guilds, and is cursed place. Many believe its impossible that the
also the seat of power of the Church of the Ruined. miners could still be in there after 20 years with no
Kar’k also serves as major curiosity for archaelogists food or water, and yet there are those who claim to
and scholars across the 5 Corners due to the Rebirth still hear the ring of pickaxes when passing by the
Catacombs that lie beneath the city. These caves are caves.
the birthplace of the Calavera, and while the tunnels
may be treacherous, many believe they hold the secret
Poyri
of the Calavera’s true nature and purpose. Situated on the banks of the Strum River near the
western border with Cavallo, Poyri is a desert town
inhabitated almost entirely by Cactoids. This small city
is the birthplace of the Cactuar movement, which is a
growing grassroots political group that stands
opposed to the Riado Alliance, claiming that within the
supposedly “equal” Alliance, the Calavera work to
suppress Cactoid culture in favor of their own.
Instead, the people of Poyri look to create their own
independent government for the Cactoid people, that
will allow them to grow as an individual culture rather
K’irko than become “homogenized” under the Calavera,
which has understandably led to tense relations with
Located across the D’rrick Bay from the capital city of
the governance that rules over Riado. The town is led
Kar’k, K’irko is home to the powerful Mage’s Guild and
by Mayor Oeda, a former explorer and founder of the
acts as the center of arcane research across Riado.
Cactuar movement.
Much like Kar’k, it is made much more easily accesible
While Oeda has preached that followers should seek
to outsiders due to its coastal location, as long as
out the accomplishment of the movement’s goals
those traveling here are willing to make the long trip
without violence, there are a multitude of more radical
from the sea.
cells among the Cactuars whose penchant for
However, being that this city is the birthplace of the
bloodshed threatens all that Oeda has built.
coveted Linograph, foreigners are willing to travel far
and wide to get a chance at this new technology, Silent Valley
which has brought a massive level of wealth to the This expansive plain east of the Mesa forms the border
city. With this wealth and influence, the Mage’s Guild with northern Goliad, and is the only part of Riado that
has gained practically complete control over the city, does not resemble a dry wasteland. Despite this
and is growing rapidly to become one of the largest seemingly verdant outlier, this valley is practically
guilds in the Standard. abandoned due to a single reason: it is the only known
While the large majority of the guild’s members are area in the 5 Corners where absolutely no leylines
Arcanists or Ley-Touched, the Mage’s Guild accepts exist.
casters of all kinds, and is rumored to be actively Settlement attempts in this area have all failed
recruiting foreign mages of varying backgrounds for a across the board, and those who have passed through
large-scale “project” that aims to catapult magical this area described a eerily quiet landscape, with no
understanding into the future. signs of life found at all outside of the grass and trees.
Oroda Mines Among the Suhnan, this valley is taboo, and any
among them who decide to wander here are
Located near the center of the Mesa, the Oroda Mines
ostracized forever. In the Somonastran faith, they
once housed a massive gold mining expedition funded
believe that the ancient evil being Uyaga was defeated
in equal parts by the Riado Alliance and the city of
here, and slumbers still, waiting for some foolish
Bullseye in 1170. Early prospecting had showed signs of
mortal to cross their path.
massive veins within these mines with enough gold to

PART 6 | The 5 Corners Table of Contents 121


Bullseye

Located right in the middle of all 5 Corners, Bullseye is


prime real estate, and acts as both a mediator and
independent sanctuary from many of the sovereign
nations across the Frontier.

History and Society


Whatever the truth may be, Taylor’s abilities as a
Bullseye’s strange beginnings stretch back to the Deep gunslinger and leader allowed him to outlast the
Sand War with a decorated Rucho army captain named
attacks on Bullseye’s sovereignty, as the different
Casey Taylor. Captain Taylor was present at the
militaries eventually gave up wasting people and
decisive Battle of Mulac-Cal Ridge in 1089, where he resources on what was ultimately a small patch of
was shot and pronounced dead, having sacrificed
land. For almost 100 years, Bullseye has stood as a free
himself to allow his company time to retreat. city, taking in travelers of all kinds and acting as a very
However, despite his death being witnessed by lucrative neutral ground for political and mercantile
many, his body was never recovered, and rumors
negotiations between representatives of different
began to circulate of Taylor wandering the Barren countries.
Heart of Arroyas, refusing to go to the grave. In the
Casey Taylor led the town as its mayor until his
year 1092, the people of the Frontier were stunned to
death from disease in 1145, and left behind the
see that these rumors were true, as Taylor emerged Common Committee, a collection of prominent
from the Barren Heart, leading a sizable group of
merchants, lawmen, and scholars in the community, to
refugees from both sides of the Deep Sand War lead the town in his stead. Potential appointees to the
through the northern Kia-Ro Kian to the center of the Common Comittee can be put forward via public
newly drawn border lines of the 5 Corners, where he
support, and the Committee votes on their
founded Bullseye. appointment, with a masked individual known as the
This new settlement is technically built across all
Commissioner acting as a tiebreaker in all matters.
borders of the 5 Corners, which many of the sovereign
The identity of the Commisioner is completely
nations saw as a challenge to the integrity of their land secret, even to the rest of the Committee, so as to
claims. The angered governments sent numerous
avoid corruption, and instead, the Commisioner is
marshal groups and military battalions to take back chosen by an indivudal known as the Executor, who
control of the area, though at every turn, they were makes their choice based off of incredibly detailed
fought back by Taylor and his militia.
instructions left behind by Casey Taylor in his will,
The legend of Casey “Two Lives” Taylor grew, as which only the Executor has access to.
increasingly bombastic tall tales began to circulate
The people of Bullseye buy into this system because
across the 5 Corners of his many feats. Some believe
of their devotion to Taylor’s memory, and none can
that the story of his death was a cover-up for him argue that the Committee hasn’t helped grow Bullseye
deserting the Rucho army in protest of the war. Others
tremendously since its inauguration. Another pillar of
think that the Sayre nursed him back to health in an their trust in this system is supported by the rumor
attempt to send him back to the Rucho as a spy. Some that the masked Commissioner is actually Bullseye’s
others believe that he did die, but happened across the
beloved founder in disguise, leading from the shadows
Giver somewhere in the desert, with whom he made a after having somehow cheated death once again.
deal for another chance at life.

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PART 6 | The 5 Corners Table of Contents
Faith & Religion
Chapter 4: Faith and Religion

R
eligion is widespread across the5 Corners, an occupation describing all who have dedicated their
though that doesn’t make it any less lives to serving a deity, not restricted to a specific
ambiguous. In the Frontier, gods are class or suite of abilities. Though Zealots gain their
beings of faith and faith alone, as no one magical powers specifically from deep belief in a deity,
from any religion has provided concrete, any character might be a priest.
unassailable proof of any deity’s existence. The following pages describe the 4 major faiths that
The cultures of the Frontier have all brought their are practiced across the land, as well as the 3 major
own methods of worship to this land, however, all demonic cults. These are not the only deities with
faiths are widespread enough to have followers of followers; these other gods simply have smaller or
every major race. The role of a priest is a calling and more specialized areas of concern.

Religions of the Frontier


Culture of Priest
Faith Description Origin title
Church of the Church that believes that the leylines are an amalgamation of once-mortal sentient beings known Calavera Deacon
Ruined as the Ruined that are trapped by old magic. Cactoid and Calavera followers believe that they are
reincarnations of the souls of the Ruined, and that they must break the chains of the leylines to
free their brothers and sisters.
Hazonen Believes in a multitude of gods that are all fragments of the original god, Haz, who created both Sayre Zamna
the Living World and the Far Realm. Hazonites believe that the fracturing of Haz blurred the lines
between the spirit world and the material, which spawned magic.
Somonastra Faith that sees the land itself as a sentient deity, known as Somona. Worshippers believe that the Suhnan Elder
Suhnan were created as Somona’s protectors, and they see leylines as Somona’s life blood.
Trinitism Faith that believes that 3 gods created living beings with their dying breath to be the champions Rucho Reverend
of progress and find the secrets to immortality through an apotheosis known as the Great Eureka.

Demonic Cults
Demon Priest
Lord Description title
Mescalero Demon of Greed, Pride & Hedonism. Preys on gamblers, addicts, perverts, and the overly ambitious and Reveler
decadent to do his bidding in exchange for riches and pleasure.
Noh-Tante Demon of Darkness, Dreams & Madness. Worshipped by occultists, overzealous soothsayers, and the insane. Sombra
His aims are as difficult to grasp as his followers
Praxus Demon of War, Revenge & Conquest. Worshippers include berserkers, rogue channelers, and occult arcanists Vicar
focused on bringing about the Blood Crusade, a mythic near-apocalyptic event where the strong will overthrow
the weak.

124
Church of
the Ruined
Created by the Calavera, the Church of the Ruined
offers meaning to a people who were thrust into the
world with far more questions than answers.
According to the Church’s canon, known as the
Scriptures of Kacuks, there was a progenitor race that
lived on the Frontier even before the Suhnan whose
name was struck from history. They were purpotedly
innately magical beings that built a highly advanced
society that stretched across all of the modern 5
Corners.
Paragons
The Scriptures say that these beings sought Paragon Alignment Portfolios
knowledge in all its forms, which ultimately led to Dauhluk LN Life, law, souls
their downfall. They believed that there existed beings Kacuks N History, secrets,
that lived outside of mortal understanding, in a Kan’ck LN Artifice, magic, inventiveness
strange realm known only as the Glow. This belief led Trek’ds CG Light, stars, travelers
them to tirelessly look for ways to reach the Glow, V’ccax N Commerce, wealth, the arts
believing it to be a paradise waiting for those worthy
enough to reach it. After centuries of efforts, they had
developed a ritual that would take them to the Glow.
However, the ritual did not work as intended. Dauhluk
Instead of leading the progenitor beings to their Known as the “Judge,” Dauhluk is the Paragon of Life &
promised land, they were imprisoned in the earth, Law. Dauhluk was a renowned judiciary who acted as a
their bodies entombed as their spirits became pure prominent moral compass before the Fall. The Church
magic, forming the leylines. The Scriptures blame believes the the Unbound Paragon Sar’k houses the
multiple possible culprits, from internal saboteurs to reborn soul of Dauhluk.
the native beings of the Glow themselves, but the
truth is that even the Church does not claim to know Kacuks
the true cause of their ancestor’s folly. Known as the “Loremaster,” Kacuks is the Paragon of
Because of their failure, the beings lost their name History & Secrets. Kacuks documented the Fall in his
and became forever known as the Ruined, resigned to Scriptures, which as the blueprint of the Church’s
their imprisonment within the leylines. The followers faith.
of the Church believe that their souls are those few
who have been able to slip through the cracks of this Kan’ck
millenia-old prison, and inhabit new physical forms. Known as the “Fell Mage,” Kan’ck is the Paragon of
For these followers, their ultimate goal is to solve the Magic & Invention. Kan’ck was the greatest mage of his
puzzle of the leylines, so that they may free their people, advancing their society greatly, but also
bound brothers and sisters from their eternal prison. creating the ritual the led to the Fall.
Followers of the Church are known as the Unbound
and priests of the Church are known as Deacons. In Trek’ds
everyday life, followers of the Church pray to beings Known as the “Explorer,” Trek’ds is the Paragon of
known as Paragons, who are legendary members of Travel & Light. Trek’ds was said to have been the only
the Ruined known for their feats in their past lives. mortal to reach the Glow, and returned to guide his
While the Unbound don’t necessarily see the Paragons people back.
as all-knowing deities, they treat them more like V’ccax
experts in their field, and invoke their names for
Known as the “Merchant,” V’ccax is the Paragon of
guidance and inspiration.
Commerce & Art. Legends say that V’ccax was able to
make a deal with his people’s captors, which led to the
creation of the Unbound.

PART 7 | Faith & Religion


Table of Contents 125
Hazonen
To the Hazonites, the worlds of the universe were
created by a mysterious omniscient god known as Haz.
Whether he was a being that existed before known
time, created by some larger force, or is simply a
manifestation of the universe itself, the true nature
and origin of Haz is unknown. In the dawn of time, it is Widely Known Deities
said that Haz created two worlds, the Living World and
the Far Realm, inhabited by the living and dead Deity Alignment Portfolios
respectively. The Bearer LN War, sacrifice, justice
However, while these worlds were in their infancy, The Giver CN Art, gambling, trickery
Haz was inexplicably fractured into an unfathomable The Keeper LN Knowldege, law
number of different beings during a mysterious event The Shepherd LG Travel, spirits
known as the Golden Hour. The cause of this event is The Shineweaver CG Light, commerce, crafting
interpreted differently by numerous sects of The Toll Collector N Death, oaths
Hazonites, with some believing that it was all a part of The Tranquil NG Life, protection, oases
Haz’s grand mysterious plan for his creations, others
believing that Haz fought some ancient unknown evil
and that the Golden Hour was the result of the injuries The Bearer
he sustained, while others still believe that the strain Embodying the aspect of Duty, The Bearer stands for
of creation was too much for the god, and that keeping those who fight with wisdom and honor as much as
the worlds separate was beyond the capabilities of his with weapons.
old form.
Whatever the reason, Hazonites follow Haz in his The Giver
many different forms that they know today, with each Embodying the aspect of Truth, The Giver is known for
form representing an aspect of their creator that is unearthing unfortunate truths about others through
worshipped as an individual deity with a specific double-sided deals.
portfolio. However, even Hazonites do not claim to
know the extent of Haz’s forms, with rumors and The Keeper
stories of new aspects popping up with some Embodying the aspect of Memory, The Keeper acts as
regularity. a protector of established knowledge, rooting out
Why the Far Realm was created is also a subject of misinformation and safeguarding archives.
heavy debate, even among Hazonites, though the
prevailing theory is that the passing of spirits to their The Shepherd
new home is meant as a form of enshrinement of one’s Embodying the aspect of Adventure, The Shepherd
life, where their actions during their living days wanders the world, seeking new experiences and
determine their spiritual eternity. Those who live lives occasionally bringing guests to revel in the unknown.
of peace and understanding become spirits of
The Shineweaver
Empathy and Hope, misers and charlatans become
Embodying the aspect of Creation, The Shineweaver
spirits of Greed and Gluttony and those prone to
fashions wonders out of pure light, showing mortals
violence and bloodshed become spirits of Vengeance
the true extent their imaginations can go.
or Wrath.
For Hazonites, none of these spirits are necessarily The Toll Collector
“evil,” as all spirits have lessons to teach, even those Embodying the aspect of Certainty, The Toll Collector
that symbolize the darkest parts of mortal life. While is a grim, yet comfortable reminder of the things that
Hazonites do not have a traditional church-like one cannot change. An oath made is an oath kept, and
structure, they are led by priests known as Zamna, a beginning must also have an end.
who act as oracles and soothsayers that interpret the
miracles of Haz, and the lessons taught by his many The Tranquil
aspects. Embodying the aspect of Peace, The Tranquil offers
solace to the weary, food to the hungry, and a shield to
the downtrodden.

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126
Table of Contents
Somonastra
Somonastrans believe that the earth itself is divine,
worshiping the land as a deity called Somona. They
believe that at the dawn of creation, 2 beings
manifested from the seeds of nothingness: Somona
and Uyaga. Somona was a being of pure life, energy
and change, manifesting as the land itself, and
injecting life into the world via her magical spirit,
which is known today as ley energy. Conversely, Uyaga
was a being of death, stagnation and silence,
manifesting as the void surrounding the earth, and
acting as the counterpart to Somona’s will.
Eons ago, the two fought in a battle that lasted
entire lifetimes, with Somona eventually having the
upper hand, defeating Uyaga and imprisoning him in Deities
the Silent Valley. The story goes that the night sky was
Deity Alignment Portfolios
once completely black, but now one can see the moon
Somona LG Life, light, reincarnation, nature
and stars which are the chains the keep Uyaga bound.
Uyaga LE Darkness, final death, truth
Legends say that Uyaga’s imprisonment is only
temporary, and that on a fated day known as Ehane, he
will be freed and will swallow the world in darkness.
However, this battle took a major toll on Somona,
and the effort required to keep Uyaga imprisoned Somona
leaves her vulnerable. The ecosystem that Somona had Somona is the embodiment of change, exemplifying
created rose to protect its creator, and the Suhnan the many ways that life grows and evolves. To her, life
were born as Somona’s antibodies, meant to shield her polices itself, and should be allowed to continue
from threats and tend to her leylines. without outside interference because in the Creator
To the Somonastrans, all life is cyclical, having come Spirit’s eye, life never truly ends, it simply becomes
from the same pool of energy. They are the creations something new.
of Somona, but they are also Somona, being born from
Uyaga
her own life force, and when they die, they do not
Uyaga is the end of all things. To Uyaga, the end
leave the earth but are instead recycled back into the
cannot be avoided, and to attempt to do so is to fight
flow of the leylines, waiting to be reincarnated as a
wildly against the laws of the universe. The Great
new being.
Silence preaches that the one universal truth is that
While other faiths may focus on the preaching of
life cannot continue forever, the flame must one day
morality, Somonastrans focus simply on what is,
die out, no matter how hard one fights.
focusing on utilitarian teachings that frame
themselves as part of the larger ecosystem of Somona,
and that they only immoral acts are those that would
disrupt the ecosystem. These immoral acts are known
as taboo, and those who knowingly commit taboo are
excommunicated from the faith and their
communities, sometimes even being put to death for
their transgressions.
The taboos include things such as wanton murder
without clear cause, rape, slavery, and the worship or
furtherance of the goals of Uyaga. While things like
theft and and property crimes may be handled by
political authorities, the interpretations and execution
of taboo laws in a Somonastran society are handled by
the Elders, priests that safeguard the values of the
faith.

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Table of Contents 127
Trinitism
As the primary faith of the Rucho, Trinitism preaches
that everything is finite, and that its followers must
push the boundaries of what is known in order to
achieve everlasting life. According to this faith, there
were 3 gods that existed before the humanoids of
today, Avnos, Elos and Taos. These deities were
obsessed with the creation of the perfect life form, a
creation that could lead them to the secrets of eternal
life.
The Trinity devoted their lives to this task, but
ultimately found themselves unable to crack the
mystifying puzzle of immortality. So, with their final
breaths, they created the Rucho, and entrusted them
with carrying the torch of progress towards a hopeful
point known as the Great Eureka, where they would Deities
finally unlock the secret to eternity. Deity Alignment Portfolios
This mission, combined with the acceptance that Avnos LN Knowledge, travel, craft
nothing lasts forever, have made the Trinitarians a Elos CN Life, fate, magic
group obsessed with legacy, progress and extension of Taos LN Justice, law, light
life. For them, the pursuit of the Great Eureka is all one
should devote their life to, and if they are unable to
reach it before their death, then their life is measured
Avnos
in the progress they made towards this collective goal.
Avnos is the Navigator, always pushing forward. To
However, while Trinitism preaches that one should
invoke Avnos is to inspire creation, to look for
be beholden to this ambition, it does not say that it
direction or to study the paths already traveled.
should be pursued at the absolute abandonment of
morality. The teachings of Taos specifically speak to Elos
the importance of civilization and moral common law. Elos is the Seer, discerning truth from the mysteries of
To many Trinitarians, eternal life should not come at life. To invoke Elos is to find conviction in staying true
the cost of one’s civilized nature, and the challenge is to one’s destiny, to push themselves and others to a
in the balance of pursuing the Great Eureka while not great legacy, or to see through the illusion of
losing yourself in the process. ignorance.
Because Trinitarians believe that their gods are
dead, their prayers and teachings mainly invoke the Taos
memories of these beings. A Trinitarian judge praying Taos is the Exemplar, standing tall as the shining
to Taos for guidance in dealing with a complex legal standard to hold to. To invoke Taos is to find one’s
matter does not believe that they are actually speaking moral center, to burn falsehoods, and stay true to the
to Taos, but are instead invoking his name in order to laws of man.
stir themselves to be resolute in ensuring that they act
in Taos’ image.
The Reverends of Trinitism preach this sort of
imitation of their gods, asking that when their
congregations find themselves in times of moral strife
or crossroads of character, they act as the Trinity
would do, based on the teachings of the Last Words,
the canon supposedly written by the Trinity moments
before their deaths.

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Table of Contents
Mescalero
Also known as the “Cruel Celebrant,” Mescalero is the
demon of hedonism, whose followers preach that true
divinity is found in the complete and constant
satisfaction of one’s urges. To Mescalero and his
Revelers, discipline is antithetical to a life well-lived,
and neither “civilized” laws nor internal inhibitions
should ever stop someone from doing what they want
to do.
However, while Mescalero may wish for his followers
to pursue the rampant and unabashed satisfaction of
their own desires, he makes no claim that one should
not face consequences for their actions. A man who
wishes another dead should immediately act on his
urges in Mescalero’s eyes, though he should also be
prepared for his would-be victim to act on his urge to
survive.
Thus, to those who follow the Celebrant’s path, the
power hierarchy of the world is determined by those
who act on their urges and possess the willpower to
see these urges carried out against all opposition.

Noh-Tante
Perhaps the most mysterious demonic being, Noh-
Tante is the demon of madness, darkness and dreams.
Cults devoted to “the Whispering Shadow” are few and
far between, with many instead worshiping their own
individual intepretations of this strange being.
Because of this lack of widespread, organized faith,
descriptions of Noh-Tante and its aims can vary wildly,
a fact that some religious scholars have posited is
intentionally done to drive one closer to isolation and
madness, and therefore, closer to Noh-Tante.
This faith is spread primarily by individual occult
priests known as Sombra, who generally travel alone,
targeting those easily identified as outcasts or
“expanded thinkers” to preach their gospel to.
However, despite how fractured and different the
tenets of each individual faith of Noh-Tante may be, all
of the Sombra speak of the same vision of
otherworldly paradise: a dark void known as the
Undertow where the answers to all secrets can be
found in the whispers of the murky waters.

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Table of Contents 129
Praxus
Otherwise known as the “Blood Father,” Praxus is the
most prominently worshiped demon across the 5
Corners, overseeing the portfolio of war, conquest and
vengeance. With the Frontier’s history, it’s not exactly
surprising to see why Praxus is so popular. From
disenfranchised Suhnan warriors looking to avenge
their forefathers, to Rucho soldiers that see
themselves as the rightful rulers of this new land, and
every angry, violent miscreant in between, the Blood
Father has a great deal of fodder for his armies.
Unlike other demonic cults, the faith of Praxus
possesses a strict adherence to hierarchy, determined
by whoever is strongest among a given cult or group.
In the ideal world of a follower of Praxus, the rule of
law is simple: the strong dictate the actions of the
weak, who serve no purpose in the grand scheme of
reality other than to be the playthings and servants of
those stronger than them.
Vicars of Praxus are the leaders and missionaries of
Praxus’ many cults, and possess both a keen mind and
understanding of the Blood Father’s teachings, and
legendary fighting abilities, having had to prove their
strength against countless challengers. While different
cults may war with each other at times in order to cull
weakness from the ranks, these groups still see one
another as allies in the Blood Father’s grand plans, and
see their battles with one another as necessary
training for the fateful Blood Crusade, the prophesized
war that will see the destruction of the weak nations
and governments of the world, and a return to the
hierarchy that nature intended.

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130
Timeline & Map
Timeline

D
ue to the Rucho keeping the most accurate Months of the Year
historical records amongst all of the races Norah
in the Forsaken Frontier, combined with Amone
their prevalence across the land, many Sedos
races have defaulted to their dating Orin
system for their own records. However, the Suhnan Lehton
are the only race with tracked record of historical Tolan
events that occurred before the Rucho’s arrival. Adia
Since the Suhnan do not write their histories and Fuera
instead tell them orally, these events are given a date
Doren
range relative to the current standardized date.
Cuela
12-23 : The first Suhnan settlement of Nahwatka is Lidal
founded. It was here that the first leyline was found. Cien
520-530: The 38 original Suhnan tribes successfully
Days of the Week
settle across the entire continent.
1035-1040: Suhnan tribes encounter the Calavera
Firstday
for the first time. The Calavera isolate themselves at Secondday
the top of Riado Mesa to avoid execution at the Thirdday
hands of the Suhnan. Fourthday
1065: The Rucho arrive at the Forsaken Frontier.
Fifthday
1070: Tensions between the Rucho and Suhnan
Sixthday
reach a breaking point, resulting in the War of Red Seventhday
Clouds.
1083: The Sayre appear in Arroyas through
unknown magical means.
1085: The War of Red Clouds ends, the newly
created Ashaya Federation is pushed back to Goliad
by the Commonwealth of New Cashus.
1088: The Deep Sand War breaks out between the
Commonwealth and the Nashua Republic over
border disputes in northern Arroyas.
1090: The Deep Sand War ends, the Commonwealth
is pushed back to its home region of Bandera.
1092: The city of Bullseye is founded by Casey “Two
Lives” Taylor and his band of war refugees.
1118: The first Beastborn are encountered in
Cavallo.
1155: The first Cactoids are encountered in Riado
Mesa.
1182: The Riado Alliance is founded and the
Linograph is invented.
1190: Current year

PART 8 | Timeline & Map


132
Table of Contents
Credits
Art Content
Cover Page: Killinspreemcgee Pages 27-35: Laserllama’s Alternate Fighter (found
Page 2: Simon Goinard at
Page 3: Thom Ang https://www.reddit.com/r/UnearthedArcana/com
Page 4: Andrei Pervukhin ments/vm14km/laserllamas_alternate_fighter_v2
Page 5: Wolf Eye Studios 50_become_the/)
Page 7: Cyanida SA, Samuel New Pages 66-75: u/Ozzifer’s Unchained Cleric (found at
Page 8: Oliver Odmark https://www.reddit.com/r/DnDHomebrew/comm
Page 9: Davesrightmind ents/o46bm9/413_the_cleric_unchained_a_revis
Page 10: Joseph Oland ed_version_of_the/
Page 12: Michael Uwandi Wheeler Pages 85-89: Modified version of rules from
Page 13: Javier Charro u/theapoapostolov’s Grit & Glory (found at
Page 14: L3monJuic3 https://www.reddit.com/r/gritandglory5e/comme
Page 15: Shane Sandulak nts/empff0/grit_and_glory_v6_100_pages_of_d
Page 16: Lyz Dy (@thetaterart) d_5e_rules_for/)
Page 17: coolcootyart
Page 18: Kristoff Grittsby \ Hayley Olivia \ Fan Policy
kosmodem
Page 19: Blake Rottinger This supplement is 100% free fan content permitted
Page 21: Damien Mammoliti under the Fan Content Policy. Not approved/endorsed
Page 26: yy6242 by Wizards. Portions of the materials used are
Page 29: James Denton property of Wizards of the Coast. ©Wizards of the
Page 39: Vlad Gheneli Coast LLC.
Page 43: Angevere \ Paizo
Page 44: Borja Pindado
Page 49: johnbhood
Page 50: Ivan Sevic
Page 54: skazi222
Page 55: Vincentccart
Page 61: adamisapsycho
Page 62: Wyrd Games
Page 67: Sana Skorobogatskaya
Page 68: Benjamin Giletti
Page 78: Rogier van de Beek
Page 79: Peyravernay
Page 86: G. Harvey
Page 105: JoeBaileyAuthor
Page 112: Alexandre Robitaille
Page 114: Ryan Gitter
Page 115: Shutterstock / u/alasdairgunn
Page 117: Cody DeLong / u/Acushek_Pl
Page 119: Albert Bierstadt / chermilla
Page 121: Nastya Ermakova / u/mtnwerk
Page 123: Elijiah McNeal / u/GameOver2017
Page 125: xGhostx / u/BadiousJacu
Page 126: Bruce Greene
Page 127: Fenris_31
Page 128: Riot Games
Page 129: Larian Studios
Page 130: cyrad
Page 131: Lee Moyer
Page 132: Midjourney AI / Chris Malidore
Page 133: N647
Page 134: Nikki Arts
Page 135: Adrienne Ezell

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