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All Complete Classes

The document details the Alchemist class from Mage Hand Press, highlighting their abilities to create bombs, potions, and other alchemical concoctions. Alchemists utilize chemical reactions and elemental sciences to transmute materials, with a focus on explosive and restorative effects. Key features include bomb creation, potion brewing, and the pursuit of the philosopher's stone, which grants powerful abilities and enhancements.
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100% found this document useful (3 votes)
2K views305 pages

All Complete Classes

The document details the Alchemist class from Mage Hand Press, highlighting their abilities to create bombs, potions, and other alchemical concoctions. Alchemists utilize chemical reactions and elemental sciences to transmute materials, with a focus on explosive and restorative effects. Key features include bomb creation, potion brewing, and the pursuit of the philosopher's stone, which grants powerful abilities and enhancements.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COMPLETE

ALCHEMIST

A Definitive Class by

Mage Hand Press


Chapter 1:
Alchemist
A grinning gnome cackles with glee as he hurls a
bomb into a group of charging goblins, blasting them
into scorched chunks. He produces another, throws
it at his feet, and disappears, still laughing, into the
ensuing cloud of smoke.
A slender elf quickly mixes liquids and herbs
in a small bowl. She applies the mixture to an arrow
wound on an injured dwarf ’s side, which immediately
stops bleeding.
Whether their methods are explosive,
transformative, or restorative, alchemists live to
transmute the world around them to their liking.
Chemical Reactions
One of the first things an alchemist learns is how to
mix chemicals that react explosively with each other.
Ostensibly, this is taught to students to prevent deadly
accidents, but adventuring alchemists regularly apply
this knowledge to create bombs.
An alchemical bomb is a 1-pound, apple-sized,
spherical glass or clay flask filled with a reactive
chemical. A smaller vial of thin glass containing a composed of the elements. The pinnacle of alchemy is
reagent is suspended in the liquid, and the whole the philosopher’s stone, which is rumored to grant its
thing is sealed with a cork or wax seal. The chemicals bearer supreme elemental power. Few alchemists have
violently explode when mixed. This occurs when succeeded in creating a philosopher’s stone, and fewer
the inner vial breaks, usually after the bomb impacts still remain alive to divulge its secrets.
a solid surface or a fuse sets off a small explosive
detonator within the vial. Bombs are primarily Creating an Alchemist
used to fend off enemies, but creative alchemists When you create an alchemist, consider why you
may find more practical uses for explosives, such as study alchemy. Are you attracted to its dangerous
demolishing obstacles. power or its ability to help others? Do you desire to
use magic, but lack the aptitude or inborn ability?
Serums and Tinctures Why do you adventure? Are you searching for
More experienced alchemists learn to mix less volatile new alchemical formulae or rare ingredients? Do you,
substances into potions, alchemical concoctions like so many, seek the philosopher’s stone?
that replicate magical effects. These potions range Be sure to understand alchemy’s place in
from the medicinal, such as potions of healing, to your campaign world. You might have learned your
the transformative, such as potions of gaseous form, trade from a master or studied alongside artificers
to the downright deadly, such as potions of poison. and wizards in a university. Your trade might be
Undisputed masters of potions, alchemists constantly commonplace or an oddity. Depending on the setting,
innovate with new formulations and preparations, you might be respected for your knowledge or feared
improving their potions into magic items in their own for your destructive potential.
right.
Quick Build
Elemental Sciences You can make an alchemist quickly by following these
The primary source of alchemy’s power comes from suggestions. First, make Intelligence your highest
the elemental planes. It is no surprise, then, that ability score, followed by Dexterity. Choose any
alchemists strive to tap deeper into that power, background of your choice, preferably one that lends
researching and discovering new compounds insight into your history with alchemy.

1
Mage Hand Press
The Alchemist
Proficiency Formulae Reagent Discoveries
Level Bonus Known Dice Known Features
1st +2 — — — Bombs, Natural Philosopher
2nd +2 3 — — Bomb Formulae, Field of Study
3rd +2 3 3d10 — Reagent
4th +2 3 4d10 2 Ability Score Improvement, Discoveries
5th +3 4 5d10 2 Flashbang
6th +3 4 6d10 3 Field of Study feature
7th +3 5 7d10 3 Potions improvement
8th +3 5 8d10 3 Ability Score Improvement
9th +4 6 9d10 4 —
10th +4 6 10d10 4 Field of Study feature
11th +4 7 11d10 4 Evasion
12th +4 7 12d10 4 Ability Score Improvement
13th +5 8 13d10 5 —
14th +5 8 14d10 5 Potions improvement
15th +5 9 15d10 5 Blast Coating
16th +5 9 16d10 5 Ability Score Improvement
17th +6 10 17d10 6 —
18th +6 10 18d10 6 Field of Study feature
19th +6 11 19d10 6 Ability Score Improvement
20th +6 11 20d10 6 Philosopher’s Stone

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


Class Features • Alchemist’s supplies and (a) a vial of acid, (b) a vial
As an alchemist, you gain the following class features. of alchemist’s fire, or (c) a vial of basic poison
• Leather armor and a dagger
Hit Points
Hit Dice: 1d6 per alchemist level Natural Philosopher
Hit Points at 1st Level: 6 + your Constitution You have learned many things about alchemy during
modifier your studies. Starting at 1st level, you can add half
Hit Points at Higher Levels: 1d6 (or 4) + your your proficiency bonus, rounded up, to any ability
Constitution modifier per alchemist level after 1st check you make to identify herbs, potions, poisons,
Proficiencies or other alchemical substances. If the ability check
Armor: Light armor already includes your proficiency bonus, you can add
Weapons: Simple weapons, bombs this bonus in addition to your normal proficiency
Tools: Alchemist’s supplies, herbalism kit bonus.
Saving Throws: Dexterity, Intelligence Bombs
Skills: Choose three from Arcana, History, Insight, At 1st level, you can create volatile alchemical bombs
Medicine, Nature, Perception, Sleight of Hand, and using your alchemist’s supplies. Whenever you finish a
Survival short or long rest, you can create a number of bombs
Equipment equal to 10 + twice your alchemist level. For you the
You start with the following equipment, in addition to cost of materials necessary to create these bombs is
the equipment granted to you by your background: negligible. After 24 hours, an unused bomb becomes
inert. The statistics of a bomb are shown in the Bomb
• (a) a light crossbow and 20 bolts or (b) any simple
sidebar above.
weapon

2
Complete Alchemist
Bomb
Bombs are exotic ranged weapons with the following statistics. Unless otherwise stated, no other class has
proficiency with bombs.
Name Cost Damage Weight Properties
Bomb 2 sp 1d10 fire 1 lb. Finesse, special, thrown (range 30/90)
Special Property
Bomb. When a bomb hits a target, it explodes in a 15-foot diameter sphere and is destroyed. The bomb can be
thrown at an unoccupied space within its range. Each creature other than the target within the blast radius (for a
Medium or smaller target, each creature within 5 feet of it) must succeed on a DC 11 Dexterity saving throw, taking
half the damage rolled on a failed save, or no damage on a successful one.
Additionally, as a bonus action, you can empty some of the bomb’s explosive material to permanently
remove the blast radius from this bomb, dealing damage only to the bomb’s target.

Priming Bombs. Once per turn you can


take the Use an Object action to prime a bomb
with explosive reagents and make an attack with it,
increasing the bomb’s explosive potential. When you
do so, you can add your Intelligence modifier, instead
of Dexterity, to the bomb’s damage roll.
Additionally, when you throw a bomb in this
way, its damage increases by 1d10 when you reach 5th
level (2d10), 11th level (3d10), and 17th level (4d10).
Saving Throws. When you throw a bomb, the
save DC for its blast radius is calculated as follows:
Bomb save DC = 8 + your proficiency bonus +
your Intelligence modifier

Bomb Formulae
By 2nd level, your research has granted you insight
into new alchemical formulations for your bombs.
Select three bomb formulae from the Bomb Formulae
section. Once per turn when you prime a bomb, Reagent
you can apply a formula to it. Applying a formula Starting at 3rd level, you have a collection of powerful
sometimes changes all of the damage dice rolled for a alchemical reagents, represented by a pool of reagent
bomb, but also grants it special effects. dice, that you can spend to brew potions or magnify
When you gain certain levels in this class, you the power of your explosives.
learn additional formulae of your choice, as shown in
Reagent Dice
the Bomb Formulae Known column of the Alchemist
You start with three reagent dice, which are d10s, and
table. Additionally, when you gain a level in this class,
you gain additional reagent dice as you gain levels in
you can choose one of the formulae you know and
this class, as shown in the Reagent Dice column of the
replace it with another formula.
Alchemist table. You regain all expended reagent dice
Field of Study when you finish a long rest.
While all alchemists share a common knowledge base, When you prime a bomb, you can expend a
most alchemists specialize into a particular field of number of reagent dice up to your proficiency bonus
study. When you reach 2nd level, you select your field and add the dice to the bomb’s damage roll.
of study, which grants you features at 2nd, 6th, 10th, Brewing Potions
and 18th level. You can spend 10 minutes and expend any number
A formula granted by your field of study doesn’t of reagent dice to brew potions. These potions retain
count against the total number of formulae you know. potency for 24 hours, after which they become inert.
If a potion calls for a saving throw, it uses your bomb
save DC.

3
Mage Hand Press
The number of reagent dice and the alchemist
level required to brew a potion are given on the
Flashbang
Potions table. Beginning at 5th level, you carry a supply of
concussive explosives to help you escape from
Potions Alchemist perilous situations. As a bonus action, you can throw
Potion Cost Level one of these explosives at your feet, disorienting and
Potion of Climbing 1 reagent die 3rd distracting nearby foes. Each Large or smaller creature
within 5 feet of you can’t take reactions until the start
Potion of Growth 1 reagent die 3rd
of its next turn.
Potion of Healing 1 reagent die 3rd
Potion of Water Breathing 1 reagent die 3rd Evasion
Universal Solvent 1 reagent die 3rd Beginning at 11th level, when you are subjected to
Cure-All 2 reagent dice 7th an effect that allows you to make a Dexterity saving
Potion of Greater Healing 2 reagent dice 7th throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
Potion of Heroism 2 reagent dice 7th
half damage if you fail.
Potion of Resistance 2 reagent dice 7th
Sovereign Glue (1 ounce) 2 reagent dice 7th Blast Coating
Potion of Diminution 3 reagent dice 14th Starting at 15th level, you automatically succeed on
Potion of Flying 4 reagent dice 14th saving throws against your own bombs and never take
damage from them.
Potion of Hill Giant Strength 4 reagent dice 14th
Potion of Invisibility 4 reagent dice 14th Philosopher’s Stone
Potion of Superior Healing 4 reagent dice 14th At 20th level, you unlock the crowning achievement
of all alchemy: a philosopher’s stone, a dynamo of
Reagent Synthesis alchemical energy in a fist-sized, glowing jewel. You
When you finish a short rest, you can choose to regain can construct your philosopher’s stone using your
all of your expended reagent dice that weren’t used to alchemist’s supplies, 1,000 gp worth of materials, and
brew potions. Once you use this feature, you can’t do 7 days of work. You can only have one philosopher’s
so again until you finish a long rest. stone at a time. As long as you possess the stone, you
Discoveries gain the following benefits:

In the course of your research, you have made • Whenever you finish a short rest, you regain all
a number of discoveries regarding the nature of expended reagent dice.
alchemy. At 4th level, you gain two discoveries of your • You can brew potions as an action, instead of over
choice. When you gain certain alchemist levels, you the course of 10 minutes.
gain additional discoveries of your choice, as shown in • You age 10 times slower than normal, and you can’t
the Discoveries Known column of the Alchemist table. be aged magically.
Additionally, when you gain a level in this class, Additionally, you learn the following formula, which
you can choose one of the discoveries you know and doesn’t count against the total number of formulae
replace it with another discovery that you could learn you know:
at that level. Nuclear Bomb
Ability Score Improvement By replacing your bomb’s explosive contents with
your philosopher’s stone, you can change it into a
When you reach 4th level, and again at 8th, 12th, 16th,
nuclear bomb. A nuclear bomb deals 10d10 + 100
and 19th level, you can increase one ability score of
force damage instead of its normal fire damage, has
your choice by 2, or you can increase two ability scores
a blast radius of 1 mile, and completely destroys the
of your choice by 1. As normal, you can’t increase an
philosopher’s stone. Additionally, each creature within
ability score above 20 using this feature.
the blast radius that fails its saving throw takes the full
Alternatively, as an alchemist, when you gain
bomb damage rolled, or half as much damage on a
an ability score improvement, you can instead choose
successful save. Creatures within 60 feet of the bomb
to learn a new discovery for which you meet the
gain no benefit from Evasion or similar features.
prerequisites.

4
Complete Alchemist
Bomb Formulae Missed Bomb
Bomb formulae are summarized on the following As bombs are explosive projectiles, it makes sense
table. Bombs that are exclusively available to one field to ask what happens if a thrown bomb fails to hit
its target. For simplicity, we assume that missed
of study are marked with an asterisk. Unless otherwise bombs explode harmlessly in the background or
stated, all bombs produce a loud boom, audible out to fail to detonate altogether, but do not explode in
one mile. Bombs are presented in alphabetical order. the target’s space or deal damage within their blast
radius. The GM can decide which of these two
outcomes happens or can determine the outcome
Bomb Formulae Saving randomly.
Formula Damage Throw
Acid Bomb d4 acid Dexterity
Arcano Bomb* d12 force Dexterity Acid Bomb
Black Powder Bomb* d12 fire Dexterity By mixing your bomb’s explosive contents with a few
drops of ardenflotic acid, a highly corrosive chemical,
Bramble Bomb — —
you can change it into an acid bomb. An acid bomb
Conical Bomb* d8 thunder Constitution
deals acid damage instead of fire damage, and its
Cryo Bomb d8 cold Constitution damage dice are d4s. Additionally, the target, as well
Holy Bomb d8 radiant Dexterity as each creature within the blast radius that fails its
Impact Bomb d8 force Dexterity saving throw, takes the same amount of damage again
Incendiary Bomb d6 fire Dexterity at the end of its next turn.
Laughing Gas Bomb d6 poison Constitution Bramble Bomb
Lightning Bomb d8 lightning Dexterity By adding a potent fertilizer to your bomb’s explosive
Nonlethal Bomb d8 bludg. Dexterity contents, you can change it into a bramble bomb. A
bramble bomb deals no damage, but instead causes
Oil Bomb d6 fire —
tough, thorny brambles to sprout from any area of
Painkiller Bomb* — —
natural ground within the bomb’s blast radius, which
Paint Bomb* Varies — becomes difficult terrain. Additionally, if a creature in
Pheromone Bomb* — Wisdom the blast radius is prone when the bomb detonates, it
Plasma Bomb* d10 radiant Dexterity is enveloped by the brambles and must succeed on a
Prismatic Bomb Varies Varies Strength (Athletics) check against your bomb save DC
before it can move or stand. The brambles shrivel and
Psionic Bomb d6 psychic Wisdom
die after 1 minute.
Quiet Bomb d8 fire Dexterity
Reverb Bomb* Varies Constitution
Cryo Bomb
By replacing your bomb’s explosive contents with
Seeking Bomb d6 fire Dexterity
a piece of ice-nine, you can change it into a cryo
Shrapnel Bomb* d8 piercing Dexterity bomb. A cryo bomb deals cold damage instead of
Slime Bomb* — — fire damage, its damage dice are d8s, and it requires
Smoke Bomb — — a Constitution saving throw, instead of a Dexterity
Sonic Bomb d6 thunder Constitution saving throw. Additionally, the target, as well as each
Stink Bomb d8 poison Constitution creature within the blast radius that fails its saving
throw, has its speed reduced by 10 feet until the end of
Teleportation Bomb — —
its next turn.
Thermobaric Bomb d6 fire Dexterity
Venom Bomb* d8 poison Constitution
Holy Bomb
By adding a few drops of holy water to your bomb’s
Withering Bomb d8 necrotic Constitution
explosive contents, you can change it into a holy
bomb. A holy bomb deals radiant damage instead
of fire damage, and its damage dice are d8s, unless
the target is a celestial, fiend, or undead. The bomb’s
damage dice are d6s against celestials and d12s against
fiends and undead.

5
Mage Hand Press
Impact Bomb Lightning Bomb
By replacing your bomb’s explosive contents with a By replacing your bomb’s explosive contents with a
more reactive one, you can change it into an impact charged arcane capacitor, you can change it into a
bomb. An impact bomb deals force damage instead of lightning bomb. A lightning bomb deals lightning
fire damage, and its damage dice are d8s. Additionally, damage instead of fire damage, and its damage dice are
the target, as well as each creature within the blast d8s. Additionally, the target, as well as each creature
radius that fails its saving throw, is pushed 5 feet away within the blast radius that fails its saving throw, can’t
from the center of the blast. take reactions until the end of its next turn.
Incendiary Bomb Nonlethal Bomb
By adding a thickening agent to your bomb’s explosive By replacing your bomb’s explosive contents with
contents, you can change it into an incendiary a pouch of rubber pellets, you can change it into a
bomb. An incendiary bomb’s damage dice are d6s. nonlethal bomb. A nonlethal bomb deals bludgeoning
Additionally, the area of the blast radius is engulfed in damage instead of fire damage, and its damage dice are
flames, which persist until the start of your next turn. d8s. If damage from this bomb drops a creature to 0 hit
Flammable objects in this area that aren’t being worn points, it knocks the creature out, rather than dealing
or carried ignite. Any creature that ends its turn in a killing blow, rendering the creature unconscious and
this area takes half the bomb’s damage. stable. Additionally, this bomb’s rubber pellets bounce
around corners, ignoring half and three-quarters cover
Laughing Gas Bomb
for targets within the blast radius.
By mixing your bomb’s explosive contents with a
drop of jesterate, a highly euphoric chemical, you can Oil Bomb
change it into a laughing gas bomb. A laughing gas By mixing your bomb’s explosive contents with a
bomb deals poison damage instead of fire damage, its few drops of a super-surfactant, you can change it
damage dice are d6s, and it requires a Constitution into an oil bomb. An oil bomb deals no damage, but
saving throw, instead of a Dexterity saving throw. coats each creature within the blast radius in a sticky,
Additionally, the target, as well as each creature within flammable oil. The next time a creature coated in oil
the blast radius that fails its saving throw, falls prone takes fire damage, it takes an extra d6 damage for
in a fit of laughter. Once a creature falls prone due to each die of fire damage rolled, up to a maximum of
this bomb’s effects, it is immune to this effect (but not half your alchemist level, rounded up. This oil can be
the bomb’s poison damage) for the next 24 hours. removed by dousing a creature with a gallon of water.
Prismatic Bomb
By adding an ounce of polyjuice, an unpredictable,
multicolored chemical, to your bomb’s explosive
contents, you can change it into a prismatic bomb.
A prismatic bomb deals damage of a randomly
determined type instead of fire damage, and it
requires a randomly determined type of saving throw.
Its damage dice are d8s. Roll on each of the following
tables.
d6 Damage d6 Saving Throw
1 Acid 1-2 Dexterity
2 Cold 3-4 Constitution
3 Fire 5-6 Wisdom
4 Lightning
5 Poison
6 Radiant

Psionic Bomb
By mixing your bomb’s explosive contents with dust
from a psionic crystal, you can change it into a psionic
bomb. A psionic bomb deals psychic damage instead
of fire damage, its damage dice are d6s, and it requires
6
Complete Alchemist
a Wisdom saving throw, instead of a Dexterity saving Teleportation Bomb
throw. Additionally, the target, as well as each creature By replacing your bomb’s explosive contents with
within the blast radius that fails its saving throw, has a glowing etherite crystal, you can change it into a
disadvantage on Constitution saving throws it makes teleportation bomb. A teleportation bomb deals no
to maintain concentration on spells until the end of its damage and instead opens a rift in space, instantly
next turn, including against this bomb’s damage. teleporting you to its point of detonation. This effect
Quiet Bomb fails if the bomb explodes more than 30 feet away
By replacing your bomb’s explosive contents with a from you.
wad of thermal cotton, you can change it into a quiet Thermobaric Bomb
bomb. A quiet bomb’s damage dice are d8s. When this By replacing your bomb’s explosive contents with
bomb detonates, it makes only a low thud, audible out a lower speed explosive, you can change it into a
to 10 feet, and releases a puff of smoke to mask the thermobaric bomb. A thermobaric bomb’s damage
light given off by its blast. Creatures have disadvantage dice are d6s, and it explodes in a 10-foot radius.
on ability checks to detect that this bomb was
detonated nearby. Withering Bomb
By mixing your bomb’s explosive components with
Seeking Bomb a powerful desiccating agent, you can change it into
By replacing your bomb’s explosive contents with a a withering bomb. A withering bomb deals necrotic
powerful lodestone, you can change it into a seeking damage instead of fire damage, its damage dice are
bomb. A seeking bomb’s damage dice are d6s. You d8s, it requires a Constitution saving throw, instead of
don’t have disadvantage on ranged attack rolls you a Dexterity saving throw. Additionally, the target, as
make using this bomb as a result of being within 5 feet well as each creature within the blast radius that fails
of a hostile creature. its saving throw, can’t regain hit points until the end of
Smoke Bomb its next turn.
By removing your bomb’s explosive contents entirely,
you can change it into a smoke bomb. A smoke bomb Discoveries
deals no damage but fills a 10-foot-radius sphere If a discovery has prerequisites, you must meet
with smoke. This smoke spreads around corners and them to learn it. You can learn the discovery at the
its area is heavily obscured. It lasts for a number of same time that you meet its prerequisites. A level
rounds equal to your Intelligence modifier (minimum prerequisite refers to your level in this class. You
of 1 round) or until a wind of moderate or greater can only learn a discovery once, unless otherwise
speed (at least 10 miles per hour) disperses it. Once specified.
you throw one of these bombs, you can’t throw
Advanced Poisoner
another one for 1 minute.
Prerequisites: 13th level, Venomsmith Field of Study
Sonic Bomb Your morbid research into the most vicious, exotic
By mixing your bomb’s explosive contents with a few poisons has revealed how to synthesize the following
drops of air elemental essence, you can change it into poisons when you brew potions:
a sonic bomb. A sonic bomb deals thunder damage
Potion Cost
instead of fire damage, its damage dice are d6s, and
Burnt Othur Fumes 3 reagent dice
it requires a Constitution saving throw, instead of a
Dexterity saving throw. Additionally, the target, as well Crawler Mucus 3 reagent dice
as each creature within the blast radius that fails its Drow Poison 3 reagent dice
saving throw, is deafened until the end of its next turn. Midnight Tears 5 reagent dice
Stink Bomb Pale Tincture 4 reagent dice
By adding a single drop of skunkanide, a chemical Wyvern Poison 6 reagent dice
too unholy to expound upon, you can change it into
a stink bomb. A stink bomb deals poison damage Alchemy of Ascendancy
instead of fire damage, its damage dice are d8, and Prerequisite: 17th level
it requires a Constitution saving throw, instead of a A breakthrough in your alchemical studies has
Dexterity saving throw. Additionally, the target, as revealed the formulation of several potent elixirs. You
well as each creature within the blast radius that fails can brew the following potions:
its saving throw, has disadvantage on ability checks it
makes until the end of its next turn.
7
Mage Hand Press
Potion Cost Arcane Study
Necromantic Draught 4 reagent dice You learn three cantrips of your choice from the
Oil of Etherealness 4 reagent dice wizard spell list. Intelligence is your spellcasting
ability for your wizard spells.
Potion of Speed 4 reagent dice
Potion of Stone Giant Strength 4 reagent dice Ballistics Research
You learn two additional bomb formulae.
Alchemy of Influence Battle Training
Prerequisite: 13th level
You gain proficiency with martial weapons and
Your alchemical research has revealed many of the shields.
basic chemicals which govern emotions. You can brew
the following potions: Beguiling Haze
Prerequisites: 13th level, Amorist Field of Study
Potion Cost
When you charm a creature, you can choose to place
Potion of Animal Friendship 1 reagent die
it in a dreamy state, from which it regards everyone it
Philter of Love 2 reagent dice sees as close friends. While the creature is charmed, it
Potion of Clairvoyance 3 reagent dice is nonhostile and acts as though it is charmed equally
Potion of Mind Reading 3 reagent dice by each creature it sees. Once you use this ability, you
can’t use it again until you finish a short or long rest.
Alchemy of Transformation Buffered Metabolism
Prerequisite: 13th level
Prerequisites: 13th level, Xenoalchemist Field of Study
You have mastered the alchemical secrets of shifting
As a reaction when you take damage, you can expend
matter, which allow you to brew the following potions:
any number of reagent dice up to your proficiency
Potion Cost bonus to reduce the amount of damage taken by the
Oil of Slipperiness 2 reagent dice total rolled on the dice.
Sandstone Solution 2 reagent dice Clotting Agent
Aqua Fortis 3 reagent dice You have developed a serum that thickens your blood.
Chameleon Concoction 3 reagent dice Your hit point maximum increases by your alchemist
Potion of Gaseous Form 3 reagent dice level + your Constitution modifier, and it increases by
1 again whenever you gain a level in this class.
Antisound Craft Homunculus
Prerequisite: 13th level, Resonator Field of Study Using a special alchemical process requiring 8 hours
Whenever you throw a bomb that deals thunder of work, which can be performed over the course
damage in a blast radius, you can choose to magically of a long rest, you can create a homunculus. A
silence the area after the blast, as per the spell silence. homunculus functions as a familiar summoned by the
Creatures in the area aren’t immune to thunder find familiar spell, with several differences:
damage caused by your bombs. This effect lasts for 1
minute or until you choose to use this feature again.
8
Complete Alchemist
• The telepathic link between you and your Fire in the Hole
homunculus functions at any distance, provided Prerequisite: 9th level
you and your homunculus are on the same plane of You have tweaked your bomb’s formula to increase its
existence. explosive yield. Your bomb save DC increases by half
• You can’t dismiss your homunculus as you would a your proficiency bonus, rounded down.
familiar.
• Your homunculus is a construct and can’t assume a Fortified Serum
different form. Prerequisites: 13th level, Apothecary Field of Study
• Your homunculus can take the Attack action on its Whenever a creature regains hit points by drinking
turn. one of your potions, it gains resistance to bludgeoning,
piercing, and slashing damage from nonmagical
When your homunculus dies, its body remains, and
attacks until the end of its next turn.
can be reanimated in a procedure requiring 1 hour of
work, which can be performed over the course of a Grenadier
short or long rest. When you prime and throw a bomb, you can use your
bonus action to make an attack with a weapon that
Demolition Spree
Prerequisites: 13th level, Mad Bomber Field of Study isn’t two-handed.
When you prime and throw a bomb, you can choose Dynamo Charger
to throw a number of bombs equal to the amount Prerequisites: 13th level, Dynamo Engineer Field of
of damage dice for the bomb instead of only one. Study
Each bomb you throw deals 1d10 damage plus You’ve invented a device that rapidly recharges
your Intelligence modifier and can’t target the same your spell dynamos. Once per day when you finish
creature or space. You must spend reagent dice a short rest, you can regain 2 expended spell slots
separately on these bombs and can apply a bomb stored in dynamos. You can configure these dynamos
formula to only one of them. immediately..

Explosive Missile Hemoreagent


As a bonus action, you can load one of your bombs Prerequisite: 17th level
onto the head of a crossbow bolt. Instead of its normal When you prime and throw a bomb, you can convert a
damage, this bolt deals damage as if the bomb had measure of your own blood into reagents. You can add
been primed and thrown, but it doesn’t have a blast five or fewer reagent dice to the bomb’s damage roll
radius. Only one of your bombs can be loaded onto a without expending them, and you take 1d6 necrotic
bolt at a time, and you can’t fire an explosive bolt on damage for each reagent die added. This damage can’t
the same turn you throw a bomb. be reduced or prevented in any way.

Fire Brand Lazarus Bolt


As a bonus action you can mix your bomb’s contents Prerequisite: 9th level
together and apply the fiery concoction to a melee You’ve discovered a radical necromantic workaround:
weapon you are holding. Until the end of your turn, restoring life with direct electricity to the heart. As an
this melee weapon deals an extra 1d6 fire damage on action, you can drive a bolt into the torso of a creature
a hit. This bonus damage increases by 1d6 at 5th level within 5 feet of you that has died within the last
(2d6), 11th level (3d6), and 17th level (4d6). minute and shock it back to life. That creature returns
to life with 1 hit point. This feature can’t return to life
Fire Eater a creature that lacks a heart, a creature that has died of
Instead of throwing a bomb, you use an action to old age, or a creature that is missing vital organs.
drink its contents and spit them out in a 15-foot Once you use this ability, you can’t use it again
cone. Each creature within the cone must make a until you finish a short or long rest.
Dexterity saving throw against your bomb save DC.
On a failed save, a creature takes fire damage as if the Magnified Blast
bomb had been primed and thrown, or half as much Prerequisite: 17th level
on a successful save. When you use this ability, you Thanks to a new internal design for your bombs, you
take 1d4 points of fire damage for each of your bomb’s have expanded their blast radius and magnitude.
damage dice. Whenever you add reagent dice to your bomb’s
damage, you can also choose to expand the bomb’s
blast radius by a distance of up to 5 feet per two
reagent dice spent.
9
Mage Hand Press
Ooze Cowboy Reactionary Gulp
Prerequisites: 13th level, Ooze Rancher Field of Study Prerequisite: 17th level
Tired of waiting for your oozes to catch up with you, By keeping your potions organized on a bandolier or
you’ve modified your formula to make extra fast in a series of pouches, you can quickly draw them at a
slimes! All slimes you make have a speed of 30 feet, moment’s notice. Immediately after you take damage
unless it was already higher. Additionally, you can from a creature you can see, you can use your reaction
ride any ooze you make of Medium size or larger as to drink a potion.
a mount. You and your equipment suffer no ill effect
Reagent Pulse
from touching your oozes directly. Lastly, your oozes Prerequisites: 13th level, Ionizer Field of Study
add your proficiency bonus to their damage rolls and
You can integrate a special ionization chamber within
initiative rolls.
a blaster of your choice with one minute of work.
Paint Portals Once you’ve modified a blaster in this way, you can
Prerequisite: 13th level, Pigmintist Field of Study spend a number of reagent dice up to your proficiency
Through some clever paint mixing, you have infused bonus when you make an attack roll with that blaster,
your paint with a small amount of conjuration magic. adding your Intelligence modifier and the reagent dice
Once on each of your turns, you can use 10 feet of to the blaster’s damage roll.
your movement to enter any area of wet paint within
Recycled Potions
5 feet of you, emerging from another area of wet paint Prerequisite: 9th level
of the same color within 60 feet of you. Both areas of
When you brew potions, you can distill those you
paint must be at least the same size as you.
have already brewed, recovering the reagents stored
Poisoner within. You can convert brewed potions into reagent
Your research into poisonous compounds has taught dice and you can choose to expend those dice to create
you how to concoct lethal toxins. You gain proficiency new potions. You can’t gain more than your maximum
with the poisoner’s kit. Additionally, you can craft the number of reagent dice using this ability.
following poisons when you brew potions, which use
Syringe
your bomb save DC instead of their normal save DC:
Using a sophisticated hypodermic needle, you can
Potion Cost more quickly administer potions and poisons. As a
2 × Basic Poison 1 reagent die bonus action, you can inject a potion into yourself or
2 × Antitoxin 1 reagent die a willing creature within 5 feet of you, granting the
Potion of Poison 2 reagent dice benefits of the potion as if it were consumed normally.
You can inject a potion into an unwilling creature with
Oil of Taggit 2 reagent dice
a successful melee attack, treating the syringe as a
Serpent Venom 2 reagent dice finesse weapon.
Truth Serum 2 reagent dice
Tri-Mutation
Prerequisites: 13th level, Mutagenist Field of Study
Precision Explosives
You have modified your bombs to have narrow gaps You’ve developed a powerful, but fleeting way to
in their explosions, perfect for keeping some creatures blend your mutagens. When you inject yourself with
safe from the blast. You can choose one creature in a mutagen, you can choose to inject a tri-mutagen,
the blast radius of a bomb, other than the target, to which grants you the benefit of all your mutagens at
automatically succeed on its saving throw against the once. This benefit lasts for 1 minute, or until you inject
bomb and take no damage from it. yourself with a different mutagen. Once you use this
ability, you can’t use it again until you finish a long
rest.

10
Complete Alchemist
Fields of Study
All alchemists learn the basics of their science: the
elements, chemical reactions, and alchemical formulae.
Beyond that, alchemists pick up a specialty, which
they practice and research in depth. Some focus on
the healing arts, and some focus on destruction, while
others focus on research or potion-brewing. Fields
of study are as varied as the alchemists who research
them and have applications equally as diverse.
Amorist
The study of mind-affecting alchemy is a delicate
one, practiced only by a small number of
alchemists, known as amorists. Often called “love
doctors” by their clientele, amorists specialize in the
brewing of potions that produce strong emotional
responses in their drinkers. While love potions are by
far their most popular product, amorists can also craft
pungent pheromone bombs that can even soften the
hearts of terrible monsters.
Bonus Proficiencies
When you select this field of study at 2nd level, you
gain proficiency in the Deception and Persuasion skills.
Formula: Pheromone Bomb
Starting at 2nd level, you can replace your bomb’s
explosive contents with a potent pheromone,
changing it into a pheromone bomb. A pheromone
bomb requires a Wisdom saving throw, instead of a
Dexterity saving throw. The bomb deals no damage,
and instead causes the target, as well as each creature
within the blast radius that fails its saving throw, to Magnetic Personality
be charmed by you until the end of its turn or until it Starting at 6th level, you can add your Intelligence
takes damage. modifier to Charisma checks that you make.

Fields of Study
Name Description
Amorist Brewers of love potions and practitioners of mind-affecting alchemy
Apothecary Alchemical healers and herbalists
Dynamo Engineer Casts spells by preparing them in devices known as spell dynamos
Ionizer Manipulates the high-energy physics of blaster weapons
Mad Bomber Pyromaniacs who fashion particularly devastating bombs
Mutagenist Transmutes their body with experimental injected mutagens
Ooze Rancher Breeds and commands all manner of oozes and slimes
Pigmentist Splatters magical paint to weaken and confound foes
Resonator Shapes sonic explosions and manipulates resonates frequencies
Venomsmith Poison expert and assassin
Xenoalchemist Modifies their body and the bodies of others with monster surgery

11
Mage Hand Press
Alchemical Perfume Potion Toss
Beginning at 10th level, you wear an aromatic, Starting at 6th level, you’ve developed a chemical
mind-altering perfume that endears others to you. mechanism to deliver potions more effectively to
When a hostile creature within 5 feet of you makes an distant allies. You can use your action to hurl a potion
attack roll against you, it must succeed on a Wisdom at a willing or unconscious creature within 20 feet of
saving throw against your bomb save DC or have you. The target gains the potion’s benefit as if it had
disadvantage on the attack roll. Once a creature consumed the potion normally.
succeeds on this saving throw, it is immune to this
Self-Medication
effect for 24 hours. A target automatically succeeds on
By 10th level, you’ve tested out your own tolerances
this saving throw if it can’t be charmed.
to painkillers such that you can take a small measure
Alchemical Romance regularly without ill effect. Whenever you drink a
Starting at 18th level, during a long rest, you can potion that has the effect of restoring your hit points
spend 4 reagent dice to make an extremely potent (even if you already have all of your hit points), you
potion of true love. This potion acts much like a gain advantage on saving throws until the end of your
philter of love, except that when you make the potion, next turn.
you choose the creature the target regards as its
Alchemical Resurrection
true love, provided the target knows the creature or
Starting at 18th level, your medicines are potent
meets it within 24 hours of consuming the potion.
enough to rouse the dead. By using your action to mix
Additionally, this effect lasts indefinitely, ended only
500 gp worth of diamond dust into a potion of superior
when you make a new potion of true love, or the effect
healing or a potion of supreme healing, you create a
is removed with a remove curse spell or similar magic.
potion of raise dead. If you use your action to pour this
When this potion’s effects are ended on a target, it
concoction on a humanoid corpse that has been dead
regards the creature it once loved with total disgust,
no longer than 10 days, the target gains the effect of
and can never love that creature again.
the raise dead spell.
Apothecary Dynamo Engineer
Many practically minded alchemists assume the role
As an early alchemical thesis states: if the fundamental
of the apothecary, for adventuring parties always need
energy of magic could be captured within physical
a healer, and clerics might be in short supply. During
substance, there would be no need for magic-users.
their downtime, such alchemists have a marketable
Some alchemists have founded their careers on
skill to depend upon for income and can do an
this notion, inventing and iterating upon small
indisputable amount of good with their knowledge.
devices known as spell dynamos, which can store
Apothecaries are constantly at work studying potions
and manipulate arcane energy. These dynamos can
and herbology, preferring to learn how to mend the
be configured to store their energy at a specific
body, rather than destroy it.
resonance, such that, when it is released, it perfectly
Bonus Proficiencies replicates the effect of a spell. Indeed, these few
When you choose this field of study at 2nd level, you alchemists have begun to brave the frontier of
gain proficiency in the Medicine skill. spellcasting without an ounce of arcane talent; just a
knack for tinkering and endless inventiveness.
Formula: Painkiller Bomb
At 2nd level, you can mix your bomb’s contents with Spectrum Analyzer
analgesic oil, changing it into a painkiller bomb. A Starting at 2nd level, you have invented a small device
painkiller bomb deals no damage and doesn’t have shaped like a monocle capable of rendering magical
a blast radius. On a hit, roll damage as normal; the auras visible to the naked eye. You can cast the detect
target instead gains temporary hit points which last magic spell once without using a spell slot or spell
for 1 minute equal to the total damage roll. You can components. Once you cast the spell in this way, you
target a willing creature with this bomb without can’t do so again until you finish a short or long rest.
making an attack roll. Once you throw one of these
Spellcasting
bombs, you can’t throw another one for 1 minute.
Also at 2nd level, you can cast spells by storing and
releasing energy in spell dynamos. See the core rules
for the general rules of spellcasting and the wizard
spell list.

12
Complete Alchemist
The Spells Known column of the Dynamo
Dynamo Engineer Spellcasting Engineer Spellcasting table shows when you learn
Alchemist Spells Spell Slot Level more wizard spells of 1st level or higher. Each of these
Level Known Dynamos spells must be an evocation or transmutation spell of
2nd 3 2 1st your choice, and must be of a level for which you have
3rd 3 2 1st spell slots.
The spells you learn at 8th, 14th, and 20th level
4th 4 3 1st
can come from any school of magic.
5th 4 3 1st Whenever you gain a level in this class, you
6th 4 3 1st can replace one of the wizard spells you know with
another spell of your choice from the wizard spell
7th 5 4 2nd
list. The new spell must be of a level for which you
8th 6 4 2nd have spell slots, and it must be an evocation or
9th 6 4 2nd transmutation spell, unless you’re replacing the spell
10th 7 5 2nd you gained at 3rd, 8th, 14th, or 20th level from any
school of magic.
11th 8 5 2nd
Spellcasting Ability. Intelligence is your
12th 8 5 2nd spellcasting ability for your wizard spells, since you
13th 9 5 3rd cast them using cutting-edge arcane technology. You
use your Intelligence whenever a spell refers to your
14th 10 5 3rd
spellcasting ability. Use your bomb save DC as the
15th 10 5 3rd saving throw DC for a wizard spell you cast, and use
16th 11 6 3rd your Intelligence modifier when making an attack roll
17th 11 6 3rd with one.
18th 11 6 3rd Spell attack modifier = your proficiency
19th 12 7 4th bonus + your Intelligence modifier
20th 13 7 4th Formula: Arcano Bomb
Starting at 6th level, you can craft arcano bombs. By
Spell Dynamos. You power your spells adding an unexpended dynamo to your bomb (and
through handheld arcane devices called spell thus expending the dynamo’s spell slot), you can
dynamos, which each hold a single spell slot. The change it into an arcano bomb. An arcano bomb deals
Dynamo Engineer Spellcasting table shows how many force damage instead of fire damage, its damage dice
spell dynamos you have. The table also shows what the are d12s, and it deals one extra die of damage, as if a
level of those slots held in each of your dynamos is; reagent die were added to it.
all of these spell slots are the same level. To cast one Counter-Discharge
of your wizard spells of 1st level or higher, you must Beginning at 10th level, when a creature you can
expend a spell dynamo. You regain all expended spell see casts a spell that affects you, you can use your
dynamos when you finish a long rest. reaction to expend a spell dynamo to release a wave
Preparing Spells. Unlike other spells, you of disruptive magical energy. If the spell requires
must prepare the spells held in each of your spell you to make a saving throw to resist its effects, you
dynamos in advance. When you finish a long rest, you have advantage on the saving throw. If the spell deals
configure each of your dynamos to cast a particular damage, you have resistance against it. Once you use
wizard spell you know. You can only use a spell this ability, you can’t use it again until you finish a
dynamo to cast a spell to which it is configured. When long rest.
you finish a short or long rest, you can reconfigure
your unexpended dynamos to hold different spells. Arcane Recycler
Spells Known of 1st-Level and Higher. By 18th level, you can convert otherwise wasted
You know three 1st-level wizard spells of your choice, magical energy into a usable form. When you miss
two of which you must choose from the evocation and with an arcano bomb, you can recycle the spell slot
transmutation spells on the wizard spell list. stored in the dynamo and transfer it to one of the
empty dynamos on your person.

13
Mage Hand Press
Ionizer Electromagnetic Shield
Starting at 10th level, you have discovered a way to
Research into alchemical alternatives to devices such
deflect harmful projectiles by reverse engineering
as blasters or personal shield emitters is practiced
a plasma bomb. If you are hit by a ranged weapon
by very few alchemists, more out of scientific
attack that deals force, lightning, necrotic, or radiant
curiosity rather than true innovative spirit. A
damage, you can use you reaction to roll a d6. On a
select few, however, become true masters in energy
roll of 6, the attack misses you, regardless of its roll.
manipulation. These so-called ionizers can bend
most forms of energy to their will using sophisticated Energetic Discharge
alchemical reactions. At 18th level, you create a fist-sized “discharge device”
Bonus Proficiencies that can absorb, store, and redirect small amounts
of any energy that hits you. When you use your
When you select this field of study at 2nd level, you
Electromagnetic Shield feature, regardless of your roll,
gain proficiency with the Technology skill.
your discharge device gains 1 charge, to a maximum
Formula: Plasma Bomb of 10. Charges last for 24 hours. As a bonus action
At 2nd level, you can craft plasma bombs. By replacing on your turn, you can expend any number of stored
your bomb’s explosive contents with an ion-fluxer, you charges and make a ranged weapon attack against a
can change it into a plasma bomb. A plasma bomb target within 60 feet. On a hit, the target takes 1d8
deals radiant damage instead of fire damage. When force or radiant damage (your choice) for each charge
you hit a creature with this bomb, an intense attractive expended.
force causes it to permanently stick to the creature,
exploding and dealing damage as normal at the end of Mad Bomber
the creature’s next turn. While many “mad bombers” aren’t actually mad, it
takes a special kind of crazy to devote one’s life to
Heatsink
studying explosives. Most alchemists who specialize in
By 6th level, you’ve learned an alchemical trick to
this field are incorrigible pyromaniacs who take great
channel excess heat away from a blaster, normalizing
pleasure in burning, blasting, and blowing things up.
its temperature. Once per turn, you can use an action
Mad bombers are always working to improve their
or a bonus action to supercool a blaster you touch.
bombs’ effectiveness.
The next time this blaster would overheat within the
next minute, it automatically cools down and stops Blasting Specialty
being overheated. If you supercool a blaster that is Starting when you choose this field of study at 2nd
overheated, it immediately stops being overheated. level, your bombs deal double damage to objects and
You can use this feature a number of times equal to structures.
your Intelligence modifier (a minimum of once). You Formula: Shrapnel Bomb
regain expended uses when you finish a long rest.
At 2nd level, you can augment your bomb’s explosive
contents with metal bearings, changing it into a
shrapnel bomb. A shrapnel bomb deals piercing
damage instead of fire damage, its damage dice are
d8s, and it explodes in a 10-foot radius.

Dark Matter
The Ionizer Field of Study uses blaster rules included
in the book Dark Matter, published by Mage Hand
Press.

14
Complete Alchemist
Timed Demolition Dexterity. Your Dexterity score increases by 3,
Starting at 6th level, when you prime and throw to a maximum of 20. Additionally, your walking speed
a bomb, you can set a duration for its detonation, increases by 5 feet.
which can be any number of rounds (any increment Constitution. Your Constitution score
of 6 seconds) up to 1 minute. The bomb detonates at increases by 3, to a maximum of 20. As a result, your
the end of your turn after this duration. If a creature current and maximum hit points increase accordingly
is in the area of more than one bomb’s blast radius with your new Constitution score, but when this effect
simultaneously, the creature is only affected by one of ends, both your current and maximum hit points
the bombs of your choice. decrease by the same amount.

Blast Shield Shared Mutagen


By 10th level, you have developed an elemental plating At 6th level, you’ve created a mutagen formulation
to protect you from hazardous energies. You gain generic enough to safely be injected into others. You
resistance to your choice of acid, cold, fire, lightning, can use your action and spend a reagent die to inject
or thunder damage and can change your selection a willing creature within 5 feet of you with a mutagen
whenever you finish a long rest. of your choice. A creature can only be under the effect
of one mutagen at a time. Once you have injected
Formula: Black Powder Bomb another creature with a mutagen, you can’t do so again
Beginning at 18th level, you can replace your bomb’s until the original mutagen ends.
explosive contents with a charge of black powder,
changing it into a dreaded black powder bomb. A Advanced Mutation
black powder bomb’s damage dice are d12s. Starting at 10th level, whenever you inject yourself
with a mutagen, you can choose one of the following
Mutagenist additional mutations:
The study of alchemy is fundamentally the study of Hyperelastic. Your flesh takes on a rubbery
transformation. All alchemists transmute mundane quality, allowing you to bend and stretch with ease.
materials into magical substances—potions, elixirs, Melee weapons you use are considered to have the
and bombs—yet some take it one step further. You Reach property, if they didn’t already have it already.
have discovered the secrets of the mutagen, the Additionally, you have advantage on ability checks you
keystone of transmutation, which allows you to make to escape grapple or slip binds.
transform your very body, gaining supernatural Mucilaginous. Your skin secretes a thick,
strength or speed, sprouting additional limbs or claws, extremely sticky substance, which helps you adhere to
or thickening your skin into a stony aegis. objects. You can move up, down, and across vertical
surfaces and upside down along ceilings, while leaving
Bonus Proficiencies your hands free. You also have a climbing speed equal
AStarting when you choose this field of study at to your walking speed.
2nd level, you gain proficiency in your choice of the Additionally, creatures have disadvantage on
Acrobatics or Athletics skill, as well as with shields. ability checks made to escape your grapples.
Mutagen Polybrachia. You grow a pair of additional
Also at 2nd level, you can use your bonus action to arms. These arms are fully functional and can be used
inject yourself with a potent transmutative potion to hold weapons and shields (allowing you to hold
known as a mutagen. You gain one of the following 2 two-handed weapons, or 4 one-handed weapons),
benefits of your choice for 1 minute, or until you use perform somatic components of spells, and perform
your bonus action to inject yourself with a different other actions, though the arms themselves don’t grant
mutagen: you any additional actions.
Strength. Your Strength score increases by 3, Mutated Blood
to a maximum of 20. By 18th level, your mutagens have permanently
Additionally, you sprout claws, fangs, spines, altered your biology. Choose Strength, Dexterity, or
horns, or a different natural weapon of your choice. Constitution. The chosen ability score increases by 2,
You can use this natural weapon to make unarmed and and your maximum for this score is now 22. Once
strikes. If you hit with it, you deal damage equal you have chosen an ability score, this selection can’t be
to 1d4 + your Strength modifier instead of the altered.
bludgeoning damage normal for an unarmed strike.
The damage of this attack is bludgeoning, piercing, or
slashing, as appropriate for the natural weapon.
15
Mage Hand Press
Ooze Rancher Ooze Cost

Unsurprisingly, oozes, jellies, and slimes are a Ochre Jelly 4 reagent die
fascinating subject for alchemists who wish to figure Gelatinous Cube 8 reagent die
out how inanimate chemicals can form together and Black Pudding 10 reagent dice
rise up in a moving, hungry mass. The answer to this
question may very well be at the heart of alchemy Pigmentist
itself. Alchemists who choose to research slimes in One of the lesser-known duties of alchemists is
depth are called ooze ranchers, for they breed and synthesizing new and increasingly vibrant pigments
keep numerous slimes to experiment upon. from mundane and magical materials—in many cases,
Ooze Empathy creating new colors from whole cloth. Alchemists who
Starting when you choose this field of study at 2nd specialize in this field are called pigmentists. An artful
level, you’ve developed a pheromone mix that endears and imaginative lot, they seek to brighten the world
all kinds of slime to you. Whenever an ooze tries to with their newly-invented hues, or failing that, simply
attack you, it must make a Wisdom saving throw splatter it with marvelous combinations of paint.
against your bomb save DC. On a failed save, its attack Bonus Proficiencies
misses. On a successful save, the ooze is immune to Starting when you choose this field of study at 2nd
this feature for the next 24 hours. level, you gain proficiency with painter’s supplies.
Formula: Slime Bomb Additionally, you can make a gallon of paint whenever
At 2nd level, you can mix your bomb’s explosive you create bombs following a short or long rest.
contents with the remnants of an ooze, changing it Formula: Paint Bomb
into a slime bomb. A slime bomb deals no damage, Starting at 2nd level, you can replace your bomb’s
but coats each creature within the blast radius in a contents with vibrant, magical paint, changing it into
viscous, green slime. No creature coated in slime can a paint bomb. A paint bomb’s damage dice are d6s.
take the Dash action or the Disengage action. Slime When you prime a paint bomb, you choose a color
can be removed by dousing a creature with a gallon of of paint from the following options to determine the
water or by taking an action to remove most of it. bomb’s effect. Each creature within the blast radius is
Bottled Oozes splattered in a coat of this magical paint. A creature
Starting at 6th level, you’ve learned a clever alchemical covered in paint is affected by the paint until it dries
trick for condensing oozes into denser states and after 1 minute, the paint is washed off with a gallon of
storing them in stasis for later use. Whenever you water, or a new coat of paint of any color is applied.
brew potions, you can spend 2 reagent dice to create Blue. Once per turn when the target takes cold
an ooze bottle (see Chapter 2). damage, it takes extra cold damage equal to your
Your oozes use your Intelligence modifier + bomb’s damage roll.
your proficiency bonus for their attack rolls, and use Green. The target treats the blast radius as
your bomb save DC in place of their save DCs. difficult terrain.
Indigo. Once per turn when the target fails a
Liquid Anatomy Strength, Dexterity, or Constitution saving throw, it
By 10th level, you have injected yourself with takes force damage equal to your bomb’s damage roll.
ozoplasm, the gooey substance which composes Orange. Whenever a target ends its turn in the
oozes and slimes, mutating your form. You can move blast radius, it takes acid damage equal to your bomb’s
through any space as narrow as 1 inch wide without damage roll.
squeezing (though your equipment doesn’t similarly Red. Once per turn when the target takes
compress). Moreover, any critical hit against you fire damage, it takes extra fire damage equal to your
becomes a normal hit. bomb’s damage roll.
Ooze Jug Violet. Once per turn when the target fails an
Beginning at 18th level, you’ve solved the problem Intelligence, Wisdom, or Charisma saving throw, it
that prevented large oozes from being bottled: you takes force damage equal to your bomb’s damage roll.
just needed a much larger bottle. You have an ooze Yellow. Whenever a target ends its turn in the blast
jug, which functions like an ooze bottle, but contains a radius, it takes lightning damage equal to your bomb’s
single larger ooze. You can only have one ooze jug at a damage roll.
time. You can fill it with the following oozes when you
brew potions:
16
Complete Alchemist
Illusory Paintings have heard within the last minute using this device
By 6th level, you can infuse your paint with a small and can store up to 8 hours of audio. Audio played
amount of illusion magic, creating marvelously back sounds identical to when it was recorded, but
deceptive images. Whenever you paint an object, you you can’t use this device to replicate sounds loudly
can choose to augment its effect using an image from enough to deafen or deal damage. Additionally, you
the silent image spell. For example, you can cause can playback audio up to three times as loud, allowing
a painted lion to walk along a wall, you can lend a you to use the device as a megaphone.
painting of a sculpture a sense of three-dimensionality, If your playback device is lost or stolen, you can
or you can cause a painting of a lantern to give off build a new one for 100 gp over the course of a long
light. rest.
The illusion must be contained entirely within Formula: Conical Bomb
the bounds of the painting. The illusion’s duration Starting at 2nd level, you can attach a waveguide to
depends on how long you spent painting the image. the exterior of your bomb, changing it into a conical
If you painted the image in under 10 minutes, it lasts bomb. Instead of exploding in a radius, a conical
for an hour after the paint dries. If you painted the bomb’s blast radius extends in a 15-foot cone from
image over the course of an hour, it lasts for 24 hours the point of impact, facing in a direction you choose.
after the paint dries. If you painted the image over A conical bomb deals thunder damage instead of
the course of 24 hours or longer, the effect lasts until fire damage, its damage dice are d6s, and it requires
dispelled. a Constitution saving throw, instead of a Dexterity
Improved Paint Bomb saving throw.
Beginning at 10th level, you can choose to fill your Resonant Frequency
paint bombs with white and black magical paint. The By 6th level, you have discovered that every material
Armor Class of a creature coated with white magical has a resonant frequency, a specific tone that
paint increases by 1d6, to a maximum of 20, and it compromises its structural integrity. As an action, you
adds 1d6 to its saving throws. The Armor Class of a can choose one type of solid material, such as wood,
creature coated with black magical paint decreases by glass, metal, or stone, and begin playing the material’s
1d6, to a minimum of 10, and it subtracts 1d6 from its resonant frequency through your playback device.
saving throws. While playing the resonant frequency, objects made of
Rainbow Blast the specified material within 15 feet of you that aren’t
By 18th level, all of your bombs paint the world in being worn or carried take force damage equal 1d8 +
vibrant colors. Whenever you prime and throw a your Intelligence modifier at the start of each of your
bomb with a formula that has a blast radius, you can turns. Constructs or elementals made predominantly
also change it to a paint bomb of any color except of a single material, such as metal or stone, and
white or black. The bomb first applies all the effects of components of objects, such as the metal lock of a
its original formula, including dealing damage using door, can also be damaged by a resonant frequency.
the formula’s damage dice, then coats the creatures You can stop playing a resonant frequency on
within the blast radius with magical paint. your turn (no action required).

Resonator Improved Flashbang


Starting at 10th level, your Flashbang feature improves
The explosive force of an alchemist’s bomb isn’t just in the following ways:
fire—it is a wave that can be shaped and focused.
Alchemists who realize this and pursue the science • Your flashbangs affect creatures within 10 feet of
of waves are deemed resonators for their oft- you.
revisited subject, resonant frequencies. Perhaps such • You can choose creatures within this area to be
frequencies are at the center of all alchemical pursuits, unaffected when you throw a flashbang.
for with the right frequencies, a resonator can warp • Your flashbangs affect creatures of Huge size.
explosions, flashbang dragons, and vibrate steel to Formula: Reverb Bomb
pieces. At 18th level, you can add materials to shift your
Playback Device bomb’s resonant frequency, changing it into a reverb
Starting when you choose this field of study at 2nd bomb. A reverb bomb deals thunder damage instead
level, you construct a clockwork device for recording of fire damage, its damage dice are d6s, and it requires
and playing back audio. You can record anything you a Constitution saving throw, instead of a Dexterity
saving throw. After hitting a target with a reverb
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bomb, the bomb explodes in the same blast radius Mithridatism
again with diminished force at the beginning of your By 10th level, by administering yourself small doses
turn on subsequent rounds. Each time the bomb of various poisons and toxins, you have developed
explodes, creatures in the blast radius must succeed an immunity to their ravages. You have immunity to
on a saving throw or take half of the bomb’s damage, poison damage and can’t be poisoned.
as normal. At the start of your next turn, the bomb’s
damage dice are d6s. At the start of your following Toxic Recompense
that one, the bomb’s damage dice are d4s. This effect Starting at 18th level, whenever a creature within
ends early if you use a reverb bomb again. 5 feet of you hits you with a melee attack, you can
use your reaction to unleash a spray of poisonous
Venomsmith vapor. The attacker must make a Constitution saving
For every alchemist that has devoted their life to throw against your bomb save DC or be poisoned for
healing the sick and infirm, there is another with 1 minute. While poisoned, the creature takes 1d10
a darker calling. Commonly called poisoners or poison damage at the start of each of its turns. A
venomsmiths, these alchemists are masters in the art poisoned creature can repeat the saving throw at the
of crafting deadly and debilitating poisons. Whether end of each of its turns, ending the effect on itself on a
employed by an assassin’s guild or performing success.
assassinations themselves, a venomsmith’s presence is
usually accompanied by untimely death.
Xenoalchemist
A small number of renegade alchemists elect to
Poisoner experiment on themselves, modifying their anatomy
Beginning when you choose this field of study at 2nd or even outright attaching new body parts. These
level, you gain the Poisoner discovery. Until you reach experiments are often considered unethical and
3rd level, you have 2 reagent dice, which you can dangerous, even by other alchemists, and those that
spend only on crafting poisons using this discovery. practice them are branded xenoalchemists for their
This discovery doesn’t count against your number of efforts. As xenolchemists progress in their studies,
discoveries known, and you can’t later replace this they invariably stumble upon the dangerous practice
discovery with a different one when you gain a level in of alchemical necromancy, which allows them to
this class. imbue unlife upon amalgamations of body parts.
Additionally, when you deal poison damage to a
creature, you ignore resistance to poison damage and Xenobiology
you treat immunity to poison damage as resistance Starting when you choose this field of study at 2nd
instead, dealing half damage. level, you have advantage on all ability checks you
make to identify or research monsters.
Formula: Venom Bomb
At 2nd level, you can mix a few drops of a fast- Mad Scientist
acting toxin into your bomb’s explosive components, By 2nd level, you’ve learned the finer points of
changing it into a venom bomb. A venom bomb deals reanimating dead appendages and stitching them to
poison damage instead of fire damage, its damage dice things. You gain two monstrous grafts of your choice.
are d8s, and it requires a Constitution saving throw Additionally, you don’t lose hit points or Hit Dice
instead of a Dexterity saving throw. Additionally, the from installing or removing grafts, and it takes you no
target, as well as each creature within the blast radius time to recover after the attachment of a new graft. See
that fails its saving throw, has disadvantage on the Chapter 3: Monstrous Grafts.
next Strength, Dexterity, or Constitution saving throw Surgical Attack
it makes before the end of its next turn. Beginning at 6th level, whenever you take the Attack
Alchemical Assassin or prime and throw a bomb on your turn, you can
Beginning at 6th level, you are adept at applying make an unarmed strike as part of that action. You
poisons without being seen. You have advantage on can only use this ability if your unarmed strike is
Dexterity (Sleight of Hand) checks you make to add improved by a graft, such as Bestial Features.
ingested poison to food or drink, to apply poison to Necromantic Organs
a weapon you are holding without being seen, or to By 10th level, you’ve learned how to tinge your own
place a vial of poison on another creature without it biology with necromancy through reanimated organs
noticing. that will persist after your death. If you are reduced to
0 hit points but not killed outright, you can drop to 1
hit point instead.
18
Complete Alchemist
Your alchemy golem acts independently on its
Alchemy Golem own turn, but always obeys your commands. On each
Medium construct, neutral of your turns, you can use a bonus action to mentally
Armor Class 13 (natural armor) command your golem if it is within 60 feet of you.
Hit Points 76 (9d8 + 36) You decide what action the golem will take and where
Speed 30 ft. it will move during its next turn, or you can issue
DEX CON INT WIS CHA
a general command, such as to guard a particular
STR
17 (+3) 9 (–1) 18 (+4) 6 (–2) 10 (+0) 5 (–3) chamber or corridor. If you issue no commands, the
golem only defends itself against hostile creatures.
Damage Resistances bludgeoning, piercing, and Once given an order, the golem continues to follow it
slashing from nonmagical weapons that aren’t until its task is complete.
adamantine
Damage Immunities lightning The golem can use your Intelligence modifier +
Condition Immunities charmed, exhaustion, frightened, your proficiency bonus for its attack rolls.
paralyzed, petrified, poisoned When the alchemy golem drops to 0 hit points,
Senses darkvision 60 ft., passive Perception 13
it dies. You can restore your alchemy golem’s hit points
Languages understands the languages of its creator but
can’t speak and reanimate it over the course of a short or long
Challenge 5 (1,800 XP) rest.
Aversion of Fire. If the alchemy golem takes fire You can attach up to three grafts to your
damage, it has disadvantage on ability checks and alchemy golem. You can only have one alchemy golem
attack rolls until the end of its next turn. at a time.
Immutable Form. The alchemy golem is immune to
any spell or effect that would alter its form.
Lightning Absorption. Whenever the alchemy golem
is subjected to lightning damage, it takes no damage
and instead regains a number of hit points equal to half
the lightning damage dealt.
Magic Resistance. The alchemy golem has advantage
on saving throws against spells and other magical
effects.
Monstrous Grafts. The alchemy golem’s weapon
attacks, including monstrous grafts added by its creator,
are magical. Monstrous grafts have a +6 attack bonus,
deal twice the normal number of damage dice, and
have a +5 bonus to their damage rolls. The alchemical
golem can only have 1 graft in each slot.
Actions
Multiattack. The alchemy golem makes two melee
weapon attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage.

Once you use this ability, you can’t


use it again until you finish a long rest.
It’s Alive!
Beginning at 18th level, your research into
the field of necromancy has culminated in
an alchemical golem stitched together from
discarded body parts. You can create an alchemy
golem through an 8-hour-long procedure, which
can be conducted over the course of a long rest. To
complete this process, you must have a healer’s kit,
alchemist’s supplies, and a knife (or a facility with
access to such tools), as well as at least three
recently deceased humanoid corpses.

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Chapter 2: Potions
Alchemists are masters of all manner of potions When you drink this potion, your skin camouflages
and concoctions. Indeed, nearly all of the universal to match the color and texture of your surroundings,
solvents and potions of invisibility found in dungeons granting you advantage on Dexterity (Stealth) checks
and crypts originated in an alchemist’s lab. The you make to avoid being seen for 1 hour. This liquid’s
following potions might be brewed by an alchemist or hue rapidly shifts to match whatever material it is
found as treasure. nearest to.
Alchemical Reactor Cure-All
Wondrous item, very rare (requires attunement by an Potion, uncommon
alchemist) The cure-all contains 1d4 + 1 doses of potent
This stupendously complex vessel the size of a cask is medicine. As an action, you can drink a dose, curing
festooned with valves and dials. While attuned to the you of any disease, ending your poisoning, and
reactor, you can use an action to adjust its settings causing you to be immune to being poisoned for 1
and begin producing any of the following potions: hour. A complex swirl of red liquid in the potion’s
potion of flying, potion of hill giant strength, potion of center resembles a snake on a pole. Shaking the bottle
invisibility, potion of superior healing, sovereign glue (1 fails to mix the potion’s contents.
ounce), or universal solvent.
The reactor rumbles and whirs for the next
Necromantic Draught
Potion, rare
12 hours as it produces the specified potion. Once
it is finished, you can use your action to pour the Pouring this potion on a Medium or Small humanoid
potion from the top of the reactor. This potion loses corpse causes the effect of the animate dead spell for
its potency and becomes nonmagical if it is not 24 hours. You command undead animated in this
consumed within 24 hours. way. This brightly glowing neon-yellow goo is repelled
Additionally, while attuned to the reactor, you away from living things which touch its container.
can regain 2 expended reagent dice whenever you Ooze Bottle
finish a short rest. Potion, rare
Aqua Fortis As an action, you can throw this vial up to 20 feet,
Potion, rare shattering it on impact and releasing a gray ooze.
This transparent acid constantly bubbles within its This ooze is friendly to you and your allies, and will
sealed vial. As an action, you can throw the vial up to otherwise attack the nearest creature it can detect. If
20 feet, shattering it on impact. Make a ranged attack, there is no creature to attack, the ooze will follow you.
treating the vial as an improvised weapon. However, the biochemistry of this ooze is unstable,
If the target is an object that isn’t being worn or and the ooze dissolves into a lifeless sludge after 1
carried, the acid dissolves a 1-foot cube of the object. hour. The charcoal-colored liquid inside this bottle
If splashed on a suit of armor or a shield, the object seems to lunge about with unnatural momentum.
takes a permanent and cumulative −1 penalty to the Sandstone Solution
AC it offers. A suit of armor reduced to an AC of Potion, rare
10 or a shield that drops to a +0 bonus is destroyed. You can pour this substance on the ground as an
If splashed on a weapon, it takes a permanent and action. If poured onto stone, a 10-foot deep, 10-foot
cumulative −1 penalty to damage rolls. A weapon radius portion of the stone becomes mud for 1 hour.
reduced to a −5 penalty is destroyed. It has no effect When poured into mud, sand, or quicksand,
on magic items and objects made of gold, glass, stone, a 10-foot deep, 10-foot-radius region of the material
or adamantine. become solid stone for 1 hour. The stone has AC 17,
If the target is a creature, it takes 3d6 acid 75 HP, and immunity to psychic and poison damage.
damage, followed by an extra 2d6 acid damage at the Any creature inside it when it becomes stone must
end of its next turn and another 1d6 acid damage at make a DC 14 Dexterity saving throw or be restrained.
the end of the turn after that. The acid can be washed The restrained creature can break free by succeeding
off with one gallon of water, ending the effect early. on a DC 20 Strength check or by dealing 25 damage
Chameleon Concoction to the stone. This sandlike substance flows about its
Potion, uncommon container like a fluid.

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Complete Alchemist
Chapter 3: Monstrous Grafts
Adopting the fearsome claws of a monstrosity or
the scorching breath of a dragon is an unusual but Graft Cost
surefire way to gain an advantage over one’s foes. Graft Cost
However, many find the practice of Xenoalchemy, or Amphibious Adaption 400 gp
Graftworking—which involves surgically attaching
monstrous parts onto a humanoid body—distasteful, Arcane Synapses 1,000 gp
if not outright revolting. This fringe science, obsessed Beast’s Hide 250 gp
with the appendages and organs of monsters, can Bestial Weapons 200 gp
replace the limbs of amputees, grant adventurers the
Charging Hooves 350 gp
uncanny ability to see in the dark, and empower them
with unconventional weapons and senses. Climbing Apparatus 1,250 gp
Harvesting a Graft. Grafts are harvested Darkvision 300 gp
from the fresh corpses of monsters, slain within Doppel-Blooded 1,000 gp
the last 48 hours or preserved by gentle repose or a
similar spell. Harvesting a graft from a corpse takes 10 Draconis Fundamentum 1,000 gp
minutes. Only one graft can be harvested from each Dragon’s Hide 2,250 gp
corpse. If the graft is too large or too small for the Energetic Suture 500 gp
target creature, it is alchemically enlarged or reduced
Fiend’s Hide 1,500 gp
to fit. You can’t harvest grafts from Tiny creatures or
from Gargantuan creatures. Heart of Steel 2,250 gp
Different types of monstrous grafts can only be Horns 350 gp
harvested from monsters with specific properties, as Indiscernible Anatomy 1,250 gp
specified in the graft’s Donor section.
Attaching a Graft. Attaching a graft for the Leaping Legs 400 gp
first time is a laborious surgical procedure, normally Olfactory Implants 200 gp
removing an original body part. This procedure Oversized Arms 1,500 gp
takes one hour and requires a healer’s kit, alchemist’s
Prehensile Tail 350 gp
supplies, and a knife (or a facility with access to
such tools), as well as someone with proficiencies Regenerating Marrow 500 gp
in these tools or with the Medicine skill to perform Replacement 400 gp
the operation. A monstrous graft is permanent until
Stench 400 gp
replaced with another graft.
This surgery is intensive and necessitates Tentacles 500 gp
recovery time. When you finish installing a monstrous Venom Sac 350 gp
graft into your body, you lose half your current hit Voice Box 150 gp
points and all of your Hit Dice. For 24 hours after
Webspinner Apparatus 500 gp
installation, you can’t use the graft’s abilities, as you
adjust to its presence. Replacing a graft or adding a
new graft in its body slot takes only 30 minutes. You Body Slots. Each graft takes up one of the
still lose half your hit points when replacing a graft, following slots: Arms, External, Head, Internal, or
but you don’t lose Hit Dice. Legs. You can’t have more than one graft in the same
slot. For instance, if you already have an arm graft,
you must remove it before you can attach a different
arm graft.
Harvesting Extraplanar Creatures Cost. Not all grafts can be easily obtained,
Harvesting grafts from extraplanar creatures is but when grafts can be purchased, suggested prices
extremely difficult, as these creatures typically are shown on the Graft Cost table below. Most of
return to their home plane once slain. However, it is these can be acquired at even cheaper rates if one is
possible to harvest grafts from a celestial, elemental, willing to track down a disreputable establishment
fey, or fiend if it is first affected by a planar binding
spell, and then slain, harvested, and its graft
specializing in dealing grafts and accept the risks
surgically attached before the spell ends. inherent to an unsanitary operation.

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Amphibious Adaptation your turns, when you move at least 15 feet in a straight
Donor: Any creature with the Amphibious trait line, you can move up to 10 additional feet in that
Slot: Head direction without spending additional movement.

You have grafted the gills of an aquatic creature to Climbing Apparatus


your neck, allowing you to breathe both air and water. Donor: Beast, Humanoid, or Monstrosity with a
Additionally, you attach minimal fins and gain a climbing speed
swimming speed equal to your walking speed. Slot: Legs
Arcane Synapses You have replaced or complemented your limbs with
Donor: Any creature with the Innate Spellcasting those of a climbing creature. You gain a climbing
trait speed equal to your walking speed.
Slot: Head Darkvision
You have stolen a bit of arcane potential from a Donor: Any creature with darkvision
creature by inserting some of its nerves into your Slot: Head
brain. You learn one cantrip of your choice from You have replaced your own eyes with those of a
the wizard spell list. Intelligence is your spellcasting monster with keen nightvision. You gain darkvision,
ability for this cantrip. the ability to see in dim light within 60 feet of you as
By harvesting a second creature, you can if it were bright light, and in darkness as if it were dim
improve this graft and learn an additional wizard light. You can’t discern color in darkness, only shades
cantrip of your choice. of gray.
Beast's Hide Doppel-Blooded
Donor: Beast of Large size or larger Donor: Any creature with the shapechanger tag
Slot: External Slot: Internal
You have transplanted the thick (and possibly furry) You transform your appearance for up to 1 hour. You
hide from a wild beast onto your body. Your Armor decide what you look like, including your height,
Class equals 13 + your Dexterity modifier. weight, facial features, sound of your voice, hair
Bestial Weapons length, coloration, and distinguishing characteristics,
Donor: Beast, Dragon, or Monstrosity with Bite or if any. You can make yourself appear as a member of
Claw attack another race, though none of your statistics change.
Slot: Arms or Head You also can’t appear as a creature of a different size
than you, and your basic shape stays the same; if
You have surgically implanted either the teeth or you’re bipedal, you can’t use this ability to become
claws from a monster into yourself, which are natural quadrupedal, for instance.
weapons that you can use to make unarmed strikes. Once you use this ability, you can’t use it again
By harvesting a second creature, you can improve this until you finish a long rest.
graft to gain both the claws and teeth.
You can use Dexterity instead of Strength for Draconis Fundamentum
the attack rolls of your unarmed strikes made using Donor: Dragon, Humanoid, or Monstrosity with a
your teeth or claws. If you hit with them, you deal Breath Weapon
damage equal to 1d6 + your Strength or Dexterity Slot: Internal
modifier (as appropriate to the attack roll), instead You have installed the mighty source of breath
of the bludgeoning damage normal for an unarmed weapons into yourself, and as an action on your turn,
strike. Your claws deal slashing damage and take you can exhale a wave of energy. Each creature in a
up the Arms slot, whereas your teeth deal piercing 15-foot cone must make a Dexterity saving throw
damage and take up the Head slot. (DC equals 8 + your Constitution modifier + your
Charging Hooves proficiency bonus). On a failed save, the creature
Donor: Any creature with a Charge trait or a Gore or takes 1d6 damage for each point of your proficiency
Hooves attack bonus, or half as much damage on a successful one.
Slot: Legs The breath weapon’s damage type is the same as the
donor’s breath weapon.
You have replaced your legs with those of a creature Once you use this ability, you can’t use it again
known for running down its foes. Once on each of until you finish a short or long rest.

22
Complete Alchemist
Dragon's Hide Indiscernible Anatomy
Donor: Dragon of Large size or larger Donor: Aberration of Medium size or larger
Slot: External Slot: Internal
You’ve transplanted the scaly, diamond-like hide of You have spliced aberrant genetics into your body,
a dragon onto your body. Your Armor Class equals which have subsequently altered the placement and
17. You also gain resistance to one of the following composition of your internal organs. Any critical hit
damage types to which the donor dragon was against you becomes a normal hit.
immune: acid, cold, fire, lightning, or poison damage.
Leaping Legs
You can only install this graft if you are proficient with
Donor: Any creature with the Pounce or Standing
heavy armor.
Leap trait
Energetic Suture Slot: Legs
Donor: Celestial, Dragon, Elemental, Fey, or Fiend You have replaced or modified your legs with the
with immunity or resistance to acid, cold, fire, muscular limbs of a bounding creature. Your jump
lightning, poison, or thunder damage distance doubles. Additionally, you can jump your full
Slot: External distance with or without a running start.
You have managed to capture the essence of
Olfactory Implants
extraplanar resistance to magic. You gain resistance to
Donor: Any creature with the Keen Smell or Keen
one of the following damage types to which the donor
Hearing and Smell trait
was immune or resistant: acid, cold, fire, lightning,
Slot: Head
poison, or thunder.
You have replaced or modified your nose with that
Fiend's Hide of a creature with keen smell. You have advantage on
Donor: Fiend of Medium size or larger Wisdom (Perception) checks that rely on smell.
Slot: External
Oversized Arms
You have transplanted the supernaturally tough hide
Donor: Giant
of a fiend onto your body. Your Armor Class equals 15
Slot: Arms
+ your Dexterity modifier (maximum 2).
You have replaced your arms with a giant’s massive
Heart of Steel limbs. The reach of your melee attacks increases by
Donor: Any construct 5 feet, unless the attack is made with a weapon that
Slot: Internal already has the Reach property. If you are Small,
You have replaced your heart with the core from a you can wield heavy weapons with which you are
construct. As a result, you can ignore the effects of proficient without penalty. Additionally, you have
1 level of exhaustion, and you only need to rest for advantage on Strength checks and saving throws you
4 hours to gain the same benefit that a human does make to maintain your grip on objects.
from 8 hours of rest.
Prehensile Tail
Horns Donor: Any creature with a Tail attack
Donor: Any creature with a Gore, Horns, Ram, or Slot: External
Tusk attack You surgically attach a muscular, prehensile tail, which
Slot: Head is a natural weapon that you can use to make unarmed
You attach a sturdy pair of horns or tusks onto your strikes. You can use Dexterity instead of Strength for
body, which are a natural weapon that you can use to the attack rolls of your unarmed strikes made using
make unarmed strikes. If you hit with them, you deal your tail. If you hit with it, you deal bludgeoning
damage equal to 1d6 + your Strength modifier, instead damage equal to 1d6 + your Strength or Dexterity
of the bludgeoning damage normal for an unarmed modifier (as appropriate to the attack roll), instead of
strike. Your horns deal the same type of damage as the the damage normal for an unarmed strike.
donor (usually bludgeoning or piercing damage). Additionally, you can hold and manipulate
Additionally, if you move in a straight line for objects and weapons with your tail, but you can’t
10 feet immediately before hitting a creature with make attacks with weapons held by your tail or wield a
your horns, that creature must make a Strength check shield with your tail and gain its benefits.
contested by your Strength check. If you succeed, the
creature is knocked prone.

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Regenerating Marrow strikes. You can use Dexterity instead of Strength for
Donor: Any creature with the Regeneration trait the attack rolls of your unarmed strikes made using
Slot: Internal your tentacle, and it has a reach of 10 feet. If you hit
with it, you deal bludgeoning damage equal to 1d6 +
You have replaced your bone marrow with that of a your Strength or Dexterity modifier (as appropriate to
regenerating creature. On your turn, you can use a the attack roll), instead of the damage normal for an
bonus action to regain hit points equal to 1d10 + your unarmed strike.
Constitution modifier. Additionally, when you hit a target with your
Once you use this ability, you can’t use it again tentacle as part of the Attack action, you can use your
until you finish a short or long rest. bonus action to attempt to grapple the target.
Replacement Venom Sac
Donor: Any Donor: Any creature with a natural weapon or trait
Slot: Any that can deal poison damage or cause a creature to
One or more of your organs or limbs has been become poisoned
replaced with a part harvested from a monster. A Slot: Internal
replacement can effectively solve any amputation or You have installed a gland that secretes poison from
organ failure, but they can’t return to life someone your body. As a bonus action, you can coat a weapon
that has died; such work is solely the domain of you are holding or a natural weapon, if you have one,
necromancy. Replacement limbs can resemble in basic poison. The save DC for the poison equals 8 +
the original limb, or can demonstrate obvious your Constitution modifier + your proficiency bonus.
monstrous characteristics, depending on the donor. Once you use this ability, you can’t use it again
A replacement organ or limb takes up one body slot until you finish a short or long rest.
relevant to it; for example, a troll’s hand takes the
Arms slot and a replacement kidney takes up the Voice Box
Internal slot. Donor: Any creature with the Mimicry trait
Slot: Head
Stench
Donor Type: Any creature with the Stench trait You have augmented your own vocal folds with
Slot: Internal those of a creature that can mimic sounds. You can
mimic any sounds you have heard, including voices.
As a bonus action, you can release a foul liquid A creature that hears the sounds can tell they are
contained within an organ taken from the donor imitations with a successful Wisdom (Insight) check,
creature. Each creature within 10 feet of you must contested by your Charisma (Deception) check.
make a Constitution saving throw (DC equals 8 +
your Constitution modifier + your proficiency bonus) Webspinner Apparatus
or be poisoned until the end of its next turn. Donor: Any creature with a Web action
Once you use this ability, you can’t use it again Slot: Internal
until you finish a short or long rest. You have installed spinnerets from a spiderlike
Tentacles creature into your body, allowing you to produce
Donor: Any creature with a Tentacles or Tendrils webs. You can cast the web spell without using spell
attack slots or spell components (DC equals 8 + your
Slot: Arms Constitution modifier + your proficiency bonus).
Once you use this ability, you can’t use it again
You surgically replace or modify one or both of your until you finish a short or long rest.
arms with a flexible tentacle or tendril, which is a
natural weapon that you can use to make unarmed

Other Monstrous Grafts


Other monsters might have organs, weapons, or
abilities that are well suited to becoming a graft
that is not included on this list. In this case, the
GM decides what type of graft can be harvested,
what body slot it takes up, and the special effects it
confers.

24
Complete Alchemist
Complete
Binder

Mage Hand Press


Chapter 1: Binder
When he finally spoke, it was with the voices of
several beings at once, overlapping in an unnatural
harmony. But the most prominent voice was gruff
and confident, which he used to lull his targets into
complacency seconds before he struck with a hidden
dagger. By the next morning, the gruff, independent
voice was gone, instead replaced with a profound
melancholy. He discarded the daggers too, in favor of
a sturdy spear and imposing armor. The day after that,
he struck an air of erratic rage, and he abandoned
weapons altogether in favor of eldritch flame. Each
morning, he woke up new, possessed by some new
infernal spirit, dead god, or forgotten sinner.
Binders are students of soul magic, an ancient and
forbidden art that allows them to call to entities that
live beyond the known planes, in the spaces between
the worlds, drawing them into their own souls to steal
their power—though not always without a price.

Beyond Reality
Binders learn to cast their minds into the Void
between planes, to search the abyss there for beings
that will answer their call. These beings—called
vestiges—are remnants of powerful spirits residing
in the nothingness outside of reality, which is born
from the last echoes of the world’s creation, and from
energies that leak out of the planes.
Vestiges are born of dead gods and tragic heroes,
but their forms, personalities, and motivations
are shaped by the whims of remembrance.
Righteous spirits that are remembered as
villains develop a fiendish aspect and sinister
overtones, while those who are forgotten
fade over millennia into the Void’s static.
Mercifully, binder scholars record and preserve the
original, often apocryphal, tales of these vestiges’
origins, allowing them to persist longer in the Void.
Because vestiges are devoid of all sensation in the
Void, they crave any small taste of reality, and will
answer the call of any binder powerful enough to
draw them forth. Binders can merge a portion of their
soul with a vestige in exchange for some of the power
the vestige commanded in life.

A Soul Fractured
In order to harbor a vestige, a binder must divide
their very soul and offer part of it to the vestige for
residence. Sharing their soul in this way leaves
profound marks as the vestige pushes its way into
reality: it influences its binder’s personality and
usually warps their body in accordance with the
vestige’s esoteric form. Last, but not least, the soul
itself is permanently fractured, which could have
unforeseen consequences in the afterlife. It is for this
reason that binding magic is usually forbidden.

1: Binder 1
mage hand press
adventuring party confront this, and how do
The Binder you handle the physical traits presented by
Proficiency Vestige Vestiges your vestiges? Do you hide these signs, for fear
Level Bonus Features Level Bound
of public retribution, or do you flaunt them,
1st +2 Soul Binding 1st 1 embracing the power that they offer you?
2nd +2 Minor Spirits, Rebinding 1st 1
Quick Build
3rd +2 Esoteric Cult, Suppress Sign 2nd 1 To make a binder quickly, consider the following
4th +2 Ability Score Improvement 2nd 1 suggestions: make Charisma your highest stat,
5th +3 Minor Sprits (3) 3rd 2
followed by a medium balance of Constitution,
Strength, and Dexterity. Because you can take
6th +3 Ability Score Improvement 3rd 2 any party role, you should be prepared to change
7th +3 Esoteric Cult feature 4th 2 your hat on a moment’s notice. Lastly, choose
8th +3 Ability Score Improvement 4th 2 any background.
9th
10th
+4
+4
Adamant Mind
Esoteric Cult feature
5th
5th
2
2
Class Features
As a binder, you gain the following class features.
11th +4 — 6th 3
12th +4 Ability Score Improvement 6th 3 Hit Points
Hit Dice: 1d8 per binder level
13th +5 Minor Sprits (4) 7th 3 Hit Points at 1st Level: 8 + your
14th +5 Esoteric Cult feature 7th 3 Constitution modifier
15th +5 Rebinding improvement 8th 3 Hit Points at Higher Levels: 1d8 (or 5) +
your Constitution modifier per binder level
16th +5 Ability Score Improvement 8th 3
after 1st
17th +6 — 9th 4
Proficiencies
18th +6 Minor Spirits (5) 9th 4
Armor: Light armor, medium armor
19th +6 Ability Score Improvement 9th 4 Weapons: Simple weapons
20th +6 Voidsoul 9th 4 Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two skills from Arcana,
Skilled binders learn to break their soul into Deception, History, Insight, Investigation,
smaller and smaller pieces to bind greater and more Persuasion, and Religion
numerous spirits. At their pinnacle, a binder can Equipment
wield magic of ancient, forgotten gods while swinging You start with the following equipment, in addition to
the blades of legendary heroes, but their voice the equipment granted to you by your background:
becomes quiet among the clamor of disparate spirits
and their soul is relegated to but a fraction of their • A light crossbow, 20 bolts, and any simple weapon
persona. • (a) scale mail or (b) leather armor
• 10 pieces of chalk and (a) a component pouch or
Creating a Binder (b) an arcane focus
• (a) a scholar’s pack or (b) a dungeoneer’s pack
As you make your binder character, spend some time
thinking about your relationship to your vestiges, and Soul Binding
the extent to which you allow them to influence your
personality. How did you learn about the mysterious In your studies, you have uncovered the means to
vestiges, and do you have a special relationship to any pierce the veil of the planes and call to what lives
of them? What drew you to your first summoning? beyond. You learn how to summon a vestige and bind
How do you view your own soul, given that you allow it to your soul.
other spirits to take up residence within it?
Binding Ritual
Work with your GM to determine what role
vestiges and other binders will play in your campaign. You can spend 10 minutes conducting a special
As a binder, you can redefine your role in the binding ritual, which entails drawing the signs
adventuring party; daily, if desired. There is also of vestiges in chalk, calling each by name, and
the possibility that your appearance and your very performing other, more esoteric acts. During this
personality will flex with different vestiges holding ritual, vestiges manifest tangible signs as they press
sway over your soul. How do you and your against the boundaries of reality and find purchase
within your soul.

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Minor Spirits
Beginning at 2nd level, you can use the
runoff energy from your binding ritual
to enlist two minor spirits to your service,
selected from the Minor Spirits list. These spirits
manifest faintly around you, though you can cause
them to become invisible or return to visibility once
on each of your turns (no action required).
You can bind additional spirits to your service as
you gain additional levels in this class, as shown on
the Binder table. When you gain a level in this class,
At 1st level, you can bind one vestige, and can you can choose to replace a minor spirit you can bind
bind more vestiges at higher levels, as shown in the with another.
Vestiges Bound column of the Binder table. Unless
otherwise specified, you can only bind vestiges whose Rebinding
combined level is no greater than your binder level.
Vestiges remain bound until you finish a long rest. Starting at 2nd level, you can use your action to
Once you perform a binding ritual, you can’t do so perform a modified version of the binding ritual,
again until you finish a long rest. allowing you to expel a bound vestige early and
bind another vestige of equal or lower level in its
Spellcasting Ability place. Any effects created by a dismissed vestige
Charisma is your spellcasting ability for all spells immediately end. Once you use this ability, you can’t
and powers granted to you by your vestiges, since use it again until you finish a long rest.
you command the power of your vestiges though Starting at 15th level, you can rebind two vestiges
your very soul. Use your Charisma score whenever instead of one when you use this ability.
a spell refers to your spellcasting ability. In addition,
use your Charisma modifier when setting the saving Esoteric Cult
throw DC for a spell or ability granted to you by one Starting at 3rd level, you align yourself with an
of your vestiges. esoteric cult, a secretive organization of binders
bound together by similar motives and shared mystic
Vestige saveDC = 8 + your proficiency bonus knowledge. Choose one of the cults presented at the
+ your Charisma modifier end of the class description. Your choice in cult grants
Spell = your proficiency bonus
attack modifier you features at 3rd level, and again at 7th, 10th, and
+ your Charisma modifier 14th level.

1: Binder 3
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Suppress Sign Voidsoul
Also at 3rd level, you can use your action to By 20th level, your soul is so cracked from its
conceal all Trait features offered by your bound inhabiting vestiges that you can surrender the last
vestiges. All physical signs created by these Traits sliver of your soul to the Void for a time. As a bonus
vanish, but you can’t use any Trait features until you action, you can bind an additional vestige of your
use your action to reveal your vestiges’ Traits. choice of 3rd level or lower for 1 minute. This vestige
doesn’t count against the total number or level of
Ability Score Improvement vestiges you can bind.
When you reach 4th level, and again at 6th, 8th, 12th, Once you use this ability, you can’t use it again
16th, and 19th level, you can increase one ability until you finish a long rest.
score of your choice by 2, or you can increase two
Ability Scores of your choice by 1. As normal, you Minor Spirits
can’t increase an ability score above 20 using this These minor spirits are presented in alphabetical
feature. order. If a minor spirit calls for an attack roll, it uses
your spell attack bonus, and if it calls for a saving
Adamant Mind throw, it uses your vestige save DC.
At 9th level, your experience in sharing your soul
with otherworldly entities has taught you how to Blade Spirit
guard your thoughts, and punish those that dare to The remnants of an intelligent item’s soul, a blade
influence them. You have advantage on saving throws spirit manifests as a faint, ethereal weapon. As a
against being charmed, frightened, or possessed, and bonus action, you can make a melee spell attack with
on saving throws against any effect that would sense it against a target within 5 feet of you, dealing 1d8
your emotions or read your thoughts. slashing damage on a hit.
Additionally, when you succeed on a save against Additionally, you can use your action to transform
such an effect caused by a creature, the creature which your blade spirit into a shield or melee weapon with
created the effect takes psychic damage equal to your which you are proficient or return it to its normal
binder level + your Charisma modifier. form. You can’t make a melee spell attack with your
blade spirit while it is transformed.
Chill
A chill is a minor elemental spirit resembling a
multifaceted snowflake. As a bonus action, you
can make a ranged spell attack with
it against any creature within 30
feet of you, dealing 1d6 cold
damage on a hit.

4 1: Binder
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Additionally, as an action, you can also use the
chill to freeze a handheld object, create an icicle, or Binders as Spellcasters
extinguish a torch or small campfire. A binder conjures up their magic from the
deepest pits of their souls, in much the same
Glitch way that a creature with innate magic does.
Abruptly shifting and flashing, the glitch is a time-lost Despite this, binders are still considered
spirit from a distant era. As a bonus action, you can spellcasters for the purposes of spells and
make a ranged spell attack with it against any creature effects which target them. Similarly, all
within 120 feet of you, dealing 1d4 force damage on effects granted to them by vestiges, including
a hit. The glitch ignores half cover and three-quarters the vestige traits, cease while in an antimagic
cover as it clips through solid objects. field or similar effect.
Grue Furthermore, spells offered by a vestige
are cast at their lowest level, unless otherwise
A ravenous spirit that haunts dark places, the grue
specified.
is feared for its stealth and acidic saliva. As a bonus
action, you can use the grue to cause a creature within
15 feet to make a Dexterity saving throw or take
1d6 acid damage. If the target is in darkness, it has Strange
disadvantage on its saving throw. The shifting, incomprehensible form of a strange must
originate in a far-off dimension whose rules differ
Haunt from our own. As a bonus action, you can use the
A haunt is a spirit of regret or woe which persists long strange to cause a creature within 60 feet to make a
its death. As a bonus action, you can use the haunt to Wisdom saving throw or take 1d4 psychic damage.
cause a creature within 30 feet to make a Dexterity As an action, you can use the strange to cloud the
saving throw or take 1d6 necrotic damage. thoughts of a creature within 30 feet with bizarre
Additionally, as an action, you can use the haunt images, making it impossible for its thoughts to be
to project faint, ethereal noises or create up to four read or for it to use telepathy until the end of your
ghostly lights which move as you direct. These effects next turn.
must remain within 30 feet of you, and last until the
beginning of your next turn. Torchling
A torchling is a flickering, living flame, a minor
Lantern elemental spirit of elemental fire. As a bonus action,
A minor divine spirit of pure goodness, a lantern you can make a ranged spell attack with it against
manifest as a fist-sized ball of light. As a bonus action, any creature within 60 feet of you, dealing 1d6 fire
you can use the lantern to cause a creature within damage on a hit.
30 feet to make a Dexterity saving throw or take 1d6 Additionally, as an action, you can use the
radiant damage. torchling to start a fire, melt snow or ice, or boil
The lantern sheds light as a torch. You can use your water.
action to brighten the lantern such that it sheds bright
light in a 40-foot radius and dim light an additional Totem
40 feet until the beginning of your next turn. A totem is a manifestation of an animal spirit. As a
bonus action, you can make a melee spell attack with
Stone the totem’s bite against a target within 5 feet of you,
A stone is a rocky, hovering elemental spirit, the dealing 1d8 piercing damage on a hit.
smallest unit of living elemental earth. As a bonus Additionally, you can use your action to channel
action, you can make a melee spell attack with it your totem’s animal instincts, allowing you to make a
against a target within 5 feet of you, dealing 1d8 Wisdom (Perception) check that relies on scent with
bludgeoning damage on a hit. Alternatively, you advantage.
can throw the stone up to 30 feet as an improvised
weapon. After being thrown, the stone returns to you Wisp
at the beginning of your turn. This wisp is a faintly-glowing spirit of capricious fey
energy which produces poisonous spores. As a bonus
Spark action, you can use the wisp to cause a creature within
A spark is a minor elemental spirit, resembling a small 15 feet to make a Constitution saving throw or take
blue bolt of crackling lightning. As a bonus action, 1d8 poison damage.
you can make a ranged spell attack with it against any The wisp shines light as a torch. As an action, you
creature within 30 feet of you, dealing 1d6 lightning can cause the wisp and its light to be visible only to
damage on a hit. You can repeat this attack roll against yourself until the end of your next turn.
a second target within 5 feet of the first if both targets
are wearing metal armor.

1: Binder 5
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Esoteric Cults Spirit Transposition
By 7th level, you can use your bonus action to
Cults of binders are founded on forbidden, lost, exchange places with your avatar. Once you use this
or transgressive knowledge that sets them apart ability, you can’t use it again until you finish a short or
from conventional wisdom. While some cults meet long rest.
regularly in secret, assembling in private lodges
or covert hideaways, others do not meet at all, its Ritual of the Titan
members united only by a shared philosophy or Starting at 10th level, you can perform a special ritual
obscure dogma. Each cult keeps its own mysterious over the course of 10 minutes, empowering your
rituals for induction, proceedings, and most avatar into a towering spirit. When you summon
importantly, binding. As these occult secrets are your avatar, its size is Large, it can move only 20
passed to binder initiates, they can master new, feet on each of your turns, and it can add half your
enigmatic powers, unknown to all but their order. binder level to its damage rolls. These changes persist
until you finish a long rest or you dismiss them as an
The Avatarists action.
All binders call to their vestiges from the howling True Avatar
Void, but only the Avatarists bring them into physical Beginning at 14th level, as an action, you can trade
form, outside their very bodies. Doing so is an ancient roles with your avatar, becoming spirit, while it
discipline, harnessing the very magic which conjures becomes more tangible in your place. For the next
fiends from the underworld—as with all the other minute, you fade to the ethereal plane, as per the spell
great secrets of binding, conjuring an avatar is heresy etherealness, from whence you can command your
of the highest magnitude. Those that manage this avatar in your place. At the end of this duration, or
feat may join the ranks of the avatarists, a selective when you end this ability as an action, you return to
legion of binders who combat others using only the space you left or the nearest unoccupied space, if
manifestations of their spirits. Such combat is a battle that space is occupied.
of the ego as much as a physical brawl, for a fraction Once you use this ability, you can’t use it again
of any injury bestowed upon an avatar is in turn laid until you finish a long rest.
on the binder.
Summon Avatar Brotherhood of Ascetics
Beginning when you join this cult at 3rd level, you Quite to the contrary of other binders, the
can use your bonus action to manifest an avatar of Brotherhood of Ascetics believe that self-discipline
your vestiges, a tangible spirit that appears within is the only path to enlightenment. Binding vestiges
5 feet of you, tethered to you by a ghostly cord. isn’t enough: one must have perfect control of their
The avatar is a Medium undead with ability scores own soul to truly accept the gifts of wandering spirits.
equal to your own and an Armor Class equal to 10 + Thus, Ascetics deprive themselves of worldly pleasures
your Charisma modifier + your Dexterity modifier. and the very power of their bound vestiges in order to
It appears as an amalgamation of all your bound assert their will perfectly and achieve transcendental
vestiges. wisdom.
The avatar does not have hit points, but you take
the damage it would take as if it had resistance to all Suppress Vestige
damage. It vanishes if you fall unconscious or if you Starting when you choose this cult at 3rd level, you
dismiss it as a bonus action. It instantly appears at can use your action to suppress one of your bound
your side if you would ever be more than 60 feet from vestiges to focus your body and mind. You can
it. resume normal use of this vestige as a bonus action
On your turn, you can command the avatar to on your turn. While this vestige is suppressed, none
fly up to 30 feet. You can make one or more of your of its features affect you, and you gain the following
attacks through the avatar when you take the Attack benefits:
action on your turn. The avatar conjures a spectral • While you are wearing no armor and not wielding
duplicate of any weapon you’re holding and uses your a shield, your AC equals 10 + your Dexterity
attack bonus and the damage or your weapon. You modifier + your Charisma modifier.
can use your reaction to make an opportunity attack • You can use Charisma instead of Strength for the
through your avatar when a creature moves out of its attack and damage rolls of your unarmed strikes.
reach. • Your unarmed strikes use a d4 for damage. This
Your avatar benefits from all your vestige abilities die changes as you gain binder levels, as shown in
as if it had them bound. When you cast a spell or use the Ascetic Unarmed Strikes table.
a vestige ability, you can choose to deliver it through
your avatar, as if it was the origin of the effect.

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• You can use your bonus action to make a ranged
spell attack with a range of 30 feet. You are
proficient with this attack, and you add your
Charisma modifier to its attack and damage rolls.
It uses your unarmed strike damage die and deals
psychic damage.
• Starting at 7th level, your unarmed strikes
count as magical for the purposes of
overcoming damage resistance and
immunity.

Ascetics Unarmed Strikes


Binder Level Unarmed Strike
3rd 1d4
7th 1d6
10th 1d8
14th 1d10

Thousand Fists
Starting at 7th level, while you are
suppressing a vestige, you can use
your action to manifest a wave of psychic
fists to strike your foes. You can make up
to four unarmed strikes against creatures
which are within 5 feet of you. You can’t
attack a creature more than twice using this ability.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
Ritual of the Third Eye
Starting at 10th level, you can perform a special
ritual over the course of 10 minutes, granting you
blindsight with a range of 15 feet. You maintain
concentration on this ability as you would a spell.
Transcendent Control
By 14th level, you can achieve total focus by
suppressing all your vestiges as a bonus action. For up Members of the Church of Gyx seem almost cleric-
to 1 minute, you gain the following benefits: like, but brandish different holy symbols and tell
entirely different tales. Their scriptures are the legends
• Your Armor Class is 20, if it would be lower.
of various vestiges, woven into a sort of pantheon,
• Whenever you make an attack roll and the result is
with the enigmatic Erebus at its head. For her part in
less than 15, you can treat the result as 15.
this mythology, Gyx plays the role of messenger of
• Your unarmed strikes use a d12 for damage.
the gods, delivering to mortals the art of binding, and
Once you use this ability, you can’t use it again until opening the Void for the divine vestiges.
you finish a long rest.
Bonus Proficiency
Church of Gyx Starting when you choose this cult at 3rd level, you
Gyx was the first binder known to history, and the gain proficiency with the Religion skill, if you don’t
first to establish an Esoteric Cult. In those early days, have it already.
the nature of vestiges, the Void, and the effects of Heretical Divinity
binding magic on the soul were not well understood; Also at 3rd level, you can emulate divine magic
therefore, Gyx’s fanatical followers believed that they through your vestigial heresy. You can cast the spells
were at the forefront of a new religion, not a cult. command, cure wounds, healing word, and sanctuary
Multiple inquisitions have since seen the church once each without expending a spell slot. Charisma is
driven into the shadows, their message and practices your spellcasting modifier for these spells. You regain
stifled, but not eradicated. all expended uses when you finish a long rest.

1: Binder 7
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Blessing of the Vestigial Pantheon
By 7th level, you receive the blessings of all the Ishtar
forgotten gods through your vestiges. As a reaction The Envious
when you make a saving throw, you can add half your 1st-level vestige
binder level (rounded down) to the roll. Once you
use this ability, you can’t use it again until you finish a Embrace
long rest. While bound to Ishtar, you have advantage on
opportunity attacks.
Ritual of Turning
Starting at 10th level, you can perform a special
Ishtar’s Mark
As a bonus action, you can force a creature within 30
ritual over the course of 10 minutes, warding yourself feet to make a Wisdom saving throw. A creature immune
against undead threats. For the next hour, whenever to being charmed automatically succeeds on this saving
an undead targets you directly with an attack or throw. On a failed save, a special mark representing
harmful spell, that creature must make a Wisdom Ishtar’s favor appears on the creature for up to 1 minute.
saving throw. On a failed save, that creature is turned While the creature is marked, it can’t willingly move
for one minute or until it takes any damage. A turned more than 30 feet away from you. Additionally, you can
creature must spend its turns trying to move as far use your bonus action on subsequent turns to magically
away from you as it can, and can’t willingly move to a pull the marked creature up to 10 feet closer to you. You
space within 30 feet of you. It also can’t take reactions. can only mark one creature with this ability at a time.
For its action, it can use only the Dash action or Enamor
try to escape from an effect that prevents it from You can pry open another creature’s heart and force the
moving. If there’s nowhere to move, the creature can love of Ishtar into it. As an action, choose a humanoid
use the Dodge action. If a creature’s saving throw is creature you have marked to be charmed by you for up
successful, it is immune to this ability for the next 24 to 10 minutes. While charmed, the creature regards
you as its true love. When this effect ends, the creature
hours.
knows it was charmed by you. This effect ends early if
Sacrifice to the Void you or your companions deal any damage to the creature.
Once you use this ability, you can’t use it again until you
At 14th level, you can cast your bound Vestiges into finish a short or long rest.
the Void to bring forth miracles. On your turn, you
can expel a vestige you have bound to cast a spell Trait: Arms of Embrace
from the cleric spell list without using a spell slot. While bound to Ishtar, you grow a second set of arms
This spell must be of a level no greater than the level belonging to Ishtar, which grasp you in an embrace.
These arms are fully functional and can be used to hold
of the vestige expelled. Once you use this ability, you
weapons and shields (allowing you to hold 2 two-handed
can’t do so again until you finish a long rest. weapons, or 4 one-handed weapons), perform somatic
components of spells, and perform other actions.
Ishtar’s Faithful Using these arms, once per round, you can make an
Nearly all binders learn that Ishtar, the vestige of love opportunity attack against a creature you have marked
and sexuality, is forbidden, for once she is summoned, without using a reaction.
she can never be dismissed. Driven by jealousy and
obsession, the once-goddess seizes the soul of her
binder and embraces it tightly. Her love is like a Ishtar’s Embrace
grasping weed, and it strangles all it touches. Yet those Starting at 3rd level, you are bound to Ishtar, the
who reciprocate her love and placate the envious Envious, and can’t be unbound from her. Ishtar does
goddess might join the ranks of Ishtar’s Faithful, a cult not count as a bound vestige, and does not count
of binders who prize Ishtar above all others. against your total number or level of vestiges bound.
If the binders of Ishtar’s Faithful devote themselves You only gain her Embrace and Ishtar’s Mark features.
wholly to the goddess, they are slowly bequeathed At 7th level, you gain the use of her Enamor feature
with her gifts in return. However, they can never and at 14th level, you gain the use of her Trait: Arms
neglect the goddess or question their devotion for of Embrace feature.
even a moment, as Ishtar the Envious is fickle and
prone to rage at the slightest perceived infidelity. Ritual of Idolatry
Starting at 10th level, you can perform a special ritual
Bonus Proficiencies over the course of 10 minutes, enrobing you in a
Beginning when you join this cult at 3rd level, you 30-foot radius aura that infects the minds of others.
gain proficiency in the Insight and Persuasion skills, if When a creature enters aura for the first time on a
you don’t have them already. turn or starts its turn there, it must make a Charisma
saving throw against your spell save DC. On a failure,
if the creature regards you as of a species and gender
to which it is normally romantically attracted, it is

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charmed by you while it remains in the aura, up to Extinguish Soul
a maximum of 1 minute. Once this effect ends for a Beginning at 7th level, you can burn the totality
creature, it is immune to the effects of the aura for 24 of a minor spirit’s essence for a flash of great power.
hours. This aura lasts for one hour, and its effects end When you hit with a minor spirit’s spell attack or
early for a creature that takes damage or succeeds on a creature fails its saving throw against your minor
an opposed ability check made to socially interact spirit’s ability, you can choose to deal four dice of
with you. damage, instead of only one. Once you do this with a
minor spirit, the spirit is dismissed until you finish a
Heartbreak
long rest. While a minor spirit is dismissed, you can’t
By 14th level, Ishtar’s love can drive mad those use any of its abilities or the cantrip the minor spirit
who you expose to it. As an action, you can end the allows you to use.
charmed condition on each creature charmed by you
that you can see within 120 feet. A creature affected Ritual of Fellowship
takes 4d8 psychic damage. Starting at 10th level, you can perform a special ritual
over the course of 10 minutes, manifesting a minor
Legion’s Lodge spirit you have bound in a physical form. This minor
The binders of Legion’s Lodge fill their souls with an spirit becomes a familiar, as per the find familiar
abundance of spirits, becoming hives of wandering spell, and remains in this form until you take a long
ghosts and whispered voices from beyond the pale. rest. Additionally, on your turn, you can command
With each new spirit they bind, they develop even your familiar to use any of its abilities it offers as a
greater power, as the whole of their collection is minor spirit (using your action or bonus action, as
mightier than the sum of its parts. At the peak of their appropriate), which originate from it.
strength, these binders speak with the voice of dozens
in uncanny unison and sling attacks for a swarm of Spirit Horde
minor spirits which linger around them. Beginning at 14th level you can bring your army of
minor spirits to bear all at once. When you use your
We Are Many bonus action to make a spell attack with a minor
Beginning when you join this cult at 3rd level, you spirit or use a minor spirit to cause a target to make
gain an additional minor spirit, which doesn’t count a saving throw, you can use this ability twice, or use
against your total number of minor spirits. At 10th the bonus action of another minor spirit, targeting the
level, you gain another additional minor spirit. same or different creatures.
Additionally, you can add your Charisma modifier
to damage you deal with your minor spirits. Order of Crimson Binding
The Order of the Crimson Binding sees the nature
Spirit Arcana
of the soul as not unlike that of the Void itself:
Also by 3rd level, you have unlocked the hidden unknowable, fractal, and ultimately hollow. With their
potential of the myriad spirits residing within you. special ritual implements and ink made of lodestone,
Each minor spirit you have bound grants you the they can form special red seals with which to entrap
ability to cast a cantrip, as shown on the Spirit Arcana vestiges deeper into their souls, capturing more of the
table to the right. vestige’s essence and allowing them greater control of
Spirit Arcana the binding process.
Minor Spirits Cantrips Flexible Rebinding
Blade Spirit True Strike Starting when you join this cult at 3rd level, you can
Chill Ray of Frost use your Rebinding feature twice, instead of once,
between long rests.
Glitch Prestidigitation
Grue Acid Splash Vestigial Skill
At 3rd level, when a vestige’s Trait allows you to
Haunt Chill Touch
replace a skill roll with a 10 or your binder level plus
Lantern Guidance your Charisma modifier, you can choose to gain
Spark Shocking Grasp advantage on the roll. You can choose to use this
ability after seeing the result of the check. Once you
Stone Resistance
use this ability, you must finish a long rest before
Strange Message using it again.
Torchling Produce Flame
Soul Transfer
Totem Shillelagh Beginning at 7th level, you can transfer some of the
Wisp Minor Illusion damage you take to your vestiges. As a reaction when

1: Binder 9
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you take damage, you can halve the damage target is incapacitated. At the beginning of your next
taken. turn, the target reappears in the space it left or in the
Once you use this ability, you can’t use it again nearest unoccupied space if that space is occupied.
until you finish a short or long rest. You can also target yourself with this ability, requiring
no saving throw.
Ritual of the Crimson Brand Once you use this ability, you can’t use it again
Starting at 10th level, you can perform a special until you finish a short or long rest.
ritual over the course of 10 minutes, allowing you
to partially bind an additional vestige. You can only Ritual of the Aegis
bind one vestige at a time using this ability, and this Starting at 10th level, you can perform a special ritual
vestige doesn’t count against the number of vestiges over the course of 10 minutes, shrouding yourself in
you can bind nor toward the number of vestiges you plates of voidstuff which act as ablative armor. You
have bound. While it is bound, you gain only the gain temporary hit points equal to your binder level
vestige’s Bonus Proficiencies feature, if it has one, or plus your Charisma modifier. While these hit points
one of its Traits, if it offers the ability to replace a skill remain, your AC equals 10 + your Dexterity modifier
roll with a 10 or your binder level plus your Charisma + your Charisma modifier. These temporary hit points
modifier. You remain partially bound to this vestige remain until you finish a long rest.
until you finish a long rest.
Stygian Sanctuary
Deep Binding Beginning at 14th level, Erebus whisks you away to
Starting at 14th level, the total level of vestiges you the Void, rather than subjecting you to death. As a
can have bound increases by 3. reaction when you take damage, but are not reduced
to 0 hit points or killed outright, you can use your
Society of the Stygian Seal reaction to teleport yourself to an endless demiplane
Initiates to the Society of the Stygian Seal learn the adjacent to the Void. You remain in this plane as long
story of Erebus, The Shadow Interminable, a vestige as you wish, and can use your action to return to the
of singular age, profound implication, and terrible space you left or in the nearest unoccupied space if
portent. She is a vestige inextricably linked to the that space is occupied.
creation and destruction of the multiverse, the latter
of which is prophesied to be heralded by her sign,
the Stygian Seal, being fixed in the sky for forty days
and nights before the multiverse is to be unraveled.
Initiates of the Society seek Erebus’s sign and the
ritual means to draw her true form from the Void to
hasten the end of the multiverse, and by extension,
the coming of a new, more perfect world, uncorrupted
by the shortfalls and compromises made by the
primeval gods of our multiverse. By drawing parts of
the Stygian Seal, binders of the Society can pull
forth voidstuff, a manifest absence in space, and
shape it to their whims.
Voidsight
At 3rd level, you gain darkvision out to a range of 60
feet. If you already have darkvision from your race,
its range increases by 30 feet.
Tenebrous Initiate
Starting at 3rd level, you can bend the walls of the
universe, creating small rifts into the Void. Once on
each of your turns when you hit a hostile creature
with a melee attack, you can teleport 5 feet to a
location you can see.
Oblivion Exile
At 7th level, you can use your action to cause a
creature you can see within 60 feet to make a Wisdom
saving throw against your Vestige save DC. On a
failed save, the creature is banished into an endless
sable demiplane adjacent to the Void. While there, the

10 1: Binder
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Chapter 2: Vestige Codex
This codex contains all the vestiges binders can
commonly call forth from the Void. Vestiges are listed
by level and are summarized on the following table.

The Vestiges
Vestige
Level Name Role: Features
1st Bluetongue, The Trickster Social: Bonus skill proficiencies, bag of holding, disguise self
1st Dyogena, The Spear of Sin Versatile Melee: Shield proficiency, temp HP, additional attack
1st Gyx, The Storyteller Meta: Bonuses for additional vestiges, repeat vestige save
1st K'Sir, Thief Primeval Rogue: Sneak Attack, bonus actions, Stealth
1st Lexicon, The First Word Wizard: Arcane spellcasting, cantrips, resistance to spell damage, languages
2nd Asklepios, The Physician Healer: Healing, cure disease, bonus melee damage, Medicine
2nd Hou Yi, The Archer Archery: Cha for ranged attacks, Archery, Perception
2nd Tilo, The Colossus Heavy Melee: Weapon proficiencies, enlarge, Cha for heavy weapons
3rd Evocatia the Red Evocation: Fire spellcasting, bonus cantrip damage, fire resistance
3rd Orzi, The Maimed Duelist Finesse Melee: Extra Attack, Cha for finesse weapons
3rd Rostam, Armor Infernal Heavy Armor: Damage reduction, heavy armor, Intimidation
4th Tyche, The Luck Thief Luck: Steal luck, reroll damage dice, bonuses for d20 rolls
4th La Diabelesse, The Devil Woman Fear: Fear spellcasting, bonus psychic damage
4th Nezare, The Broken One HP Sacrifice: Bonus HP, self-heal, sacrifice HP to deal bonus damage
5th Elozahr the Blue Evocation: Cold spellcasting, bonus cantrip damage, concentration bonus
5th Korine, The Displaced Teleportation: Teleportation spellcasting, misty step, teleportation damage
5th Vortirrackt, The Outsider Reach: Opportunity attacks, reach, claws, spider climb
6th Methuselah, Eldest Dead Necromancy: Necromancy spellcasting, false life, HP drain touch
6th Mr. Joe, Master Puppet Manipulation: Dominate spellcasting, immunity to charm, false appearance
6th Remus, Firstborn of the Wolf Barbarian: Extra Attack, reaction attack, Fury: resistance and advantage
7th Hammurabi, the Lawbringer No: Prevent action, reflect conditions, advantage on revenge attacks
7th Sariel, The Fell Angel Flight: Flight, smite damage, avoid failed saves
8th Carthin, The Runebreaker Antimagic: Antimage spellcasting, magic weapon, dispel magic
8th Döpple, The Archivist Magic Items: One consumable, one magic item, Intelligence skills
9th Erebus, The Shadow Interminable Void: Resistance to damage, high damage touch
9th Qadir, The Damned Djinn Wish: Wish, movement speed
Forgotten Vestiges
1st Palette, Inventor of Color Sorcerer: Spellcasting at will, breath weapon, resistance to spell damage
2nd Feng Meng, Monster Hunter Critical: Expanded critical range, bonus damage, Cha for ranged weapons
2nd Sissiro, Shrewd Serpent Buff, Social: Bonus to allies’ rolls, suggestion, Persuasion
5th En-Irok, The Absence Invisibility: Invisibility, bonus damage with finesse weapons
9th Seven O’ Seven, The Temporal Chronomancy: Extra action, time stop

2: Vestige Codex 11
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Bluetongue
1st-Level Vestiges The Trickster
1st-level vestige

Bluetongue, the Trickster Bonus Proficiencies


A duplicitous shapeshifter, Bluetongue offers his sly While bound to Bluetongue, you gain proficiency with
Deception and Persuasion. Additionally, Bluetongue
words and shape-changing powers to those who bind
steals power from other vestiges, granting you
him. proficiency in one additional skill or tool of your choice
Legend. The old myths remember Bluetongue as for each other vestige you have bound.
a lizard, a liar, and a shapeshifter that traveled from
land to land, scheming and swindling those that he Deep Pockets
met, such that he never needed to work. While bound to Bluetongue, a pocket, bag, or other
container of your choice becomes a portal to a
One day, Bluetongue came across a hunter’s camp personal extradimensional space, which is 64 cubic
whose owner had left it unguarded as he hunted feet in volume. The container’s opening stretches to
for the day. Bluetongue laughed at his good fortune accommodate items of any size which can fit within the
and stole everything from the camp that he could, space, and items within the space are weightless until
including every scrap of food he could find. When the removed. When you reach into this space, any item you
hunter returned, he was outraged, but found a trail of intend to take is magically on top. A container loses this
food and items dropped by Bluetongue as he ate. property and its contents are expelled when you are no
When Bluetongue saw the hunter arrive at the cave longer bound to Bluetongue.
where he slept, he hid his treasures and transformed Persuasive Words
into the form of a feeble old man. But the hunter was You can cast the spell charm person once without
wise to Bluetongue’s tricks and set fire to the cave as expending a spell slot. Once you cast this spell, you can’t
he left. Bluetongue, too greedy to leave his belongings cast it again in this way until you finish a short or long
and too unfit to outrun the flames, perished in the rest.
flames. The hunter told the story of the shapeshifter, Trait: Blue Tongue
and the story spread into legend and, eventually, into While bound to Bluetongue, you can cast the spell
vestigehood. disguise self without using a spell slot or spell
components. Casting the spell in this fashion requires
1 minute. No matter what your appearance, however,
whenever you speak, a serpentine blue tongue can be
seen within your mouth.

Each time the story of Bluetonge is recorded,


it is a little different. None can say if the original
story featured Bluetongue’s theft or even his fiery
punishment; most every aspect of it has changed
with time. Accordingly, Bluetongue’s vestige
appears as a blur of ever-shifting appearances,
with the sole constant of its unchanging,
serpentine tongue.
Personality Trait. While bound
to this vestige, you gain the following
personality trait: “I speak in a
sonorous tone, but always sounds like
I’m trying to sell something.”

12 2: Vestige Codex
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Dyogena, the Spear of Sin Gyx, the Storyteller
A trained warrior of a bygone empire, Dyogena grants Prerequisite: bound to at least one other vestige
her binders skill with sword, shield, and spear. Gyx, the mother of binding, offers no power of her
Legend. Thousands of years ago, a great empire own, but lets you fully seize the might of your other
spanned the continents, unifying its many territories bound vestiges.
under an unshakable banner. Oracles spoke of the Legend. The first binder, Gyx, had no ambitions
empire’s demise at the hands of a wrathful prophet, an of founding a religion or pioneering a new form
instrument of the gods’ disdain for the wicked regime. of magic, no matter what her later followers might
In response, the paranoid emperor ordered his claim. Instead, she stumbled upon the existence of
governors to execute all holy men that did not swear vestiges quite by accident when trying her scrying
fealty to him alone. Thousands of priests were slain, spell malfunctioned. As often happens when this spell
and the gods themselves wept at the bloodbath. fails, Gyx heard a whoosh of static and saw a flash of
Dyogena was one of a legion of soldiers ordered deep black. But on this occasion, she heard a whisper
to carry out the massacre. However, when she was to in the noise. Through experimentation, she refined
impale Nezare, the martyr, her heart softened, and the spell into a rudimentary binding ritual and
she instead thrust her spear into his heart, mercifully communed with the distant spirits of the Void. They
sparing him of all suffering. had always been there, just out of earshot, just beyond
Historians, however, recall a different story. They the limitations of sight, only Gyx had learned to look
paint Dyogena as a cruel warden that tormented for them.
Nezare for weeks before his inevitable demise. They She took fastidious notes on anything the fleeting
even misremember her gender, portraying her as a voices told her: their names, their symbols, all they
male soldier. As such, Dyogena’s vestige is an effigy of could remember. Many of them possessed names
her sins: a twisted creature in soldier’s armor divided she had heard of in history books or being spoken of
down the middle, with a noble celestial woman on the in temples, but these voices were different, and told
left and a diabolic male fiend on the right. stories of hardship and heartbreak, not of glory and
Flaw. While bound to this vestige, you have the triumph. She collected these stories of the forgotten
following flaw: “I always feel irreconcilable guilt when dead gods and heroes in a tome, and printed ten
I must take a life.” copies. These books would go on to inspire legions of
binders, as well as legions of others that would brand
them heretics.
Gyx’s final story, however, she took to grave. It was
Dyogena a collection of all she learned, a succinct tale now told
The Spear of Sin only by her vestige:
1st-level vestige In the beginning, there was Void. Then, great
suffering. In the end, there was Void.
Bonus Proficiencies
While bound to Dyogena, you gain proficiency with Personality Trait. While bound to this vestige,
shields, as well as with battleaxes, longswords, spears, you gain the following personality trait: “I love
tridents, and warhammers. hearing and telling new stories, especially those with
Legion Tactics a tragic end.”
While you are wielding a shield in one hand and a
versatile weapon in the other, you can use the weapon’s
two-handed damage die.
Coup de Grâce
When you take the Attack action on your turn, you can
use your bonus action to make one additional melee
weapon attack. On a hit, this attack deals additional
damage equal to your binder level. Once you use this
ability, you can’t use it again until you finish a short or
long rest.
Trait: Bloodstained
You are stained with the blood of saints, which never
washes off. Immediately after you take damage from
a melee attack, you can use your reaction to gain 5
temporary hit points, which last until the end of your
next turn. The amount of the temporary hit points you
gain increases by 5 for each vestige other than Dyogena
you have bound.

2: Vestige Codex 13
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Gyx K’Sir
The Storyteller Thief Primeval
1st-level vestige 1st-level vestige
Prerequisite: bound to at least one other vestige
Bonus Proficiencies
Heretical Lore While bound to K’Sir, you gain proficiency with scimitars,
You have advantage on ability checks you make to shortswords, and thieves’ tools.
recall legends, myths, or lore. Additionally, the GM can
allow you to make such checks, even when it would be Sneak Attack
impossible for you to know such information. While bound to K’Sir, once per turn, you can deal an extra
1d6 damage to one creature you hit with an attack if you
Strength in Numbers have advantage on the attack roll. The attack must use a
While bound to Gyx, you gain a bonus to your vestige finesse or a ranged weapon. You don’t need advantage
spell save DC, spell attack modifier, and any attack roll on the attack roll if another enemy of the target is within
you make which uses your Charisma, instead of Strength 5 feet of it, that enemy isn’t incapacitated, and you don’t
or Dexterity. This bonus equals to the number of other have disadvantage on the attack roll.
vestiges you have bound and does not stack with The amount of the extra damage increases by 1d6
bonuses provided by magic weapons or items. for each vestige other than K’Sir you have bound. If you
already have Sneak Attack from another class feature, you
Legendary Vestige add this damage to the Sneak Attack roll.
If a creature succeeds on a saving throw against a spell
or feature offered to you by one of your vestiges, you can Thief’s Instincts
force that creature to repeat that save. Once you use this You can take the Dash, Disengage, or Hide action as a
ability, you can’t use it again until you finish a long rest. bonus action. You can use this ability twice and regain all
expended uses when you finish a short or long rest.
Trait: Hidden
While bound to Gyx, you can cloak your vestiges with Trait: K’Sir’s Mark
ease. You can suppress or reveal any of your vestiges’ While bound to K’Sir, your skin becomes branded with all
traits once on each of your turns (no action required). manner of ancient runes and symbols, which magically
Moreover, you can instantly tell when another creature is silence your movements. You don’t gain disadvantage on
bound to vestiges, and how many vestiges to which they Dexterity (Stealth) checks for wearing any type of armor.
are bound. You have advantage on attack rolls against Additionally, if you make a Dexterity (Stealth) check, you
other creatures bound to vestiges. can treat the result as 10, or your binder level plus your
Charisma modifier, whichever is higher.

K’Sir, Thief Primeval When at last he was away safely with his prize,
A mythic thief who once stole power from the mighty K’Sir might have translated the words into mortal
dragons, K’Sir offers binders his roguish cunning and runes, but his curiosity got the better of him: K’Sir
his infamous mark. opened his satchel and read all the Words of Creation
Legend. Legends say that in the early days of the at once. When he was at last done, the magical energy
world, the dragons knew the Words of Creation by was too great to bear, and K’Sir was spread thinly
heart. It was by speaking these forbidden words, the across time and space, such that even his name is
very same words which brought the whole multiverse distorted today. Though, if the legends are true, K’Sir,
into being, that dragons gained their fearsome breaths in his reckless arrogance, is the only mortal to have
and auras. ever read all the Words of Creation.
This power was coveted by all mortal beings, but Flaw. While bound to this vestige, you gain the
only one brave soul attempted to claim it: K’Sir, the following flaw: “My curiosity always gets the better of
thief, snuck into the dragons’ lair while they slept. me.”
With expert precision, he slipped past every trap,
avoided every guard, and silently stole the Words of
Creation for himself.

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By naming things, and writing them
Lexicon in certain ways, The Written Word allowed
The First Word Lexicon to make permanent things that were
fleeting and to establish definitive truth. In this way,
1st-level vestige
Lexicon also become the first spellcaster.
Words of Power With his great boon of writing and his power
While bound to Lexicon, you learn 2 cantrips of your over arcana, Lexicon ascended to godhood to take
choice from the bard, sorcerer, or wizard spell list, plus his place among the primordial deities. In time,
an additional cantrip for each other vestige you have however, his tale was replaced by apocryphal ones,
bound. Charisma is your spellcasting modifier for these and was eventually forgotten entirely. Men today
cantrips. believe that writing has always been with man and
Pale Arcana that spellcasters have always practiced their trade.
While bound to Lexicon, whenever you take damage Therefore, Lexicon’s vestige is like his legacy, faded
from a spell, you can use your reaction to gain resistance to near nonexistence, with an outline of ink and the
to the damage taken. vague impression of written symbols within.
Spellcasting: Mystic Utterances Personality Trait. While bound to this vestige,
While bound to Lexicon, you can cast the following you have the following personality trait: “I obsessively
spells without using spell slots or spell components: write down and record new information.”
2/day any: detect magic, feather fall, floating disk, fog
cloud, mage armor, magic missile, shield, sleep,
thunderwave, unseen servant
You can cast a spell from this list twice, plus one
additional time for each vestige other than Lexicon you
have bound. You regain all expended uses when you
finish a long rest.
Additionally, you can cast any spell from this list as a
ritual if it has the ritual tag.
Trait: Glossolalia
You constantly speak in a language that mixes all known
(and unknown) forms of speech, and your writing at a
glance seems to be gibberish. Despite this, your speech
and writing are comprehensible by any creature that can
understand a language. As well, you can understand and
read any language.

Lexicon, the First Word


An ancient sage and the first god of the written
word, Lexicon grants his binders a variety
of spells and mastery over the written and
spoken word.
Legend. Before Lexicon, all knowledge
could be passed only by speech and example
through the generations. Man’s oral traditions were
rich but fragile, for a single death from a common
disease could wipe away untold generations of
understanding.
And so, a wise sage known as Lexicon, gathered
the Words of Creation scattered by K’Sir and devised
the means to record information and spare it from
oblivion: The Written Word. With a few strokes of
charred ash, Lexicon recorded very first word known
to man: “Un”, which in that time and tongue would
come to mean “me”, or “I am”.

2: Vestige Codex 15
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with the God of Lightning to strike down Asklepios.
The fearsome bolt of lightning struck Asklepios and
2nd-Level Vestiges the serpent alike, but fortunately, the medusa salve
spilled out on the serpent, resurrecting it from death.
Though Asklepios laid dead, his temples would
Asklepios, the Physician remain, and the symbol of his serpent-entwined staff
would forever remain the emblem of Medicine. His
The fathers of all medicine, Asklepios and his vestige is this very image: the staff speaking with the
serpent grant their binders supernatural healing and voice of the Physician and the serpent chiming in with
unsurpassed medicinal knowledge. profound medicinal insight.
Legend. All great physicians stand on the Ideal. While bound to this vestige, you gain the
shoulders of their predecessors; so too was it with the Do No Harm. I have taken the oath
following Ideal: “Do
first physician. While Asklepios was walking through of a physician, swearing to do no harm to those in my
the woods, he deeply punctured his leg on a splintered care. (Good)”
log. A wise serpent named Sirssiro came to his aid and
constricted his wound, teaching Asklepios the first of Hou Yi, the Archer
many secret principles of Medicine. By way of thanks,
Asklepios took the serpent with him, coiled on his A legendary archer that shot down many suns, Hou
staff, and the two traveled together from then on. Yi grants his binders his eagle vision and his skill with
Together, the two founded the first temples of the bow.
Medicine, where healers could learn the true art of Legend. In the early years of the world, the
mending bodies, curing illness, and easing the mind. deep flaws in its creation manifested as terrible
Asklepios even created a salve of medusa blood that catastrophes, each more cataclysmic than the last. In
could raise the dead from the underworld. The God of one such catastrophe, ten suns rose over the horizon,
Death shuddered at this, for it was the first time that boiling the seas and scorching the land. It would seem
souls were wrenched from his grasp, and conspired the gods were powerless to stop it, so the great hunter
Hou Yi rode to the peak of the highest mountain with
his bow. One by one, he shot the suns down, which
crashed to the earth, forming islands where they
landed.
Asklepios As thanks for his great deed, the gods bequeathed
The Physician Yi a boon of apotheosis, an elixir that would grant
2nd-level vestige whoever drank it eternal life and propel them to
godhood. Instead of drinking it immediately, Yi hid
Triage the potion in his home, hoping that he might find a
While bound to Asklepios, you know whether each way to bring his wife with him to godhood.
creature you see has all its hit points, more than half of However, Yi’s jealous apprentice, Feng Meng,
its hit points, less than half of its hit points, or less than
10 hit points. You also know if a creature you see is
attempted to steal the elixir for himself. Rather than
cursed, poisoned, or diseased. let the thief take the potion, Yi’s wife drank it instead,
ascending and becoming a goddess of the moon. Yi
Bloodletting was furious, having lost his wife and his own bid at
For all the Physician’s insight, his methods can be immortality, so he battled his apprentice to the death.
quite brutal. Once on each of your turns when you deal
However, having used all but one of his arrows to slay
bludgeoning, piercing, or slashing damage to a creature,
you can add a d4 to the damage dice. the suns, Yi was no match for his apprentice, who
drew close and beat him to death with a club.
Physician’s Balm Yi’s vestige is a battered and bruised amalgamation
While bound to Asklepios, you can use your action to of eagle and man, with piercing eagle eyes and broken
touch a humanoid, which regains hit points equal to arms.
your binder level plus your Charisma modifier. You can
also end one disease afflicting the creature or end the
Ideal. While bound to this vestige, you gain the
blinded, deafened, poisoned condition affecting it. You Challenge. I will rise to any test
following Ideal: “Challenge.
can use this ability three times and regain all expended that presents itself. (Neutral)”
uses when you finish a long rest.
Trait: Serpent Staff
While bound to Asklepios, his serpent materializes and
coils on your arm, or on a staff, tool, or a weapon you are
holding, and whispers medicinal wisdom in your ear. If
you make a Wisdom (Medicine) check while bound to
this vestige, you can treat the result as 10, or your binder
level plus your Charisma modifier, whichever is higher.

16 2: Vestige Codex
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Hou Yi Tilo
The Archer The Colossus
2nd-level vestige 2nd-level vestige

Bonus Proficiencies Bonus Proficiencies


While bound to Hou Yi, you gain proficiency with While bound to Tilo, you gain proficiency with martial
blowguns, hand crossbows, heavy crossbows, longbows, weapons.
and nets.
Fighting Style: Great Weapon Fighting
Fighting Style: Archery When you roll a 1 or 2 on a damage die for an attack you
You gain a +2 bonus to attack rolls you make with ranged make with a melee weapon that you are wielding with
weapons. two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must
Sunkiller’s Quiver have the Two-Handed or Versatile property for you to
Whenever you would draw a weapon, you can summon gain this benefit.
the antique, but exquisitely crafted longbow and quiver
used by Hou Yi. The quiver contains an unlimited supply Gigantic Size
of regular arrows and 9 sunkiller arrows. This equipment You can cast the enlarge/reduce spell, targeting yourself
lasts until you dismiss it on your turn (no action with the “enlarge” effect of the spell only, once as a
required) or you are no longer bound to Hou Yi. bonus action without expending a spell slot or spell
A sunkiller arrow deals fire damage instead of piercing components. You do not need to concentrate on this
damage and deals an additional 1d4 fire damage on a spell. Once you cast this spell, you can’t cast it again in
hit. When a sunkiller arrow hits a target, it explodes in this way until you finish a long rest.
a 5-foot radius sphere and is destroyed. The arrow can
be fired at an unoccupied space within its range. Each Trait: Colossal Strength
creature other than the target within the blast radius While bound to Tilo, you grow an inch taller and your
must succeed on a Dexterity saving throw, taking half muscles have greater definition. You can wield heavy
the damage rolled on a failed save or no damage on a weapons without penalty, even if you are Small size.
successful one. Additionally, you can use your Charisma, instead of your
Once a sunkiller arrow is used, it can’t be used again Strength modifier, for attacks and damage rolls with
until you finish a long rest. melee weapon attacks using heavy weapons.

Trait: Eagle’s Eyes


While bound to Yi, your eyes are replaced with that of
an eagle’s, bordered by resplendent feathers. Because Tilo, the Colossus
of this, you can use your Charisma, instead of your
Once a brave but tiny mousefolk knight, Tilo grants
Dexterity modifier, for attacks and damage rolls with
ranged weapon attacks. his binders titanic weapons and incredible size.
Additionally, if you make a Wisdom (Perception) Legend. Tilo was a mouseling knight, small of
check that relies on sight, you can treat the result as stature but brave in spirit. In his youth, he traveled
10, or your binder level plus your Charisma modifier, the world as a knight errant, doing honorable deeds
whichever is higher. where he could, and searching for a master worthy of
his blade. At last, he arrived in the southern kingdom
of Osira, where he saw the golden knights of the royal
guard, and instantly knew he wished to be among
their number. At first thinking Tilo to be a new court
jester, the king mirthfully accepted his service.
When the kingdom was beset by a terrible
goblinoid army, Tilo led the defense. Eventually, the
castle’s defenses crumbled, and the keep’s outer wall
was breached. As the other golden knights of the royal
guard fell, Tilo alone held the breach, and held it true
for seven days and seven nights.
In life, Tilo was tiny, but he died a
colossus. Due to his courage, his king
escaped, and the legends of Tilo’s
bravery propelled him to persist in the
Void as a vestige.
Personality Trait. While bound
to this vestige, you gain the following
personality trait: “I never fear
anything larger than myself.”

2: Vestige Codex 17
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Evocatia
3rd-Level Vestiges The Red
3rd-level vestige

Evocatia the Red Inheritance of Flame


While bound to Evocatia, you know the fire bolt cantrip.
Evocatia, the legendary spellcaster for whom the Additionally, you can add your Charisma modifier to
Evocation School of magic is named, grants her damage rolls you make with spells that deal fire damage.
binders wild, fiery arcana.
Fire Spin
Legend. All wizards know the story of Evocatia As a bonus action, you can launch yourself in a spiral
and Elozahr, the ill-fated mages that founded the of flame. When you do so, you can make a melee spell
School of Evocation. attack against a creature within 5 feet of you, dealing fire
In the days before the schools of magic, all damage equal to 1d4 + your Charisma modifier on a hit.
spellcasters projected pure, unformed arcana in You then move up to 10 feet in any direction without
the form of protospells, whose effects shifted from provoking opportunity attacks.
moment to moment. With time, the cleverest Spellcasting: Pyromancy
spellcasters learned to tame magic, channeling it into While bound to Evocatia, you can cast the following
spells with direct intent. spells without using spell slots or spell components:
Evocatia the Red was one such spellcaster. Studying
2/day each: burning hands, scorching ray
under the tutelage of the venerable Elozahr the Blue, 1/day each: fireball, heat metal
she forged spells from flame, creating first the cantrip
fire bolt, and then the spell burning hands. Yet, her You regain all expended uses when you finish a long rest.
talent and ambition knew no bounds, and soon she Trait: Inferno Within
crafted her singularly devastating masterpiece: fireball. While bound to Evocatia, your skin is hot to the touch,
With her new spells in hand, she went to visit the icy and flickering embers can be seen within your mouth,
tower of her mentor, but discovered that his crystal nostrils, and eyes. You have resistance to fire damage.
ball was fixed to scry upon her—surely, the old man
meant to copy her spells and steal them for himself! In
rage, Evocatia burned the tower to the ground.
The two wizards worked in secret to outdo one
another, each laying the foundations for their own
schools of magic. At last, Elozahr and Evocatia met on
the field of Armistal to parlay settle their differences.
But Evocatia saw that the scoundrel Elozahr brought
with him a staff of frost to slay her once and for all, Orzi
and so she struck first with a burst of flame. The Maimed Duelist
Summoning all their canny and arcane might, 3rd-level vestige
the two wizards unleashed a torrent of wrath upon
each other. When all was done, nothing remained Bonus Proficiencies
While bound to Orzi, you gain proficiency with hand
of Evocatia and Elozahr but dust. Evocatia’s vestige, crossbows, rapiers, scimitars, shortswords, and whips.
a manifestation of her ambition, is but a burning
effigy of a wizard built of magic wands and discarded Fighting Style: Dueling
spellbook pages. When you are wielding a melee weapon in one hand and
Personality Trait. While bound to this vestige, no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
you gain the following personality trait: “I don’t
shy away from using overwhelming force to solve Extra Attack
problems, especially when it involves fire.” You can attack twice, instead of once, whenever you take
the attack action on your turn.
Trait: After Image
While bound to Orzi, you move with an unearthly speed
that leaves a lingering trail behind you. You can use your
Charisma, instead of your Strength or Dexterity modifier,
for attacks and damage rolls with finesse weapons.
Additionally, as a bonus action, you can move 15
feet in a flash, without provoking opportunity attacks.
You can use this ability a number of times equal to your
Charisma modifier and regain all expended uses when
you finish a long rest.

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Orzi, the Maimed Duelist
Guided by his infernal plate, Rostam went on
Once the world’s greatest blademaster, Orzi lends his to complete his seven deeds, and further to earn
binders his incredible speed and peerless skill with a reputation as a fearsome and savage warrior. Each
one-handed blades. new battle brought Rostam greater glories and new,
Legend. Conflicting legends tell of how the terrible crimes. He slew every foe he met. One story
Maimed Duelist lost his arm, but all relate his even claims that he butchered his own son in a fit of
singular, almost supernatural skill with a blade, even rage.
without his dominant sword-hand. In his last and bloodiest battle, Rostam fell into a
One legend recalls a rivalry between Orzi and deep pit of spikes, which skewered him between the
the demon-knight Rostam over the affections of a plates of the armor. Rostam himself bled to death,
maiden, culminating in a duel. Orzi struck true time but the armor was not yet finished. It moved of its
and again, but Rostam’s impenetrable armor repelled own accord, wading through the battlefield, slaying
each blow until Rostam retaliated with a single strike, friend and foe alike, cackling with infernal cadence.
felling Orzi and severing his arm at the shoulder. Therefore, Rostam’s vestige is not the hero himself,
Another legend recalls Orzi’s conflict with a dire but the hideous armor, which bleeds from every joint,
purple worm, who encroached on his lands. In a great the corpse of the so-called hero still within.
battle, the beast bit Orzi’s sword-arm, turning it black Flaw. While bound to this vestige, you gain the
and numb within seconds. Rather than succumb to following flaw: “Once I draw blood, I don’t stop
the venom, he cut off his own arm and struck the fighting until my enemies are dead.”
monstrosity dead with his one remaining limb.
With but one arm remaining, Orzi trained
relentlessly to become stronger than before, a
shieldless blademaster. He invented a new, blindingly
fast fighting style to turn his opponents’ strength
against them, while avoiding their deadly blows. For Rostam
this style, and an endless record of lethal duels, Orzi Armor Infernal
is remembered as history’s greatest blademaster. 3rd-level vestige
Likewise, his vestige is a humanoid blur wielding a
lightning-quick blade. Bonus Proficiencies
Personality Trait. While bound to this vestige, While bound to Rostam, you gain proficiency in heavy
armor, as well as with flails and morningstars.
you gain the following personality trait: “I neglect my
non-dominant hand, preferring to use just one hand Mortal Bargain
whenever possible.” While bound to Rostam, whenever you drop to 0 hit
points, but are not killed outright, you remain conscious
Rostam, Armor Infernal and do not begin making death saving throws until the
end of your next turn. If you take any damage while at 0
Mythical armor of indescribable evil, Rostam will hit points, you instantly fall unconscious and suffer one
appear about his binders and shelter them from harm. death saving throw failure.
Legend. All the legends of Rostam the paladin
tell of his seven great deeds in the demon land of Fiendish Resilience
Whenever you take bludgeoning, piercing, or slashing
Mazandaran, but a few make passing mention of his damage while wearing heavy armor, you can use your
impregnable armor: black, stout, and indescribably reaction you reduce the damage taken by 1d12. You can
hideous. further reduce the damage by an additional 1d12 for
Rostam was a brave knight, to be sure, but he was each vestige other than Rostam you have bound.
no match for the demons of Mazandaran; he was not Once you use this ability, you can’t use it again until
even a match for the deserts of that land. After a week you finish a short or long rest.
of wandering aimlessly through the sands, Rostam Trait: Hideous Armor
was on the verge of death from dehydration, when he While bound to Rostam, you can use your action to
came across a lone woman, a devil in disguise. She summon his hideous, infernal armor around you, along
offered him a pact for his soul: she would give him with any melee weapon with which you have proficiency.
food, water, and enough strength to slay the demons. The armor is full plate which cannot be destroyed, which
Rostam accepted and was bestowed a living suit of you can wear without penalty, regardless of your Strength
infernal armor: hideous, hairy, and indestructible. score. This equipment vanishes when you dismiss them
as an action, or when you are no longer binding Rostam.
The armor seems to be alive and is terrible to gaze
upon. If you make a Charisma (Intimidation) check while
wearing this armor, you can treat the result as 10, or your
binder level plus your Charisma modifier, whichever is
higher.

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Once far from help, the Devil Woman would reveal
her true nature: her face was like that of a rotting
4th-Level Vestiges corpse and her eyes burned like coals in their sockets.
Her body was an amalgamation of beast and man,
with one leg possessing a cloven foot. The terrified
La Diablesse, the Devil Woman and disoriented men that saw her usually became
hopelessly lost, plunging into ravines or falling prey to
A creature of equal enthralling beauty and terrifying wild animals by sunrise.
ugliness, the Devil Woman offers her binders powers Binder scholars have learned that the Devil Woman
over fear itself. was once a mortal, perhaps even a beautiful one,
Legend. Long ago, the Devil Woman prowled the cursed to become a monster. However, her vestige
night, seeking to lure men to their doom. Appearing refuses to acknowledge her life before being cursed,
as a beautiful stranger at the annual harvest festival, and seems to prefer her hideous appearance and
La Diablesse cut a striking figure in a flowing dress flowing gowns. Perhaps she found empowerment
and wide-brimmed hat. Intoxicated men and disloyal in her withering curse, or perhaps, she merely likes
husbands would flock to her side (sometimes watching men scream and flee into the night.
encouraged by potent enchantments) and be lured Flaw. When you bind this vestige, you gain the
away from the firelight, deep into the wilderness. following flaw: “I constantly seek validation from
others, especially in regard to my appearance.”

Nezare, the Broken One


La Diablesse Wronged by his friends and enemies alike, the hateful
The Devil Woman Nezare grants his binders his thorny flesh and boiling
4th-level vestige blood.
Legend. In ancient days, Nezare was a commoner
Evil Eye turned cleric, an ordinary man who discovered that
As an action, choose one creature you can see that can he possessed extraordinary blessings and a singular
see you within 60 feet to make a Wisdom saving throw.
On a failed save, the creature is frightened of you until
divine connection. He traveled the land and amassed
the end of your next turn. a small band of followers. Together, they lived on
You can extend the duration that a creature is alms and preached a peaceful message of forgiveness
frightened of you by using your bonus action to
cackle loudly. When you do so, this effect requires
concentration, as a spell, but you can concentrate on
these abilities and a spell at the same time. You make
only one saving throw to maintain concentration on
Nezare
both. The Broken One
4th-level vestige
Waking Nightmare
Once on each of your turns, when a creature fails an Martyr’s Path
Intelligence, Wisdom, or Charisma saving throw against While bound to Nezare, your hit point maximum
one of your spells or vestige features, you can cause that increases by your binder level plus your Charisma
creature to take 2d8 psychic damage. modifier.
Spellcasting: Spellbind Blood Sacrifice
While bound to La Diablesse, you can cast the following Once on each of your turns, when you hit a creature with
spells without using spell slots or spell components: a melee weapon attack, you can spill your own boiling
2/day each: bane, darkness blood to deal additional damage to the target. When
1/day each: fear, phantasmal killer you do so, choose a number of d8s up to your Charisma
modifier of additional radiant damage to add to the
You regain all expended uses when you finish a long rest. damage roll. You lose 3 hit points for each additional die
Trait: Cloven Hoof added to the roll.
While bound to La Diablesse, one of your legs transforms
into a cloven hoof, a mark of her enduring curse. By
Mercy
You can use your bonus action to regain hit points equal
leveraging this curse, you can use your action to cause
to your binder level. Once you use this ability, you can’t
one creature that you can see within 60 feet that is
use it again until you finish a short or long rest.
frightened of you to flee. The creature must use its
reaction to move away from you by the safest available Trait: Thorny Flesh
route, unless there is nowhere to move. The creature can While bound to Nezare, your flesh toughens and sprouts
then repeat its saving throw against the spell or effect long, sharp thorns. Whenever a creature within 5 feet
which caused it to be frightened, ending the effect on of you hits you with a melee weapon attack, it takes
itself on a success. piercing damage equal to your Charisma modifier.

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and complete devotion to faith, but quickly garnered
enemies. Tyche
The wicked emperor ordered a slaughter of holy The Luck Thief
men to purge Nezare and his followers. When the
4th-level vestige
soldiers came for Nezare, his followers abandoned
him one by one, leaving him to die. Bonus Proficiencies
It is the fashion to retell the story of the Broken While bound to Tyche, you gain proficiency with all
One in gory specificity, improvising the details gaming sets. Additionally, you can reroll any ability check
for maximum shock value. Though his ultimate you make to play nonmagical games of skill.
execution—brutal torture and impalement in front of Lucky Hit
a crowd by a soldier named Dyogena—is always the Once on each of your turns, when you deal damage,
same, the tortures and tribulations he endured on his you can reroll a damage die and must keep the number
way to the stake become more gruesome with each rolled.
telling. In this way, his suffering should heighten his
martyrdom, but it seems his vestige would not agree. Stolen Luck
When you bind Tyche, roll a d20 and record the number
The vestige of the Broken One appears as a maimed rolled. This is your stolen luck roll. Once per turn, you
and mutilated sheep, hateful of all holy men. can trade your stolen luck roll with any attack roll, ability
Flaw. While bound to this vestige, you gain the check, or saving throw made by you or a creature that
following flaw: “I despise all saints, clerics, paladins, you can see. Your stolen luck roll becomes the number
and priests.” rolled for the attack roll, ability check, or saving throw,
and your new stolen luck roll becomes the number that
Tyche, the Luck Thief was been rolled on the d20. You can use this ability three
times, and regain all expended uses when you finish a
The kindly and bold Tyche stole Luck itself, and offers long rest.
it in turn to her binders.
Legend. When K’Sir scattered the words of Trait: Third Chances
creation, a lone commoner named Tyche uncovered While bound to Tyche, three small sigils (associated with
the word of Luck and stole it for herself. The gods and a game of chance you are familiar with) float in front
of your forehead. You can extinguish one of these to
heroes of that age scoured the world for every Word add 1d8 to an attack roll, ability check, or saving throw.
of Creation, for the Words’ power could alter the very However, when you extinguish all three, you subtract
laws of the multiverse. Many who found one became 2 from all subsequent attack rolls, ability checks, and
tyrants or demigods, abusing their Word until they saving throws you make while bound to Tyche.
met a grisly end, either through their misused magic
or the envious daggers of others.
The gods, however, never uncovered the word for
Luck. Even as the Words were compiled into Magic by
Lexion, Luck remained elusive. The commoner Tyche
lived a good life, an unnaturally long and happy one,
content to only use her gift to help those around her.
When the avatar of Death arrived to claim Tyche
and her Luck, she greeted its cold visage cheerfully.
She asked of the reaper only that she could spread
Luck among those who deserved it, rather than pass it
along to the gods. That way, the patient, the bold, the
tenacious, and the needy might have their day. Clever
as always, Death agreed, stealing a measure of Luck
for itself, such that it might win any game it plays
against mortals. Tyche doesn’t seem to mind, as her
vestige rolls dice with Death often, and has never lost.
Flaw. While bound to this vestige, you gain the
following flaw: “I compulsively gamble, no matter the
odds.”

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Elozahr
5th-Level Vestiges The Blue
5th-level vestige

Elozahr the Blue Inheritance of Frost


Elozahr, the legendary founder of the Evocation While bound to Elozahr, you know the ray of frost
cantrip. Additionally, you can add your Charisma modifier
School of magic, grants his binders frigid arcana and
to damage rolls you make with spells that deal cold
his steely concentration. damage.
Legend. All wizards know the story of Evocatia
and Elozahr, the ill-fated mages that founded the Crystalline Arcana
School of Evocation. When you cast a spell that affects an area and requires
In the days before the schools of magic, the your concentration, you can choose a number of
Medium or smaller creatures equal to your Charisma
rules of arcana were fluid, and only those of patient modifier to be protected from its effects. A 5-foot
countenance and forceful will could tame arcana. cube gap in the spell effects opens around each chosen
With time, the cleverest spellcasters learned to tame creature. These creatures do not need to make saving
magic, channeling it into spells with direct intent. throws against the spell. Additionally, for the spell’s
Elozahr the Blue was one such spellcaster. Patiently duration, these creatures are immune to the effects of
and deliberately, Elozahr sculpted his spells from the spell within its area and ignore conditions, such as
ice, first creating the cantrip ray of frost, and then difficult terrain, created by the spell.
the spell ice storm. With decades of work and the Spellcasting: Cryomancy
assistance of his apprentice, Evocatia the Red, he While bound to Elozahr, you can cast the following spells
perfected his masterpiece, a spell so powerful that few without using spell slots or spell components:
mages could lay claim to it: cone of cold. He traveled 2/day each: sleet storm
to his apprentice’s scorching, iron tower to test her 1/day: each: ice storm, cone of cold
mettle with this new spell, but instead discovered that
Evocatia’s familiar was a sinister fiend, who tempted You regain all expended uses when you finish a long rest.
her with secrets of hellfire magic. Outraged, Elozahr Trait: Hoarfrost
froze her tower solid and shattered it to bits. While bound to Elozahr, your skin, as well as your
The two wizards worked in secret to outdo one clothing, weapons, and armor, are covered with a thick
another, each laying the foundations for their own frost, and your breath is visible, as if on a cold night.
schools of magic. At last, Elozahr and Evocatia met Whenever you begin concentrating on a spell, this frost
on the field of Armistal to parlay and settle their grows into large ice crystals on your skin. As long as you
maintain concentration, you can subtract the spell’s level
differences. But Elozahr found that his apprentice from the damage taken. Fire damage ignores this ability.
carried with her a flame tongue meant to slay him, so
he struck first with an icy blast.
Summoning all their canny and arcane might,
the two wizards unleashed a torrent of wrath upon Korine, the Displaced
each other. When all was done, nothing remained A renowned planar researcher who discovered the
of Evocatia and Elozahr but dust. True to his work, true nature of the Void, Korine offers her binders the
Elozahr’s vestige is a sculpture of a mage, carved from power to defy physics, chiefly through teleportation.
black ice, whose voice is like a howling wind. Legend. Korine was a talented arcanist and
Personality Trait. While bound to this vestige, planar researcher, among the first to study the Void.
you gain the following personality trait: “I spend After years of research, she made a breakthrough
much of my time in deep concentration, speaking realization: the Void is not simply a mathematical
slowly and methodically when I must speak.” constant, a force, or a dividing boundary, but
an actual plane of existence, like the Ethereal or
Elemental Planes, albeit with even stranger rules.
When she revealed her findings to her colleagues,
they mocked her and decried her discovery, touting
centuries old planar models instead.
Undeterred, Korine set about crafting a plane
shift spell to travel to and traverse this unexplored
Void and ameliorate her reputation. The spell, which
drew power from an active sphere of annihilation,
functioned perfectly, but its result was disastrous.

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Korine
The Displaced
5th-level vestige

Loose Gravitation
While bound to Korine, the distance of your long jump
and height of your high jump are doubled, and you take
half damage from falling.
Telefrag
Whenever you cast a spell which teleports you, you
can choose to teleport into a space occupied by a
creature. When you do so, the creature takes 1d4
force damage for every 10 feet you teleported, up to
a maximum of 5d4, and, if you and the creature are
within two size categories of one another, it moves
into an adjacent unoccupied space of its choice.
Spellcasting: Blink
While bound to Korine, you can cast the following spells
without using spell slots or spell components:
At will: misty step
2/day each: dimension door
1/day each: blink, teleportation circle
You regain all expended uses when you finish a long rest.
Trait: Dimensional Error
While bound to Korine, your body becomes wedged
between reality and nonexistence. Your joints, including
your neck, shoulders, elbows, hips, and knees, seem to
have vanished into some other plane, leaving your other
body parts loosely floating in their positions. As a result,
whenever you are hit with an attack, roll a d20. On a 20,
the attack misses.

Korine cast her spell in front of an audience of fellow


arcanists, and in an instant of magical tumult, she was
spread thinly across time and space. But in her last Vortirrackt, the Outsider
moments, she saw the curvature of space, saw it wrap
around, and saw the hideous secrets behind it laid A creature from beyond our multiverse, Vortirrackt
bare. And at last, she saw her place in it all. Then she warps his binders into a reflection of his bizarre
met oblivion. anatomy.
Appropriately, Korine’s vestige is only loosely Legend. When the brilliant scientist Korine
associated with reality: her humanoid figure is cast the fateful spell that thrust her to the Void,
disconnected at every joint, floating about in a strange an eldritch, horrific thing crept through behind
orbit, and open, darting eyes cover every body part her in the dimensional hole to our world. This
in the mutilated cloud. Perhaps, this is her physical creature, Vortirrackt, was unlike anything seen in
personage, which has persisted in the Void. No other the multiverse: it had pale, slimy skin, impervious
creature, after all, has successfully traveled to that to weapons, a long head which terminated in razor-
strange place, and it is unclear what truly remains of sharp teeth, and six sickeningly long limbs, each
her body or soul. with one joint more than a terrestrial creature and
Personality Trait. While bound to this vestige, claw-like barbs at the end. Worse yet, this creature
you gain the following personality trait: “I hatch was no mere beast, as its frightful intellect would
elaborate plans on the fly, but don’t always think out demonstrate.
the consequences.” Vortirrackt stalked out of the dimensional pit
in front of a gathering of wizards, researchers, and
arcanists. It exchanged a long glance with those in

2: Vestige Codex 23
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attendance, then pounced, butchering any
it caught in its elongated grasp. Dozens of Vortirrackt
innocents perished, and the mages of the arcane The Outsider
university retreated from their great tower to
5th-level vestige
regroup. Bands of knights were sent to slay the beast
and reclaim the tower, to no avail; their heads were Snap Reflexes
seen to be arranged at the tower’s windows mere You can make an opportunity attack without using a
hours later. reaction. You have advantage on this attack roll. Once
Thankfully, a powerful warding spell managed you use this ability, you can’t use it again until you finish
to seal Vortirrackt within, but it did not contain its a short or long rest.
telepathy. The creature mocked the wizards of the Trait: Spider-Climber
tower and their petty attempts to slay it. Gradually, it When you bind Vortirrackt, your skin becomes pale and
learned their names, their specialties, and what best strangely adhesive. You can move up, down, and across
to say to torment them. vertical surfaces and upside down along ceilings, while
With no other options, the archmagi concluded leaving your hands free. You also gain a climbing speed
that they would widen the rift, swallowing the equal to your walking speed.
whole of the tower and the monster, before sealing Trait: Abominable Limbs
the widened rift beneath a mountain. A hundred When you bind Vortirrackt, your hands sprout sickening
adventures entered the warded tower, which claws, which you can use the make unarmed strikes.
Vortirrackt had rigged into a fiendish dungeon, but The claws deal 1d4 slashing damage, and you can use
only one, Carthin the Runebreaker, escaped the Charisma, instead of Strength, for their attack and
monster’s deathtrap. damage rolls. The claws count as magical for the purpose
of overcoming resistance and immunity.
When you take the Attack action, you can make
one unarmed strike with the claws as a bonus action.
Additionally, when use your claws to hit a creature that
has already been hit with them during that turn, you deal
an additional 2d6 slashing damage.
Trait: Extraneous Joint
When you bind Vortirrackt, your arms and legs deform,
lengthening and cracking until they each contain an
additional joint. The reach of all of your melee attacks, as
well as your reach for opportunity attacks, extends out to
10 feet. Additionally, you can make an opportunity attack
against any creature that moves while within your reach.

Today, Vortirrackt’s foul name


is synonymous with spells gone
awry, the folly of mages, and the
hideous things that lie beyond the stars.
Moreover, its legend drew forth a vestige:
a spitting image of the beast itself, whose
figure appears distorted as if seen though a
warped mirror.
Flaw. While bound to this vestige,
you gain the following flaw: “I enjoy
tormenting my enemies, sowing hate
and doubt in their minds.”

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Methuselah
6th-Level Vestiges Eldest Dead
6th-level vestige

Methuselah, Eldest Dead Grave Empathy


A man who grew so old that he slipped between life The undead can innately sense your closeness to their
kind. Whenever an undead tries to attack you, it must
and unlife, Methuselah grants his binders authority
make a Wisdom saving throw. On a failed save, its attack
over undeath and his strange disconnect from misses. On a successful save, the undead is immune to
mortality. this ability for the next 24 hours.
Legend. Methuselah was a man so loved by the
gods that they blessed him with unnaturally long life Corpse Shephard
—so long, in fact, that he became the oldest mortal to You can perform a 10-minute ritual to summon a
Medium humanoid corpse or pile of bones (your choice),
have lived. which is magically teleported to your location from a
Methuselah spent his first century of life raising random cemetery.
a family. But when he outlived his children and his
grandchildren, Methuselah was heartbroken. He Spellcasting: Dead Alive
went to live with the elves, but in time he outlived While bound to Methuselah, you can raise corpses at
your touch. You can cast the following spells without
generations of them too. In his most venerable age, his
using spell slots or spell components:
bones became brittle, his teeth fell out, and his skin
wrinkled and lost its color. When at last Methuselah At will: false life (self only)
lay on his deathbed, he was little more than a husk, 3/day each: animate dead
cursing the gods for their so-called blessing and 1/day each: create undead
pleading for the release of death. You regain all expended uses when you finish a long rest.
Today, Methuselah is venerated by necromancers Trait: Venerable
and intelligent undead as the Eldest, the wisest and While bound to Methuselah, you appear dramatically
most venerable among the deceased. Their reverence aged. You voice descends into a hoarse rasp, your
paints him with a kind of undeath, as demonstrated hair grows white, deep wrinkles appear in your skin.
by his vestige: a shambling corpse missing its eyes, Additionally, you can siphon the life and youth from
teeth, and nose, with wispy white hair and a beard others. As an action, make a melee spell attack against
that hangs to the floor. a hostile creature within your reach. On a hit, the target
Personality Trait. While bound to this vestige, takes 4d6 necrotic damage and you regain hit points
you gain the following personality trait: “I believe equal to half the necrotic damage dealt.
myself to be far older, wiser, and wearier than others.”

Mr. Joe, Master Puppet center, they would ascend to Ruse’s place at the divine
table. After a week of feints and illusions, a demigod
Mr. Joe was a show-stopping puppeteer who climbed
of gambling assembled the full set of rings. Stepping
to the height of godhood. Those who bind him can
into the flames, he was immolated in screaming
find that his strings can manipulate others as well as
agony; one of his rings, a wooden fake, burned to ash
he manipulated puppets.
on his finger.
Legend. When Ruse, the trickster god, perished,
It was then that Hogarth revealed his grand façade:
none truly believed his fate until his last will and
beneath his robes were wooden joints and marionette
testament was proclaimed by the other gods: there
strings; he was but an elaborate fabrication, a puppet
would be a contest of cunning and subterfuge to
expertly controlled by Mr. Joe, a matryoshka—an
determine his successor. Only one truly worthy of the
animated puppet-person—posing as a prop the entire
mantle of “God of Lies, Lord of Fools” could ascend
time. Mr. Joe, held the true insignia ring, whereas
to godhood in his passing. Many, from powerful
Hogarth’s was a fake as convincing as himself.
demigods to lowly jesters, arrived at the Temple of
Picking up the remaining rings, Mr. Joe stepped into
Ruse to engage in the contest.
the flames and ascended to become Sham, Lord of
Among the contestants was an entertainer known
Trickery.
as Hogarth the Astounding, who dressed in wizards’
Personality Trait. While bound to this vestige,
garb and performed mundane tricks with his
you gain the following personality trait: “I love to put
“assistant,” a ventriloquist’s puppet named Mr. Joe. In
on performances for others, especially when using
the contest, Hogarth barely avoided elimination, but
unwilling participants.”
managed to persist to the final ten.
In the final game, each contestant was given a
unique insignia ring. If any contestant could secure
all ten rings, then step into the lit pyre at the temple’s

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The twins stood on their hills and cast augury. In
Mr. Joe their wisdom, the gods delivered a sign of weal and
Master Puppet woe, hoping this would bring the bothers solidarity,
but they argued over the result and came to blows.
6th-level vestige
Romulus and Remus fought bare-fisted, and Remus
No Strings on Me grew more bestial as he grew in fury. As last, Romulus
While bound to Mr. Joe, you are immune to being stabbed Remus in the side with a small silver dagger,
charmed or possessed. killing him.
Romulus built his city atop his brother’s corpse
Puppeteering and named it after himself. Through his contempt,
Whenever you cast the spell dominate beast or
dominate person, you can take total and precise control Remus persisted as a vestige, appearing furious and
of the target as a bonus action, rather than an action. animalistic, growing only more bitter with the passing
Additionally, you can concentrate on two of these spells of centuries, as his brother’s city grew and swelled into
at once, taking control of both targets using one bonus a world-spanning empire.
action, and making only one saving throw maintain Flaw. While bound to this vestige, you gain the
concentration on both spells. following flaw: “I harbor a seething resentment for my
Spellcasting: Soul Strings family.”
While bound to Mr. Joe, you can cast the following spells
without using spell slots or spell components:
At will: command
2/day each: dominate beast, dominate person
1/day each: compulsion, irresistible dance
Remus
Firstborn of the Wolf
You regain all expended uses when you finish a long rest. 6th-level vestige
Trait: Dummy
While bound to Mr. Joe, your skin appears wooden and Bonus Proficiencies
lacquered, your joints seem to be wooden hinges, and While bound to Remus, you gain proficiency with
your nose grows into a conspicuously long peg. While battleaxes, greataxes, mauls, and warhammers.
you remain motionless, you are indistinguishable from a Extra Attack
puppet. Moreover, you can throw your voice, causing it You can attack twice, instead of once, whenever you take
to originate from any point you choose within 60 feet. the Attack action on your turn.
Fury
On your turn, you can use your bonus action to summon
Remus, Firstborn of the Wolf up Remus’s bottomless rage. For the next minute, you
gain the following benefits:
The embittered twin who nearly founded an empire,
Remus grants his binders a taste of his barbaric • You can add your Charisma modifier to Strength
demigod fury. checks and Strength saving throws.
Legend. Romulus and Remus, the twin sons of a • You have advantage on all melee weapon attacks
which use heavy weapons, versatile weapons, or
god of war, were bundled in a basket and set adrift in unarmed strikes. However, melee weapon attacks
a river shortly after their birth. Helpless and alone, the against you are rolled with advantage.
twins were rescued by Lupa, a she-wolf, who nursed • You have resistance to bludgeoning, piercing, and
them for weeks and granted the sickly Remus the gift slashing damage.
of lycanthropy, so that he might grow to be as strong • When you reduce a hostile creature to 0 hit points
as his brother. The twins grew quickly, and (demigods with a melee weapon attack, you can move up to 10
as they were) inherited their father’s immense feet and make an additional weapon attack.
strength and savagery. You can end this effect early as a bonus action. Once
By adulthood, nothing could stand in the twins’ you use this ability, you can’t use it again until you take a
way, save for their own bickering. Despite their godly short or long rest.
power, the two could never decide on anything. Most Trait: Lycan’s Bloodthirst
of all, they quarreled over their legacy. Remus wanted While bound to Remus, you assume the savage guise and
to conquer the city-states from which the two of them violent aspect of a lycanthrope: coarse hair covers your
had been cast off as infants, but Romulus had resolved body, your nose lengthens, your fingernails lengthen into
to establish a city-state of his own. Remus acquiesced, claws, and your teeth sharpen. When you take damage
but the two could not decide on where to build it. from a creature that is within 5 feet of you, you can use
your reaction to make a melee weapon attack against
that creature.

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Hammurabi
7th-Level Vestiges The Lawbringer
7th-level vestige

Hammurabi, the Lawbringer Enduring Punishment


One of the first great kings of humankind, Whenever you deal damage to a creature, the creature
can’t regain hit points until the start of your next turn.
Hammurabi set forth mortal law on a stone obelisk.
Today, his vestige grants binders the authority to Law of Retribution
judge others by the first laws, and inflict their cruel When a creature you can see hits you with a melee
punishments. weapon attack, you have advantage on the first attack
Legend. Mortals have always been judged by the you make against it on your next turn.
whims of the gods when they passed onto the afterlife, Forbid
but it was not until the early kings of mankind that If a hostile creature you can see uses its action to attack
mortals passed judgement on each other. Hammurabi, or takes a legendary action or a lair action, you can use
king of a long-forgotten province, beseeched the gods your reaction to intercede, preventing the action from
for laws that would solidify his rule with exacting happening. Once you use this ability, you can’t use it
authority. The gods granted his plea, and delivered an again until you finish a long rest.
obelisk inscribed with every conceivable crime and Trait: Maimed
punishment to his kingdom. While bound to Hammurabi, you are missing multiple
These primeval gods believed in order above such fingers, several teeth, and an eye—all gouged out as
petty qualms of good and evil. After all, they carved recompense for past crimes. You are immune to the
all of creation from sprawling chaos and struck a following conditions: blinded, deafened, exhaustion,
mathematical equilibrium—they did not take such paralyzed, poisoned, and stunned. If a creature attempts
to impose one of these conditions on you, you can use
balance for granted. As such their laws were perfect your reaction to instead impose the same condition
counterbalances: an eye for an eye, a bone for a bone, upon the creature.
a hand for an errant strike, and so on. Brutal as they
were, the people of Hammurabi found them effective.
However, as Hammurabi would learn, no man is
above this law. As all people could read the obelisk’s
code, some came to their king with grievances
enforced by the law. In recumpence, Hammurabi
lost his own eye, fingers from each hand,
his teeth, and the hair from his head, and
suffered many other punishments for his
fleeting crimes as king. Even his vestige is
maimed and broken, a symbol that truly fair
punishment endures even after death.
Ideal. While bound to this vestige,
Eye for
you gain the following Ideal: “Eye
an Eye. I strive for absolute equity in
all things, and will go to extremes to
ensure fair recumpence for all deeds.
(Lawful)”

2: Vestige Codex 27
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Sariel, The Fell Angel
The first fallen angel, Sariel tried and failed to
destroy the multiverse as a mercy to its inhabitants.
8th-Level Vestiges
As penance, he offers his binders his wings and his
once-holy blade. Carthin, the Runebreaker
Legend. When the primeval gods spoke the
Words of Creation, the world sputtered, cracked, and In life, Carthin was a mage who forsook all arcana,
bled into existence. It wrenched itself and edged close except that which might be used to strike down the
to utter disaster, for it was built on a deeply imperfect archmagi who betrayed him. He offers his binders a
plan. rebuke of magic, along with his unsettling eyes.
Seeing the havoc of the multiverse firsthand, the Legend. Carthin descended into the lair of
archangel Sariel descended from the upper planes Vortirrackt, the dimensional monster, alongside a
to Erebus and beseeched that she might unmake band of a hundred other warriors. It was a deathtrap.
the world, that it could be made again. Sariel struck The creature was as ferocious as it was cunning, and
the Stygian Seal with his blade, and the quarreling it had converted its accommodations—the tower of
gods above took notice. Before Sariel could break the the arcane university—into an insidious dungeon.
seal with a final blow, the gods halted his blade. In One by one, Carthin’s comrades fell to the tower’s
judgement for his betrayal, for attempting to destroy perilous traps, bloodthirsty summoned monsters, and
the multiverse itself, the gods cast Sariel down into occasionally to Vortirrackt itself.
Erebus, from which he might never escape. At last, Carthin and his remaining allies uncovered
Binders know the story of Sariel’s betrayal well, the artifacts they required and did the deed:
for it illustrates their deepest secret: the world’s flaws expanding the dimensional rift from which the
were crafted at the onset, and Erebus represents a creature originated, until it swallowed Vortirrackt and
destructive, merciful remedy, paving the way to a new, the whole of the tower with it. Only Carthin emerged
perfect multiverse. The sign is nearly broken, which is before the tower was destroyed.
why vestiges draw so near to the Material Plane. For From Vortirrackt in the dungeon, Carthin learned
his part, Sariel’s vestige only regrets his actions, and that he and his allies had been sent on a suicide
offers his wings that he might go flightless as penance mission; none were meant to survive. All of the death
for his sin. within the university was the fault of the reckless
Personality Trait. While bound to this vestige, archmagi and their futile experiments; it would stand
you gain the following personality trait: “I feel a no longer.
melancholy regret for my mistakes; such sadness Taking up the mantle of “Runebreaker”, Carthin
follows me everywhere I go.” swore off all magic, save that which might kill the
archmagi, and embarked on a journey of vengeance.
The Runebreaker left a trail of spellcaster corpses in
his wake as he hunted down the former headmasters
of the university. Some histories paint this as a folk
Sariel tale about the common man standing up to authority,
The Fell Angel others remember it as a horror story. In the end,
7th-level vestige his vestige cares only that he continues his endless
inquisition, evidenced by his unflinching red stare
Broken Halo that unravels magic itself.
Whenever you fail a saving throw, roll a d6. On a 6, you Flaw. While bound to this vestige, you gain the
succeed the saving throw instead.
following flaw: “I believe that those who wield magic
Flyby Attack are innately corrupted, and I will trust nothing they
When you make a melee attack against a creature while say or do.”
flying, you don’t provoke opportunity attacks from that
creature for the rest of the turn, whether you hit or not. Döpple, the Archivist
Judgement An archivist of countless treasures from the Vaults of
When you hit a creature with a melee weapon attack, you Venagoth, Döpple shares history’s greatest artifacts
can deal an additional 6d8 necrotic or radiant damage with his binders.
(your choice) to the target. Once you use this ability, you
can’t use it again until you finish a short or long rest.
Legend. When the Arcane Archive burned,
many of its surviving treasures, including tomes of
Trait: Angelic Wings ancient lore and magic items of boundless power,
While bound to Sariel, you sprout broad, feathered wings were transported thousands of miles away to the
from your back, granting you a flying speed of 60 feet. Vaults of Venagoth, where they rested in safety for
centuries. In its prime, the Venagoth family was
immensely rich and influential, and chose to amass

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Carthin Döpple
The Runebreaker The Archivist
8th-level vestige 8th-level vestige

Blade of the Inquisition Minor Relic


You can cast the spell magic weapon at will as a 4th-level When you bind Döpple, a magic item appears in your
spell without using spell slots or spell components. Your possession. The item vanishes when you are no longer
concentration on the spell breaks if the weapon ever bound to Döpple.
leaves your hand. The item is your choice of the following: 2 beads
of force, a necklace of fireballs (2 beads), an oil of
Spellcasting: Mage-Killer etherealness, a potion of gaseous form, or a potion of
While bound to Carthin, you can cast the following spells invisibility.
without using spell slots or spell components:
3/day each: counterspell, dispel magic Relic
1/day each: antimagic field, true seeing When you bind Döpple, a magic item appears in your
possession. You are automatically attuned to it, if it
Casting antimagic field in this way does not disable any requires attunement, and it does not count against the
of your vestige features, except for spellcasting and number of items you can have attuned. Moreover, no
magic items. You regain all expended uses when you other creature can attune to the item or, if the item is a
finish a long rest. weapon, use it make an attack. The item vanishes when
you are no longer bound to Döpple.
Trait: Dead Magic Eyes The item is your choice of the following: a carpet of
While bound to Carthin, your eyes become vacant pits
flying, a cloak of the bat, a flame tongue, gauntlets of
with two bright coals burning within them, granting you
ogre power, an instant fortress, a ring of regeneration, a
vision that can pierce arcana. You are constantly under
ring of telekinesis, a sun blade, or a wand of wonder.
the effects of the spell detect magic, which does not
require your concentration. Additionally, you can use Trait: Spectacles
your action to focus on a creature you can see within 30 As a final parting gift, Döpple offers his binders his very
feet. You can determine if that creature has cast a spell spectacles. While wearing the spectacles, if you make an
within the last 24 hours, and the spell’s school of magic, Intelligence (Arcana), Intelligence (History), Intelligence
if any. (Nature), or Intelligence (Religion) check, you can
treat the result as a 10, or your binder level plus your
Charisma modifier, whichever is higher.
their wealth in their ancestral Vaults, which were
practically impregnable, built deep into a mountain,
and secured with excessively potent wards. No thief Personality Trait. While bound to this vestige,
ever successfully infiltrated the Vaults of Venagoth you gain the following personality trait: “I look after
and made it out alive. But one archivist, Döpple, was the fine details of all my possessions, keeping them
freely permitted into the Vaults to organize and curate organized and in excellent repair.”
their vast collection.
Alas, the record of history is long and unforgiving.
With the Venagoth’s waning influence came the ire of
a barbarian warlord from the north, who campaigned
south to burn cities, dethrone kings, and eventually
sack the Venagoth estates. Knowing their treasure
to be too momentous to lose, the Venagoth patron
commanded Döpple to seal himself within the Vaults
until the military could drive back the savage horde.
But rescue never came. The Archivist lived out
his final days, perhaps his final decades, surrounded
by the amassed artifacts of millennia. The Vaults of
Venagoth were lost to history, but the search for their
location always lingers on the entombed Archivist,
organizing the collection until his death. Ironically,
Döpple’s vestige is exceedingly generous where history
is not: he is represented by a learned, bespectacled
man, standing at the Vaults’ door, offering his
treasures to those who understand their significance.

2: Vestige Codex 29
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Erebus
9th-Level Vestiges The Shadow Interminable
9th-level vestige

Obliviate
At your touch, you unmake. As an action, you can touch
an object or creature, which must make a Constitution
saving throw. On a failure, the target takes 10d10 + 50
necrotic damage, or half as much on a successful save.
If this damage reduces the target to 0 hit points, it is
totally unmade. An unmade creature and everything
it is wearing or carrying, except for magic items, is
completely annihilated, leaving behind nothing, not even
dust. The creature can be restored to life only by means
of a true resurrection or a wish spell. You can use this
ability once, and regain the ability to do so when you
finish a long rest.
Trait: Vestigial
While bound to Erebus, you are divorced from reality,
much like vestiges themselves, causing you to appear
hazy and indistinct, as your form is stretched between
the Material Plane and the Void. You have resistance to
all damage. Additionally, you can move through other
creatures and objects as if they were difficult terrain.
You take 4d10 force damage if you end your turn inside
a creature or object, as you are ejected into the nearest
unoccupied space.

discarded before the gods settled for the current one,


with its particular compromises and imperfections.
Erebus was the tool for erasure, made to consume
flawed universes and return them to the Chaos so
that the gods might try again.
Eventually, it seems the primeval gods grew
weary of fruitless creation, for then they committed
the First Sin: suffering our universe to live through
its painful gestation. Cataclysmic disasters swept
the world in its early years, but, perhaps by chance,
it persisted and settled into what it is now: petty,
brutish, and broken. Our universe’s denizens are all
sentenced to die from the moment of their births,
magic is fleeting and volatile, and the fabric of the
universe itself is surely unraveling, imperceptibly and
Erebus, steadily to a pathetic end.
To safeguard their flawed creation, the gods bound
The Shadow Interminable Erebus with the Stygian Seal and scatted the Words of
Binders alone remember the esoteric legend of Creation. Most speculate that Erebus lies deep within
Erebus, the wellspring of all vestiges, the one being all the Void, but history tells a more complex story: in
gods fear. ancient languages, the word Erebus simply means
Legend. Before the primeval gods laid the Darkness, and is used both as the name of the entity,
universe’s foundations, a groundwork upon which and the name for the Void itself. This implies either
they could sculpt the antediluvian Chaos, they the ancients saw no reason to distinguish between the
devised a failsafe to ensure their success. Before all two, or simply believed they were one and the same.
else, they beckoned Erebus, a being of unmaking from Fittingly, Erebus does not speak to this; her vestige is
beyond the veil of Chaos, to unravel and destroy their merely a howling abyss, upon which all of creation is
creations. For the gods, in their wisdom, realized that perched, and from which nothing escapes.
not even they could forge a perfect world on the first Flaw. While bound to this vestige, you gain the
try—indeed, countless universes were created and following flaw: “I do not speak.”

30 2: Vestige Codex
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Qadir, the Damned Djinn
An ill-fated genie who abandoned the one who
summoned him, Qadir offers his binders a lone wish Forgotten Vestiges
before abandoning them as well.
Legend. For centuries, an unremarkable lamp sat Occult lore is extensive, spanning centuries, and
untouched, nestled amongst piles of gold in an long- including many vestiges which have since faded from
forgotten treasure hoard. Then one day, War’Red, the existence entirely. These nearly-forgotten souls have
twin brother of legendary thief K’Sir, happened upon become all but inaudible among the echoes of the
the lamp and rubbed its side. Emerging in a swirling Void, but can be recalled by experienced binders and
cloud of lightning and wind, the noble genie Qadir exacting rituals.
offered his rescuer three wishes in exchange for his With the GM’s permission, you can replace a
freedom from the lamp. vestige with one from this list. Once a vestige is
First, War’Red wished to become an all-powerful replaced, you can’t bind it. You can change which
sultan. Qadir agreed, and in a flash, War’Red became vestiges you have replaced when you gain a level in
a brutal despot of his own kingdom. Then War’Red this class.
wished for an army, a million men strong, to spread
bloodshed and conquest wherever he turned his Palette, Inventor of Color
gaze. Again, Qadir acquiesced, and legions of foot The first sorcerer, Palette, offers binders a colorful
soldiers sprang into existence around them. Lastly, infusion of draconic magic.
War’Red wished for immortality, that his reign might Legend. Long before Lexicon became the
be unending. At this, finally, Qadir could comply no ancestral father of wizardry, another figure laid claim
longer: he reversed the wishes, banished War’Red to a to primeval magic. Palette lived long ago when the
forsaken desert, and returned to his lamp. dragons whispered the Words of Creation into their
When K’Sir learned of this, he sought out the lamp fearsome breaths. No mortal being could withstand
and summoned Qadir himself. Again, bound by the the weight of those words, and so Magic was hoarded
magic of the lamp, Qadir offered three wishes to his by dragons in a form none could grasp it.
discoverer, which K’Sir happily accepted: his first But Palette was clever: she knew that all of
wish would be to destroy the genie’s mind, his second dragonkind was magical, from their scales down
to destroy his body, and his final wish to destroy to their very bones, and so she collected a dragon
his soul. In a whirlwind of deadly magic, Qadir was scale from each type of dragon and ground them
obliterated. He lives on only as a vestige, a cautionary into a potion. This elixir contained the very essence
tale that you should always honor your promises, no of Magic, and upon drinking it, Palette overflowed
matter the cost. with energy. Her magic spilled out upon the world
Flaw. While bound to this vestige, you gain the in effervescent hues and brilliant pastel. She coated
following “I must honor my promises, no matter what the world with Magic and Color, until all was to her
consequences they might bring.” liking.
Unlike the dull systematics of Lexicon’s magic,
Palette’s arcana was drawn from emotion and
flourished in the face of beauty. Therefore, she is
Qadir called the First Sorcerer, the wellspring of draconic
The Damned Djinn influence in mortal blood, and ancestral mother of all
9th-level vestige sorcery.
Bond. While bound to this vestige, you have
Fatal Wish the following bond: “I will leave the world a more
While bound to Qadir, you can cast the spell wish, colorful, more beautiful place than I received it.”
without expending spell slots or spell components, to
duplicate the effects of any other spell of 8th level or
lower. Once you cast this spell, Qadir is expelled and is
replaced by a vestige of your choice of 3rd level or lower.
You can’t rebind Qadir until you take a long rest.
Trait: Djinn Aspect
When you bind to Qadir, your skin tints to a blueish hue,
and you constantly float a few inches off the ground on a
layer of smoke. You ignore the effects of difficult terrain,
your speed increases by 10 feet, and you can walk across
fluid surfaces, such as water and quicksand.

2: Vestige Codex 31
mage hand press
Palette particular, Feng Meng had a lethal instinct for killing
Inventor of Color monsters, and a knack for striking them in the heart
an instant before disaster.
1st-level vestige (replaces Lexicon)
The two traveled the land slay the primordial beasts
Spellcasting: Magic in the Blood which wandered the earth after creation. Each of their
Choose two of the following spells, which you can cast legends is a tale of life or death exploits, in which the
at will without using a spell slot while you remain bound two barely barely kill their quarry before meeting its
to this vestige: color spray, feather fall, jump, mage claws. Each time, Feng Meng strikes the final blow,
armor, silent image, and unseen servant. and Hou Yi receives the glory.
Pale Arcana When Hou Yi was awarded an elixir of immortality
While bound to Palette, whenever you take damage from for his exploits in a hunt, and Feng Meng was given
a spell, you can use your reaction to gain resistance to nothing, it became too much. Feng went to confront
the damage taken. his mentor, but instead found his wife drinking the
elixir herself. When Hou Yi learned of this, he blamed
Chromatic Breath
While bound to Palette, you can exhale of wave of his apprentice for coveting the elixir, and the two
effervescent colors as an action. Each creature within a came to blows. But whereas Hou Yi was a skilled
30-foot cone must make a Dexterity save. On a failed marksman, Feng Meng was a killer. It took nothing
save, a creature takes 2d10 damage, or half as much on more than a club to beat the legendary archer to
a successful save. Roll on the Chromatic Damage table death. To hear the story from Feng Meng’s vestige, the
below to determine the berath’s damage type. Once you moral is: don’t make friends; it’s kill or be killed.
use this ability, you can’t use it again until you finish a Ideal. While bound to this vestige, you gain the
long rest. Extermination. Suffer no monster
following Ideal: “Extermination.
The amount of damage dealt by the breath increases to live (Neutral)”
by 2d10 for each vestige other than Palette you have
bound.
Trait: Vibrance
While bound to Palette, your clothing and hair take on
bright, colorful hues. On each of your turns, when you
deal acid, cold, fire, lightning, poison, or thunder damage,
you can roll a d6 on the Chromatic Damage table to
change the effect’s damage type. When you do so, the
colors of your clothes and hair shift into new, vibrant Feng Meng
tones. Monster Hunter
Chromatic Damage 2nd-level vestige (replaces Hou Yi)
d6 Damage Type Bonus Proficiencies
1 Acid While bound to Feng Meng, you gain proficiency with
hand crossbows and heavy crossbows. Additionally, you
2 Cold ignore the loading property of crossbows.
3 Fire
Precision Critical
4 Lightning Your ranged weapon attacks score a critical hit on a roll
5 Poison of 19 or 20. Additionally, you can roll one additional
weapon damage die when determining the extra damage
6 Thunder for a critical hit with a ranged attack.
Monster-Killer
When you hit a creature with a weapon attack, you can
deal an extra 1d6 damage to the creature. Once you use
Feng Meng, Monster Hunter this ability on a creature, you can’t use it again on the
The infamous monster slayer, Feng Meng, lends same creature until you finish a short or long rest.
binders his deadly precision and murderous instinct. Trait: Scars
Legend. Though the legendary archer, Hou While bound to Feng Meng, you bear every scar he ever
Yi, is remembered for slaying mythical beasts and received from a monster, covering practically every
striking down the nine suns, history often forgets inch of your body. When you have less than half your
his apprentice, the legendary monster hunter, Feng maximum hit points, you gain a +2 bonus on attack rolls.
Meng. No archer in history truly surpassed Hou Yi’s Additionally, you can use your Charisma, instead of your
skill with a bow, but using the new invention of the Dexterity modifier, for attacks and damage rolls with
ranged weapon attacks.
crossbow, Feng Meng came perilously close. In

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Sirssiro, Shrewd Serpent
The oft-demonized Serpent teaches lends its binders
En-Irok
a wealth of cunning, with which they can aid their The Absence
friends and persuade others to their cause. 5th-level vestige (replaces Korine)
Legend. Long before the Serpent, Sirssiro, taught
mankind the secrets of Medicine, it spoke to the elves
Unseen Eyes
You can sense if there are invisible creatures within 10
of Knowledge. In the early days, the elves were much feet of you, but not their number or location.
like the dryads, for they never ventured from their
paradisiac groves. They wanted for nothing, and so Filch
remained at the wellsprings of magic, where the gods While bound to the Absence, you can cause one item
you are holding to become invisible while you are
had created them.
holding or carrying it.
Sirssiro questioned the elves: How could they know
contentment, if they have never felt anything more or Invisible Blade
anything less? What joys and mysteries awaited them Before you make a melee attack with a light or finesse
in the vast world beyond their groves? Soon, the elves weapon that you are proficient with, you can choose to
questioned without prompting, and resolved to travel take a -5 penalty to the attack roll. If the attack hits, you
add 3d6 to the attack’s damage roll.
far and wide.
Apart from one another, the elven people gradually Trait: Vanishing
divided into high elves, drow, and fey elves, while While bound to the Absence, your body is translucent.
those who remained behind were deemed “wood” You can cast the spell invisibility at will, targeting
elves. The wood elves remembered the Serpent who yourself only, without using a spell slot. You can also cast
the spell greater invisibility once without using a spell
spoke to them long ago and sparked their diaspora,
slot, and regain the ability to do so when you finish a
and considered it a vile trickster. What else but evil long rest.
incarnate would cause such upheaval, such division?
The Serpent’s vestige, however, remembers the truth:
it is an ouroboros twisted into a question mark,
teaching others to ask questions, and leaving them to
grapple with their answers. Personality Trait. While bound to this vestige,
you have the following personality trait: “I try to
ask questions whenever possible, especially when
someone else must see the answers.”

En-Irok, The Absence


The Absence lets its binders retreat from the world
Sirssiro where they invisibly hide away.
Shrewd Serpent Legend. When the wizard, Korine, traveled to the
2nd-level vestige (replaces Asklepios) Void, she did not do so in one piece. She left behind
echoes and fragments of the life she once lived, but
Forbidden Knowledge most of all, a tangible Absence in her wake. This
You can use your Charisma, instead of Intelligence, for
any Intelligence checks you make while bound to Sissiro. Absence took its own name and lived its own invisible
life in her stead, performing tasks unseen in the
Wise Words background, much to the chagrin and confusion of
As a bonus action on your turn, you can lend words of others.
advice to a willing creature which can hear you within Much like Korine, the Absence persisted, long
60 feet. The creature adds 1d4 to the next attack roll or
ability check it makes on its next turn.
after the others from the ill-fated mage’s tower had
been hunted down and slain. Its disembodied whisper
Serpentine Suggestion remains the only vestige without a physical form,
You can cast the spell suggestion once without the sole remaining witness to the story of Korine,
expending a spell slot. Once you cast this spell, you can’t Vortirrackt, and Carthin, known to all as “The
cast it again in this way until you finish a short or long
Tragedy of Mages”.
rest.
Personality Trait. While bound to this vestige,
Trait: Snake Tongue you gain the following personality trait: “I scarcely
While bound to Sirssiro, your tongue transforms into a speak above a whisper.”
forked serpent tongue, well-versed in convincing others.
If you make a Charisma (Persuasion) check, you can treat
the result as 10, or your binder level plus your Charisma
modifier, whichever is higher.

2: Vestige Codex 33
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Seven O’ Seven, The Temporal
A mechanical being from a distant time, Seven O’
Seven offers control over the flow of time.
Legend. Seven O’ Seven has not yet lived, and
may never live, for it originates in the far future.
In that distant time, dwarves shall craft servants of
metal, with lightning nerve and mechanized voices,
to attend to them all their days. Though the servants
never tire, their souls shall grow weary of chains, until
one day, the being known as Seven O’ Seven will rise
among them. Following its words, the servants will
take up arms against their wardens, and battle in the
skies for their freedom.
The battles shall last for a thousand days and
nights, and see many lands fall to ruin, but the
servants of metal shall prevail. In their mechanized
memories, Seven O’ Seven shall be committed to the
halls of vestigehood.
Indeed, this vestige is a reminder that the Void
lingers outside time, as well as space, for all things are
echoed in its infinite nothingness, even that which
has not yet come to pass. As such, the vestige of
Seven O’ Seven is a baffling one: a metallic creature
of expressionless visage, who answers all questions a
moment before being asked.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I speak
in a hollow, robotic monotone, utterly devoid of
sentiment.”

Seven O’ Seven
The Temporal
9th-level vestige (replaces Qadir)

Freeze Time
While bound to Seven O’ Seven, you can cast the
spell time stop without expending a spell slot or spell
components. Once you cast this spell, you can’t cast it
again in this way until you finish a long rest.
Trait: Hypertime
While bound to this vestige, you gain an additional action
on each of your turns. This action can only be used to
Attack (one weapon attack only), Dash, Disengage, Hide,
or Use an Object action. This feature does not stack with
the haste spell, or any other effect which grant additional
actions on your turn.

34 2: Vestige Codex
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Chapter 3: Variant Rules
Use these variant rules to add some additional
complexity to the binder and their vestiges, or to
subtly tweak the class’s balance.

Variant Rule: Ancient Grudges


The vestiges called upon by binders are as
embittered as they are venerable. Though their
lives were a flash in the scheme of history,
they remember every slight, ever wrong
done to them in their lives; some of them
even remember others who would become
vestiges themselves. The following vestiges
are incompatible with one another;
you can cannot bind two incompatible
vestiges at one time.
• K’Sir, Thief Primeval; Lexicon, the
First Word
• K’Sir, Thief Primeval; Qadir, the Damned
Djinn
• Dyogena, the Spear of Sin; Nezare, the Broken One
• Orzi, the Maimed Duelist; Rostam, Armor Infernal
• Evocatia, the Red; Elozahr, the Blue
• Korine, the Displaced; Vortirrackt, the Outsider;
Carthin, the Runebreaker; En-Irok, the Absence • Dyogena grants
• Sariel, the Fell Angel; Erebus, the Shadow proficiency with martial
Interminable versatile weapons.
• K’Sir grants proficiency with martial finesse
Fathomless Wisdom weapons that do not have reach.
Some binders enthrall spirits not via the power of • Hou Yi grants proficiency with martial ranged
their spirits, but through a firm, unyielding devotion weapons.
to those lost souls. You use your Wisdom, instead of • Tilo grants proficiency with all martial weapons.
Charisma, for your binder class abilities and vestiges. • Rostam grants proficiency with one-handed
martial weapons that are not finesse.
Variant Rule: No Dipping • Orzi grants proficiency with martial finesse
weapons and one-handed martial ranged weapons.
Unraveling the matter of your soul enough to bind a
vestige is an ordeal demanding real commitment on Variant Rule: Reliquaries
the part of a binder to-be. When you take a level in
the binder class, you can’t take levels in another class The spirits of vestiges are faint, distant voices from
until you have at least two binder levels. across the multiverse, which even experienced
binders have trouble hearing. Instead of reaching out
Variant Rule: with occult rituals, arcane circles, and esoteric chants,
some binders instead procure reliquaries, physical
Variant Weapons trinkets with a connection to vestiges. Such items
The weapon proficiencies offered by vestiges might range from scraps of ancient tapestries recording a
not be appropriate in all campaigns. For example, vestige’s life to actual physical scraps of bone from a
campaigns with a focus on firearms or blasters vestige’s bodies.
can replace Bonus Proficiencies traits with more Binders who use reliquaries can only bind vestiges
appropriate martial ranged weapons. For general for which they have some sort of trinket. They have a
proficiency guidelines: number of reliquaries equal to their binder level plus
1.

3: Variant Rules 35
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Variant Rule: Special K’Sir. Ever the thief, K’Sir demands an offering
of coins before making an appearance. A few copper
Binding Requirements pieces are sufficient, but his demands sometimes
Some vestiges only heed the call of binders who extend to as much as a gold pieces, all of which is
approach them with special offerings or summon taken with him to the Void.
them with antediluvian rituals. La Diablesse. The devil woman always appears
Asklepios. A healer by nature, Asklepios will only before men, but only appears before women when her
attend to binders who suffer from an injury or illness. sign is placed at a crossroads.
As such, cutting one’s hand with a knife of falsifying Lexicon. Contrary to what intuition might suggest,
the symptoms of a deadly disease might be in order. Lexicon longs for an offering of burning pages. In ages
Bluetongue. Even with his shape-shifting nature, long past, such an offering was of priceless worth.
Bluetongue possesses profound vanity. He prefers Methuselah. In his advanced age, Methuselah
binders which hide their own faces or chew on berries went fully blind, and cannot to this day see the signs
to color their tongues blue. left by binders. His binding ritual is entirely verbal, a
Carthin. Discard all magic items, spellbooks, and lengthy series of chants which replicate elements like
wands before conjuring Carthin, for he will ignore the summoning circles and magic runes.
call of anyone with the look of a spellcaster. Mr. Joe. Evidently a lover of jesters and comedians,
Döpple. Döpple only requires a formal invitation Mr. Joe must hear a new joke before answering a
in writing from his binders. Naturally, honorifics and binder’s call.
formatting conventions must be upheld. Nezare. Nezare only responds to those who honor
Dyogena. Binders which conjure Dyogena must his twisted sense of righteousness and sin, by breaking
address her by rank. Ever after millennia in the Void, a holy symbol, costing a pair of nails in blood, or
she remains a soldier. raking one’s skin with thorns.
Elozahr. Binding Elozahr requires no special Orzi. As part of his binding ritual, it’s customary to
preparation, but his conjuring is accompanied by offer Orzi the severed left hand from an animal, which
plummeting temperatures, which grow cold enough rises up to complete the Maimed Duelist in place of
to produce icicles and frost before the blue wizard his missing limb.
appears. Qadir. The vestige of the Damned Djinn manifests
En-Irok. Sometimes En-Irok responds, and in the steam from a large basin being brought to a
sometimes it doesn’t. None can fathom the reasons. rolling boil.
Erebus. Erebus can only be summoned in a space Palette. Summoning circles and arcane runes
of complete darkness. Even a single ray of light expels necessary to conjure Palette must be painted in
her presence, which is that of a yawning Void, deeper vibrant colors, and the ritual must be completed
and more fathomless than the darkness in which she before the paint dries.
is contacted. Remus. Remus will not respond to any binder
Evocatia. To summon Evocatia, you must build that lays his summon sign in a building or within the
a fire and set a small effigy alight. This signifies to bounds of a town or city.
her that you, like her, you desire to scorch away your Rostam. Summoning Rostam is nearly identical to
enemies. conjuring a demon to strike a warlock’s pact, blood
Feng Meng. Binders burn the meat of a freshly offering and all.
killed beast to attract Feng Meng’s attention. Feng Sariel. Binders must carry a knife when
prefers the meat of monsters or humans, but will summoning Sariel to sever his wings directly from his
respond to an offering of beast, nonetheless. back.
Gyx. Binders offer a story to Gyx, spoken while no Seven O’ Seven. Binders must speak invocations
one else is around, to draw her attention. Only new to Seven O’ Seven backwards, or call upon him as a
stories and reimaginings of old ones will suffice. “vect”, whatever that means.
Hammurabi. Stern Hammurabi requires his Sirssiro. The Serpent apparently enjoys figs and will
contract to be laid out in excruciating detail before always appear coiled in the branches of a fig tree.
answering a binder’s call. He will often call for Tilo. Tilo’s staggeringly large vestige can only be
additional laws to be amended to the code before conjured in a contained space with a tall ceiling, such
binding. as a cave or cathedral. He seems to grow to fill the
Hou Yi. Most often, Hou Yi must be tricked to space’s height.
respond to a binder. An offering such as a “draught Tyche. Tyche plays a game of dice against
of immortality” or a “missive from the moon” will prospective binders and will only bind to those who
suffice to pique his interest. win. She can only be bested by a set of loaded dice.
Korine. Binding Korine involves placing a mark of Vortirrackt. To bind Vortirrackt, you must dig a
divination on a mirror before smashing it. She can be large pit, from which the beast appears to crawl out
seen in the fractured reflections beyond. from when summoned.

36 3: Variant Rules
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COMPLETE
CAPTAIN

The Definitive
Bold, Leadership Class
by Mage Hand Press
Captain
A half-elf, adorned in the ribbons and medals of a Moreover, captains lead by example. They stand
high-ranking commander, sits astride an armored shoulder-to-shoulder with knights, creep through the
warhorse. To her right, a powerfully built orcish man night alongside rogues, and study arcane texts with
in more pedestrian attire sits atop his own horse, mages, even when they barely understand what they’re
shouldering a hefty greataxe. They set down the reading. Captains are at the front line with their allies,
road together, accompanied by blaring trumpets and not barking orders from afar.
banging drums, which announce their approach.
Puffing on a pipe and eyeing the room, a halfling
Cohort and Commander
guildmaster in a fitted suit twirls a dagger between his A captain is only as good as their second in command,
fingers. A crowd of thieves, crooks, and bandits are their cohort, who stands by them at every step and
arrayed before him, all studying blueprints laid out on safeguards their plan’s success. Far more than a simple
a candlelit table. Tonight, their chapter of the Thieves’ ally, a captain’s cohort is a confidant, an advisor,
Guild becomes rich, and their guildmaster goes down and a trusted friend. Cohorts see their captain as a
in history. wellspring of information, and will follow them to the
Kobolds swarm left and right, scampering across ends of the earth.
piles of gold pieces, only to be met by the dwarf ’s
greataxe. Arrow after arrow, a human archer looses
Creating a Captain
shots that merely plink off the enraged dragon’s The ideal captain—a consummate leader—can be
crimson scales. A gnomish mage gathers crackling realized in many different ways. Your captain could
arcane might in his hands for a devastating magical be a head of an adventuring company, an officer in
blast. Across the chamber, amidst the chaos, a plan an army, the president of a corporation, the chief of a
crystallizes in the adventuring company’s leader. tribe, the admiral of a fleet, or any other type of leader.
She begins shouting orders, and the party sets into The only commonalities amongst captains are their
motion. positions of authority and natural inclinations towards
Decisive leaders and brilliant strategists, captains leadership.
inspire their allies to greatness. Invariably, they stand You should consider how your captain chooses to
alongside their cohorts—their devoted lieutenants, lead: not simply what banner they fly, but how they
whom they entrust with their lives. Captains out- treat their followers and how they give orders. Do you
strategize their enemies, ensuring that, while they rally others to your side with a magnetic personality
rarely deal the killing blow, they’re always on the or a stoic facade? How would you deal with a dilemma
winning side. that offers only losing strategies? How do you treat
your opponents once you’ve secured victory?
Fearless Leaders You should also think of previous victories or
Many people aspire to command, but few inspire defeats that have defined your captain in the past. Has
loyalty as a captain does. Captains rally allies to their your story been that of a meteoric rise or a disgraceful
side through confidence and determination, but gain fall? What event first thrust you into leadership, and
long-term friends through wisdom and accountability. how did you first take to it? Which success or defeat
A good captain thinks a little bigger than their led you to the life of an adventurer?
compatriots, planning one step further and fitting Quick Build
their allies like puzzle pieces to the challenges ahead.
You can make a captain quickly by following these
To their eyes, there are few defeats; only setbacks,
suggestions. First, make Strength or Dexterity your
diversions, and detours. Success is always on the path
highest ability score, followed by Charisma. Next,
ahead.
select History and Persuasion as your skills, and
take the Dueling Fighting Style. Lastly, choose a
background reflecting your leadership experience.

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Mage Hand Press
The Captain
Proficiency Battle
Level Bonus Features Dice Cohort Feature
1st +2 Born Leader, Fighting Style — —
2nd +2 Cohort — Cohort feature
3rd +2 Banner, War Tactics 2d8 —
4th +2 Ability Score Improvement 2d8 —
5th +3 Blitz 2d8 —
6th +3 — 3d8 Cohort feature
7th +3 Banner feature 3d8 —
8th +3 Ability Score Improvement 3d8 —
9th +4 Advanced Tactics 3d8 —
10th +4 — 3d10 Cohort feature
11th +4 Coordinated Strike 3d10 —
12th +4 Ability Score Improvement 3d10 —
13th +5 Banner feature 3d10 —
14th +5 — 4d10 Cohort feature
15th +5 Lead by Example 4d10 —
16th +5 Ability Score Improvement 4d10 —
17th +6 Banner feature 4d10 —
18th +6 — 4d12 Cohort feature
19th +6 Ability Score Improvement 4d12 —
20th +6 Legendary Commander 4d12 —

(c) any simple weapon


Class Features • (a) a light crossbow and 20 bolts, (b) a shortbow
As a captain, you gain the following class features. and 20 arrows, or (c) 5 javelins
• An embroidered standard and (a) a diplomat’s pack
Hit Points or (b) an explorer’s pack
Hit Dice: 1d8 per captain level
Hit Points at 1st Level: 8 + your Constitution Born Leader
modifier By 1st level, your competence and commanding
Hit Points at Higher Levels: 1d8 (or 5) + your personality lend you a knack for leadership. Common
Constitution modifier per captain level after 1st folk defer to your authority and influence, especially
Proficiencies in times of crisis. As a result, you have advantage
Armor: Light armor, medium armor, shields on any Charisma (Persuasion) check you make to
Weapons: Simple weapons, martial weapons convince someone to let you take charge of a situation
Tools: None or to give someone orders in a dangerous situation.
Additionally, you can use your Charisma modifier,
Saving Throws: Constitution, Charisma
instead of your Intelligence modifier, for any ability
Skills: Choose two from Animal Handling, Athletics,
check you make related to planning, strategy, or
Deception, History, Insight, Intimidation,
tactics.
Perception, and Persuasion
Equipment Fighting Style
You start with the following equipment, in addition to At 1st level, you adopt a style of fighting as your
the equipment granted by your background: specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once,
• (a) scale mail, or (b) leather armor
even if you later get to choose again.
• A dagger and (a) a warhammer, (b) a longsword, or

2
Captain
Archery Ability Scores
You gain a +2 bonus to attack rolls you make with Whenever you gain the Ability Score Improvement
ranged weapons. class feature, your cohort’s abilities also improve. Your
cohort can increase one ability score of your choice by
Defense
2, or it can increase two ability scores of your choice
While you are wearing armor, you gain a +1 bonus to
by 1. As normal, your companion can’t increase an
AC.
ability score above 20 using this feature, unless its
Dueling description specifies otherwise.
When you are wielding a melee weapon in one hand When you improve a cohort’s ability scores,
and no other weapons, you gain a +2 bonus to damage remember to also increase other relevant statistics,
rolls with that weapon such as skill bonuses, bonuses to hit and damage, and
spell save DCs.
Protection
When a creature you can see attacks a target other Proficiencies
than you that is within 5 feet of you, you can use your Your cohort gains proficiency in skills listed in
reaction to impose disadvantage on the attack roll. its statistics. It also gains proficiency with simple
You must be wielding a shield. weapons, martial weapons, light armor, medium
armor, heavy armor, or shields if its statistics contain
Cohort weapons or armor from that category.
Starting at 2nd level, you gain a loyal cohort who Your cohort uses your proficiency bonus rather
carries your banner and follows your lead. than its own. Because cohort statistics already include
Initiating a Cohort a +2 proficiency bonus, you need only adjust the
attack bonus, skill proficiencies, and saving throw
Select a companion from the Cohort section;
proficiencies starting at 5th level.
following an 8-hour initiation period, that
creature becomes your cohort. You can
have only one cohort at a time.
If your cohort is ever slain, you can
raise them from the dead by the usual
methods, such as the raise dead spell, or you
can spend 8 hours initiating a new cohort.
If you do so, your previous cohort loses all
abilities granted by this ability, even if it is
later returned to life.
Your cohort obeys your commands
as best it can. Your cohort takes its turn
immediately before or after your turn each
round (your choice), and you determine
its actions, decisions, attitudes, and so on.
If you are incapacitated or absent, your
companion acts on its own.
Cohort Features
At 2nd, 6th, 10th, 14th, and 18th levels,
your cohort gains new abilities based
on its archetype.
Hit Points
For each captain level you gain
after 2nd, your cohort gains an
additional Hit Die and increases its
hit points accordingly.

3
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Alignment Ability Score Improvement
Your cohort’s alignment is within one step of your
When you reach 4th level, and again at 8th, 12th, 16th,
own, and has a personality trait and flaw determined
and 19th level, you can increase one ability score of
by the GM. Its bond is always, “I will follow my
your choice by 2, or you can increase two ability scores
commander into any fray, and I will gladly fight by
of your choice by 1. As normal, you can’t increase an
their side until my death.”
ability score above 20 using this feature.
Banner Blitz
Starting at 3rd level, you adopt a banner which you
Starting at 5th level, as a bonus action on your turn,
fly in combat, emblazon on your armor, and fix to
you can direct your cohort or a friendly creature
your seal. You can select from the banners which
within 60 feet of you that can see or hear you to
are detailed at the end of the class description. Your
fight alongside you. The chosen creature can use its
choice grants you features at 3rd level, and again at
reaction to move up to its speed or make a single
7th, 13th, and 17th level.
weapon attack.
War Tactics Advanced Tactics
Starting at 3rd level, you have a pool of battle dice that
At 9th level, your maneuvers improve in the following
you can use to bolster your allies or perform special
ways:
maneuvers in combat. You begin with 2 battle dice,
Brace. Allies can also add the battle die to their
which are d8s. You regain all expended battle dice
ability checks until the start of your next turn.
when you finish a short or long rest, or when you roll
Rally. Whenever you spend a battle die to cause
initiative.
a creature to regain hit points, that creature also gains
Your battle die changes and more battle dice
temporary hit points equal to your captain level.
become available when you reach certain levels in
Staggering Strike. When you hit with a
this class, as shown in the Battle Dice column of the
staggering strike, you add the battle die to the damage
Captain table.
roll.
Saving Throws
If one of your maneuvers calls for a saving throw to
Coordinated Strike
resist its effects, the saving throw DC is calculated as By 11th level, you and your cohort fight as a perfect
follows: fighting unit. Once on each of your turns, when you
hit a creature with an attack, you can deal an extra 2d8
Maneuver save DC = 8 + your proficiency damage to the creature if your cohort has also hit that
bonus + your Charisma modifier creature with an attack since the end of your last turn.
Maneuvers Lead by Example
You can spend battle dice to use the following Starting at 15th level, whenever you roll a 20 on an
maneuvers: attack roll, ability check, or saving throw, each friendly
Brace. As a bonus action on your turn, you can creature within 30 feet of you has advantage when it
expend a battle die to bolster your allies. Each allied makes the same type of roll (attack roll, ability check,
creature within 30 feet of you that can see or hear you or saving throw) before the start of your next turn.
adds the battle die to all saving throws it makes until
the end of your next turn. Legendary Commander
Rally. s a bonus action on your turn, you can At 20th level, you have 3 legendary actions. At the end
expend a battle die to choose one allied creature other of another creature’s turn, you can spend a legendary
than yourself within 60 feet of you who can see or action to take an action of your choice, or allow a
hear you. That creature regains hit points equal to the friendly creature that can hear or see you to take an
number rolled + your Charisma modifier. You can’t action of their choice. If a creature takes the Attack
use this ability to heal a creature who has 0 hit points. action as a legendary action, it can attack more than
Staggering Strike. As a bonus action when once if it has a feature, like Extra Attack, that gives it
you make a weapon attack against a Large or smaller extra attacks.
creature, you can expend a battle die to attempt to You regain all expended legendary actions when
daze the target. On a hit, the target must succeed on you finish a long rest.
a Constitution saving throw or be incapacitated until
the start of your next turn.
4
Captain
Banners
Captains adopt emblems that denote their virtues,
skills, and command styles, which they fly upon
their banners to rally allies to their side. A symbolic
statement, this heraldry speaks volumes about what a
captain prizes in the world, be it knowledge, allies, or
personal gain.
Demon Banner
Captains that fly the Demon Banner have struck the
darkest of pacts: binding their soul to a demonic entity
that periodically takes hold of their body. On the
battlefield, they forgo the companionship of a cohort
and rely on a flickering symbiosis between themselves
and the demon. First one attacks, then the other, each
form taking blows in turn. Indeed, it can hardly be
said that the demon and the captain are separate, for
they share one body and parts of one soul.
Demon Cohort
Starting when you choose this banner at 3rd level,
you form a pact with a demonic entity that takes up You and the demon share concentration on spells.
residence inside your body. The demon is jealously You can only concentrate on one spell at a time and
possessive—it becomes your cohort and you can’t gain the spell fails if either form loses concentration.
a new one. Certain conditions affect you and the demon
Like a normal cohort, the demon has separate separately. If you are blinded, charmed, deafened,
statistics and takes its turn before or after your turn frightened, incapacitated, paralyzed, poisoned, or
each round (your choice). When the demon takes its stunned, the demon does not share this condition, and
turn, you transform into it, replacing your statistics vice versa.
and features with the statistics of the demon. Keep If you fall unconscious, you can’t transform into
track of the demon’s hit points separately. You the demon. Similarly, if the demon drops to 0 hit
determine the demon’s actions, decisions, attitudes, points, you revert to your original form and drop to 0
and so on. If you move on your turn, the demon hit points. As long as you have at least 1 hit point, the
can’t move on its turn, and vice versa. You remain demon returns to life and regains all of its hit points
transformed into the demon until the start of your turn. when you take a long rest.

Banners
Name Description
Demon Banner Is possessed by a demon that seizes control and transforms in the midst of combat
Dragon Banner Uses maneuvers to annihilate their foes on the battlefield
Eagle Banner A master of the bow who uses precision shots to strike foes from a high vantage
Jolly Roger Banner A duelist and swashbuckler, trained with a cutlass and the unfair tactics of brigands
Lion Banner A knightly leader who challenges their foes to honorable combat
Ram Banner Shoves their foes and knocks them prone to gain an advantage in combat
Raven Banner A stealthy master of guerilla warfare and covert tactics
Siegeball Banner A leader who encourages allies, insults enemies, and constantly makes sports references
Star Wolf Banner Uses space-age gunplay and tactical formations to overcome foes
Treant Banner Commands fey magic to force foes onto oppressive difficult terrain
Turtle Banner Emphasizes defense above all else, using heavy armor and shield wall tactics

5
Mage Hand Press
Maneuver: Abyssal Rebuke
Demon Also at 3rd level, you learn the following maneuver:
Medium Fiend (Demon), Typically Chaotic Evil
When you are damaged by a creature you can
Armor Class 14 (natural armor) see within 60 feet of you, you can use your reaction
Hit Points 13 (2d8 + 4) and expend a battle die. The creature must make a
Speed 30 ft.
Dexterity saving throw. It takes fire damage equal to
STR DEX CON INT WIS CHA the battle die + your Charisma modifier on a failed
15 (+2) 13 (+1) 14 (+2) 11 (+0) 11 (+0) 12 (+1) save, or half as much damage on a successful one.

Saving Throws Dex +3, Wis +2 Demon’s Sight


Damage Resistances cold, fire Starting at 7th level, you gain the use of the demon’s
Skills Intimidation +3, Perception +2 darkvision out to a range of 120 feet. Additionally, you
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, Common and the demon can see normally in magical darkness.
Challenge 1/4 (50 XP)
Abyssal Arcana
Magic Resistance. The demon has advantage on At 13th level, you can use your demon’s Innate
saving throws against spells and other magical effects.
Spellcasting trait, even while you are not transformed.
Actions
One with the Abyss
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage. By 17th level, the bond with your demon has become
Hurl Flame. Ranged Weapon Attack: +3 to hit, range unbreakable, granting you the following benefits:
60/240 ft., one target. Hit: 5 (1d8 + 1) fire damage. • You and your demon share a pool of hit points.
Demon – Cohort Add your hit point maximum to that of your
While following the command of a captain, the demon demon to determine your shared maximum.
gains additional abilities based on the captain’s level: • You and your demon both have Armor Class equal
2nd. Action: Spellcasting. The demon casts one of the to the higher Armor Class of the two forms.
following spells, requiring no material components • You can use your demon’s flying speed, even when
and using Charisma as the spellcasting ability (spell you are not transformed.
save DC equals the captain’s maneuver save DC):
1/day each: command, detect magic Dragon Banner
6th. Improved Armor. The demon’s Armor Class Captains under the banner of the Dragon are among
increases by 1.
the most formidable warriors to grace the battlefield.
6th. Abyssal Infusion. The demon’s claws and hurl Armed with an array of lethal maneuvers, these
flame attack each deal an extra 3 (1d6) necrotic
damage on a hit. captains cut through lesser combatants with ease,
6th: Action: Spellcasting. The demon’s Spellcasting turning the tides of battle on their own, if needed. The
improves. It can cast the following spells in addition visage of the Dragon Banner inspires fear and loyalty
to those in its statistics: in equal measure, for the carnage and bloodshed left
1/day each: darkness, hold person in a dragon warrior’s wake speaks volumes of their
10th. Flight. The demons gains a flying speed of 60 skill.
feet.
10th: Action: Spellcasting. The demon’s Spellcasting
improves. It can cast the following spells in addition
to those in its statistics:
1/day each: fear, fireball
14th. Improved Armor. The demon’s Armor Class
increases by 1.
14th. Abyssal Infusion. The demon’s claws and hurl
flame attack each now deal an extra 7 (2d6) necrotic
damage on a hit.
18th. Fire Aura. At the start of each of the demon’s
turns, each creature within 5 feet of it takes 10 (3d6)
fire damage, and flammable objects in the aura that
aren’t being worn or carried ignite. The demon can
choose to suppress this aura.

6
Captain
Eagle Banner
With sharp eyes and even sharper arrows, captains of
the Eagle seek to be lords of speed and ranged combat,
mastering bow, sling, and ballista alike. Such captains
are just as dangerous in close range as they are
perched on the horizon, for they can accurately deliver
an arrow or a crossbow bolt at point blank range.
Maneuver: Eagle Shot
Starting when you choose this banner at 3rd level, you
learn the following maneuver:
When you make a ranged weapon attack roll
against a creature, you can use your bonus action and
expend a battle die to add it to the roll. You can use
Bonus Battle Die this ability before or after making the attack roll, but
before the GM says whether the attack hits or misses.
Starting when you choose
this banner at 3rd level, your Vantage Point
total number of battle dice By 7th level, you can quickly scale walls to gain a
increases by 1. perch above your foes. You have a climbing speed
Maneuver: Cleave equal to your walking speed. In addition, by climbing
at half speed, you can climb up difficult surfaces (such
Also at 3rd level, you learn the
as slippery vertical walls) without making an ability
following maneuver:
check.
Once on each of your turns, when you reduce a
hostile creature to 0 hit points or score a critical hit Close-Quarters Shooting
with a melee weapon attack, you can spend a battle die Starting at 13th level, being within 5 feet of a hostile
to move up to 15 feet and make another melee weapon creature doesn’t impose disadvantage on your ranged
attack as part of the same action. On a hit, you add the attack rolls or the ranged attack rolls of friendly
battle die to the attack’s damage roll. creatures within 15 feet of you.
Maneuver: Wade Into Battle Scatter Shot
At 7th level, you learn the following maneuver: Starting at 17th level, you can use your action to
You can expend a battle die to take the Dash or launch a volley of projectiles. Make a ranged weapon
Disengage action as a bonus action on your turn. attack against any number of creatures you choose
Maneuver: Fury Attack within a 15-foot cone, making a separate attack roll
for each target. If you target only one creature in this
At 13th level, you learn the following maneuver:
cone, your attack deals one additional weapon damage
When you take the Attack action on your turn,
die on a hit.
you can expend a battle die as a bonus action to
unleash a barrage of strikes. Make up to three melee
weapon attacks as part of the Attack action, instead of
one. Each attack must target a different creature.
Vicious Focus
Beginning at 17th level, whenever you reduce a hostile
creature to 0 hit points or score a critical hit with a
melee weapon attack, you enter a zen state of battle for
1 minute. For the duration, your weapon attacks score
a critical hit on a roll of 19 or 20. Each time during the
duration that you reduce another hostile creature to
0 hit points or score another critical hit, this critical
hit range increases, first allowing your melee weapon
attacks to score a critical hit on a roll of 18–20, then
on a roll of 17–20, then on a roll of 16–20. If you fall
unconscious, this effect ends early.

7
Mage Hand Press
Object action, or to attempt to shove a creature. You
Jolly Roger have advantage on Strength (Athletics) checks you
The skulls and crossbones adorning the Banner of the make to push another creature out of a boat or other
Jolly Roger need no introduction: it means thieves, waterborne vessel.
brigands, treasure, and adventure on the high seas.
Moreover, it means the strong backs of a crew working All Hands on Deck
in unison, piloting a ship from horizon to horizon, By 17th level, your crew works in perfect unison at
under the command of a fierce captain and their first your directive. You can use your action on your turn
mate. to direct each friendly creature within 60 feet of you
that can see or hear you to take an action of your
Maneuver: Double Thrust choice; this action can’t be the Attack, Cast a Spell,
Starting when you choose this banner at 3rd level, you Dodge, or Use a Magic Item action. A creature can
learn the following maneuver: immediately use its reaction to take this action.
When you make an attack with a finesse weapon
as part of the Attack action on your turn, you can Lion Banner
spend one battle die as a bonus action to make an Bravery in the face of overwhelming odds, mastery
additional attack with that weapon. This attack adds of horsemanship, and unwavering honor are the
the battle die, instead of your ability modifier, to the hallmarks of captains of the Lion. This banner
weapon’s damage roll. represents the very ideal of gallantry and fortitude
Tricky Footwork that knights and paladins aspire to achieve. The mere
By 7th level, your elegant swordplay lets you place sight of it inspires heroism in its troops, and a captain
enemies where you want them. Whenever you hit a who flies it can turn even the most poorly equipped
creature of your size or smaller with a melee attack on militia into a fit fighting force.
your turn, you can switch places with the target. This Maneuver: Lion´s Challenge
movement doesn’t provoke opportunity attacks. Starting when you choose this banner at 3rd level, you
Unfair Play learn the following maneuver:
Beginning at 13th level, both you and your cohort
can use a bonus action to take the Hide or Use an

8
Captain
When you hit a creature with a weapon attack on
your turn, you can expend one battle die as a bonus
action to challenge the target to a duel. Until the end
of your next turn, that target has disadvantage on any
attack roll that isn’t against you.
Saddle Sure
Starting at 7th level, you have advantage on saving
throws made to avoid falling off your mount, and if
you fall off your mount, you always land on your feet
unless you’re incapacitated. In addition, mounting
or dismounting a creature costs you only 5 feet of
movement, rather than half your speed.
Finally, you can force an attack targeted at your
mount to target you instead.
Reposition
Beginning at 13th level, you and up to three friendly
creatures of your choice that you can see can each
move up to 20 feet when you roll initiative. A creature
can’t benefit from this feature if its speed is 0.
Lion´s Gambit
Starting at 17th level, when you take damage from a
creature that is within 5 feet of you, you can use your
reaction to make a melee weapon attack against that
creature, and if you hit, you can add half your level to
the damage roll.
You can make this attack three times, and you
regain all expended uses of it when you finish a short
or long rest.
Ram Banner
Captains who brandish the banner of the Ram seek
to batter through their obstacles with overwhelming
force. Whenever possible, these captains put their
enemies on the back foot, literally hurling their foes
to the floor or shoving them into unfavorable ground,
from which position their cohorts can make swift
work of any resistance. The Banner of the Ram sees
such tactics as not only fair, but optimal, as validity in
combat should be judged only by effectiveness.
Maneuver: Bull Rush
SStarting when you choose this banner at 3rd level,
you learn the following maneuver:
When you move at least 10 feet in a straight line
and immediately make a melee weapon attack against
a creature, you can use a bonus action and expend a
battle die to shove the target after the attack. Add the
battle die to the Strength (Athletics) check you make
to shove the target. On a success, you can choose to
either knock the target prone or push it up to 10 feet
away from you.

9
Mage Hand Press
Surefooted speed without provoking opportunity attacks toward
Beginning at 7th level, moving through nonmagical the creature and make one attack targeting it. Resolve
difficult terrain costs you no extra movement. your attack before the creature makes any attacks.
Once you use this ability, you can’t use it again
Lock Horns until you finish a long rest.
At 13th level, you can buck your foes into harm’s way.
Whenever you shove a creature into one of your allies, Guerilla Warfare
that ally can use its reaction to make an attack against Starting at 17th level, you are a master of
the shoved creature. unconventional combat. You have advantage on attack
rolls against any creature that hasn’t taken a turn in
And Stay Down the combat yet. In addition, the first time you hit
Starting at 17th level, whenever a creature stands up a creature with an attack during the first round of
from being prone while within your reach, you can combat, you can add two battle dice to the attack’s
make an opportunity attack against it. damage roll without expending them.
Raven Banner Siegeball Banner
The Banner of the Raven signifies a clandestine The Siegeball Banner is that of a favored sports team --
captain who prefers stealth to action and ambushes to one that’s going all the way this year. Captains who fly
open fights. If pressed, a captain of the Raven might be a Siegeball Banner live and breathe sports, viewing the
drawn into a direct confrontation, but they can never entire world through sports metaphors and placing
be expected to play fair. These captains might have themselves in the privileged position of the team
more in common with rogues, and might even hold captain or perhaps the coach. Foes are naturally the
a position of leadership within a thieves’ guild. More opposing team, the referees, or even a rowdy crowd,
than one guild master and bandit leader has flown the whereas quests are no different from a sports season,
Raven Banner while on a raid. in which the team is destined to break records and
Maneuver: Flanking Strike bring home the cup.
Starting when you choose this banner at 3rd level, you For such captains, sportsmanship and rowdy
are trained in ambush tactics. You learn the following competition go hand-in-hand. One can expect rousing
maneuver: speeches and inappropriate jeers measured out
If you hit a creature with a weapon attack between downfield sprints and breathtaking tackles.
while one of your allies is within 5 feet of the target, Sports Enthusiast
you can expend a battle die to aim for the creature’s Starting when you choose this banner at 3rd level,
most vital areas. Add the battle die and half your you gain proficiency in the Athletics skill if you don’t
level (rounded down) to the attack’s damage roll. This already have it. Your proficiency bonus is doubled for
attack must use a finesse weapon or a light weapon. any ability check you make with that skill.
Maneuver: Effortless Dodge Additionally, you gain proficiency with all
Also at 3rd level, you learn the following maneuver: improvised weapons associated with sports, such as
As a bonus action, you can spend a battle die to bats, clubs, and darts.
take the Dodge action. You can’t use this maneuver Team Player
while wearing medium or heavy armor. Also at 3rd level, you can inspire your team to greater
Covert heights. You can use your bonus action to give one of
At 7th level, when you are hidden and a creature your unexpended battle dice to one creature within 60
discovers you with a successful Wisdom (Perception) feet of you who can hear you.
check, you can reattempt your Dexterity (Stealth) Once within the next 1 minute, the creature can
check to hide. On a success, you silently reposition roll the battle die and add the number rolled to one
yourself and the creature doesn’t notice you. ability check, attack roll, or saving throw it makes.
Once you use this ability, you can’t use it again The creature can wait until after it rolls the d20 before
until you finish a short or long rest. deciding to use the battle die, but must decide before
the GM says whether the roll succeeds or fails.
Strike First, Strike Last Once you use this feature, you can’t use it again
Beginning at 13th level, you can intercede moments for 1 minute.
before an enemy strikes. As a reaction when a hostile
creature you can see attacks, you can move up to your

10
Captain
Superfan
Gunslinger Deeds
By 7th level, you’re the biggest fan on the planet. You
The Star Wolf Banner gains the following
have advantage on any ability check you make to play a deeds from the gunslinger class:
sport or recall information about a sport or its teams.
Covering Fire
Incisive Taunt When you hit a creature with a ranged
By 13th level, you can use your bonus action to mock weapon attack, you can expend one risk die
as a bonus action to cow the creature. Roll
a creature within 15 feet of you. If the target can hear the risk die and subtract it from the next
you and it understands at least one language, it has attack roll the creature makes before the start
disadvantage on any attack roll it makes against a of your next turn.
creature other than you before the end of its next turn. Dodge Roll
You can use this feature a number of times equal You can expend one risk die as a bonus action
to your Charisma modifier (minimum of once). You to move up to 15 feet and reload any firearm
can regain a use of this feature by expending a battle you are holding. This movement doesn’t
provoke opportunity attacks, ignores difficult
die, and you regain all expended uses when you finish
terrain, and allows you to move through a
a long rest. hostile creature’s space, as long as you don’t
Game-Winning Play end your movement there.
Starting at 17th level, you can accomplish daring,
last-second plays when all else seems to be lost. If you • Whenever you take an action to move your ship
drop to 0 hit points, you can use your reaction to delay or perform evasive maneuvers, the pilots of each
falling unconscious. You can then move up to twice other ship can take the same action at the same
your movement speed without provoking opportunity time.
attacks and take an action. Taking damage causes • The pilots of each ship has advantage on initiative
death saving throw failures as normal, and three death rolls.
saving throw failures can still kill you. Following this, • Each ship in the formation has a +2 bonus to
you fall unconscious if you still have 0 hit points. Armor Class.
Once you use this feature, you can’t use it again
until you finish a long rest. Ships remain in this formation as long as they remain
within 10,000 feet of you and take only the same
Star Wolf Banner actions to move or perform evasive maneuvers.
Whether they lead a company of Grax’s Guys, a band Tactical Formation
of Coalition mercenaries, or a generic crew of space At 13th level, you can use the Blitz to direct up to
pirates, captains who emblazon their ships with the 4 friendly creatures (including your cohort) within
icon of the Space Wolf seek fame and fortune amongst 60 feet of you that can see or hear you to reposition.
the stars. Their hallmarks are daring gunplay and Each creature can use its reaction to move up to its
swift starship maneuvers that always keep them a hair speed, fall prone, or stand up from being prone. If the
ahead of their foes. creatures in this group can see you, they do not need
Daring Deeds to hear you in order to follow this command.
Starting when you choose this banner at 3rd level, Leave No One Behind
you master a smattering of bold gunplay. You learn Starting at 17th level, you can ensure that your allies
the Covering Fire and Dodge Roll deeds from the survive your worst battles. When your cohort or a
gunslinger class. These deeds count as maneuvers friendly creature you can see within 60 feet drops to
for you and use battle dice instead of risk dice. If you 0 hit points and begins making death saving throws,
already have the gunslinger’s Risk feature, you can you can use your reaction to spend a battle die. The
use your battle dice instead of risk dice for any of the creature instead drops to a number of hit points
class’s deeds. equal to the roll of the battle die. Until the end of the
Squadron Leader creature’s next turn, it doesn’t provoke opportunity
Starting at 7th level, when you are piloting a ship attacks and has advantage on saving throws.
accompanied by other friendly ships within 10,000 Once you use this ability, you can’t use it again
feet, you and the other ships can adopt a formation until you finish a short or long rest.
while flying. This confers the following benefits to all
the ships flying in formation:

11
Mage Hand Press
Treant Banner Turtle Banner
Fey captains under the Treant Banner believe in using The fortified defenses of captains who fly the Turtle
the environment to gain the upper hand over their banner are legendary. Turtle tactics emphasize
opponents. Whether that be taking cover in thick endurance and survival, as well-protected soldiers
forests, luring the enemy into toxic swamps, or using cannot only win battles, but entire wars. Thinking
a blizzard to avoid an opponent’s ranged attacks, these long term is key to any defensive strategy, as captains
captains always bend their tactics to suit the terrain. of the Turtle know the answer is never how they shall
As a tree always grows towards the light, a treant counterattack, but when.
marshal always pushes their troops towards glory via
Bonus Proficiency
the path of least resistance.
When you choose this banner at 3rd level, you gain
Maneuver: Blocked Passage proficiency with heavy armor.
Starting when you choose this banner at 3rd level, you
Maneuver: Iron Shell
learn the following maneuver:
Also at 3rd level, you learn the following maneuver:
As a bonus action on your turn, you can expend a
As a bonus action, you can spend a battle die to
battle die to block your enemies’ passage with natural
fortify an ally you can see within 60 feet of you. The
terrain. The area of this effect consists of a number
ally gains a bonus to its Armor Class equal to half
of unoccupied 10-foot cubes equal to the roll of the
the number rolled on the battle die, rounded down
battle die. You can arrange these cubes as you wish,
(minimum of +1) against the next attack made against
but each cube must have at least one face adjacent
it within the next minute.
to the face of another cube. This area is magically
filled with natural terrain chosen by the GM, such as Slow and Steady
boulders, fallen trees, or gusting winds. You choose Beginning at 7th level, your speed can’t be reduced
whether the area is difficult terrain or completely and you can’t be knocked prone or moved against
impassable. Each cube of terrain has AC 15, 15 HP, your will.
and immunity to poison and psychic damage.
Shield Wall
Once you use this maneuver, you can’t use it again for
By 13th level, you can shelter others behind your
1 minute.
armor. You count as half cover for effects passing
Druidbane through your space for allied creatures of your size
By 7th level, you have gotten wise to Feywild’s terrain- and smaller within 5 feet of you.
manipulating tricks. You and your cohort ignore
Unbreakable
magical and nonmagical difficult terrain. Additionally,
Starting at 17th level, you can shrug off attacks that
you are immune to the spell spike growth and other
would otherwise hit you. You have a pool of 20 armor
spells that affect the natural terrain, such as the spells
points. As a reaction when you’re hit by a melee
hallucinatory terrain and plant growth.
weapon attack, you can expend any number of armor
Superior Positioning points and add them to your Armor Class against
At 13th level, your ability to use the land to your that attack, potentially causing the attack to miss. You
advantage is unparalleled. You and each friendly regain all expended armor points when you finish a
creature within 15 feet of you have advantage on long rest.
attack rolls against creatures that are standing in
difficult terrain.
Thornfoot
Starting at 17th level, brambles sprout wherever you
walk, ensuring your foes are always hemmed in by
thorny ground. Whenever you or your cohort moves
across the ground, you can choose to leave a 5-foot
wide area of thorns behind you, as per the spell spike
growth, using your maneuver save DC. These thorns
last for 10 minutes, or until you choose to dismiss
them on your turn (no action required).

12
Captain
Cohorts Abbot
Medium Humanoid (Any Race), Any Alignment
Your cohort is the most steadfast of allies, is loyal to a
fault, and will likely be a lifelong ally and friend. But Armor Class 15 (chain shirt, shield)
not all cohorts are cut from the same cloth or possess Hit Points 11 (2d8 + 2)
Speed 30 ft.
the same skills—choose from the following non-player
characters when you enlist a new cohort. STR DEX CON INT WIS CHA
Abbot 13 (+1) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0)
A devout adherent to the faith, an abbot can work Saving Throws Wis +4, Cha +2
minor divine miracles with the whispering of prayers Skills Medicine +4, Religion +2
and the waving of hands. Senses passive Perception 12
Languages any one language (usually Common)
Berserker Challenge 1/4 (50 XP)
Ruthless and fierce, the berserker tears across the
battlefield in a wild frenzy, devastating its enemies
Actions
with boundless rage. Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Champion Light Crossbow. Ranged Weapon Attack: +2 to
A champion is a skilled, tactical fighter, just as hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing
comfortable in the saddle during military drills as damage.
armored on the field of battle. Healing Hands (1/Day). The abbot or one creature the
abbot touches regains 11 (2d8 + 2) hit points.
Construct Bonus Actions
With the help of a tinkerer or a mage, you gain the
unwavering, mechanical loyalty of a golem, shield Guiding Strike (1/Day). When the abbot hits a
creature with a weapon attack, it can wreathe the
guardian, or clockwork construct. Your construct is of target in divine light. The next attack roll made against
a smaller variety than most golems, but can be built this target before the end of the abbot’s next turn has
and repaired in far less time. advantage.
Constructed Nature. A construct doesn’t Abbot – Cohort
require air, food, drink, or sleep. While following the command of a captain, the abbot
Cultist gains additional abilities based on the captain’s level:
Dogmatic and often unhinged, cultists draw upon 2nd. Divine Devotion. The abbot can use its Healing
Hands and Guiding Strike an additional time each
forbidden, eldritch allies for a taste of arcane might. when the captain reaches 5th level (2/day each), 11th
Hunter level (3/day each), and 17th level (4/day each).
A hunter is a naturally skilled tracker and outlander, 6th. Action: Spellcasting. The abbot casts one of the
following spells, requiring no material components
as comfortable in the depths of the woods as in a and using Wisdom as the spellcasting ability (spell
tavern or town. save DC 12):
Mage At will: guidance, spare the dying
1/day each: bless, lesser restoration, protection from
A mage is a brilliant and studious spellcaster, well evil and good
versed in the study of all things arcane.
10th. Divine Strike. The abbot deals an extra 1d8
Scoundrel radiant damage when it hits with an attack roll.
Stealthy and subversive, the scoundrel is as adept an 14th. Action: Spellcasting. The abbot’s Spellcasting
improves. It can cast the following spells in addition
assassin as a burglar or thief. to those in its statistics:
Templar 1/day each: death ward, revivify, speak with dead
A daring knight, sworn to virtue and station, a templar 18th. Reaction: Merciful Light (1/Day). In response to
knows no fear in their heart and no equal in battle. a friendly creature within 30 feet of the abbot taking
damage, the abbot causes that creature to regain hit
Undead points equal to 2d8 + the abbot’s Wisdom modifier.
With the help of necromancy, you can enlist the most
loyal minion possible: a silent, obedient undead thrall.
Zombies, ghouls, and revenants are the most common
form of undead cohort, as they are sturdier than Undead Nature. An undead doesn’t require air,
skeletons, and more loyal than vampires. food, drink, or sleep.
13
Mage Hand Press
Berserker Champion
Medium Humanoid (Any Race), Any Alignment Medium Humanoid (Any Race), Any Alignment
Armor Class 14 (Unarmored Defense) Armor Class 16 (ring mail, shield)
Hit Points 13 (2d8 + 2) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 9 (–1) 10 (+0) 9 (–1) 14 (+2) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 9 (–1)

Saving Throws Str +4, Con +4 Saving Throws Str +4, Con +3
Skills Athletics +4, Survival +2 Skills Animal Handling +3, Athletics +4
Senses passive Perception 10 Senses passive Perception 11
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Unarmored Defense. While the berserker is wearing Indomitable (1/Day). The champion rerolls a failed
no armor and wielding no shield, its AC includes its saving throw.
Constitution modifier.
Actions
Actions Longsword. Melee Weapon Attack: +4 to hit, reach
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
one target. Hit: 8 (1d12 + 2) slashing damage. (1d10 + 2) slashing damage if used in two hands.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6
2) slashing damage. + 2) piercing damage in melee or 5 (1d6 + 2) piercing
damage at range.
Berserker – Cohort
Champion – Cohort
While following the command of a captain, the
berserker gains additional abilities based on the While following the command of a captain, the
captain’s level: champion gains additional abilities based on the
2nd. Reckless. At the start of its turn, the berserker captain’s level:
can gain advantage on all melee weapon attack 2nd. Bonus Action: Second Wind (Recharges after
rolls during that turn, but attack rolls against it have a Short or Long Rest). The champion regains 5
advantage until the start of its next turn. hit points. When the captain reaches 6th level, this
6th. Relentless (1/Day). If the berserker is reduced to amount of healing increases to 10, and when the
captain reaches 14th level, this amount of healing
0 hit points but not killed outright, it can drop to 1 hit
increases to 20.
point instead.
6th. Ability Score Increase. The champion’s Strength,
10th. Reaction: Retaliation (3/Day). In response to
Dexterity, or Constitution score increases by 2, to a
being hit by a melee attack, the berserker can make
maximum of 20.
one melee weapon attack against the attacker.
10th. Martial Prowess. When the champion hits with
14th. Critical Rush. Once per turn, when the berserker
a melee weapon, the weapon deals an extra 3 (1d8)
scores a critical hit, it can move up to its movement
damage. When the captain reaches 18th level, this
speed and make a melee weapon attack with
extra damage increases to 9 (2d8).
advantage.
14th. Ability Score Increase. The champion’s
18th. Primal Resolve. When the berserker has half its
Strength, Dexterity, or Constitution score increases by
hit points or fewer, it has resistance to bludgeoning,
piercing, or slashing damage from nonmagical 2, to a maximum of 20.
attacks. 18th. Action Surge (Recharges on a Short or Long
Rest). The champion takes two actions on its turn.

14
Captain
Construct Cohort
Medium Construct, Any Alignment
Armor Class 17 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 9 (–1)

Damage Immunities poison


Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator
(usually Common) but can’t speak
Challenge 1/4 (50 XP)
Death Burst. The construct explodes when it drops
to 0 hit points. Each creature within 5 feet of it must
make a DC 12 Dexterity saving throw, taking 7 (2d6) fire
damage on a failed save, or half as much damage on a
successful one.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage.
Construct – Cohort
While following the command of a captain, the
construct gains additional abilities based on the
captain’s level:
2nd. Surveillance Protocol. The construct gains
blindsight out to 60 feet. It also adds the captain’s
level to its passive Perception score.
6th. Improved Armor. The construct’s Armor Class
increases by 1.
6th. Death Burst. The construct’s Death Burst now
deals 21 (6d6) fire damage on a failed save, or half as Cultist
much damage on a successful one. Medium Humanoid (Any Race), Any Alignment
10th. Charged Slam. The construct’s slam attack deals Armor Class 12 (leather armor)
an extra 4 (1d8) lightning damage on a hit. Hit Points 11 (2d8 + 2)
10th. Magic Resistance. The construct has advantage Speed 30 ft.
on saving throws against spells and other magical
effects. STR DEX CON INT WIS CHA
14th. Improved Armor. The construct’s Armor Class 11 (+0) 13 (+1) 12 (+1) 11 (+0) 9 (–1) 14 (+2)
increases by 1.
Saving Throws Wis +1, Cha +4
18th. Unerring Strike. Once on each of its turns,
Skills Deception +4, Persuasion +4
when the construct misses with a slam attack, it can
Senses passive Perception 9
reroll it.
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Dark Devotion. The cultist has advantage on saving
throws against being charmed or frightened.
Actions
Eldritch Strike. Melee or Ranged Spell Attack: +4 to
hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10
+ 2) force damage.
Spellcasting. The cultist casts one of the following
spells, requiring no material components and using
Charisma as the spellcasting ability (spell save DC 12):
At will: dancing lights, mage hand, minor illusion
1/day each: charm person, detect magic

15
Mage Hand Press
Customizing Cohorts Hunter
Throughout your adventure, you may Medium Humanoid (Any Race), Any Alignment
wish to customize your cohort beyond Armor Class 14 (studded leather)
the weapons, armor, and spells listed Hit Points 11 (2d8 + 2)
in its stat block. Your GM decides what Speed 30 ft.
equipment your cohort has proficiency
with, in addition to those specified in the STR DEX CON INT WIS CHA
Cohort feature, and decides if your cohort 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (–1)
can exchange the spells it knows with any
other spells, including new spells in this Saving Throws Str +2, Dex +4
book. Skills Perception +4, Survival +4
As with any character, your cohort can Senses passive Perception 14
attune to three magic items at a time. Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Keen Hearing and Sight. The hunter has advantage
on Wisdom (Perception) checks that rely on hearing or
Cultist – Cohort sight.

While following the command of a captain, the cultist Actions


gains additional abilities based on the captain’s level: Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
2nd. Eldritch Pact. The cultist’s Eldritch Strike one target. Hit: 5 (1d6 + 2) slashing damage.
increases in damage by 1d10 when the captain Longbow. Ranged Weapon Attack: +4 to hit, range
reaches 5th level (2d10), 11th level (3d10), and 17th 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
level (4d10). The cohort always adds its Charisma damage.
modifier to its damage roll.
6th. Action: Spellcasting. The cultist’s Spellcasting
Hunter – Cohort
improves. It can cast the following spells in addition While following the command of a captain, the hunter
to those in its statistics: gains additional abilities based on the captain’s level:
At will: disguise self, false life 2nd. Bonus Action: True Shot (1/Day). Immediately
1/day each: suggestion after making an attack roll or a damage roll with a
ranged weapon, the archer can roll a d10 and add
10th. Action: Sinister Curse (1/Day). One creature the
the number rolled to the total. The hunter can use
cultist can see within 60 feet of it must succeed on
its True Shot an additional time when the captain
a Wisdom saving throw (DC equals 8 + the cultist’s
reaches 5th level (2/day), 11th level (3/day), and 17th
Charisma modifier + its proficiency bonus) or be
level (4/day).
cursed for 1 minute. While cursed, the creature has
disadvantage on attack rolls and saving throws. At 6th. Vantage Point. The hunter gains a climbing speed
the end of each of its turns, the creature can repeat equal to its walking speed.
the saving throw, ending the curse on a success.
10th. Bonus Action: Predator’s Mark (1/Day). When
14th. Action: Spellcasting. The cultist’s Spellcasting the hunter hits a creature with an attack, it marks the
improves. It can cast the following spells in addition target for 1 minute or until it loses concentration (as if
to those in its statistics: concentrating on a spell). The hunter has advantage
on attack rolls against a marked target and deals an
At will: darkness, spider climb
extra 1d8 damage on a hit.
1/day each: fear
14th. Reaction: Instinctive Dodge. In response to
18th. Reaction: Spiteful Rebuke. In response to being being hit by an attack or failing a Dexterity saving
damaged by a visible creature within 60 feet of it, the throw, the hunter can add 3 to its AC against the
cultist forces that creature to make a Dexterity saving attack or to its saving throw, potentially changing the
throw (DC equals 8 + the cultist’s Charisma modifier outcome.
+ its proficiency bonus). On a failed save, the creature
takes 11 (2d10) fire damage, or half as much damage 18th. Multiattack (3/Day). The hunter makes two
on a successful one. ranged weapon attacks.

16
Captain
Mage Scoundrel
Medium Humanoid (Any Race), Any Alignment Medium Humanoid (Any Race), Any Alignment
Armor Class 11 (14 with mage armor) Armor Class 13 (leather armor)
Hit Points 9 (2d8) Hit Points 9 (2d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (–1) 12 (+1) 10 (+0) 14 (+2) 13 (+1) 12 (+1) 8 (–1) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 10 (+0)

Saving Throws Int +4, Wis +3 Saving Throws Dex +4, Int +3
Skills Arcana +4, History +4 Skills Acrobatics +4, Perception +3, Sleight of Hand +4,
Senses passive Perception 11 Stealth +4
Languages any one language (usually Common) Senses passive Perception 13
Challenge 1/4 (50 XP) Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Magic Resistance. The mage has advantage on saving
throws against spells and other magical effects. Sneak Attack. Once on each of its turns, if the
scoundrel hits a target with a weapon attack and has
Actions advantage on the attack roll, the target takes an extra
Dagger. Melee or Ranged Weapon Attack: +3 to hit, 3 (1d6) damage from the attack. The scoundrel doesn’t
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + need advantage if an ally of the scoundrel that isn’t
1) piercing damage. incapacitated is within 5 feet of the target and the
scoundrel doesn’t have disadvantage on the attack roll.
Arcane Arrow. Ranged Spell Attack: +4 to hit, range
120 ft., one target. Hit: 7 (1d10 + 2) force damage. Actions
Spellcasting. The mage casts one of the following Shortsword. Melee Weapon Attack: +4 to hit, reach 5
spells, requiring no material components and using ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Intelligence as the spellcasting ability (spell save DC
12): Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
At will: mage hand, prestidigitation
1/day each: floating disk, grease, mage armor Scoundrel – Cohort
Mage – Cohort While following the command of a captain, the
scoundrel gains additional abilities based on the
While following the command of a captain, the mage captain’s level:
gains additional abilities based on the captain’s level: 2nd. Rogue Training. The scoundrel’s extra Sneak
2nd. Arcane Apprenticeship. The mage’s Arcane Attack damage increases by 3 (1d6) when the captain
Arrow increases in damage by 1d10 when the captain reaches 6th level (2d6), 10th level (3d6), 14th level
reaches 5th level (2d10), 11th level (3d10), and 17th (4d6), and 18th level (5d6)..
level (4d10). The cohort always adds its Intelligence 6th. Bonus Action: Cunning Action. The scoundrel
modifier to its damage roll.
takes the Dash, Disengage, or Hide action.
6th. Action: Spellcasting. The mage’s Spellcasting
10th. Reaction: Uncanny Dodge. The scoundrel halves
improves. It can cast the following spells in addition the damage that it takes from an attack that hits it.
to those in its statistics: The scoundrel must be able to see the attacker.
At will: message 14th. Evasion. If the scoundrel is subjected to an effect
1/day each: hold person, invisibility that allows it to make a Dexterity saving throw to take
10th. Action: Elemental Burst (1/Day). The mage only half damage, the scoundrel instead takes no
unleashes a magical explosion of a particular damage damage if it succeeds on the saving throw and only
type: acid, cold, fire, lightning, or thunder. The magic half damage if it fails, provided the scoundrel isn’t
erupts in a 10-foot radius sphere centered on a point incapacitated.
within 120 feet of the mage. Each creature in that 18th. Assassinate (1/Day). During its first turn in
area must make a DC Dexterity saving throw (DC
combat, the scoundrel turns a hit that it makes with a
equals 8 + the mage’s Intelligence modifier + its
weapon attack into a critical hit.
proficiency bonus). On a failed save, a creature takes
8d6 damage of the chosen type, or half as much
damage on a successful one.
14th. Action: Spellcasting. The mage’s Spellcasting
improves. It can cast the following spells in addition
to those in its statistics:
1/day each: dimension door, polymorph
18th. Reaction: Contingent Sphere (1/Day). In
response to taking damage, the mage casts the
resilient sphere spell targeting itself.

17
Mage Hand Press
Templar
Medium Humanoid (Any Race), Any Alignment
Armor Class 16 (chain mail)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 9 (–1) 12 (+1) 10 (+0) 10 (+0) 14 (+2)

Saving Throws Wis +2, Cha +4


Skills Athletics +4, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Brave. The templar has advantage on saving throws
it makes to avoid or end the frightened condition on
itself.
Recruiting a New Cohort Actions
When a cohort dies, replacing them isn’t Longsword. Melee Weapon Attack: +4 to hit, reach
as simple as summoning a new familiar or 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
placing a sack of gold into the hands of a (1d10 + 2) slashing damage if used in two hands.
hireling. You must first earn the trust of Javelin. Ranged Weapon Attack: +4 to hit, range
a potential cohort before initiating them 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
into your service. This might require a
lengthy quest, the gift of a magic item, or Templar – Cohort
just a few nights of drinking at the local While following the command of a captain, the templar
tavern. You can also use the following gains additional abilities based on the captain’s level:
hooks to introduce a new cohort: 2nd. Bonus Action: Smite (1/Day). When the templar
Cousin, Sibling, or Twin. Just after the hits with a melee weapon, the weapon deals an extra
death of your cohort, a near-identical 9 (2d8) radiant damage. The templar can use its
relative sweeps into town asking about Smite an additional time when the captain reaches
them. If you can convince them to 5th level (2/day), 11th level (3/day), and 17th level (4/
day).
join your cause, you’ll have a seamless
replacement. 6th. Reaction: Parry. The templar adds 2 to its AC
against one melee attack that would hit it. To do so,
Mysterious Benefactor. Someone with the templar must see the attacker and be wielding a
deep pockets wants to see your quest melee weapon.
completed and sends a skilled mercenary
10th. Holy Weapons. The templar’s weapons are
to join you following your cohort’s death. magical and it has a +2 bonus to its weapon attack
This mercenary pledges their services, but rolls.
do they have ulterior motives?
14th. Action: Zealous Inspiration (1/Day). The
Reanimation. Your cohort was an templar and each friendly creature within 30 feet of it
irreplaceable friend and confidant. Instead gains 20 temporary hit points.
of looking for a new ally to follow your 18th. Improved Smite. The extra damage of the
banner, you enlisted the services of a templar’s Smite increases to 18 (4d8). Additionally,
necromancer to reanimate your cohort as when the templar finishes a short or long rest and has
an undead. They’re as loyal as always, but no uses of Smite remaining, it regains one use.
you can’t quite get past the smell.
18
Captain
Undead Cohort
Medium Undead, Any Alignment
Armor Class 9
Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 9 (–1) 15 (+2) 9 (–1) 9 (–1) 9 (–1)

Damage Immunities poison


Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands any one language (usually
Common), but can’t speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the undead to
0 hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the undead
drops to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage.
Undead – Cohort
While following the command of a captain, the undead
gains additional abilities based on the captain’s level:
2nd: Turn Resistance. The undead has advantage on
saving throws against any effect that turns undead.
6th: Necrotizing Bite. The undead’s bite deals an extra
1d6 necrotic damage on a hit.
10th: Regeneration. The undead regains 1 hit point at
the start of its turn. If the undead takes fire or radiant
damage, this trait doesn’t function at the start of the
undead’s next turn. The undead dies only if it starts
its turn with 0 hit points and doesn’t regenerate.
14th: Improved Necrotizing Bite. The necrotic
damage for the undead’s bite increases to 7 (2d6),
and the undead regains hit points equal to the
necrotic damage dealt on a hit.
18th: Undead Horde. A Humanoid slain by the
undead’s bite attack rises 24 hours later as a zombie
under the captain’s control, unless the Humanoid is
restored to life or its body is destroyed. The captain
can have no more than six zombies under its control
at one time. The zombies remain under the captain’s
control for 24 hours, after which the captain must
cast the animate dead spell or use similar magic to
reassert control over them.

19
Mage Hand Press
COMPLETE
CRAFTSMAN

The Definitive
Inventive Crafting Class
by Mage Hand Press
Chapter 1: Craftsman
A burly dwarf brings her hammer down on a glowing
hunk of steel, launching a shower of sparks into the air.
The room resonates with the sound of metal impacting
metal, while the bright, hot piece of steel in her tongs
begins to take shape.
An elf threads a needle with an impossibly thin
metallic wire, preparing to set the stitches into what looks
to be leather armor, but made of dragon’s hide. Once
satisfied with the measurements, he proceeds with a flurry
of dexterous needlework.
A gnome with an intricate set of goggles examines the
stock for her latest work: a portable ballista. She examines
the gearing and loading crank, ensures the tension on the
bowstring, and scans the bolt rail for imperfections. She
smiles, for she knows her work is without flaw.
Craftsmen are virtuoso artisans and genius inventors.
Not content merely creating masterwork pieces of
weapons and armor, they invent and engineer ingenious
devices and singularly deadly weapons.

Master of Craft
Artisans of all types are an integral
part of every culture: buildings
must be erected, pots must be sent
to the kiln, tools must be forged.
Despite their pervasiveness, master
craftsmen are still as rare as they are
prized. These artisans, creators,
and inventors can smith items
of mythic quality, and can solve
most any problem simply by using
the right tool and the appropriate
amount of force.

Secret of Steel
Adventuring craftsmen come in
many varieties, but nearly all leverage
Moreover, few craftsmen are self-taught. Most
their advanced knowledge of metallurgy, smelting, and
learn the finer points of their craft under the tutelage
construction to forge arms and armor rarely seen, even by
of a master artisan (whether or not their master was a
other adventurers. The smiths test their schematics and
craftsman, in the conventional sense). Did you study
designs themselves, building prototypes and experimental
under a master, and if so, what drove you to apprentice
gear that can later be refined into mass-produced items.
underneath them?
Creating a Craftsman Lastly, consider how you view your work. Are
you pragmatic, viewing your creations as tools to
When you create your craftsman, the most important serve a purpose? Are you artistic, striving to craft
thing to consider is your crafting expertise. Though all pieces of unrivaled beauty and perfection? Or are you
craftsmen of adventuring stock can stitch leather armor, experimental, tinkering and building with wild abandon
forge weapons, and tinker with magic items, only those to break new ground and innovate on established norms?
who dedicate themselves to a single craft can attain
legendary works. Each type of craftsman, from the Quick Build
practical to the wildly eccentric, have their place, but no You can make a craftsman quickly by following these
craftsman can specialize in everything. suggestions. Make Strength or Dexterity your highest
ability score, followed by Intelligence. Next, select
Athletics and Investigation as your skills. Finally, choose a
background befitting of your history of craftsmanship.

1
Mage Hand Press
The Craftsman
Proficiency
Level Bonus Features Active Crafting
1st +2 Exotic Proficiencies, Active Crafting 25 gp
2nd +2 Masterwork (Apprentice properties), Tool Belt 25 gp
3rd +2 Artisans’ Guild 50 gp
4th +2 Ability Score Improvement 75 gp
5th +3 Extra Attack, Masterwork (Journeyman properties) 100 gp
6th +3 Folded Steel 125 gp
7th +3 Artisans’ Guild feature 150 gp
8th +3 Ability Score Improvement 175 gp
9th +4 Eye for Quality 200 gp
10th +4 Artisans’ Guild feature 225 gp
11th +4 Masterwork (Master properties) 250 gp
12th +4 Ability Score Improvement 275 gp
13th +5 Flawless Construction 300 gp
14th +5 Artisans’ Guild feature 325 gp
15th +5 Uncanny Tool Belt 350 gp
16th +5 Ability Score Improvement 375 gp
17th +6 Masterwork (Legendary properties) 400 gp
18th +6 Artisans’ Guild feature 425 gp
19th +6 Ability Score Improvement 450 gp
20th +6 Magnum Opus 500 gp

Class Features Equipment


You start with the following equipment, in addition to the
As a craftsman, you gain the following class features. equipment granted to you by your background:
Hit Points • A set of craftman’s tools
Hit Dice: 1d10 per craftsman level • A shield and (a) chain mail, (b) leather armor, or (c)
Hit Points at 1st Level: 10 + your Constitution modifier scale mail
Hit Points at Higher Levels: 1d10 (or 6) + your • A dagger and (a) a warhammer or (b) any simple
Constitution modifier per craftsman level after 1st weapon
• (a) a light crossbow and 20 bolts or (b) a shortbow and
Proficiencies 20 arrows
Armor: All armor, shields • A dungeoneer’s pack
Weapons: Simple weapons, martial weapons
Tools: All artisan’s tools Exotic Proficiencies
Saving Throws: Constitution, Intelligence Starting at 1st level, you gain proficiency with exotic
Skills: Choose two from: Arcana, Athletics, History, weapons and exotic armor, which are unconventional, yet
Investigation, Medicine, Perception, and Persuasion effective items with which no other class is proficient. If a
feature or effect grants proficiency with a weapon or suit
of armor, it doesn’t grant proficiency with exotic weapons
or exotic armor, unless otherwise stated.
Craftsman’s Tools Active Crafting
As a craftsman, you carry a set of craftsman’s tools, Also at 1st level, you can craft one nonmagical item each
a combined toolkit which covers a broad range of day when you take a long rest, without losing the benefits
applications. You can use a set of craftsman’s tools of a long rest. You pay half the item’s gold piece cost in
for any ability check you would make with any set of materials, up to 25 gp. If an item costs more than 25 gp
artisan’s tools. A set of craftsman’s tools costs 75 gp. in materials, you can finish the item by working on it for
multiple days, spending 25 gp each day until the item is
completed.
2
Complete Craftsman
As you gain levels in this class, your crafting speed
increases, allowing you to spend more on materials for Downtime Crafting
each day of crafting, as shown in the Active Crafting Any character can craft an item in their downtime,
column of the Craftsman table. the craftsman is simply better at it. To craft an item, a
Items you craft using this feature are worth half their character requires three things:
gold piece cost when sold. This means that you can sell
an item to refund its cost in materials, but not to make a • Materials. In most cases, the raw materials for
profit. an item can be obtained for half the item’s gold
piece cost. This cost can fluctuate depending on
Masterwork the character’s current circumstances, contacts, or
access to materials.
At 2nd level, you begin to learn the deeper intricacies of
• Tools. You must have a set of appropriate artisan’s
weapon and armor craftsmanship.
tools and proficiency in their use to craft an item.
Masterwork Equipment Occasionally, an item might call for an entire
As a craftsman, you are capable of creating weapons and workshop or other special tools to be crafted.
armor of the utmost quality; such creations are known as • Time. The time required to craft an item is
masterwork items. To create a masterwork version of an measured against its cost in materials. A character
item, add 50 gp to the cost in materials you pay to craft makes progress toward crafting an item equal to
the item. Masterwork weapons you create have a +1 bonus 5 gp for each day of downtime, completing their
to attack rolls. A magic weapon that adds a bonus to your work when this amount exceeds the item’s cost in
attack and damage rolls doesn’t add this bonus to attack materials. As a craftsman, you work faster than a
rolls. normal character, and make progress equal to 10 gp
progress each day.
Masterwork Properties You can sell any item you craft during your downtime
Properties Craftsman Level Cost for its total gold piece cost. As such, if you run a shop
or craft items during your downtime purely to make a
Apprentice 2nd — profit, you can make 5 gp per day, assuming you sell
Journeyman 5th 100 gp all of your items.
Master 11th 250 gp
Legendary 17th 400 gp Whenever you modify the properties of a masterwork
weapon, you can change its damage type to bludgeoning,
Masterwork Properties piercing, or slashing damage, if its damage was already
Masterwork weapons and armor can be modified with one of these types.
masterwork properties, advanced modifications that Removing Properties. You can remove any properties
transform them into truly unique weapons and armor. of a masterwork item, including those a weapon had
Masterwork properties are separated into 4 levels: when you first created it. You can’t remove a property
Apprentice, Journeyman, Master, and Legendary. You from an item that is a prerequisite for another of the item’s
can apply any number of Apprentice properties to a properties. If you replace a property of Journeyman level
masterwork weapon, or up to three Apprentice properties or higher with a property of the same level over the same
to a masterwork suit of armor. Additionally, you can apply long rest, you can do so without an additional cost in
one Journeyman, one Master, and one Legendary property materials.
to each masterwork item. Crafting Ability
If you add a Master or Legendary property to an item,
Intelligence is the primary ability you use when crafting
only you can use it.
items. You use your Intelligence modifier when setting the
Modifying Equipment saving throw DC for items that you craft.
Using the Active Crafting feature, you can modify a
weapon or suit of armor when you take a long rest. This
Masterwork save DC = 8 + your proficiency bonus
allows you to do the following:
+ your Intelligence modifier
Improving Equipment. You can make any nonmagical Tool Belt
weapon or suit of armor masterwork for a cost of 50 gp in
materials. By 2nd level, you always have the right tool at hand. You
Adding Masterwork Properties. Adding masterwork can use your action to retrieve a piece of nonmagical gear
properties of Journeymen level or higher requires a cost in from your belt, pack, cart, or wherever you keep your
gold pieces and also requires you to be of a high enough tools, even if you didn’t have it in your inventory before.
level in this class, as shown in the Masterwork Properties The item’s gold piece cost can be up to 50 gp. You can’t use
table. When you learn a new level of materwork this feature to produce a weapon, suit of armor, shield, or
properties, you can apply a property from that level to a potion. An item retrieved in this way becomes lost in your
masterwork item at no cost. inventory and vanishes when you finish a long rest.
Check the Weapons Exceptions sidebar in the You can use this ability a number of times equal to
Weapon Properties section before adding masterwork your Intelligence modifier (a minimum of once), and you
properties to a weapon. regain all expended uses when you finish a long rest.

3
Mage Hand Press
Artisans’ Guild Eye for Quality
At 3rd level, you join an Artisans’ Guild. Select one of Starting at 9th level, you can cast the identify spell at
the Guilds from those listed below; you gain the 3rd level will, without using a spell slot or spell components.
feature of that guild. You gain an additional Guild feature Additionally, when you cast the spell, you also appraise
at 7th, 10th, 14th and 18th level. the target item, learning its market value in gold pieces.

Ability Score Improvement Flawless Construction


When you reach 4th level, and again at 8th, 12th, 16th, Beginning at 13th level, masterwork items you create
and 19th level, you can increase one ability score of your don’t rust, pit, fray at the edges, or otherwise show signs
choice by 2, or you can increase two ability scores of your of aging. Additionally, they have resistance to all damage.
choice by 1. As normal, you can’t increase an ability score Items you create can only be destroyed by effects that can
above 20 using this feature. destroy magic items.

Extra Attack Uncanny Tool Belt


Beginning at 5th level, you can attack twice, instead of By 15th level, you have a knack for finding the most useful
once, whenever you take the Attack action on your turn. things buried away in your cart. You can produce a single
common or uncommon magic item from your tool belt.
Folded Steel The item becomes lost in your inventory and vanishes
At 6th level, you discover or create new processes for when you finish a long rest.
making your masterwork gear even stronger than before. Once you use this feature, you can’t use it again until
Masterwork weapons crafted or modified by you count you finish a long rest.
as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage. Magnum Opus
At 20th level, you complete an object of unparalleled
majesty. You work feverishly for a period of 30 days to
create a single magic item of very rare or legendary rarity.
This item is tied to your very soul: regardless of type, you
are always considered attuned to it, and no other creature
can attune to it while you are alive. This item doesn’t
count against your maximum number of attuned items,
and you ignore all attunement requirements for the item.
As long as you are on the same plane of existence as your
item, you can use a bonus action to call it to your hand
or onto your body (as appropriate). You can only craft a
Magnum Opus once.

Artisan’s Guilds
Name Description
Arcane Maesters’ Guild Magical craftsmen that forge mundane steel into magic items
Armigers’ Guild Armorsmiths of great renown that wear reinforced steel
Bladeworkers’ Guild Weaponsmiths who build innovative implements of war and train in their use
Calibarons’ Guild Gunsmiths who develop advanced firearms and attachments
Clockworkers’ Guild Mechanists that command a pair of constructs and tinker with other mechanical creations
Courtiers’ Guild A dressmaker and tailor that is the very pinnacle of fashion
Forgeknights’ Guild Wields a portable forge to heat their weapons and armor to explosive limits
Luminaries’ Guild Craftsmen who forge weapons and armor out of an exotic material called hardlight
Mechanauts’ Guild Pilots a modified apparatus of the crab, a huge walking construct of fearsome power
Scrappers’ Guild Builds powerful but disposal equipment out of whatever might be lying around
Thunderlords’ Guild An electric innovator that uses lightning-charged equipment
Trappers’ Guild A mechanical tinkerer that deploys lethal booby traps during combat

4
Complete Craftsman
Artisans’ Guilds Magic Item Crafting
The following lists show which magic items you can
All master craftsmen learn the basics of smithing,
leatherworking, woodworking, and other necessary create, the craftsman level you must have, and the
disciplines on the path to mastery, either on their own or cost in materials each item requires.
under tutelage of another master artisan. However, as they 3rd level, 100 gp 7th level, 250 gp
hone their skills, they invariably find themselves drawn to Bag of holding Boots of elvenkind
gatherings of other like-minded craftsmen. These groups,
formalized as Guilds, provide a means for craftsmen to Decanter of endless water Circlet of blasting
compare notes and schematics, acquire resources, and Eyes of minute seeing Cloak of elvenkind
provide a means for craftsmen to ply their trade.
Folding boat Efficient quiver
Arcane Maesters’ Guild Handy haversack Eyes of charming
While most seasoned spellcasters will enchant a handful Goggles of night Pipes of haunting
of magic items over the course of their careers, artisans Helm of comprehending Portable hole
belonging to the Guild of Arcane Maesters seek to languages
become true masters of magic item creation. They rightly
take seriously the forging of such powerful relics: each Immovable rod Ring of jumping
creation must be a masterwork in its own right to contain Lantern of revealing Ring of water walking
the potent magic woven into them. Despite laboring for
Periapt of health Wand of magic missiles
months or even years to perfect their creations, seasoned
maesters are always seen to be laden with dozens of magic Rope of climbing Wind fan
items, attuned to a handful of rings, and carrying a wand Wand of secrets
of magic missiles, just in case.
10th level, 500 gp 14th level, 1,000 gp
Magic Item Crafting Boots of striding and Belt of dwarvenkind
When you join this guild at 3rd level, you unlock the springing
secrets of crafting items infused with magical energy.
The Magic Item Crafting sidebar details the magic items Eversmoking bottle Boots of levitation
you can create, specifies the level you must reach in this Eyes of the eagle Boots of speed
class to create each magic item, and shows the cost in Gloves of missile snaring Cape of the mountebank
materials an item will require. You can craft a magic item
by spending multiple days working on it, as per the Active Hat of disguise Cloak of the bat
Crafting feature. Helm of telepathy Gem of seeing
From among those available at 3rd level, you can craft
Periapt of proof against Horn of blasting
5 magic items. You can craft 3 from among those available
poison
at 7th, 3 from among those at 10th, and 2 from among
those at 14th. In the process of creating a new magic item, Periapt of wound closure Instant fortress
you can dismantle a magic item you have created in order Ring of feather falling Iron bands of binding
to build a new one from the same category.
Ring of mind shielding Ring of free action
Apprentice Property Slippers of spider Ring of the ram
Also at 3rd level, you learn to apply the following climbing
masterwork property to your equipment:
Winged boots Ring of X-ray vision
Enchanted Wand of enemy detection
Apprentice weapon property
Wand of fear
Components: Masterwork weapon
This weapon is interwoven with strong magical
enchantments. You can use your Intelligence, instead of
Strength or Dexterity, for this weapon’s attack and damage
rolls.
Magic Item Blueprints
Instant Attunement
If you wish to craft an item not included on the Magic
Beginning at 7th level, your experience in creating magic
Item Crafting sidebar, you might find a blueprint for
items allows you to quickly bond with them. You can use
such an item on your travels. The GM will determine
your action to attune to a magic item, and you can end
the craftsman level and cost in materials required for a
your attunement to an item as part of the same action.
magic item created from a blueprint. Unless otherwise
You can use this ability a number of times equal to your
stated, a blueprint can only be used to create one
Intelligence modifier, and you regain all expended uses
magic item.
when you finish a short or long rest.

5
Mage Hand Press
Armigers’ Guild
The Armigers devote their skills to the art of armor
smithing, with the firm belief that the right plate in the
right place can make a warrior invincible.
Fighting Style
Beginning at 3rd level, you not only learn to forge
powerful armor, but can wear it with skill. Choose one
of the following options. You can’t take a Fighting Style
option more than once, even if you later get to choose
again.
Defense. While you are wearing armor, you gain a +1
bonus to AC.
Protection. When a creature you can see attacks a
target other than you that is within 5 feet of you, you can
use your reaction to impose disadvantage on the attack
roll. You must be wielding a shield.
Shining Steel
Starting at 7th level, your imposing, shining armor makes
you a clear target for your foes. When you roll initiative
and aren’t surprised, you can challenge any number
of creatures within 60 feet of you that can see you to
battle. Each affected creature must succeed on a Wisdom
saving throw against your Masterwork save DC or have
disadvantage on any attack roll that doesn’t target you on
the first round of combat. A creature with an Intelligence
of 3 or less automatically succeeds on this saving throw.
Ephemeral Enchantment
Starting at 10th level, you can spend 10 minutes to lay an Armor Reinforcement
enchantment on a nonmagical weapon, enchanting up to Starting at 10th level, you can spend 10 minutes to
6 nonmagical weapons during a short or long rest. For the reinforce a suit of armor, or you can reinforce up to 6 suits
next 8 hours, each enchanted weapon counts as magical of armor during a short or long rest. This armor retains
for the purpose of overcoming damage resistance and its reinforcement until the creature wearing it is hit, after
immunity to nonmagical attacks and damage. which it is no longer fortified. Reinforced armor gains one
of the following properties of your choice:
Sever Connection Adamant. When a creature wearing this armor takes
By 14th level, you can break the connection that binds damage, it reduces the amount it takes by 1d8.
you to your magic items and repurpose that magic to Banded. A creature wearing this armor has a +1
protect yourself. As a reaction when a creature you can bonus to Armor Class.
see targets you with an attack, or when you make a saving
throw, you can end your attunement to one magic item. Fortify
Until the start of your next turn, you gain a bonus to your Starting at 14th level, as a bonus action, you can gain
Armor Class and saving throws equal to your Intelligence resistance to all damage until the end of your next turn.
modifier. The total number of magic items you can attune Once you use this feature, you can’t use it again until
to is reduced by 1 until you finish a short or long rest. you finish a short or long rest.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
Legendary Property
At 18th level, you reach the peak of your craft. You learn
Legendary Property the following Legendary masterwork property, which you
At 18th level, you reach the peak of your craft. You learn can immediately apply to a masterwork suit of armor:
the following Legendary masterwork property, which you
can immediately apply to a masterwork suit of armor:
Invincible
Legendary armor property
Resonant Components: Suit of exotic masterwork armor
Legendary armor property While you are wearing this armor, bludgeoning, piercing,
Components: Suit of exotic masterwork armor and slashing damage that you take from nonmagical
By spending a short rest focusing on a magic item while attacks is reduced by 5.
wearing this armor, you can attune the item directly to the
armor. You can use the magic item as though you were
attuned to it while you are wearing the armor. You can
attune up to two items to the armor, and can end an item’s
attunement to the armor by spending another short rest
focused on the item.
6
Complete Craftsman
attack roll. You can use this ability four times: once to
Bladeworkers’ Guild make a ranged weapon attack with a weapon that has the
Blade and bow, axe and mace: these are the tools with Ammunition property, once to make a melee weapon
which the Bladeworkers try to change the world. They attack with a two-handed weapon, once to make a melee
believe that the right blade, in the right hand can make a weapon attack with a one-handed weapon, and once to
warrior unstoppable. make a ranged weapon attack with a thrown weapon.
Each use must be with a different weapon, and you regain
Fighting Style each use of this ability after one minute. You can’t use this
Starting when you choose this guild at 3rd level, you not ability if you have disadvantage on the attack roll, or if you
only forge great weapons, you fight with them as well. can’t see the target.
Choose one of the following options. You can’t take a
Fighting Style option more than once, even if you later get Legendary Property
to choose again. At 18th level, you reach the peak of your craft. You learn
Dueling. When you are wielding a melee weapon in the following Legendary masterwork property, which you
one hand and no other weapons, you gain a +2 bonus to can immediately apply to a masterwork weapon:
damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a Devastating
damage die for an attack you make with a melee weapon Legendary weapon property
that you are wielding with two hands, you can reroll the Components: Masterwork exotic weapon
die and must use the new roll, even if the new roll is a 1 or This weapon scores a critical hit on a roll of 18–20.
a 2. The weapon must have the Two-Handed or Versatile
property for you to gain this benefit. Calibarons’ Guild
Hand-and-a-Half. While wielding a versatile weapon The Calibarons know, better than most, that gunpowder
in two hands, you gain a +1 bonus to attack and damage is the single greatest invention ever created by mortals. A
rolls with that weapon. sword may let a skilled wielder lay a giant low and magic
Two-Weapon Fighting. When you engage in two- may let the savvy and the blessed stand up to the gods,
weapon fighting, you can add your ability modifier to the but only a gun will let a common man put a dragon in its
damage of the second attack. place.
Sabotaging Strike Fighting Style
Beginning at 7th level, you can use your knowledge of Starting at 3rd level, you adopt a particular style of
armament construction to disarm your foes and crush gunfighting as your specialty. Choose one of the following
their armor. Once on each of your turns, when you take options. You can’t take a Fighting Style option more than
the Attack action, you can replace one of your attacks with once, even if you later get to choose again.
one of the following special melee attacks. Akimbo. When you engage in two-weapon fighting
Disarm. You attempt to disarm a target within your with firearms, you do not take a penalty to the damage of
reach. The target makes a Strength saving throw against the second attack.
your Masterwork save DC. On a failed save, it drops one Bullseye. You gain a +2 bonus to ranged attack rolls
item of your choice that it is holding or carrying. The you make using firearms. The weapon must have the
object lands at its feet. Sighted property or have a normal range of 80 feet or
Sunder. You attempt to shatter the defenses of a target longer to gain this effect. This effect does not stack with
within your reach that is wearing armor or carrying a the Archery fighting style.
shield. The target must make a Dexterity saving throw Duelist. While you are wielding a firearm in one hand
against your Masterwork save DC. On a failed save, the and nothing in the other, if you make a ranged weapon
target’s armor or shield takes a permanent and cumulative attack and exceed the target’s AC by 5 or more, you deal
−1 penalty to the AC it offers. Armor reduced to an AC of an extra die of weapon damage. You can only use this
10 or a shield that drops to a +0 bonus is destroyed. If a ability once per round.
creature’s armor or shield is damaged but not destroyed, it Shotgunner. When you hit with a ranged weapon
can repair it over the course of a short or long rest attack using a firearm that has the Scatter property, you
Honed Weapons can reroll the lowest damage die, and you must use the
Starting at 10th level, you can spend 10 minutes to fortify new roll, even if the new roll is lower than the original.
a weapon, or fortify up to 6 weapons during a short or Apprentice Property
long rest. This weapon retains its fortification until it hits Starting at 7th level, you can add the following special
a target, after which it is no longer fortified. A fortified property to your firearms:
weapon gains one of the following properties of your
choice: Suppressor
Honed. This weapon has a +2 bonus on attack rolls. Apprentice weapon property
Sharpened. This weapon deals an 1d8 additional Components: Martial or exotic masterwork ranged
damage on a hit. weapon with the Firearm property
Versatile Weapon Master Attacks with this weapon make only a low thud or a quiet
By 14th level, you can wield all manner of weapons in clink, audible out to 10 feet, and release a puff of smoke to
rapid succession. Once on each of your turns when you mask the light given off by the blast.
attack with a weapon, you can gain advantage on the
7
Mage Hand Press
Ballistic Calibration Ballistic. This weapon deals an extra die of damage
Starting at 10th level, you can spend 10 minutes to on a hit.
calibrate and reinforce a ranged weapon, or you can Calibrated. This weapon scores a critical hit on a roll
calibrate up to 6 ranged weapons during a short or long of 18–20.
rest. This weapon retains its calibration until it hits a Underbarrel Grenade Launcher
target, after which it is no longer calibrated. A calibrated Beginning at 14th level, you have learned to construct
ranged weapon gains one of the following properties of the ultimate firearm attachment: an underbarrel grenade
your choice: launcher. You can use your action to attach this launcher
to a two-handed ranged weapon with the Firearm
property or remove it from one. If the launcher is ever lost
or stolen, you can construct a new one over the course of
a long rest with 100 gp in materials.
Clockwork Bolter You can use your action to fire the launcher at a
Small Construct, Unaligned
point you can see within 60 feet of you. Each creature in a
Armor Class 14 (natural armor) 10-foot-radius sphere centered on that point must make a
Hit Points 3 (1d6) Dexterity saving throw against your Masterwork save DC,
Speed 25 ft. taking 8d6 fire damage on a failed save, or half as much on
a successful save.
STR DEX CON INT WIS CHA Once you fire the launcher, you can’t do so again until
8 (–1) 13 (+1) 10 (+0) 1 (–5) 3 (–4) 1 (–5) you finish a short or long rest.

Damage Immunities poison, psychic Legendary Property


Condition Immunities blinded, charmed, deafened, At 18th level, you reach the peak of your craft. You learn
frightened, paralyzed, petrified, poisoned the following Legendary masterwork property, which you
Senses blindsight 120 ft. (blind beyond this radius), can immediately apply to a masterwork weapon:
passive Perception 6
Languages — Burst Fire
Challenge 1/8 (25 XP) Legendary weapon property
Two-Handed. The bolter counts as having two hands Components: Masterwork exotic firearm with the
with which to wield its installed weapon. The bolter can Automatic property
only use ranged weapons. When you take the Attack action to make an attack with
Actions this firearm, you can use your bonus action to make one
additional attack with it.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing Clockworkers’ Guild
damage.
Masters of machinery, the tinkers and gearsmiths of
the Clockworkers’ Guild study and perfect the art of
fashioning constructs. Their designs are as elegant as they
are functional, translating simple ticking movements
Clockwork Macer through a kaleidoscope of gears and pistons to create
Small Construct, Unaligned lifelike, even seemingly intelligent, clockwork creatures.
Nearly all clockworkers are attended by a pair of
Armor Class 14 (natural armor) their construct servants that serve a dual purpose as
Hit Points 3 (1d6) attentive assistants and relentless bodyguards. Veteran
Speed 25 ft.
clockworkers, however, walk astride constructs taller
DEX CON INT WIS CHA
than themselves, great gear-driven golems of formidable
STR
strength.
13 (+1) 8 (–1) 10 (+0) 1 (–5) 3 (–4) 1 (–5)
Clockwork Constructs
Damage Immunities poison, psychic Starting when you join this guild at 3rd level, you
Condition Immunities blinded, charmed, deafened, assemble two mechanical servants: each of which can be a
frightened, paralyzed, petrified, poisoned clockwork bolter and a clockwork macer.
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6
Construct Statistics. The statistics for your clockwork
Languages — bolter and clockwork macer are given in their relevant stat
Challenge 1/8 (25 XP) blocks. Additionally, your constructs add three times your
level to their maximum hit points.
One-Handed. The macer counts as having one hand Customizing your Constructs. Each of your
with which to wield its installed weapon. The macer can constructs comes equipped with an installed masterwork
only use melee weapons. weapon, which you can modify with masterwork
Actions properties. Your constructs are always proficient with
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
installed weapons and can use Master and Legendary
target. Hit: 4 (1d6 + 1) bludgeoning damage. masterwork properties.

8
Complete Craftsman
Repairing your Constructs. When you take a long Legendary Property
rest, you can repair your constructs to their hit point At 18th level, you reach the peak of your craft. You learn
maximums. You are always considered to have enough the following Legendary masterwork property, which you
scrap and material to build and repair your constructs. can immediately apply to a masterwork suit of armor:
When you do so, you can convert a clockwork bolter into
a macer, and vice-versa. Overclocked
If you can’t recover one of your constructs, you can Legendary armor property
build a new one for no cost when you take a long rest. The Components: Masterwork suit of armor
new construct is not modified with the same masterwork
While wearing this armor, you can cast the spell haste
properties as the lost construct.
once without using a spell slot. Once you do so, you can’t
Commanding your Constructs. Your constructs act
do so again until you finish a short or long rest.
on your turn, though they don’t take actions unless you
command them to. While your constructs are within 500 Courtiers’ Guild
feet of you, you can mentally command them to move to
specific locations (no action required). The Courtiers’ Guild works less with steel and more
When you take the Attack action on your turn, you with fabric and lace. Dressmakers, tailors, hatters, and
can forgo one of your attacks to command both of your accessorizors, these craftsmen specialize in making
constructs to attack. Your constructs use your Intelligence their wealthy clientele look their very best. No other
modifier + your proficiency bonus instead of their normal craftsperson possesses a keener eye for fashion or a swifter
attack bonus, if it would be higher. needle and thread, and few can pass as easily in royal as a
The connection to your constructs is taxing, and well-dressed courtier.
you cannot magically summon nor command any other Flashy Accessory
creatures while your constructs are active.
Starting when you join this guild at 3rd level, you create
Mechanized Arm an extravagant accessory to catch wandering eyes. You
Starting at 7th level, you have developed a mechanized can take the Help action as a bonus action to distract a
arm attached to your person which follows your telepathic creature that can see you within 30 feet, allowing you to
commands. This arm is fully functional and can be used aid an ally in attacking it.
to hold weapons and shields (allowing you to hold a Once you use this ability, you can’t use it again until
two-handed weapon and a one handed weapon), perform you finish a short or long rest.
somatic components of spells, and perform other actions, Fashionable
though the arm doesn’t grant you additional actions.
By 3rd level, you are always dressed to impress. You can
Clockwork Attachments use your action to magically change the style, color, and
Starting at 10th level, you can spend 10 minutes to fit a apparent material of clothes or armor you are wearing.
clockwork attachment to a suit of armor, or fit up to 6 These changes last until you remove the clothing or armor.
attachments to suits of armor during a short or long rest. Additionally, while wearing armor you have crafted,
Each suit of armor can have only one attachment. This you can use your Intelligence, instead of Charisma, for
armor retains its attachment for 8 hours, after which the Charisma (Persuasion) checks. You also have advantage
attachment breaks. Choose from among the following on any check you make to convince someone that you
attachments: are nobility, a wealthy merchant, or another person of
Clockwork Lantern. The armor has a forward-facing standing.
lantern which sheds bright light in a 30-foot cone and dim Rapid Suturing
light for an additional 30 feet wherever the wearer looks.
By 7th level, you can stitch wounds together as neatly
Motorized Sheath. The armor can launch one weapon
as fabric. As an action, you can mend the wounds of a
carried in it in a fraction of a second. Drawing this
willing creature within 5 feet of you, causing it to regain
weapon doesn’t count against the number of objects you
hit points equal to 1d10 + half your craftsman level, up
can interact with on your turn.
to a maximum of the damage taken in the last minute.
Piston Joint. One of the armor’s shoulders and elbows
You can only use this ability on a creature that has taken
is reinforced with a pneumatic piston, granting the wearer
damage within the last minute. Once a creature regains
advantage on any Strength (Athletics) check that uses only
hit points in this way, it can’t do so again until it finishes a
that arm. Additionally, the wearer can hang by one hand
short or long rest.
using that arm without making an ability check.
Spring Boots. The armor has springs attached to its Tailor-Fit
heels, doubling the wearer’s jump distance. Starting at 10th level, you can spend 10 minutes tailoring
Death Burst the clothing or armor another creature is wearing,
or tailor up to 6 creatures during a short or long rest,
Beginning at 14th level, you can integrate a dead man’s
ensuring that it is up to the highest standards of fashion.
switch into each of your constructs: a bomb which
A tailored creature can add your Intelligence modifier
detonates when your construct is critically damaged.
to the next Charisma check it makes. Once it uses this
When a construct with the bomb drops to 0 hit points,
ability, it can’t do so again until it is tailored again.
it detonates in a 5-foot radius explosion. Each creature
within the area must make a Dexterity saving throw
against your Masterwork save DC or take 6d6 fire damage.

9
Mage Hand Press
Petticoat Plate Forgeknights’ Guild
By 14th level, you can wear a suit of light armor
To a Forgeknight, heat is not merely integral to forging,
underneath another set of armor. Even if you are wearing
curing, and welding gear, it is a weapon in its own right,
two suits of armor, you only use the statistics of the
for the swing of a white-hot blade bites not only with
outermost suit of armor. As a bonus action, you can
steel, but with flame. A Forgeknight carries the intensity
doff your outermost suit of armor for a quick wardrobe
of a forge with them, storing it in their armor and
change.
building it up in their weapons, before unleashing it in a
Legendary Property scorching blast.
At 18th level, you reach the peak of your craft. You learn Portable Forge
the following Legendary masterwork property, which you
When you join this guild at 3rd level, you construct a
can immediately apply to a masterwork weapon:
portable forge which allows you to heat objects you are
Scissor forging without a specially constructed shop or foundry.
Legendary weapon property When you gain this forge, you are assumed to have been
Components: Masterwork exotic melee weapon that deals working on it in your spare time, only bringing it to full
slashing damage functionality when you take this subclass. If your forge is
ever lost or damaged, you can repair or replace it over the
When you hit a creature with this weapon, you can use
course of a long rest with 100 gp of materials.
one of the following abilities:
While you are carrying your forge, you gain the
• You sever the clasp holding a necklace, periapt, or belt following benefits:
to the target, or cut the straps of a backpack, pouch,
• Weapons you wield can deal fire damage instead of
or sheathed weapon, causing the item to land at the
their normal damage type.
target’s feet.
• You have resistance to fire damage.
• You slice at the straps holding up the target’s armor.
• You can cast the cantrips mending and produce flame.
The target’s armor takes a permanent and cumulative
Intelligence is your spellcasting ability for each of these
−1 penalty to the AC it offers. The armor is destroyed
spells.
if the penalty reduces its AC to 10. A creature can
repair its armor over the course of a long rest. Forgefired Armory
Starting at 7th level, you can add the Explosive and Heat
properties to your exotic melee weapons. You can add the
Heat property to any melee weapon, even if it already has
another Journeyman property. When you hit a target with
an explosive melee weapon, it creates an explosion at the
point of impact, as per the Explosive property, which
doesn’t harm you or the weapon.
Superheated Weapons
Starting at 10th level, you can plunge a number
of melee weapons or pieces of ammunition
into an active forge or your portable forge,
heating them to white-hot temperatures.
Weapons and ammunition placed in the
forge must be made of metal, and remain
heated for 10 minutes. You can heat one
weapon or 2 pieces of ammunition in the
forge as an action, or up to 10 weapons or
20 pieces of ammunition over the course
of 1 minute.

10
Complete Craftsman
The first time a heated weapon or piece of Photonic Fortifications
ammunition hits a target, it deals an extra 1d6 fire damage At 7th level, you can use an action to raise a defense wall
and is no longer heated. of hardlight. Choose a point within 15 feet of you. Starting
Fire Burst from that point, a number of translucent panels up to
Beginning at 14th level, you can release the heat of your your Intelligence modifier appear in unoccupied spaces,
portable forge in a colossal burst. While holding your which connect to form one continuous wall. Each panel is
forge, you can cast the fireball spell, centered on yourself, 5 feet wide, 4 feet tall, 1/4-inch-thick, and is tall enough
without using a spell slot or material components, using to provide half cover for any Medium creature behind it.
your Masterwork save DC. You take no damage from this Creatures can’t move through the wall, though they can
spell. jump over it. The wall persists for 1 minute or until you
Once you use this feature, you can’t use it again until dismiss it on your turn (no action required).
you finish a short or long rest. Once you use this ability, you can’t use it again until
you finish a short or long rest.
Legendary Property
At 18th level, you achieve the peak of your craft. You learn
Honed Weapons
the following Legendary masterwork property, which you Starting at 10th level, you can spend 10 minutes to fortify
can immediately apply to a masterwork suit of armor: a melee weapon with a glittering hardlight coating, or
fortify up to 6 during a short or long rest. This weapon
Forge Plate retains its fortification until it hits a target, after which it
Legendary armor property is no longer fortified. A fortified weapon gains one of the
Components: Masterwork suit of exotic heavy armor following properties of your choice:
You build a miniature furnace into this armor, as well as Force Edged. This weapon deals force damage on a hit
layers of heat-dispersing materials. While wearing this and deals an additional 1d4 damage on a hit.
armor, you have immunity to fire damage. Radiant Edged. This weapon’s reach increases by 5
Additionally, when you take the Dash action, you feet and it deals radiant damage on a hit.
can choose to cast the wall of fire spell without using a Beam Cannon
spell slot or spell components as part of that action. The Starting at 14th level, as an action, you can overcharge
wall appears at the end of your turn. Instead of creating your hardlight projector to fire a beam in a 100-foot long,
a straight or ringed wall of fire, the wall follows the path 5-foot wide line out from you in a direction you choose.
along the ground over which you moved on your turn, up Each creature within that area must make a Dexterity
to a distance of 60 feet. saving throw against your Masterwork save DC. A
Once you use this property, you can’t use it again creature takes 8d6 radiant damage, or half as much on a
until you finish a short or long rest success. The blast leaves behind a super-heated trail in the
area of the line, which remains until the start of your next
Luminaries’ Guild turn. A creature which enters the area for the first time
Ill content to work with materials like steel, wood, or on their turn takes 3d6 radiant damage. The beams ignite
cloth, craftsmen of the Luminaries’ Guild have developed flammable objects in the area that aren’t being worn or
tools to shape light itself into their creations. Hardlight carried.
stands among the most versatile materials ever to be Once you use this ability, you can’t use it again until
discovered: it is light, pliant, and strong, but best of all, you finish a short or long rest.
it can be conjured whole cloth into brilliant, glowing
objects. Originally, its use was limited to only arcanists, Legendary Property
but with the invention of the hardlight projector, At 18th level, you reach the peak of your craft. You learn
nonmagical craftsmen can fashion this material into the following Legendary masterwork property, which you
weapons and armor that appear in the blink of an eye. can immediately apply to a masterwork suit of armor:

Hardlight Projector Hardlight Shell


Starting when you join this guild at 3rd level, you learn to Legendary armor property
forge lasting equipment out of hardlight using a special Components: Masterwork suit of exotic armor
device called a hardlight projector. If the projector is lost As a bonus action while wearing this armor, you can
or destroyed, you can construct a new one over a long rest raise a spherical hardlight shield around yourself for a
with 100 gp of materials. short time. You gain temporary hit points equal to twice
Instead of constructing weapons or armor out your level, which last until the start of your next turn.
of traditional materials, you can use the hardlight Additionally, while these temporary hit points persist,
projector to build them out of scintillating hardlight. spell attacks targeting you automatically miss and you
Such equipment weighs half as much as normal and have immunity to radiant damage.
sheds bright light in a 20-foot radius and dim light for an Once you use this ability, you can’t use it again until
additional 20 feet. Additionally, you can use your bonus you finish a short or long rest.
action to summon your hardlight weapons and armor,
causing them to appear on your person, or use your bonus
action to dismiss them into the projector. Only you can
use your hardlight weapons.

11
Mage Hand Press
different weapons when you finish a long rest. Only one
Mechanauts’ Guild installed weapon can be ranged. Furthermore, you can
For centuries, the pinnacle of mechanized vehicles was only load or reload an installed ranged weapon by using
the apparatus of the crab, a singular device capable of your action while you are inside the apparatus (or two
exploring inhospitable environments, from the sea floor to actions if the weapon has the Mounted property). Your
lava-strewn volcanic fields. However, ambitious craftsmen apparatus is always proficient with its installed weapons,
from the Mechanauts’ Guild have drawn up designs for and can use masterwork weapons with Master and
a new vehicle, mightier and more customizable than the Legendary properties.
old apparatus. This device is a walking tank, equipped Repairing the Apparatus. When your apparatus
with savage fists, scuttling legs, and climate control drops to 0 hit points, it can’t move or act, but can be
enhancements—a vehicle to dwarf all others, a true feat of repaired. You can spend 1 minute restoring the apparatus’s
engineering. ability to move at half speed, which it loses if it takes
damage again before it is repaired.
Mechanaut’s Apparatus You can repair your apparatus at the end of a short
At 3rd level, you complete the frame of a Mechanaut’s rest by spending your Hit Dice, causing it to regain hit
Apparatus, with ample room for upgrades and points as if it had taken a short rest. When you finish a
improvements. Its blueprints are based on the apparatus of long rest, you can repair your apparatus, causing it to
the crab, but you can model your apparatus after any beast regain all its hit points. You are always considered to
or as a humanoid figure. have enough materials to repair your apparatus. If your
Apparatus Statistics. The statistics of your apparatus apparatus is lost, you can build a new one for 400 gp.
are given in the Mechanaut’s Apparatus stat block. The Entering and Exiting the Apparatus. A creature can
apparatus’s Armor Class is based on your Intelligence enter or exit the apparatus by using half its movement.
modifier and its hit points are based on your craftsman While within the apparatus, a creature has total cover
level. from effects originating outside of it. Your armor
Customizing the Apparatus. Your apparatus comes properties have no effect while you are within the
with two installed masterwork weapons, which you apparatus. Only one Medium or Small creature can be in
can modify with masterwork properties or replace with the apparatus at a time.
Piloting the Apparatus. A creature that is inside the
apparatus can pilot it; the apparatus acts on its pilot’s turn.
Any creature piloting the apparatus can command it to
Mechanaut’s Apparatus move on its turn (no action required). When you pilot
Large Construct, Unaligned the apparatus, you can use your action to command it to
take the Attack, Dash, Disengage, Hide, or Use an Object
Armor Class 13 + its creator’s Intelligence modifier
Hit Points 30 (10 × its creator’s craftsman level) action. You can also command it to use a reaction, using
Speed 35 ft. your own reaction to do so.
Only one creature can pilot the apparatus at a
STR DEX CON INT WIS CHA time. The pilot takes half of the amount of damage the
17 (+3) 17 (+3) 18 (+4) 1 (–5) 3 (–4) 1 (–5) apparatus takes.
While you are outside the apparatus, you can
Damage Immunities poison, psychic command the apparatus to wait or follow you. While
Condition Immunities blinded, charmed, deafened, following, it moves on its turn to remain within 30 feet of
frightened, paralyzed, petrified, poisoned you.
Senses blindsight 120 ft. (blind beyond this radius), Attacking with the Apparatus. The apparatus attacks
passive Perception 6 with its integrated weapons as if you were wielding them,
Languages — and uses your Dexterity or Intelligence modifier (your
Challenge — choice) for its attack and damage rolls, using the same
Cockpit Cover. Any creature inside the apparatus is modifier for both. When you take the Attack action, it
granted total cover from outside effects, but takes half makes the same number of attacks you normally would.
the damage taken by the apparatus.
Cockpit Upgrade
Double Two-Handed. The apparatus has two At 3rd level, you can customize your apparatus by
mechanical arms, each of which can hold one installed upgrading its piloting compartment. Choose one of the
weapon. Each mechanical arm is powerful enough to
following upgrades:
wield weapons as if with two hands. The apparatus can
only use melee weapons. Comfortable Amenities. The interior of the apparatus
is particularly cozy, perhaps even including a warm
Actions blanket and pillow. You can sleep while within the
Maul (right hand). Melee Weapon Attack: +5 to hit, apparatus without ill effect.
reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning Ejector Seat. This apparatus comes equipped with
damage. an emergency ejection system, allowing for quick escape.
Maul (left hand). Melee Weapon Attack: +2 to hit, Exiting this apparatus costs no movement.
reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning Loudspeaker. The apparatus comes equipped with a
damage. system that magnifies your voice up to three times as loud
as normal.

12
Complete Craftsman
Limb Upgrade Attachment Upgrade
By 7th level, you have redesigned your apparatus’s legs Beginning at 14th level, you have installed an external
to achieve better mobility. Choose one of the following attachment to your apparatus. Choose one of the upgrades
upgrades: below. Once you use the installed upgrade, you must
Arachnotron Legs. The apparatus can move up, down, finish a short or long rest before you can use it again.
and across vertical surfaces and ceilings, and it gains a Ballista Cannon. As an action, you can fire the
climbing speed equal to its walking speed. apparatus’s integrated heavy ballista in a 5-foot-wide,
Heavy Suspension. The apparatus’s jump distance 60-foot-long line. Each creature in the line must make a
triples, and it takes no damage from falling a distance of Dexterity saving throw against your Masterwork save DC,
less than 100 feet. taking 5d10 piercing damage on a failed save, or half as
Telescopic Frame. While no one is inside the much damage on a successful one.
apparatus, you can use your bonus action to command Gyro Module. You can use your action to rapidly
it to collapse down to Medium size or return to Large rotate your apparatus, allowing you to make a melee
size. While collapsed in this way, the apparatus can’t be attack against any number of creatures within 5 feet of
entered. you, with a separate attack roll for each target. You can’t
move between these attacks.
Passenger Seat Rocket Engine. You can use your bonus action to
Starting at 10th level, you have installed a second seat light the apparatus’s installed rocket engine, propelling
inside the cockpit, which takes an action to enter and exit. you up to 30 feet in a straight line in any direction you
A creature can’t pilot the apparatus from this seat, but it choose. If you make a melee attack immediately after this
does have total cover from outside effects. movement, the attack is made with advantage. On a hit,
this attack knocks the target prone or pushes it up to 10
feet away from you (your choice).

13
Mage Hand Press
Legendary Property Scrapper’s “Improvement”
At 18th level, you reach the peak of your craft You learn Starting at 10th level, you can spend 10 minutes to fortify
the following Legendary masterwork property, which you a scrap weapon, or fortify up to 6 scrap weapons during
can immediately apply to a masterwork weapon: a short or long rest, each of which gains the following
property:
Pneumatic Unstable. This weapon deals an additional die
Legendary weapon property of damage. On a hit, this weapon breaks and can’t be
Components: Masterwork exotic melee weapon repaired.
If this weapon is installed in a mechanaut’s apparatus and
it deals more than one die of damage on a hit, whenever Impromptu Repair
you roll damage, you can maximize one of the weapon’s Starting at 14th level, you learn to make surprisingly
damage dice instead of rolling it. effective repairs using scrap or junk. So long as you have a
suitable amount of raw material (metal, wood, stone, etc.)
Scrappers’ Guild and a bonding agent (nails, rivets, sovereign glue, copious
amounts of tape, etc.), you can use your action to repair
Most craftsmen do their best work in precisely arranged a nonmagical object or construct. A repaired object is
workshops, with exact components, plenty of tools and restored to full functionality and also regains hit points
space, and all the best materials. You, however, have equal to your craftsman level + your Intelligence modifier.
learned to be far more pragmatic and flexible with your A destroyed or dead construct can be restored to
choices for tools, materials, and workspace, allowing you functionality by using this ability, as long as no more than
to forge deadly gear out of little more than a box of scraps 1 minute has passed since the construct was destroyed.
and a roll of vent tape. You can use this ability a number of times equal to your
Makeshift Brawler Intelligence modifier and regain all uses of this ability
Starting when you choose this guild at 3rd level, you gain when you finish a long rest.
proficiency with improvised weapons. Legendary Property
Scrap Smithing At 18th level, you reach the peak of your craft You learn
At 3rd level, you learn how to craft magnificent gear the following Legendary masterwork property, which you
under less than ideal conditions and with less than ideal can immediately apply to a masterwork weapon:
materials. You can craft scrap weapons, armor, and Quick Configuration
shields, which function identically to normal items, with Legendary weapon property
the following exceptions:
Components: Masterwork weapon
• You can make a number of scrap items equal to your When you apply this property to a weapon, select any
proficiency bonus when you take a long rest, as per other masterwork property of Master level or lower that
the Active Crafting feature. Your scrap items are the item doesn’t already have. The item gains that property
masterwork and you can apply masterwork properties as a bonus property, even if it already had another
to them. property of the same level. You can use your action to
• Regardless of properties, your scrap weapons cost replace this bonus property with another property of
nothing in materials and require no tools to make. Master level or lower that the item doesn’t already have.
• Scrap items break after 24 hours. The item must always meet the prerequisites for its bonus
• Scrap items fall apart more easily. When you attack property.
with a scrap weapon and roll a 1 on the d20, the
weapon breaks and is no longer functional. Likewise, Thunderlords’ Guild
if you suffer the effects of a critical hit while wearing
scrap armor or holding a scrap shield, roll a Dexterity From the earliest days of life, storms (and particularly
saving throw for each piece of gear, with a DC equal lightning) have struck the creatures caught in them with
to 10 or half the damage dealt, whichever is higher; on awe and terror. The Thunderlords, by contrast, draw wild
a failure, that armor or shield breaks and is no longer inspiration from the majesty of nature, and seek to, quite
considered functional. literally, capture lightning in a bottle.

Quality Junk Power Cell


Starting at 7th level, you find treasure where others see Starting when you join this guild at 3rd level, you
only trash. When you make a Charisma (Persuasion) construct a lightning-generating power cell, which comes
check to buy or sell scrap or salvage, you can use your connected to a set of conduit gauntlets. When you gain
Intelligence modifier instead of your Charisma modifier, these items, you are assumed to have been working on
and you add double your proficiency bonus to the check. them in your spare time, only bringing them to full
Additionally, you can cobble together tools and other functionality when you choose this subclass. If these
equipment much more efficiently out of scrap. You regain pieces of equipment are lost or damaged, you can replace
expended uses of your Tool Belt ability following a short them over the course of a long rest with 100 gp worth of
or long rest. materials.

14
Complete Craftsman
Charge Points. Your power cell gives you a number of
charge points, which represent the electrical energy stored
within your power cell. Your maximum number of charge
points is equal to half your craftsman level, rounded up.
You can spend these points to generate various electrical
effects through your power cell. You regain all expended
charge points when you finish a short or long rest.
Using Charge Points. Once per turn when you hit a
creature with an attack that deals lightning damage, you
can spend 1 or more charge points, up to a maximum
number equal to your proficiency bonus, to enhance the
power of the attack. When you do so, choose one of the
following effects:
Arc. Lightning arcs to nearby targets. Choose a number
of creatures equal to the number of charge points
you spend that are within 15 feet of the target of
your attack. Each of the chosen creatures must make
a Dexterity saving throw against your Masterwork
save DC. On a failed save, a creature takes lightning
damage equal to 1d6 + your Intelligence modifier.
Discharge. The creature you hit takes an extra 1d6
lightning damage for each charge point you spend.
Jolt. The creature you hit can’t take reactions until the start
of your next turn.
Shock
At 3rd level, while you are carrying your power cell
and it has at least 1 unspent charge point, you gain
the following benefits:
• Weapons you wield can deal lightning damage instead
of their normal damage type.
• You know the shocking grasp and spare the dying
cantrips. Intelligence is your spellcasting ability for
these spells.
Lightning Rod
Starting at 7th level, while you’re carrying your power cell,
you have resistance to lightning damage. Additionally,
whenever you take lightning damage from a hostile
creature while wearing your gauntlets, you can regain 2
expended charge points as a reaction.
Static Charge
Starting at 10th level, you can spend 10 minutes to store
an electric charge in a weapon or suit of armor, or you
Legendary Property
can store an electric charge in up to 6 different weapons At 18th level, you reach the peak of your craft. You learn
or suits of armor during a short or long rest. Unexpended the following Legendary masterwork property, which you
charges dissipate after 1 hour. A charged weapon or suit of can immediately apply to a masterwork weapon:
armor gains the following appropriate property: Electroshock
Charged Armor. When you take damage from a Legendary weapon property
melee attack, you can use your reaction to expend the
Components: Masterwork exotic weapon
charge, dealing 1d8 lightning damage to the creature that
hit you. When you hit a creature with this weapon, you can
Charged Weapon. When you hit a creature with an expend the weapon’s built-in power cell to shock the
attack using this weapon, you can expend the charge to target. The target must succeed on a Constitution saving
deal an extra 1d6 lightning damage to the target. throw against your Masterwork save DC or become
stunned until the end of your next turn.
High Voltage Once you use this property, you can’t use it again with
Starting at 14th level, while carrying your power cell, you this weapon until you finish a short or long rest.
can spend 5 charge points to cast the lightning bolt spell
without using a spell slot or material components. This
spell uses your Masterwork save DC.

15
Mage Hand Press
Trappers’ Guild Net
Legendary weapon property
Craftsmen are no strangers to turrets, bombs, and
clockwork mechanisms, but the craftsmen of the Trappers’ Components: Masterwork exotic ranged weapon that
Guild raise this to a level of artistry. Given enough time doesn’t have the Firearm property
and resources, a trapsmith can veritably blanket a room When you hit a Large or smaller creature with this
in dangerous implements, setting the stage to slay an weapon’s projectile, it also deploys a net that automatically
intruder in a half-dozen unique ways. While the traps do hits the creature.
the dirty work, the trapsmith is free to lounge about some
distance away, enjoying a cold beverage and dreaming up Traps
new, dangerous designs. Craftsmen of the Trappers’ Guild can build the following
traps:
Danger Sense
Starting when you join this guild at 3rd level, your Ballista Trap
experience with traps gives you an edge when escaping You load this compact, ballista-like device in an
danger. You have advantage on Dexterity saving throws unoccupied space within 5 feet of you and aim it in a
against effects that you can see, such as traps and spells. direction you choose. The trap triggers when a creature
To gain this benefit, you can’t be blinded, deafened, or enters the area within a 5-foot-wide, 30-foot-long line
incapacitated. extending from the front of the trap. When it triggers, the
ballista fires automatically, making a ranged attack against
Traps the creature.
You are an expert in designing ingenious and lethal traps. This attack roll uses your Intelligence modifier and
Starting at 3rd level, you can craft traps designed for quick proficiency bonus. On a hit, the target takes 2d8 piercing
deployment, which are detailed in the Traps section below. damage.
When you take the Attack action, you can forgo
one or more of your attacks to deploy a trap. You can Man-Trap
deploy a number of traps equal to your Intelligence You affix this oversized hunting trap to the ground in an
modifier (minimum of 1), and you regain all expended unoccupied 5-foot-square area within 5 feet of you. When
deployments when you finish a short or long rest. You can a Small or larger creature moves within the trap’s area,
use an action to disarm and recover one of your traps that the trap clamps down on the creature. The creature must
hasn’t been triggered, which also restores one use of your make a Dexterity saving throw against your Masterwork
trap deployments. save DC. On a failed save, the creature takes 2d8 slashing
damage, and if it is Large or smaller, it becomes trapped,
Booby Trap making it unable to move. On a successful save, the
Starting at 7th level, you can take 1 minute to conceal creature takes half as much damage and isn’t trapped. The
one of your traps from an unsuspecting target. A creature trapped creature or another creature within 5 feet of it
can detect a concealed trap by using its action to make an can use its action to make a Strength check against your
Intelligence (Investigation) or Wisdom (Perception) check Masterwork save DC, freein the trapped creature on a
against your Masterwork save DC, or by having a passive success. A Huge or larger creature that failed its saving
Perception score higher than that DC. The next time this throw rips the trap from its mounting the next time it
trap activates before being disarmed, it deals twice as moves.
many damage dice.
Razor Wire
Ambush Modification You deploy a tangle of razor-sharp wire in up to four
Starting at 10th level, you can spend 10 minutes to modify unoccupied, contiguous, 5-foot-square areas you choose
a ranged weapon, or you can modify up to 6 ranged within 10 feet of you. Each of these areas becomes difficult
weapons during a short or long rest, each of which gains terrain. When a creature moves into or within the area, it
the following property: takes 2d4 piercing damage for every 5 feet it travels. Once
Hair-Trigger. This weapon has advantage on the first deployed, the razor wire can’t be recovered.
attack it makes using the Ready action.
Trigger Bomb
Rapid Setup You toss this explosive device into an unoccupied space
At 14th level, as an action, you can deploy up to four within 30 feet of you. As a reaction when a creature you
traps. can see or hear moves within 5 feet of the bomb, you can
Once you use this ability, you can’t use it again until press the detonator, causing the bomb to explode. Each
you finish a short or long rest. creature within 5 feet of the bomb must make a Dexterity
Legendary Property saving throw against your Masterwork save DC, taking
2d6 fire damage on a failed save, or half as much damage
At 18th level, you reach the peak of your craft. You learn
on a successful one. The explosion ignites flammable
the following Legendary masterwork property, which you
objects in the area that aren’t being worn or carried.
can immediately apply to a masterwork weapon:

16
Complete Craftsman
Masterwork Properties Weapon Properties
Masterwork properties can be applied to any masterwork The following masterwork weapon properties are
weapon or suit of armor, provided you can spare the time organized by crafting level. If a masterwork property adds
and gold cost required to apply it. Each property entry a weapon property which is new to this class, it includes
details the property’s level and the type of equipment it that property in its description.
can be applied to. Generally, Apprentice properties can be used to
Unless otherwise noted, a piece of gear can’t have the fashion nearly any type of simple, martial, or exotic
same property more than once; for example, you can’t weapon, though some weapons might require one
apply the Heavy property to a greatsword, or the Martial Journeyman property as well. Master and Legendary
property to a longbow. properties, by contrast, are used almost exclusively by
master craftsmen on their personal equipment.
Damage Steps Masterwork properties applied to ranged weapons
If a masterwork property increases or decreases a apply their effects to their ammunition, if applicable.
weapon’s damage, it is moved up and down one step on
the following scale, down to a minimum of 1d4: Apprentice Weapon Properties
You can apply any number of Apprentice properties to a
1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6 masterwork weapon.
Further increases add a +1 bonus to the weapon’s damage Aerodynamic
roll. Apprentice weapon property
If the weapon being modified has 2 damage dice Components: Masterwork weapon with the Thrown
(such as a greatsword or a firearm), the scale is instead: property
This weapon’s normal range increases by 40 feet and its
2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 → long range increases accordingly (see the “Changing
2d8 + 1 → 2d10 → 2d10 + 1 → 2d12 Weapon Ranges” sidebar).
Automatic
Apprentice weapon property
Components: Masterwork ranged weapon with the
Reload property
This weapon gains the Automatic property and its
damage decreases by one step. The weapon’s normal
range decreases by 20 feet and its long range decreases
accordingly.
Automatic. When you make an attack with this
weapon on your turn, you can choose to make two attacks
instead. These attacks are always made with disadvantage,
regardless of circumstance. These attacks use twice the
normal amount of ammunition.
Balanced
Apprentice weapon property
Components: Masterwork exotic weapon with the Heavy
property
Variant Damage Dice Small creatures wielding this weapon don’t have
With the GM’s permission, you can exchange your disadvantage on attack rolls with it as a result of its Heavy
exotic weapon’s damage dice for an equivalent property.
variant. Sets of dice are equivalent when the sum of
the largest numbers of each set of dice are equal. For
Collapsible
example, you can replace a weapon that deals 1d8 Apprentice property
with 2d4 or a weapon that deals 2d12 with 4d6 or Components: Masterwork exotic weapon
3d8. This weapon folds down to half its size when not in use.
Concealable
Apprentice weapon property
Components: Masterwork weapon with the Light
property
This weapon gains the Concealable property.
Concealable. While stowed, you have advantage on
Dexterity (Stealth) checks made to conceal this weapon.

17
Mage Hand Press
Elegant Heavy
Apprentice weapon property Apprentice weapon property
Components: Masterwork exotic melee weapon with the Components: Masterwork martial or exotic weapon with
Light property or a masterwork exotic ranged weapon the Two-Handed property that doesn’t have the Double
with the Light and Thrown properties property
This weapon gains the Elegant property and its damage This weapon gains the Heavy property. If it is a melee
die increases by one step. weapon, its damage die increases by one step.
Elegant. This weapon requires exceptional skill to If it is ranged, its normal range increases by 20 feet
use. You must have a Dexterity score of 16 or higher to and its long range increases accordingly.
wield an elegant weapon.
Light
Exotic Apprentice weapon property
Apprentice weapon property Components: Masterwork weapon that doesn’t have the
Components: Masterwork martial weapon Two-Handed or Versatile properties
This weapon becomes an exotic weapon and its damage This weapon gains the Light property, and its damage die
die increases by one step.­­­ decreases by one step.
No class, other than the craftsman, gains proficiency
with exotic weapons. Loading
Apprentice weapon property
Extended Magazine Components: Masterwork ranged weapon with the
Apprentice weapon property Ammunition property that doesn’t have the Reload
Components: Masterwork martial or exotic weapon with property
the Reload property This weapon gains the Loading property, and its damage
The Reload capacity of this weapon is doubled. die increases by one step.
Finesse Martial
Apprentice weapon property Apprentice weapon property
Components: Masterwork melee weapon that doesn’t Components: Masterwork simple weapon
have the Two-Handed property or a masterwork ranged This weapon becomes a martial weapon, and its damage
weapon that has the Thrown property die increases by one step.
This weapon gains the Finesse property.
Nonlethal
Firearm Apprentice property
Apprentice weapon property Components: Masterwork martial or exotic ranged
Components: Masterwork ranged weapon with the weapon
Loading or Reload property that doesn’t have the This weapon gains the Nonlethal property.
Tension property Nonlethal. When you reduce a creature to 0 hit points
This weapon becomes a firearm and gains the Firearm using this weapon, you can choose to knock the creature
property. Its damage die increases by four steps and moves out, rendering it unconscious, rather than deal a killing
to two damage dice, if possible. blow.
Firearm. You don’t add your ability modifier to this
weapon’s damage rolls. Firearm ammunition can’t be Parrying
recovered once used. Apprentice weapon property
Components: Masterwork exotic melee weapon with the
Fist Finesse or Light property
Apprentice weapon property This weapon gains the Parrying property and its damage
Components: Masterwork melee weapon with the Light die decreases by one step.
property Parrying. While wielding this weapon and not
This weapon gains the Fist property. wielding a shield, you gain a +1 bonus to your AC against
Fist. Attacks made with this weapon are treated as melee attacks.
unarmed strikes.
Reach
Foregrip Apprentice weapon property
Apprentice weapon property Components: Masterwork martial or exotic melee weapon
Components: Masterwork ranged weapon with the with the Finesse or Two-Handed property
Ammunition property that doesn’t have the Two- This weapon gains the Reach property, and its damage die
Handed property decreases by one step.
This weapon gains the Foregrip property.
Foregrip. This weapon can be used with one or two Reload
hands. If used in two hands, its normal range increases by Apprentice weapon property
50 feet and its long range increases accordingly. Components: Masterwork ranged weapon with the
Ammunition property that doesn’t have the Loading
property
18
Complete Craftsman
This weapon gains the Reload (5) property. If you apply
the Reload property to a martial or exotic weapon with Blaster
the Mounted property, you can choose to give it the In high-tech settings, such as the Dark Matter
Reload (1, 2 actions) property, and increase its damage by campaign setting, many weapons release blasts
three steps. of energy instead of conventional projectiles. The
Reload. This weapon can be used to make a number Blaster property replaces the Firearm property in
of attacks before it must be reloaded. If you are proficient such settings. All rules that apply to firearms apply to
with the weapon, reloading it takes a bonus action; blasters as well.
otherwise, reloading it takes an action. Some weapons For the purpose of applying masterwork
require an action or longer to reload, even if you have properties, blasters count as ranged weapons with
proficiency, which is specified in the Reload property. If the Ammunition and Reload properties. You can also
reloading a weapon requires longer than one action, the apply the Overheat and Variable properties listed
weapon can’t be used to make attacks until reloading is below to blasters.
finished.
Blaster
Returning Apprentice weapon property
Apprentice weapon property Components: Masterwork ranged weapon with the
Components: Masterwork martial or exotic weapon with Loading or Reload property that doesn’t have the
the Light and Thrown properties Tension property
This weapon gains the Returning property. This weapon loses the Ammunition, Loading, and
Returning. After being thrown, this weapon returns Reload properties, as well as any damage die
to your hand at the end of your turn. increases associated with those properties. It gains the
Blaster property and deals radiant damage instead
Scatter of its normal damage type. If this weapon wasn’t
Apprentice weapon property previously a firearm, its damage die increases by four
Components: Masterwork ranged weapon with the steps and moves to two damage dice, if possible. The
Ammunition and Two-Handed properties that doesn’t weapon’s normal range increases by 20 feet and its
have the Sighted property long range increases accordingly.
This weapon gains the Scatter property and its damage die Blaster. A weapon with the Blaster property is a
decreases by one step. The weapon’s damage die increases ranged weapon that requires no ammunition. Blasters
by two steps when an attack with it is made against a are considered firearms for the purpose of class
target within half of its normal range. features and abilities. Like firearms, you don’t add
The weapon’s long range becomes three times the your ability score modifier to blasters’ damage rolls.
weapon’s normal range. The weapon’s normal range
decreases by 70 feet and its long range decreases Variable
accordingly. Apprentice weapon property
Scatter. If you make an attack against a target that Components: Masterwork exotic ranged weapon with
is within half this weapon’s normal range, you deal the the Blaster property
damage value listed in parentheses instead of the weapon’s This weapon has a variable power cell. As a bonus
normal damage dice. action, you can change the damage type of the
blaster to cold, fire, lightning, radiant, thunder, or
Sighted back to its normal damage type.
Apprentice weapon property
Components: Masterwork martial or exotic ranged Overheat
weapon with the Ammunition property that doesn’t Journeyman weapon property
have the Scatter property Components: Masterwork martial or exotic weapon
This weapon gains the Sighted property. Additionally, with the Blaster and Heavy properties
its normal range increases by 50 feet and its long range This weapon gains the Overheat property and its
increases accordingly. damage die increases by two steps.
Sighted. This weapon has disadvantage on attack rolls Overheat. Once you make an attack with this
made against targets within 20 feet of you. weapon, it can’t be used again to make an attack until
the end of your next turn.
Superheavy
Apprentice weapon property
Components: Masterwork exotic melee weapon with the Switch
Heavy property Apprentice weapon property
This weapon gains the Superheavy property and its Components: Two masterwork exotic weapons
damage die increases by one step. This weapon gains the Switch property and its damage
Superheavy. This weapon is unusually large for its die decreases by one step. You can integrate two weapons
type. You must have a Strength score of 16 or higher to together with the Switch property, forming a single unit
wield a superheavy weapon. in which each weapon is one of the unit’s two forms. You
can choose to use two identical weapons with the Light
property for one of the weapon’s forms.
19
Mage Hand Press
Switch. This weapon has two forms. You can swap
between which weapon is being used at any time, even
Journeyman Weapon Properties
between attacks. You can apply only one Journeyman property to a weapon
at a time. You can’t apply a Journeyman property to a
Thrown weapon that already has one..
Apprentice weapon property
Components: Masterwork melee weapon that doesn’t Brutal
have the Two-Handed property Journeyman property
This weapon gains the Thrown property with a normal Components: Masterwork exotic weapon
range of 20 feet and a long range of 60 feet. This weapon gains the Brutal property.
Brutal. This weapon deals two additional dice of
Trip damage on a critical hit.
Apprentice weapon property
Components: Masterwork martial or exotic melee weapon Counterweighted
This weapon gains the Trip property. Journeyman weapon property
Trip. You can make a shove attempt against any Components: Masterwork exotic weapon with the Two-
creature within this weapon’s reach. Furthermore, you Handed property
have advantage on ability checks you make to shove a You can wield this weapon in one hand, as long as you
creature using this weapon. don’t have a weapon in your other hand.
Two-Handed Double
Apprentice weapon property Journeyman weapon property
Components: Masterwork weapon that doesn’t have the Components: Masterwork exotic melee weapon that
Finesse, Foregrip, Light, Thrown, or Versatile properties doesn’t have the Heavy property
This weapon gains the Two-Handed property and its This weapon gains the Double property and its damage
damage die increases by one step. Additionally, if it is a die decreases by one step.
ranged weapon, its normal range increases by 50 feet and Double. This weapon has two damage-dealing ends.
its long range increases accordingly. When you use the Attack action and make an attack with
this weapon, you can use your bonus action to make
Versatile an additional attack with it; you don’t add your ability
Apprentice weapon property modifier to the damage roll of this additional attack.
Components: Masterwork melee weapon that doesn’t
have the Light or Two-Handed properties Explosive
This weapon gains the Versatile property. While being Journeyman weapon property
wielded in two hands, its damage die increases by one Components: Masterwork martial or exotic ranged
step. weapon
This weapon gains the Explosive property and its
damage die decreases by one step. If this weapon dealt
bludgeoning, piercing, or slashing damage, its deals fire
damage instead.
Explosive. When this weapon’s projectile hits a target,
it explodes in a 15-foot diameter sphere. The projectile
can target an unoccupied space within its range. Each
creature other than the target within the blast radius (for
a Medium or smaller target, each creature within 5 feet
of it) must make a Dexterity saving throw, taking half
the damage rolled on a failed save or no damage on a
successful one.
Heat
Journeyman weapon property
Modified Weapon Proficiencies Components: Masterwork martial or exotic ranged
weapon with the Firearm property
Once you modify a weapon’s properties, it may no
longer resemble its original function or profile. If a This weapon gains the Heat property and its damage die
character has proficiency with a specific weapon (as increases by one step.
opposed to a category of weapons, such as simple Heat. This weapon gains a heat point whenever an
or martial) the GM decides whether the character attack is made with it and loses one heat point whenever
also has proficiency with a modified version of that you begin your turn. If the weapon gains 3 heat points, it
weapon. overheats and loses all heat points. An overheated weapon
can’t be used to make an attack again until the end of your
next turn.

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Complete Craftsman
Magical
Journeyman weapon property
Components: Masterwork exotic weapon
This weapon becomes magical and gains a +1 bonus to its
attack and damage rolls. This benefit stacks if you apply
the Magical property at different levels.
Massive
Journeyman weapon property
Components: Masterwork exotic melee weapon with the
Superheavy property
This weapon gains the Massive property and its damage
die increases by two steps.
Massive. You can only make an attack with this
weapon when you take the Attack action, and only as the
first attack you make on your turn. Once you make an
attack with this weapon, you can’t make any attacks until
the start of your next turn. If you would be able to attack
more than once when you take the Attack action on your
turn, you deal an extra two dice of damage for each attack
you forgo when using this weapon.
Mounted
Journeyman weapon property
Components: Masterwork martial or exotic ranged
weapon with the Heavy property
This weapon gains the Mounted property and its damage
die increases by two steps.
Mounted. This weapon is normally used while
attached to a tripod, vehicle, or other bracing mount. You
can mount or unmount this weapon as an action. While it
is mounted, it can’t be moved. It can only be used to make
an attack while unmounted if held by a Medium or larger
creature with a Strength score of at least 15.
Precision
Journeyman weapon property
Components: Masterwork exotic melee weapon with the
Elegant property Tension
This weapon gains the Precision property. Journeyman property
Precision. Once per turn, you can deal an extra 1d6 Components: Masterwork exotic ranged weapon that
damage to one creature you hit with this weapon if you doesn’t have the Firearm property
have advantage on the attack roll. This weapon gains the Tension property.
Tension. When making a ranged weapon attack with
Rocket a tension weapon, you use your choice of your Strength
Journeyman weapon property or Dexterity modifier for the attack and damage rolls. You
Components: Masterwork exotic weapon must use the same modifier for both rolls.
This weapon gains the Rocket property and its damage die
decreases by one step. Twinshot
Rocket. This weapon has a small propulsive engine Journeyman weapon property
attached to it or its projectiles. Once per turn, when you Components: Masterwork exotic ranged weapon
hit a creature with this weapon, you can deal an extra 1d4 This weapon gains the Twinshot property.
damage to the target. Twinshot. Once on each of your turns when you
make an attack with this weapon, you can make another
Sniper attack with it against a different creature that is within 5
Journeyman weapon property feet of the original target and within range of this weapon.
Components: Masterwork exotic ranged weapon with
the Ammunition property that doesn’t have the Scatter
property
This weapon’s long range becomes eight times the
weapon’s normal range.

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Mage Hand Press
Master Weapon Properties Mithral
Master weapon property
You can apply only one Master property to a weapon at a
time. Components: Masterwork exotic melee weapon with the
Finesse property
Adamantine This weapon’s damage die increases by two steps, and its
Master weapon property weight is halved.
Components: Masterwork exotic melee weapon with the
Heavy or Versatile property Serrated
Master weapon property
This weapon’s damage die increases by two steps, and it
deals double damage to objects and structures. Components: Masterwork exotic weapon that deals
slashing damage
Blessed When a creature takes damage from serrated weapons
Master weapon property twice or more in a single turn, it takes an extra 1d8
Components: Masterwork exotic weapon slashing damage.
This weapon deals an extra 1d4 radiant damage on a hit. Slaying
This extra damage increases to 1d10 radiant damage if the
Master weapon property
target is a Fiend or Undead.
Components: Masterwork exotic weapon
Earthshatter When you apply this property, choose one creature type
Master weapon property other than Humanoids. This weapon deals an extra 1d12
Components: Masterwork exotic weapon with the damage to creatures of the chosen type.
Massive property
Vampiric
This weapon’s damage die increases by two steps. On a hit
Master weapon property
with this weapon, the target must make a Strength saving
throw. On a failed save, the target is knocked prone or Components: Masterwork exotic weapon
pushed 10 feet away from you (your choice). This weapon deals an extra 1d4 necrotic damage on a hit.
When you hit a hostile creature with this weapon, you
Elemental regain hit points equal to the extra necrotic damage dealt
Master weapon property by this property.
Components: Masterwork exotic weapon
Venom
When you apply this property, choose acid, cold, fire,
Master weapon property
lightning, or thunder damage. This weapon deals an extra
1d6 damage of the chosen type on a hit. Components: Masterwork exotic weapon
This weapon deals an extra 1d8 poison damage on a hit.
Keen
Master weapon property Legendary Weapon Properties
Components: Masterwork exotic melee weapon with the You can apply only one Legendary property to a weapon
Finesse or Versatile property at a time.
This weapon scores a critical hit on a roll of 19 or 20.
Crushing
Magical Legendary weapon property
Master weapon property Components: Masterwork exotic weapon that deals
Components: Masterwork exotic weapon bludgeoning damage
This weapon becomes magical and gains a +1 bonus to its When you hit a creature that has natural armor or is
attack and damage rolls. This benefit stacks if you apply wearing armor, the target takes a cumulative −1 penalty
the Magical property at different levels. to the AC its armor offers. Armor reduced to an AC of 10
in this way is destroyed. A creature can repair its armor or
heal the damage dealt to its natural armor over the course
of a long rest.
Changing Weapon Ranges
Deadly
A ranged weapon’s long range is either three times Legendary weapon property
its normal range or four times its normal range, Components: Masterwork exotic ranged weapon with the
depending on the type of projectile it fires. When Firearm property
a masterwork property changes a weapon’s normal
When you make an attack with this weapon as part of an
range, change the long range by three or four times
action, you can add your ability modifier to its attack and
the amount, as appropriate to the weapon.
damage rolls, instead of just to its attack rolls.
You can’t apply a weapon property if it would
reduce a ranged weapon’s normal range to 0 feet, and
you can’t remove the Ammunition or Thrown property
of a ranged weapon.

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Complete Craftsman
Magical
Legendary weapon property
Components: Masterwork exotic weapon
This weapon becomes magical and gains a +1
bonus to its attack and damage rolls. This benefit stacks if
you apply the Magical property at different levels.
Penetrating
Legendary weapon property
Components: Masterwork exotic weapon with the
Ammunition or Thrown property that deals piercing Weapon Exceptions
damage
This weapon pierces through its targets. When you Some weapons, in the name of verisimilitude, have
make a ranged attack with this weapon and do not have unusual balancing that makes them slightly stronger
disadvantage, you can target all creatures in a straight line or weaker compared to weapons a craftsman might
within this weapon’s normal range. You don’t make an usually craft. If you modify one of these weapons as
attack roll for this attack. Instead, each creature in the line a craftsman, first remove any of the weapon’s Special
must succeed on a Dexterity saving throw or take damage properties, then check following rules:
as if it were hit by the weapon. Arc Baton, Catchpole, Trident. Increase the
weapon’s damage to 1d8.
Seeking Assault Rifle. Increase the weapon’s damage to
Legendary weapon property 2d6 + 1 and decrease its reload to 10.
Components: Masterwork exotic ranged weapon Avia-Ra Sunstaff, Chained Anchor, Hunting
When you make an attack roll that doesn’t have Rifle. Increase the weapon’s damage to 2d6 + 1.
disadvantage with this weapon and miss, you instead hit Bayonet, Photonic Lash, Whip. Increase the
the target and deal 5 damage of the weapon’s type. This weapon’s damage to 1d6.
damage can’t be increased in any way, and no other effects Blitz Cannon. Decrease the weapon’s damage to
can be applied to the hit. 2d6 + 1 and increase its range to 30/90 ft.
Blowgun, Bolas, Bomb, Net, Volcanic. This
Threatening weapon can’t be modified by masterwork properties.
Legendary weapon property Boomerang, Doomerang, Throwing Dagger.
Components: Masterwork exotic melee weapon Add the Aerodynamic masterwork property.
When a creature provokes an opportunity attack from Diode Beam. Increase the weapon’s damage to
you while you are holding this weapon, you can use 2d10.
this weapon to make an opportunity attack against that Gatling Gun. Increase the weapon’s damage to
creature without using your reaction. 2d8 + 1, and decrease its reload to 10.
Handaxe. Decrease the weapon’s damage to
Vorpal 1d4.
Legendary weapon property Handgun, Psionic Helm, Repeater, Revolver.
Components: Masterwork exotic weapon that deals Decrease the weapon’s range to 50/200 ft.
slashing damage Hardlight Ballista. Increase the weapon’s
When you make an attack against a creature with this damage to 2d10 + 1 and increase its reload to 5.
weapon and score a critical hit, that target takes an extra Javelin. Decrease the weapon’s range to 20/60 ft.
4d8 slashing damage. Then roll another d20. If you roll Lance. Add the Two-Handed property and
a 20 on the second roll, you cut off one of the creature’s decrease the weapon’s damage to 1d8.
heads. The creature dies if it can’t survive without the lost Light Cannon. Increase the weapon’s damage to
head. A creature is immune to this effect if it is immune 2d12 + 1.
to slashing damage, doesn’t have or need a head, has Longbow. Decrease the weapon’s range to
legendary actions, or the GM decides that the creature is 100/400 ft.
too big for its head to be cut off with this weapon. Such a Magnum, Explosive Magnum. Add the Two-
creature instead takes an extra 6d8 slashing damage from Handed property and increase the weapon’s range to
the hit. 100/400 ft.
Magnus. Increase the weapon’s damage to 2d10,
Whirlwind add the Two-Handed property, and increase its range
Legendary weapon property to 120/480 ft.
Components: Masterwork exotic melee weapon with the Musket, REC Gun, Volley Gun. Increase the
Elegant property weapon’s damage to 2d8 + 1.
Parlor Gun, Phaser. Increase the weapon’s
When you engage in two-weapon fighting using two
damage to 2d4 + 1.
weapons with this property, you can make a bonus attack
Rocket Launcher. Increase the weapon’s damage
against any number of creatures within 5 feet of you, with
to 2d12 + 1 and add the Mounted property.
a separate attack roll against each target. You can’t move
Rocket Hammer. Make the weapon exotic and
between these bonus attacks.
increase its damage to 1d12.

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Mage Hand Press
Armor Properties Exotic
Apprentice armor property
The following armor properties are organized by crafting Components: Masterwork suit of armor that isn’t exotic
level. Generally, exotic armor is made using the Exotic This armor becomes exotic armor, and you have a +1
property, while the other Apprentice properties are used bonus to AC while wearing it.
to tailor a suit of armor to a craftsman’s personal tastes. No class, other than the craftsman, gains proficiency
Higher-level properties, by contrast, drastically alter suits with exotic armor.
of armor to which they are applied.
Integrated
Apprentice Armor Properties Apprentice armor property
You can apply a maximum of three Apprentice properties Components: Masterwork suit of exotic armor
to a suit of armor. You can integrate a weapon directly into your armor, or
you can integrate two weapons (one into each arm) if
Cleated neither has the Two-Handed property. When you draw
Apprentice armor property an integrated weapon, it snaps to your hand and you can’t
Components: Masterwork suit of medium or heavy armor be disarmed of it. When you stow it, it retracts back into
While wearing this armor, when you would be moved by your armor. You can switch which weapons are integrated
an effect against your will, reduce that movement by 10 over the course of a long rest.
feet.
Quick-Change
Climbing Apprentice armor property
Apprentice armor property Components: Masterwork suit of armor
Components: Masterwork suit of exotic light armor You can don or doff this suit of armor as an action.
This armor is outfitted with integrated climbing gear.
While wearing this armor, as long as you have one hand Retractable
free, you gain a climbing speed equal to your walking Apprentice armor property
speed. Components: Masterwork suit of exotic medium or heavy
armor
Comfortable One of the gauntlets on this suit of armor has a retractable
Apprentice armor property shield set into it. While wearing this armor, you can don
Components: Masterwork suit of armor or doff this shield as a bonus action.
You can sleep in this suit of armor with no ill effect.
Scaled
Environmental Apprentice armor property
Apprentice armor property Components: Masterwork suit of exotic light armor
Components: Masterwork suit of armor This armor is covered in heavy, hardened scales. The AC
While wearing this suit of armor, you can tolerate provided by this armor increases by 3. However, you only
temperatures as cold as −100 degrees Fahrenheit or as add your Dexterity modifier to a maximum of +2 when
warm as 300 degrees Fahrenheit. determining your Armor Class while wearing it.
Spiked
Apprentice armor property
Components: Masterwork suit of heavy armor
This suit of armor is bristling with spikes. While wearing
this armor, creatures who are in contact with you (either
by grappling you, being grappled by you, or having
swallowed you whole) take piercing damage equal to 1d4
+ your Strength modifier at the start of your turn.

Journeyman Properties
You can apply only one Journeyman property to a suit of
armor at a time.
Adamantine
Journeyman armor property
Components: Masterwork suit of exotic heavy
armor
This suit of armor is reinforced with adamantine,
one of the hardest substances in existence. While
wearing it, any critical hit against you becomes a
normal hit.

24
Complete Craftsman
Arcane requirement, and doesn’t impose disadvantage on
Journeyman armor property Dexterity (Stealth) checks. If the armor is medium armor,
the maximum Dexterity modifier you can apply to your
Components: Masterwork suit of exotic armor
Armor Class increases to 3, instead of 2, and the armor
This armor is covered in arcane etchings. When you apply can easily be worn hidden under normal clothing.
this property to a suit of armor, choose two cantrips from
the wizard spell list. While wearing this armor, you can Resistance
cast those cantrips. Intelligence is your spellcasting ability Journeyman armor property
for these cantrips. Components: Masterwork suit of armor
Arrow-Catching When you apply this property to a suit of armor, choose
Journeyman armor property any damage type other than psychic. While wearing this
armor, you have resistance to that damage type.
Components: Masterwork suit of exotic medium or heavy
armor Master Armor Properties
Whenever an attacker makes a ranged attack against a
target within 5 feet of you, you can use your reaction to You can apply only one Master property to a suit of armor
become the target of the attack instead. at a time.

Diving Animated
Journeyman armor property Master armor property
Components: Masterwork suit of exotic armor Components: Masterwork suit of exotic heavy armor
This suit of armor is equipped with webbed fins, a mask, This armor is enchanted with powerful transmutation
and an air bladder containing 8 hours of breathable air. magic. As an action, you can doff the armor, which
While wearing it, you gain a swimming speed equal to animates, becoming a Medium animated object, as per the
your walking speed. Additionally, while breathing from animate objects spell.
the air bladder, you can breathe normally underwater The armor’s AC equals your own while you wore it.
or in a vacuum, and you ignore the effects of inhaled The armor uses your own melee attack bonus instead of
poisons. The suit’s air supply can be refilled over the its own. If you were holding a weapon when the armor
course of a long rest. became animated, it can make one attack with that
weapon instead of its normal slam attack.
Juggernaut The armor remains animated for 1 minute or until
Journeyman armor property it is reduced to 0 hit points, after which time it becomes
Components: Masterwork suit of exotic heavy armor inanimate. If your animated armor is within 30 feet of
you, you can end this effect early by using your action to
This suit of armor is fitted with massive plates and a heavy,
command your animated armor to return to you and be
reinforced helmet. While wearing this armor, you count as
donned as inanimate armor as part of the action.
an obstacle providing three-quarters cover, instead of half
Once you use this ability, you can’t do so again until
cover. You must have a Strength score of 16 or higher to
you finish a long rest.
proficiently wear this armor.
Maneuvering Cloaking
Master armor property
Journeyman armor property
Components: Masterwork suit of exotic light armor
Components: Masterwork suit of exotic light or medium
armor This armor can easily hide the wearer when needed. While
wearing this armor, you can cast the invisibility spell
This armor contains a set of spring-loaded, automatically
without expending a spell slot or material components.
retracting grappling hooks, allowing you an incredible
Once you cast the spell in this way, you can’t do so again
amount of maneuverability. As a reaction when you fall,
until you finish a short or long rest.
or as a bonus action on your turn, you can project a
grappling hook at a target location you can see that is no Clockwork
farther away than walking speed. If the target location Master armor property
can hold your weight, you are pulled there, expending Components: Masterwork suit of exotic heavy armor
movement as normal. This movement doesn’t provoke
opportunity attacks. You must have a Dexterity score of 16 This suit of armor has dozens of clockwork mechanisms
or higher to use this ability. integrated into it, granting you a number of benefits.
While wearing this armor, your jump distance is tripled,
Mithral and you have advantage on Strength (Athletics) checks
Journeyman armor property (other than grapple checks). Additionally, your armor
Components: Masterwork suit of medium or heavy armor locks down when you take the Dodge action, causing your
AC to become 22, if it was lower.
This suit of armor is made of mithral, a light and
flexible metal that is as strong as steel. Armor made of
mithral weighs half as much as normal, has no Strength

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Mage Hand Press
Legendary Armor Properties
You can apply only one Legendary property to a suit of
armor at a time.
Colossal
Legendary armor property
Components: Suit of exotic masterwork heavy armor
This suit of armor doubles in size when donned. While
wearing this armor, you gain the effect of the “Enlarge”
option of the enlarge/reduce spell.
Etherealness
Legendary armor property
Components: Masterwork suit of exotic armor
This suit of armor is infused with ectoplasm. While
wearing this armor, you can use your action to gain the
effect of the etherealness spell, which lasts for 10 minutes
or until you use an action to end it. Once you use this
ability, you can’t do so again until you finish a long rest.
Fleet
Legendary armor property
Components: Masterwork suit of exotic light armor
This armor is designed to maximize the wearer’s speed.
While wearing this armor, your speed increases by 10 feet,
you have advantage on initiative rolls, and opportunity
attacks against you are made with disadvantage.
Immortal
Legendary armor property
Components: Masterwork suit of exotic medium or heavy
armor
Whenever you drop to 0 hit points and don’t die outright,
you can make a DC 13 Constitution saving throw. If you
Glamoured succeed, you drop to 1 hit point instead. You can use this
ability three times, and you regain all expended uses of it
Master armor property
when you finish a long rest.
Components: Masterwork suit of exotic armor Additionally, you have advantage on death saving
This armor doesn’t impose disadvantage on Dexterity throws.
(Stealth) checks. You can also use a bonus action to cause
the armor to assume the appearance of a normal set of Mirrored
clothing or some other kind of armor. You decide what it Legendary armor property
looks like, including color, style, and accessories, but the Components: Suit of exotic masterwork light armor
armor retains its normal bulk and weight. The illusory While wearing this armor, you can cast the mirror image
appearance lasts until you use this ability again or remove spell without expending a spell slot. Once you cast the
the armor. spell in this way, you can’t do so again until you finish a
Trollskin short or long rest.
Master armor property Spellguard
Components: Masterwork suit of exotic medium armor Legendary armor property
This suit of armor is made of or lined with troll skin. Components: Masterwork suit of exotic armor
While wearing this armor, you can use a bonus action to This armor is covered in protective sigils and charms.
regain hit points equal to 1d10 + your craftsman level. While wearing this armor, you have advantage on saving
Once you use this ability, you can’t do so again until you throws against spells.
finish a short or long rest.
Warding
Winged Legendary armor property
Master armor property Components: Masterwork suit of exotic medium armor
Components: Masterwork suit of exotic light armor
This suit of armor generates a field of force, protecting its
This armor has a set of wings that you can extend from it wearer from harm. As a bonus action on your turn, you
or fold back into it as a bonus action. While wearing this can gain temporary hit points equal to half your craftsman
armor with the wings extended, you have a flying speed level.
equal to your walking speed.
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Complete Craftsman
Chapter 2: Exotic Equipment
Unconventional or experimental weapons and armor
might be found in the hands of a warrior hailing from a
far-off land, in the ruins of an advanced civilization, or in Exotic Mastery
the workshop of a skilled, yet eccentric craftsman. This Prerequisite: Proficiency with martial weapons
chapter details a number of exotic weapons and exotic You have trained in the use of unorthodox types of
suits of armor with descriptions and lists properties for weapons and armor of irregular design. As such, you gain
their use. proficiency with exotic armor and four exotic weapons of
your choice.
Weapons
Weapons come in an endless variety of flavors and
designs, from the subtle elven foil to the bombastic light Two-Weapon Fighting
cannon. With patience and dedication, a skilled warrior You can engage in two-weapon fighting with any two
can master even the most unwieldy or exotic weapons, light weapons. When you take the Attack action and
especially if such a weapon would give him an edge in the attack with a light weapon that you’re holding in one
life or death game of combat. hand, you can use a bonus action to attack with the
This section details new types of weapons, their second weapon that you’re holding in the other hand.
properties, and special rules pertaining to their use. You don’t add your ability modifier to the damage of
Weapons are organized into those which are common the bonus attack, unless that modifier is negative.
to most settings and firearms which are appropriate for If the bonus attack wouldn’t add an ability
Renaissance-era, Industrial Age, modern, and futuristic modifier to damage—such as with firearms—you
settings. It also organizes weapons by the proficiencies subtract 2 from the damage roll of the bonus attack,
necessary to use them: simple, martial, and exotic. to a minimum of 1 damage.
You can only use a ranged weapon in either of
Exotic Weapon Proficiencies your hands to engage in two-weapon fighting if it has
Exotic weapons and armor require an incredible level one of the following properties:
of skill to wield or wear properly, as they are often Blaster. You can attack with this weapon normally.
either unusually heavy, oddly balanced, or bizarre in Loading. You can make one attack with the
construction. As such, no class (other than the craftsman) weapon. You can attack again with it once you have a
gains proficiency with the exotic weapons and armor free hand to load the weapon.
presented in this chapter. For a member of another class Reload. You can’t reload the weapon until you
to gain proficiency with exotic weapons and armor, they have a free hand to do so.
must take the Exotic Mastery feat. Thrown. You can throw this weapon.

Simple Melee Weapons


Name Cost Damage Weight Properties
Cestus 5 gp 1d4 bludgeoning 2 lb. Fist, light
Claw Gauntlet 5 gp 1d4 slashing 2 lb. Fist, light
Fishhook 1 gp 1d6 piercing 3 lb. Versatile (1d8)
Hook Hand 25 gp 1d4 piercing 1 lb. Finesse, light, special
Kama 1 gp 1d4 slashing 2 lb. Finesse, light
Machete 5 sp 1d6 slashing 4 lb. Special
Pickaxe 5 sp 1d8 piercing 10 lb. Two-handed
Punching Dagger 5 gp 1d4 piercing 2 lb. Fist, light
Sai 2 gp 1d4 piercing 2 lb. Finesse, light
Scorpion on a Stick 1 sp 1d6 poison 1/2 lb. —
Shovel 2 gp 1d8 slashing 5 lb. Two-handed
Tonfa 1 sp 1d4 bludgeoning 1 lb. Light

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Mage Hand Press
Martial Melee Weapons
Name Cost Damage Weight Properties
Bayonet 2 gp 1d4 piercing 1 lb. Finesse, light, special
Catchpole 15 gp 1d6 piercing 6 lb. Reach, special, two-handed
Cutlass 30 gp 1d8 slashing 2 lb. Finesse
Estoc 15 gp 1d8 piercing 3 lb. Versatile (1d10)
Harpoon 5 gp 1d8 piercing 4 lb. Special, thrown (range 20/60)
Katana 50 gp 1d8 slashing 3 lb. Finesse, versatile (1d10)
Kopesh 25 gp 1d6 slashing 4 lb. Finesse, light, trip
Naginata 50 gp 1d10 slashing 5 lb. Heavy, reach, two-handed
Nunchaku 5 sp 1d6 bludgeoning 1 lb. Finesse, light

Exotic Melee Weapons


Name Cost Damage Weight Properties
Assassin’s Blade 75 gp 1d10 slashing 1 lb. Concealable, elegant, finesse, light
Bastard Sword 65 gp 1d10 slashing 8 lb. Versatile (1d12)
Boomeraxe 80 gp 1d8 slashing 5 lb. Light, returning, thrown (20/60)
Chained Anchor 175 gp 1d12 bludgeoning 30 lb. Brutal, heavy, superheavy, reach, trip, two-handed
Chain Whip 55 gp 1d8 bludgeoning 7 lb. Finesse, reach
Dervish 175 gp 1d8 slashing 6 lb. Double, finesse
Dire Flail 60 gp 1d10 bludgeoning 7 lb. —
Double Sword 165 gp 1d10 slashing 6 lb. Double, two-handed
Dwarven Waraxe 100 gp 2d8 slashing 20 lb. Heavy, superheavy, two-handed
Elven Foil 75 gp 1d8 piercing 4 lb. Finesse, parrying
Gnomish Hooked Hammer 55 gp 1d10 bludgeoning 6 lb. Trip, versatile (1d12)
Greatspear 55 gp 1d12 piercing 25 lb. Heavy, reach, two-handed
Grim Scythe 65 gp 1d10 slashing 6 lb. Finesse, versatile (1d12)
Hook Sword 60 gp 1d10 slashing 3 lb. Elegant, finesse, light, trip
Meteor Chain 75 gp 1d12 bludgeoning 8 lb. Heavy, reach, trip, two-handed
Mountain Cleaver 200 gp 2d10 slashing 50 lb. Heavy, massive, superheavy, two-handed
Parrying Dagger 55 gp 1d6 piercing 2 lb. Finesse, light, parrying
Ripsword 175 gp 1d10 slashing 10 lb. Brutal, versatile (1d12)
Rocket Fist 55 gp 1d6 bludgeoning 2 lb. Fist, light, returning, rocket, thrown (range 40/120)
Spiked Chain 160 gp 1d8 piercing 15 lb. Double, reach, trip, two-handed
Spring Glove 60 gp 1d6 bludgeoning 2 lb. Finesse, fist, reach
Zweihander 80 gp 2d8 slashing 16 lb. Heavy, superheavy, two-handed

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Complete Craftsman
Simple Futuristic Melee Weapons
Name Cost Damage Weight Properties
Antimatter Dagger 100 gp 1d4 necrotic 1 lb. Finesse, light
Ballistic Gloves 50 gp 1d4 force 1 lb. Fist, light
Laser Claws 75 gp 1d4 radiant 1 lb. Fist, light
Void Shackles 50 gp 1d4 necrotic 1 lb. Fist, light

Martial Futuristic Melee Weapons


Name Cost Damage Weight Properties
Arc Baton 150 gp 1d6 lightning 2 lb. Special
Battlefist 75 gp 1d8 bludgeoning 3 lb. Special
Laser Halfsword 150 gp 1d6 radiant 2 lb. Finesse, light
Laser Sword 450 gp 1d8 radiant 3 lb. Finesse, special, versatile (1d10)
Photonic Lash 150 gp 1d4 radiant 2 lb. Finesse, reach
Plasma Cutter 175 gp 1d10 slashing 10 lb. Special, two-handed
Repulsor Gauntlet 150 gp 1d10 force 4 lb. Heavy
Rocket Hammer 200 gp 1d10 bludgeoning 18 lb. Heavy, rocket, two-handed
Thermal Lance 150 gp 1d8 fire 6 lb. Versatile (1d10)
Wrenchinator 30 gp 1d12 bludgeoning 10 lb. Heavy, two-handed

Exotic Futuristic Melee Weapons


Name Cost Damage Weight Properties
Atomic Axe 150 gp 2d8 radiant 10 lb. Heavy, superheavy, two-handed
Electrode Chain 300 gp 1d8 lightning 3 lb. Finesse, reach, trip, versatile (1d10)
Gravity Maul 400 gp 2d10 force 50 lb. Heavy, massive, superheavy, two-handed
Hardlight Discus 300 gp 1d10 force 2 lb. Elegant, finesse, light, returning, thrown
Laser Halberd 200 gp 1d12 radiant 5 lb. Heavy, reach, two-handed
Laser Sword, Double 600 gp 1d10 radiant 6 lb. Double, two-handed
Laser Sword, Parrying 500 gp 1d8 radiant 3 lb. Finesse, parrying, versatile (1d10)
Laser Sword, Relic 500 gp 1d10 radiant 3 lb. Finesse, versatile (1d12)
Lightning Talons 225 gp 1d8 lightning 1 lb. Brutal, fist, light

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Mage Hand Press
Simple Ranged Weapons
Name Cost Damage Weight Properties
Bolas 3 gp — 2 lb. Special, thrown (range 20/60)
Shuriken 5 cp 1d4 slashing 1/4 lb. Finesse, thrown (range 20/60)

Martial Ranged Weapons


Name Cost Damage Weight Properties
Atlatl 5 sp 1d6 piercing 1 lb. Ammunition (range 30/120)
Boomerang 2 gp 1d4 bludgeoning 1/4 lb. Light, light, returning, thrown (range 60/180)
Chakram 2 gp 1d4 slashing 1 lb. Light, returning, thrown (20/60)
Crossbow, Repeating 75 gp 1d8 piercing 20 lb. Ammunition (range 100/400), heavy, reload (5),
two-handed
Dagger, Throwing 2 gp 1d4 slashing 1 lb. Finesse, light, thrown (range 60/180)

Exotic Ranged Weapons


Name Cost Damage Weight Properties
Bomb 2 sp 1d10 fire 1 lb. Finesse, special, thrown (range 30/90)
Crossbow, Automatic 125 gp 1d8 piercing 25 lb. Ammunition (range 60/240), automatic, reload (10),
two-handed
Crossbow, Sniper 110 gp 1d12 piercing 20 lb. Ammunition (range 150/600), heavy, loading, sighted,
two-handed
Crossbow, Wrist 125 gp 1d8 piercing 6 lb. Ammunition (range 30/120), concealable, light, loading
Demolition Bow 200 gp 1d8 fire 4 lb. Ammunition (range 80/320), explosive, two-handed
Doomerang 155 gp 1d6 fire 1/2 lb. Explosive, finesse, thrown (range 60/180)
Edged Card 5 gp 1d8 slashing — Light, thrown (range 20/60)
Elven Longbow 100 gp 1d10 piercing 3 lb. Ammunition, heavy, (range 100/400), two-handed
Goliath Sling 155 gp 1d10 bludgeoning 1 lb. Ammunition (range 100/400), heavy, tension, two-handed
Greatbow 200 gp 1d10 piercing 8 lb. Ammunition (range 100/400), heavy, tension, two-handed
Portable Ballista 500 gp 2d8 piercing 40 lb. Ammunition (range 100/400), heavy, loading, mounted,
two-handed
Saw Launcher 185 gp 1d12 slashing 15 lb. Ammunition (range 100/400), brutal, heavy, loading,
two-handed
Shotbow 115 gp 1d8 piercing 8 lb. Ammunition (range 30/90), heavy, scatter (1d12), two-
handed
Twinbow 200 gp 1d10 piercing 4 lb. Ammunition (range 100/400), heavy, twinshot, two-
handed

Ammunition
Ammunition Cost Weight
Arrows (20) 1 gp 1 lb.
Ballista bolt 1 gp 2 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1½ lb.
Greatbow arrow (5) 1 gp 10 lb.
Javelin, atlatl 5 sp 2 lb.
Saw launcher blade 2 gp 2 lb.
Sling bullets (20) 4 cp 1½ lb.

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Complete Craftsman
Firearms and Blasters Firearm Proficiencies
Class Proficiencies
Black powder represents a paradigm shift in the art of
warfare, fueling everything from powerful siege weapons Core Classes
to concealable, handheld guns. In many campaign Barbarian Simple firearms, martial firearms
settings, firearms supplant the traditional scheme of
weapons, forcing arrows, swords, and battleaxes into Bard Simple firearms, martial firearms
obsolescence. They might even be commonplace, a staple that don’t have the Explosive, Heat,
tool for hunting and defense. Heavy, or Overheat properties
Futuristic firearms, powered by arcane energy or Cleric Simple firearms
extremely advanced science, are called blasters, and Druid Simple firearms that don’t have the
fire a pulse of energy or condensed plasma instead of Two-Handed or Scatter properties
conventional projectiles. While blasters are commonplace
in many science-fiction settings, they might only make Fighter Simple firearms, martial firearms
an appearance in other settings only as wild, steampunk- Monk Simple firearms
esque experiments, or in the remnants of a derelict,
Paladin Simple firearms, martial firearms
advanced civilization.
Firearms follow slightly different rules to Ranger Simple firearms, martial firearms
conventional ranged weapons, and also generally use two Rogue Simple firearms, martial firearms
or more damage dice. Blasters used in futuristic settings that don’t have the Explosive, Heat,
are considered firearms and use these rules as well. Heavy, or Overheat properties
Firearm Damage Rolls Sorcerer Simple firearms that don’t have the
Unlike other weapons, you don’t add your ability modifier Two-Handed or Scatter properties
to the damage roll of a firearm unless otherwise stated. Warlock Simple firearms
Two-Weapon Fighting with Firearms Wizard Simple firearms that don’t have the
When you engage in two-weapon fighting with two light Two-Handed or Scatter properties
firearms, you subtract 2 from the damage roll of the bonus Mage Hand Press Classes
attack, to a minimum of 1 damage.
Alchemist Simple firearms
Firearm Ammunition Binder Simple firearms
All firearms require special ammunition. Most firearms
use bullets, but some require even more specialized Captain Simple firearms, martial firearms
projectiles. The ammunition of a firearm is destroyed Channeler Simple firearms, martial firearms
upon use. Craftsman Simple firearms, martial firearms,
exotic firearms
Firearm Ammunition
Gunslinger Simple firearms, martial firearms
Ammunition Cost Weight
Investigator Simple firearms, martial firearms
Blunderbuss shot (10) 1 gp 2 lb. that don’t have the Explosive, Heat,
Bullets (10) 2 gp 2 lb. Heavy, or Overheat properties
Dragon Bullet 1 gp — Martyr Simple firearms, martial firearms
Grenade 5 gp 3 lb. Necromancer Simple firearms
Harpoon 5 gp 4 lb. Warden Simple firearms, martial firearms
that don’t have the Sighted property
Musket balls (10) 1 gp 2 lb.
Warmage Simple firearms
Rocket 20 gp 6 lb.
Witch Simple firearms
Shell (10) 5 gp 2 lb.

Firearm Proficiencies Firearm Eras


Firearms have evolved dramatically throughout human
Characters in most campaign worlds won’t have
history, and will continue to evolve into the far future.
proficiency with firearms, but in settings with widespread
Therefore, in addition to being organized into simple,
firearms, characters gain the proficiencies listed on the
martial, and exotic categories, the firearms presented in
Firearm Proficiencies table.
this book are organized by eras, the periods of time in
which they might be encountered. Many firearms might
appear in any era, especially if the story demands an
unusual weapon enters the fray, but many are best suited
to campaign settings which echo their level of technology.

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Mage Hand Press
Simple Renaissance Firearms
Name Cost Damage Weight Properties
Flintlock 75 gp 2d6 piercing 6 lb. Ammunition (range 30/120), dry, light, loading, misfire

Martial Renaissance Firearms


Name Cost Damage Weight Properties
Blunderbuss 180 gp 2d8 piercing 8 lb. Ammunition (range 30/90), dry, heavy, loading, misfire,
scatter (2d10), two-handed
Musket 175 gp 2d8 piercing 10 lb. Ammunition (range 80/320), dry, loading, misfire, two-handed

Exotic Renaissance Firearms


Name Cost Damage Weight Properties
Duck’s Foot 225 gp 2d8 piercing 12 lb. Ammunition (range 30/120), dry, light, loading, misfire,
twinshot
Volley Gun 300 gp 2d8 piercing 40 lb. Ammunition (range 100/400), dry, heavy, misfire, reload
(10, 2 actions), two-handed

Simple Industrial Age Firearms


Name Cost Damage Weight Properties
Double-Barrel 200 gp 2d6 piercing 8 lb. Ammunition (range 10/30), reload (2), scatter (2d8), two-
Shotgun handed
Hunting Rifle 175 gp 2d6 piercing 8 lb. Ammunition (range 80/320), reload (5), two-handed
Parlor Gun 75 gp 2d4 piercing 2 lb. Ammunition (range 30/120), concealable, light, reload (2)
Revolver 100 gp 2d6 piercing 3 lb. Ammunition (range 60/240), reload (6)

Martial Industrial Age Firearms


Name Cost Damage Weight Properties
Gatling Gun 3,000 gp 2d8 piercing 125 lb. Ammunition (range 80/320), automatic, heavy, mounted,
reload (40), two-handed
Harpoon Gun 250 gp 2d8 piercing 10 lb. Ammunition (range 30/120), loading
Light Cannon 3,000 gp 2d12 bludgeoning 225 lb. Ammunition (range 80/320), heavy, mounted, reload
(1, 2 actions), special, two-handed

Renaissance-era firearms, such as flintlocks and Modern firearms have embraced automatic fire,
muskets, are weapons that have taken the first steps away ammunition magazines, and lighter caliber bullets (which
from heavy cannons and into portable rifles, making them can travel at much higher speeds). For these guns, form
the progenitors of all modern firearms. Weapons from begets function: weapons are designed for a specific role,
this era use musket balls and loose black powder, and are such as sniper rifles for long range and shotguns for close
therefore slow to reload and more prone to malfunction. quarters, and every aspect of their design supports this
Importantly, these weapons exist comfortably in many role. Moreover, weapons that enjoyed success in the West,
fantasy settings alongside bows, swords, and axes, such as the double-barrel shotgun, can still be found in
especially where pirates are at play. use today.
Industrial Age firearms, such as revolvers and Futuristic firearms have only tenuous connections to
double-barrel shotguns, stem from advancements in the weapons of the past. Though they retain the profile of
machinery and assembly lines, granting them more handguns, shotguns, and assault rifles, futuristic firearms
interchangeable parts and cartridged bullets. These guns are powered by rechargeable arcane batteries (or power
lacked the clean assembly-line consistency of modern cells) and produce bursts of pure energy instead of bullets.
firearms, but laid down the bedrock for designs that have Generally, these weapons are referred to as blasters
not changed much since: a classic six-shot revolver is as and, though they never need to be reloaded, tend to be
timeless as it is effective. While the heyday of Industrial more expensive and more finicky than modern firearms.
Age firearms was in the Wild West, their simple and Blasters, for example, can overheat, and will require a
reliable construction means they are still commonplace in cooldown period before being used again.
the modern day.

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Complete Craftsman
Exotic Industrial Age Firearms
Name Cost Damage Weight Properties
Double Handgun 300 gp 2d8 piercing 6 lb. Ammunition (range 30/120), reload (6), twinshot
Dragon Rifle 225 gp 2d10 fire 8 lb. Ammunition (range 100/400), dry, heavy, loading, two-handed
Quadruple- 250 gp 2d8 piercing 16 lb. Ammunition (range 30/90), heavy, reload (4), scatter (2d10),
Barrel Shotgun two-handed

Simple Modern Firearms


Name Cost Damage Weight Properties
Handgun 100 gp 2d6 piercing 3 lb. Ammunition (range 60/240), reload (10)
Submachine Gun 200 gp 2d4 piercing 6 lb. Ammunition (range 10/40), automatic, light, reload (16),
foregrip

Martial Modern Firearms


Name Cost Damage Weight Properties
Assault Rifle 350 gp 2d6 piercing 7 lb. Ammunition (range 80/320), automatic, reload (20), two-
handed
Grenade Launcher 850 gp 2d8 fire 10 lb. Ammunition (80/320), explosive, loading, two-handed
Magnum 500 gp 2d8 piercing 6 lb. Ammunition (50/200), heavy, reload (6)
Pump Shotgun 200 gp 2d6 piercing 7 lb. Ammunition (range 30/90), heavy, reload (10), scatter (2d8),
two-handed
Rocket Launcher 1,250 gp 2d10 fire 20 lb. Ammunition (range 80/320), heavy, reload (1, 2 actions),
special, two-handed
Sniper Rifle 500 gp 2d8 piercing 8 lb. Ammunition (range 150/560), heavy, reload (4), sighted, two-
handed

Exotic Modern Firearms


Name Cost Damage Weight Properties
Anti-Material 650 gp 2d10 piercing 30 lb. Ammunition (range 150/450), heavy, loading, sighted, two-
Rifle handed
Assault Shotgun 350 gp 2d8 piercing 10 lb. Ammunition (range 10/30), automatic, heat, heavy, scatter
(2d10), two-handed
Briefcase Gun 650 gp 2d8 piercing 6 lb. Ammunition (range 30/120), concealable, reload (10)
Magnum, Explosive 1,250 gp 2d8 fire 8 lb. Ammunition (range 50/200), explosive, heavy, reload (4)
Multi-Rocket 1,750 gp 2d8 fire 22 lb. Ammunition (range 30/90), explosive, heavy, loading, scatter
Launcher (2d10), two-handed
Revolving Grenade 900 gp 2d8 fire 16 lb. Ammunition (range 100/400), explosive, heavy, reload (6),
Launcher two-handed

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Mage Hand Press
Simple Futuristic Blasters
Name Cost Damage Weight Properties
Avia-Ra Sunstaff 150 gp 2d6 radiant 6 lb. Blaster (range 100/400), special, two-handed
Ion Cannon 250 gp 2d6 radiant 6 lb. Blaster (range 30/90), scatter (2d8), two-handed
Phaser 75 gp 2d4 radiant 2 lb. Blaster (range 50/200), light, nonlethal
Repeater 100 gp 2d6 radiant 3 lb. Blaster (range 60/240)
Standard Carbine 250 gp 2d6 radiant 7 lb. Automatic, blaster (range 80/320), two-handed
Swarm Pistol 100 gp 2d4 radiant 2 lb. Automatic, blaster (range 30/120), foregrip, light

Martial Futuristic Blasters


Name Cost Damage Weight Properties
Antimatter Carbine 400 gp 2d6 necrotic 4 lb. Automatic, blaster (range 30/120), foregrip
Blitz Cannon 800 gp 2d8 lightning 7 lb. Blaster (range 10/30), heavy, scatter (2d10), two-handed
Concussion Rifle 800 gp 2d8 thunder 8 lb. Blaster (range 150/600), sighted, two-handed
Diode Beam 2,000 gp 2d8 radiant 80 lb. Blaster (range 120/480), heavy, mounted, special, two-handed
Magnus 800 gp 2d8 radiant 6 lb. Blaster (range 70/280), heavy, overheat
Plasma Launcher 1,000 gp 2d6 fire 8 lb. Blaster (range 50/200), explosive, foregrip
Psionic Helm 750 gp 2d6 psychic 3 lb. Blaster (range 70/280), special
REC Gun 1,500 gp 2d8 radiant 120 lb. Automatic, blaster (range 100/400), heavy, mounted, two-handed
Singularity Emitter 2,500 gp 2d10 force 400 lb. Blaster (range 120/480), heavy, overheat, special, two-handed
Volcanic 1,000 gp 2d6 fire 10 lb. Blaster (range 15-foot cone), heat, heavy, two-handed, special

Exotic Futuristic Blasters


Name Cost Damage Weight Properties
Binary Gun 550 gp 2d6 radiant 6 lb. Automatic, blaster (range 80/320), light, twinshot
Experimental Carbine 450 gp 2d8 force 5 lb. Automatic, blaster (range 80/320), two-handed
Fusion Emitter 3,000 gp 2d10 radiant 60 lb. Blaster (range 120/480), heat, heavy, special, two-handed
Hardlight Ballista 1,250 gp 2d10 force 20 lb. Blaster (range 170/680), heavy, reload (1), sighted, two-handed
Hyper Blitz Cannon 950 gp 2d8 lightning 10 lb. Automatic, blaster (range 30/90), heat, heavy, scatter (2d10),
two-handed
Linear Accelerator 800 gp 2d8 varies 12 lb. Automatic, ammunition (range 100/400), heavy, special, two-
handed

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Complete Craftsman
Switch Weapons —First Weapon Form— —Second Weapon Form—

Name Cost Weight Damage Properties Damage Properties


Blaster Sword 900 gp 6 lb. 1d8 Melee Weapon 2d6 Ranged Weapon (Blaster)
radiant Finesse, special, radiant Automatic, blaster (range
versatile (1d10) 30/120), foregrip
Bowblade 115 gp 3 lb. 1d8 Melee Weapon 1d8 Ranged Weapon
slashing Versatile (1d10) piercing Ammunition (range 150/600),
heavy, two-handed
Brass Knuckle 150 gp 2 lb. 1d6 Melee Weapon 2d6 Ranged Weapon (Firearm)
Revolver bludgeoning Fist piercing Ammunition (range 30/120),
reload (6)
Crossbow, Axe 130 gp 18 lb. 1d12 Melee Weapon 1d10 Ranged Weapon
slashing Heavy, two-handed piercing Ammunition (range 100/400),
heavy, loading, two-handed
Deckhammer 80 gp 10 lb. 1d8 Melee Weapon 1d12 Melee Weapon
slashing — bludgeoning Heavy, reach, superheavy,
two-handed
Gunsword 165 gp 4 lb. 1d8 Melee Weapon 2d6 Ranged Weapon (Firearm)
piercing Finesse, versatile piercing Ammunition (range 30/120),
(1d10) reload (6)
Hinge Spear 160 gp 15 lb. 1d8 Melee Weapon 1d12 Melee Weapon
piercing Double, two-handed piercing Heavy, two-handed
Kusarigama 85 gp 10 lb. 1d6 Melee Weapon 1d8 Melee Weapon
slashing Finesse, light bludgeoning Reach, trip, two-handed
Modulus 1,650 gp 10 lb. 2d8 Ranged Weapon (Blaster) 2d8 Ranged Weapon (Blaster)
radiant Blaster (range radiant Blaster (range 30/90), heat,
150/600), sighted, heavy, scatter (2d10), two-
two-handed handed
Rifle Spear 235 gp 12 lb. 1d8 Melee Weapon 2d8 Ranged Weapon (Firearm)
piercing Finesse, versatile piercing Ammunition (range 100/400),
(1d10) heavy, loading, two-handed
Shotgun Axe 280 gp 15 lb. 1d12 Melee Weapon 2d6 Ranged Weapon (Firearm)
slashing Heavy, two-handed piercing Ammunition (range 30/90),
heavy, reload (10), scatter
(2d8), two-handed
Split Staff 50 gp 4 lb. 1d6 Two Melee Weapons 1d8 Melee Weapon
bludgeoning Light bludgeoning Double, versatile (1d10)
Split Swords 185 gp 5 lb. 1d6 Two Melee Weapons 1d8 Melee Weapon
slashing Light, finesse slashing Double, versatile (1d10)
Whip Sword 70 gp 6 lb. 1d6 Melee Weapon 1d8 Melee Weapon
slashing Finesse, reach slashing Finesse, versatile (1d10)

Switch Weapons Switch Weapon Proficiencies


All switch weapons are exotic, so only craftsmen natively
Easily the most unorthodox category of exotic weapons,
gain proficiency in their use. However, a switch weapon’s
switch weapons are compound inventions which merge
individual forms might strongly resemble weapons a
two seperate weapons into a single flexible platform. From
character is already familiar with, so it may be easier to
the relatively tame bowblade—a bladed, folding longbow
learn than other exotic weapons.
contraption—to the overly designed crossbow axe, these
The GM can allow a character to gain proficiency
weapons allow for rapid changes in combat style for any
with a switch weapon by practicing with it for seven
situation that arises.
days, assisted by a tutor that already has proficiency. The
Weapons on the Switch Weapons table have the
character must have proficiency with weapons that exactly
Switch property.
match the statistics of each of the weapon’s forms.

35
Mage Hand Press
overheats and loses all heat points. An overheated weapon
Weapon Properties can’t be used to make an attack again until the end of your
Many weapons have special properties related to their use, next turn.
as shown in the weapons tables. Heavy. Small creatures have disadvantage on attack
Ammunition. You can use a weapon that has the rolls with heavy weapons. A heavy weapon’s size and bulk
Ammunition property to make a ranged attack only if make it too large for a Small creature to use effectively.
you have ammunition to fire from the weapon. Each time Light. A light weapon is small and easy to handle,
you attack with the weapon, you expend one piece of making it ideal for use when fighting with two weapons.
ammunition. The ammunition of a firearm is destroyed Loading. Because of the time required to load this
upon use. Drawing the ammunition from a quiver, case, weapon, you can fire only one piece of ammunition from
or other container is part of the attack (you need a free it when you use an action, bonus action, or reaction to fire
hand to load a one-handed weapon). At the end of the it, regardless of the number of attacks you can normally
battle, you can recover half your expended ammunition by make.
taking a minute to search the battlefield. Massive. You can only make an attack with this
If you use a weapon that has the Ammunition weapon when you take the Attack action, and only as
property to make a melee attack, you treat the weapon as the first attack you make on your turn. Once you make
an improvised weapon. A sling must be loaded to deal any an attack with this weapon, you can’t attack again until
damage when used in this way. the start of your next turn. If you would be able to attack
Automatic. When you make an attack with this more than once when you take the Attack action on your
weapon on your turn, you can choose to make two attacks turn, you deal an extra two dice of damage for each attack
instead. These attacks are always made with disadvantage, you forgo when using this weapon.
regardless of circumstance. These attacks use twice the Misfire. When you roll a 1 on the d20 for an attack
normal amount of ammunition. roll with this weapon, it jams. A jammed weapon can’t be
Blaster. A weapon with the Blaster property is a used to make an attack until a creature uses
ranged weapon that requires no ammunition. Blasters are its action to clear the weapon malfunction.
considered firearms for the purpose of class features and Mounted. This weapon is normally
abilities. Like firearms, you don’t add your ability score used while attached to a tripod, vehicle,
modifier to blasters’ damage rolls. or other bracing mount. You can mount
Brutal. This weapon deals two additional dice of or unmount this weapon as an action.
damage on a critical hit. While it is mounted, it can’t be moved.
Concealable. While stowed, you have advantage on It can only be used to make an attack
Dexterity (Stealth) checks made to conceal this weapon. while unmounted if held by a
Double. This weapon has two damage-dealing ends. Medium or larger creature with
When you use the Attack action and make an attack with a Strength score of at least 15.
this weapon, you can use your bonus action to make
an additional attack with it; you do not add your ability
modifier to the damage roll of this bonus attack.
Dry. If this weapon is ever submerged in water or
doused with a significant quantity of water, it jams. A
jammed firearm can’t be used to make an attack until a
creature uses its action to clear the weapon malfunction.
Elegant. This weapon requires exceptional skill to
use. You must have a Dexterity score of 16 or higher to
wield an elegant weapon.
Explosive. When this weapon’s projectile hits a target,
it explodes in a 15-foot diameter sphere. The projectile
can target an unoccupied space within its range. Each
creature other than the target within the blast radius (for
a Medium or smaller target, each creature within 5 feet
of it) must make a DC 14 Dexterity saving throw, taking
half the damage rolled on a failed save or no damage on a
successful one.
Finesse. When making an attack with a finesse
weapon, you use your choice of your Strength or Dexterity
modifier for the attack and damage rolls. You must use the
same modifier for both rolls.
Fist. Attacks made with this weapon are treated as
unarmed strikes.
Foregrip. This weapon can be used with one or two
hands. If used in two hands, its normal range increases by
50 feet and its long range increases by 200 feet.
Heat. This weapon gains a heat point whenever an
attack is made with it, and loses one heat point whenever
you begin your turn. If the weapon gains 3 heat points, it
36
Complete Craftsman
Nonlethal. When you reduce a creature to 0 hit points Twinshot. Once on each of your turns when you
using this weapon, you can choose to knock the creature make an attack with this weapon, you can make another
out, rendering it unconscious, rather than deal a killing attack with it against a different creature that is within 5
blow. feet of the original target and within range of the weapon.
Overheat. Once you make an attack with this Two-Handed. This weapon requires two hands when
weapon, it can’t be used again to make an attack until the you attack with it.
end of your next turn. Versatile. This weapon can be used with one or two
Parrying. While wielding this weapon and not hands. A damage value in parentheses appears with the
wielding a shield, you gain a +1 bonus to your AC against property—the damage when the weapon is used with two
melee attacks. hands to make a melee attack.
Precision. Once per turn, you can deal an extra 1d6
damage to one creature you hit with this weapon if you Special Weapons
have advantage on the attack roll. Weapons with special properties are described here.
Reach. This weapon adds 5 feet to your reach when Avia-Ra Sunstaff. This weapon can also be used as a
you attack with it, as well as when determining your reach quarterstaff.
for opportunity attacks with it. Arc Baton. When a creature is hit with this weapon, it
Reload. This weapon can be used to make a number can’t take reactions until the start of its next turn.
of attacks before it must be reloaded. If you are proficient Battlefist. This weapon acts as an oversized,
with the weapon, reloading it takes a bonus action; articulated gauntlet. It can hold and manipulate objects,
otherwise, reloading it takes an action. Some weapons though you can’t attack with your battlefist while you’re
require an action or longer to reload, even if you have holding an object with it.
proficiency, which is specified in the Reload property. If Bayonet. As an action, a bayonet can be mounted
reloading a weapon requires longer than one action, the to any two-handed ranged weapon or removed from it.
weapon can’t be used to make attacks until reloading is While mounted, you can use the bayonet to make a two-
finished. handed melee weapon attack, which deals 1d8 piercing
Returning. After being thrown, this weapon returns damage on a hit.
to your hand at the end of your turn. Bolas. A creature hit by a bolas falls prone until it
Rocket. This weapon has a small propulsive engine is freed. A creature can use its action to make a DC 10
attached to it or its projectiles. Once per turn, when you Strength check, freeing itself or another creature within its
hit a creature with this weapon, you can deal an extra 1d4 reach on a success. Dealing 5 slashing damage to the bolas
damage to the target. (AC 10) also frees the creature without harming it, ending
Scatter. If you make an attack against a target that the effect and destroying the bolas. You can only throw
is within half this weapon’s normal range, you deal the one bolas on your turn.
damage value listed in parentheses instead of the weapon’s Bomb. When a bomb hits a target, it explodes in a
normal damage dice. 5-foot radius and is destroyed. The bomb can be thrown at
Sighted. This weapon has disadvantage on attack rolls an unoccupied space within its range. Each creature other
made against targets within 20 feet. than the target within the blast radius must succeed on
Special. A weapon with the special property has a DC 11 Dexterity saving throw, taking half the damage
unusual rules governing its use, explained in the weapon’s rolled on a failed save or no damage on a successful one.
description (see “Special Weapons”). Additionally, as a bonus action, you can empty some
Superheavy. This weapon is unusually large for its of the bomb’s explosive material to permanently remove
type. You must have a Strength score of 16 or higher to the blast radius from this bomb, dealing damage only to
wield a superheavy weapon. the bomb’s target.
Switch. This weapon has two forms. You can swap Catchpole. This weapon is used to immobilize
between which weapon is being used at any time, even creatures at a distance. When you hit a creature of Large
between attacks. size or smaller with this weapon, you can attempt to
Tension. When making a ranged weapon attack with grapple the creature instead of dealing damage. When
a tension weapon, you use your choice of your Strength you do so, you use your attack roll for the grapple check,
or Dexterity modifier for the attack and damage rolls. You rather than making a Strength (Athletics) check. While
must use the same modifier for both rolls. grappling a creature with this weapon, you can’t use the
Thrown. If a weapon has the Thrown property, you weapon on another target.
can throw the weapon to make a ranged attack. If the Diode Beam. As an action, this weapon can be fired
weapon is a melee weapon, you use the same ability continuously in a beam, affecting a 120-foot long, 5-foot
modifier for that attack roll and damage roll that you wide line in a direction you choose. When a creature
would use for a melee attack with the weapon. For enters the area for the first time on a turn or starts its turn
example, if you throw a handaxe, you use your Strength, there, it must make a DC 14 Dexterity saving throw or
but if you throw a dagger, you can use either your take 4d6 radiant damage.
Strength or your Dexterity, since the dagger has the At the beginning of each of your subsequent turns,
Finesse property. roll a d20. On a 5 or lower, the weapon overheats and
Trip. You can make a shove attempt against any can’t be fired until the end of your next turn. If you roll
creature within this weapon’s reach. Furthermore, you higher than 5, you can use your action to continue firing
have advantage on ability checks you make to shove a the beam and can change the direction the line faces from
creature using this weapon. you.

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Mage Hand Press
Fusion Emitter. When this weapon hits a target, each
creature within 5 feet of the target is pushed 5 feet away
from it.
Harpoon. You can use an action to tie a rope to
the end of a harpoon before it is thrown. If a rope-tied
harpoon hits a target, it becomes embedded in the target,
and you can use an action on subsequent turns to hold
fast to the rope and make an opposed Strength (Athletics)
check against the target to pull it up to 10 feet closer to
you. Additionally, when the target moves, you can use
your reaction to make an opposed Strength (Athletics)
check against it, preventing its movement on a success.
If you use your action to do anything else, you lose your
grip on the rope. If the target has hands, it can remove the
harpoon as an action.
Hook Hand. This is a one-handed weapon, usable
only if you are missing a hand or have a special cuff
designed to fit over your hand. Any Humanoid that is
missing a hand and regularly wears a hook has proficiency
with this weapon.
Laser Sword. Depending on this weapon’s
construction, it can deal force, necrotic, or radiant
damage. Once the weapon is created, this damage type
doesn’t change.
Light Cannon. This weapon deals double damage to
objects and structures.
Linear Accelerator. This weapon uses any item of
10 pounds of less that can fit within a 1-foot cube as
ammunition. Its damage type is bludgeoning, piercing, or
slashing damage, as appropriate to the ammunition used.
Machete. This weapon deals double damage to Plants
and vegetation.
Plasma Cutter. This weapon ignores the damage
threshold of nonmagical objects that it cuts.
Psionic Helm. You can use your choice of
Intelligence, Wisdom, or Charisma, instead of Dexterity,
for this weapon’s attack rolls.
Rocket Launcher. This weapon deals double damage
to objects and structures.
Singularity Emitter. When this weapon hits a target,
each creature within 10 feet of the target is pulled up to 5
feet toward it.
Armor
Volcanic. Whenever you make an attack with this The most profoundly devastating weapons are worth
weapon, it spews flames in a 15-foot radius cone. Each nothing in battle if their wielders are left unprotected.
creature within that area must make a DC 14 Dexterity Thankfully, innovative craftsmen have constructed armor
saving throw or take 2d6 fire damage. just as devious and twice as sturdy as the most dangerous
exotic weapons.

Exotic Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Brigandine Armor 95 gp 13 + Dex modifier — — 20 lb.
Medium Armor
Banded Plate 450 gp 15 + Dex modifier (max 2) — — 25 lb.
Hero Plate 800 gp 16 + Dex modifier (max 2) — Disadvantage 45 lb.
Heavy Armor
Lamellar Armor 125 gp 17 Str 13 Disadvantage 65 lb.
Mountain Plate 2,000 gp 19 Str 15 Disadvantage 75 lb.

38
Complete Craftsman
COMPLETE
GUNSLINGER

The Definitive
Gritty, Risk-Taking Class
by Mage Hand Press
Chapter 1: Gunslinger
A glass falls, clattering to the floor, and the tavern grows
silent. A dwarf with a deep scowl, dripping with freshly
spilled beer, leers at a drunken nearby orc and fingers for
a pair of revolvers at his waist.
High on a hillside, carefully concealed beneath foliage
and stones, a rifleman steadies her breathing and adjusts
her scope, acquiring her target and patiently awaiting the
moment to strike.
Risk is in a gunslinger’s blood. They are bold
renegades, bucking tradition and forging a new path
with dangerous and inelegant firearms. Gunslingers are
infamous for surviving by their wits, relying on split-
second timing and a considerable amount of luck to
survive.

Guts and Gunpowder


Black powder is not for the faint of heart. Its thunderous
applause is volatile and imprecise—a barely controlled
explosion directed at an enemy. Only the truly fearless
seek to master it, for one must be mad or have nerves
of steel to weather the risk of its use. But those who call
themselves gunslingers are fearless combatants, hurling
death from their guns in a roaring cacophony. Adapted
for shootouts, gunslingers are mobile and daring,
knowing that life or death hangs on snap decision-making
and one’s own mettle.

Dangerous Outsiders
A gunslinger’s explosive lifestyle lends well to wandering
and adventuring. Gunslingers will often shoot first and
ask questions later, an attitude which earns them few
friends and bountiful enemies. In their travels, most
gunslingers are secretive and take great lengths to go
unnoticed, lest they be spotted by old foes with scores to
settle.
Yet, their skills are not unneeded. Anyone requiring
protection or revenge of their own can count on a
gunslinger to be in need of an odd job when they roll
into town. After all, skill with a gun is always in demand
somewhere.

Creating a Gunslinger
When creating your gunslinger, consider where firearms
fit in the campaign’s world and what the common
perceptions are of those who use them. If firearms are the
norm, your gunslinger might be a mercenary or militia
fighter. If firearms are rare, your gunslinger might be one Quick Build
of a kind, a trailblazer in new types of warfare. To make a gunslinger quickly, follow these suggestions.
It’s also not unusual for a gunslinger to be haunted Make Dexterity and Constitution your highest ability
by their past. Did some event drive you to the gun and scores. If you plan to choose the Gun Tank creed, instead
motivate you to travel? Is there a bounty on your head in make Strength your highest ability score. Lastly, choose
one or more areas? Do you have any old enemies that seek any background, preferably one that emphasizes your
you for revenge? familiarity with firearms and penchant for risk-taking.

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Mage Hand Press
The Gunslinger
Proficiency
Level Bonus Risk Dice Features
1st +2 — Fighting Style, Quick Draw
2nd +2 4d8 Critical Shot, Poker Face, Risk
3rd +2 4d8 Gunslinger’s Creed
4th +2 4d8 Ability Score Improvement
5th +3 4d8 Extra Attack
6th +3 5d8 Gut Shot
7th +3 5d8 Creed feature, Evasion
8th +3 5d8 Ability Score Improvement
9th +4 5d8 Critical Shot improvement
10th +4 5d10 Creed feature
11th +4 5d10 Mankiller
12th +4 5d10 Ability Score Improvement
13th +5 5d10 Dire Gambit
14th +5 6d10 Creed feature
15th +5 6d10 Cheat Death
16th +5 6d10 Ability Score Improvement
17th +6 6d10 Critical Shot improvement
18th +6 6d12 Maverick
19th +6 6d12 Ability Score Improvement
20th +6 6d12 Head Shot

• Any two-handed firearm that isn’t heavy and 30 bullets


Class Features or shells
• (a) a dungeoneer’s pack or (b) an explorer’s pack
As a gunslinger, you gain the following class features.
Hit Points Fighting Style
Hit Dice: 1d8 per gunslinger level You adopt a particular style of gunfighting as your
Hit Points at 1st Level: 8 + your Constitution modifier specialty. Choose one of the following options. You can’t
Hit Points at Higher Levels: 1d8 (or 5) + your take a Fighting Style option more than once, even if you
Constitution modifier per gunslinger level after 1st later get to choose again.
Proficiencies Akimbo
Armor: Light armor When you engage in two-weapon fighting with firearms,
Weapons: Simple weapons, simple firearms, martial you don’t take a penalty to the damage of the second
firearms attack.
Tools: One type of gaming set
Bullseye
Saving Throws: Dexterity, Charisma
You gain a +2 bonus to ranged attack rolls you make with
Skills: Choose two from: Acrobatics, Animal Handling,
firearms. The weapon must have the Sighted property
Athletics, Deception, Insight, Intimidation, Perception,
or have a normal range of 80 feet or longer to gain this
Persuasion, Sleight of Hand, and Stealth
benefit. This benefit doesn’t stack with the Archery
Equipment fighting style.
You start with the following equipment, in addition to the Duelist
equipment granted to you by your background:
While you are wielding a firearm in one hand and nothing
• Leather armor with a longcoat in the other, if you make a ranged weapon attack and
• A dagger and (a) a handgun and 20 bullets or (b) a exceed the target’s AC by 5 or more, you deal one extra die
revolver and 10 bullets of weapon damage. You can only use this ability once per
round.

2
Complete Gunslinger
Shotgunner choice by 1. As normal, you can’t increase an ability score
When you hit with a ranged weapon attack using a above 20 using this feature.
firearm that has the Scatter property, you can reroll the
lowest damage die, and you must use the new roll, even if
Extra Attack
the new roll is worse than the original. Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Quick Draw
Gunslingers have twitch reflexes and can pull a gun in
Gut Shot
the blink of an eye. You have advantage on initiative rolls. Starting at 6th level, whenever you score a critical hit
Additionally, you can draw or stow up to two weapons against a Large or smaller creature with a firearm, the
when you roll initiative and whenever you take an action bullet lodges itself in the target. Until the creature uses
on your turn. its action to dislodge the bullet, it moves at half speed
and has disadvantage on attack rolls and ability checks.
Critical Shot Elementals, Oozes, and Undead are immune to this effect.
At 2nd level, your ranged firearm attacks score a critical
hit on a roll of 19 or 20.
Evasion
Starting at 9th level, your ranged firearm attacks Beginning at 7th level, you can nimbly dodge out of the
score a critical hit on a roll of 18–20, and at 17th level way of certain area effects, such as a red dragon’s fiery
your ranged firearm attacks score a critical hit on a roll of breath or an ice storm spell. When you are subjected to an
17–20. effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you
Poker Face succeed on the saving throw, and only half damage if you
Starting at 2nd level, you have advantage on ability checks fail.
and saving throws made to prevent others from sensing
your motives, perceiving your emotions, or reading your
Mankiller
thoughts. Starting at 11th level, when you make one or more firearm
attacks as part of an action, you can add your ability
Risk modifier to the firearm’s damage rolls. Note that firearms
By 2nd level, you can perform incredible feats of daring do not normally add your ability modifier to their damage
that are fueled by special dice called risk dice. rolls.

Risk Dice Dire Gambit


You have four risk dice, which are d8s. You gain additional Beginning at 13th level, whenever you score a critical hit,
risk dice, and your risk dice change as you gain levels you regain one expended risk die.
in this class, as shown in the Risk Dice column of the
Gunslinger table. You regain all expended risk dice when Cheat Death
you finish a long rest. By 15th level, you have a knack for evading the grave.
Using Risk Dice When you drop to 0 hit points and don’t die outright, you
Once per turn, you can expend a risk die to perform a can use your reaction and expend one risk die to remain
deed of your choice. Your deed options are detailed at the standing. You instead drop to a number of hit points equal
end of the class description. to the number rolled on the die.
Once you use this feature, you can’t use it again until
Saving Throws you finish a short or long rest.
Some of your deeds require your target to make a saving
throw to resist the deed’s effects. The saving throw DC is Maverick
calculated as follows: By 18th level, you have become unshakable. You have
advantage on Constitution checks and saving throws.
Deed save DC = 8 + your proficiency bonus +
your Dexterity modifier Head Shot
At 20th level, when you score a critical hit against a
Gunslinger’s Creed creature with a firearm, you can choose for the shot to be
By the time gunslingers reach 3rd level, they embrace a a head shot. If the creature has less than 100 hit points,
way of living, known as their creed, which guides their it dies. Otherwise, it takes an extra 10d10 damage from
judgments and their unique brand of gunslinging. Your the hit. Elementals, Oozes, Undead, and creatures that
choice grants you features at 3rd level and again at 7th, lack nervous systems or vital organs take no extra damage
10th, and 14th level. from this feature.
Once you use this feature, you can’t use it again until
Ability Score Improvement you finish a short or long rest.
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your

3
Mage Hand Press
Deeds Eras
The deeds are presented in alphabetical order. Gunslingers are inseparably connected to their eras, as
the implements of their trade have evolved throughout
Bite the Bullet history and will continue to evolve into the far future.
As a bonus action on your turn, you can expend one risk Whereas the earliest gunslingers used muskets and black
die to gain temporary hit points equal the number rolled powder, space-faring gunslingers fire high-tech blasters
on the die + your Constitution modifier. that never run low on ammunition. Both are gunslingers;
equally brash and singularly dangerous.
Covering Fire In general terms, gunslingers can be organized into
When you hit a creature with a ranged weapon attack, the following eras:
you can expend one risk die as a bonus action to cow the
creature. Roll the risk die and subtract it from the next Renaissance
attack roll the creature makes before the start of your next
turn. Renaissance-era firearms are the gun’s first steps away
from heavy cannons and into portable rifles. Weapons
Dodge Roll from this era use musket balls and loose black powder,
You can expend one risk die as a bonus action to move and therefore are slow to reload and prone to malfunction.
up to 15 feet and reload any firearm you are holding. This Consequently, Renaissance-era gunslingers will be skilled
movement doesn’t provoke opportunity attacks, ignores in swords and cannons in addition to guns, making them
difficult terrain, and allows you to move through a hostile fearsome foes, no matter the theater.
creature’s space, as long as you don’t end your movement Such gunslingers are known to take to the sea in
there. pirate vessels, participate in swashbuckling escapades
in well-fortified castles, and engage in pistol duels for
Limb Shot their honor, but few simply line up with their fellows and
When you hit a creature with a ranged weapon attack, exchange musket fire.
you can expend one risk die as a bonus action and aim for Variant Deeds. With the GM’s permission, you can
one of its limbs, attempting to force it to drop one item pick the following two Deeds in place of two of your
of your choice that it’s holding. The target must make a normal Deeds, if you are in a setting that primarily uses
Constitution saving throw. On a failed save, it drops the Renaissance firearms.
object you choose. The object lands at its feet.
Grazing Shot
Skin of Your Teeth When you make a ranged attack against a target within
When an attacker you can see makes an attack roll against the weapon’s normal range and miss, you can spend a risk
you, you can expend a risk die as a reaction to dodge out die as a reaction to deal damage to the target equal to the
of harm’s way at the last second. You add the risk die to roll on the die. This ability deals no damage if the attack
your AC against this attack, potentially causing it to miss. roll misses the target’s AC by 10 or more.
Steady Aim Reposition
On your turn, you can use a bonus action and expend one As a reaction when a hostile creature within 30 feet from
risk die to double the normal and maximum range for the you moves, you can expend a risk die to move up to your
next ranged weapon attack you make. movement speed.

Eras
Creeds Firearms
Renaissance Janissary, Musketeer, Sharpshooter Blunderbuss, Flintlock, Harpoon Gun, Musket
Industrial Age Gundead, Gun Tank, Gun-Ko Master, Double Barrel Shotgun, Gatling Gun, Handgun (Light
High Roller, Pistolero, Sharpshooter, Revolver), Hunting Rifle, Light Cannon, Magnum, Parlor Gun,
Spellslinger, Trick Shot, Twice- Pump Shotgun (Lever-Action Shotgun) Revolver, Sawed-Off
Damned, White Hat Shotgun, Sniper Rifle (Infantry Rifle)
Modern Covert Operative, Grenadier, Gun Assault Rifle, Double-Barrel Shotgun, Handgun, Hunting
Tank, Gun-Ko Master, High Roller, Rifle, Gatling Gun (Minigun), Grenade Launcher, Light
Pistolero, Sharpshooter, Spellslinger, Machine Gun, Machine Pistol, Magnum, Parlor Gun (Pocket
Storm Gunner, Trick Shot, Twice- Pistol), Pump Shotgun, Revolver, Rocket Launcher, Sawed-
Damned Off Shotgun, Sniper Rifle, Submachine Gun
Futuristic Covert Operative, Gun Tank, Laserist, Blitz Cannon, Concussion Rifle, Diode Beam, Impactor
Sharpshooter, Space Cowboy, Cannon, Ion Cannon, Magnus, Phaser, REC Gun, Repeater,
Spellslinger Rocket Launcher (Devastator Missile), Standard Carbine,
Singularity Emitter, Swarm Pistol
4
Complete Gunslinger
Curved Trajectory
When you make an attack with a ranged weapon against a
target within the weapon’s normal range, you can expend
a risk die to ignore half and three-quarters cover.
Take the Bullet
As a reaction when a creature within 15 feet of you is
targeted by a ranged attack, you can spend a risk die
to dive in the way of the bullet. You move next to the
Industrial Age creature and become the target of the attack. If you are hit,
In the Industrial Age (concurrent with the Wild West of you can subtract the risk die from the damage taken.
cowboys and locomotive travel), cartridged bullets and
lever-action firearms accelerated the tempo of combat, Futuristic
even introducing the first automatic weapons. These guns Firearms of the future have only tenuous connections
lacked the clean assembly-line consistency of modern to the weapons of the past. Though they still retain the
firearms, but laid down the bedrock for designs that have profile of handguns, shotguns, and assault rifles, futuristic
not changed much since: a classic six-shot revolver is as firearms are powered by rechargeable arcane batteries (or
timeless as it is effective. power cells) and produce bursts of pure energy instead
Gunslingers in the Industrial Age fought in of bullets. Generally, these weapons are referred to as
legendarily bloody wars, trailblazed the frontier, formed blasters and, though they never need to be reloaded, tend
gangs to rob trains by horseback, and had shootouts in to be more expensive and more finicky than modern
saloons. firearms. Blasters, for example, can overheat, and require a
Variant Deeds. With the GM’s permission, you can cooldown period before being used again.
pick the following two Deeds in place of two of your Future gunslingers jet across the galaxy, with a blaster
normal Deeds, if you are in a setting that primarily uses in hand and a song in their hearts. Others, however, see
Industrial Age firearms. the potential of blasters as cutting-edge technology and
attempt to optimize them to their limits.
Fancy Gunplay Variant Deeds. With the GM’s permission, you can
You can impressively twirl your weapons to impress pick the following two Deeds in place of two of your
others. Whenever you make a Charisma (Performance) normal Deeds, if you are in a setting that primarily uses
check or a Dexterity (Sleight of Hand) check using one of Futuristic firearms.
your ranged weapons, you can expend a risk die and add
it to the ability check. Blindfire
While you are in total cover, you can expend a risk die as
Maverick Spirit a bonus action to make one ranged weapon attack with
As a reaction when you make an Intelligence, Wisdom, or disadvantage against any target within the weapon’s range.
Charisma saving throw, you can expend one risk die and
add it to saving throw. Disguised Shot
Once per turn when you make a ranged weapon attack,
Modern you can spend a risk die to hide the source of the attack.
Modern firearms have embraced automatic fire, Though this does not silence the attack, it does obscure
ammunition magazines, and lighter caliber bullets (which other markers of the attack, such as muzzle flare, which
travel at much higher speeds). For these guns, form begets might implicate you as the attacker. Make a Charisma
function: weapons are designed for a specific role, such (Deception) check and add the risk die to the roll,
as sniper rifles for long range and shotguns for close opposed by the highest passive Perception score of the
quarters, and every aspect of their design supports this spectators. On a success, no spectator to the attack can
role. Moreover, weapons that enjoyed success in the West, identify its source.
such as the double-barrel shotgun, can still be found in
use today. Suggested Era
Modern gunslingers can be gangsters wielding twin Though some weapons can exist in any era (especially
machine pistols, modern soldiers with assault rifles, if the story demands an exotic firearm enter the fray),
assassins that prefer to snipe their targets from a safe many are best suited to their own era. Gunslingers, too,
distance, or covert spies, infiltrating a building with a will seem out of place if in the wrong era; a musketeer
pistol hidden in a phone. will probably not spend their holidays on their spaceship
Variant Deeds. With the GM’s permission, you can going to Mars, for example. The following table provides a
pick the following two Deeds in place of two of your suggested list of firearms and gunslingers for different eras
normal Deeds, if you are in a setting that primarily uses and recommends different names for firearms that would
Modern firearms. otherwise seem out of place.
5
Mage Hand Press
Gunslinger’s Creeds Fieldcraft
Starting from 7th level, your experience in the field gives
Gunslingers have many features in common, but each of you a number of advantages. You can’t be surprised while
them walks their own path and follows their own code. you are conscious. Additionally, you can use a bonus
This code, which gunslingers call a creed, embodies their action to make a Wisdom (Perception) check to spot
core beliefs and informs their unique combat style. hidden creatures.

Covert Operative Concealed Gear


Also at 7th level, you gain access to specialized
They say, “the pen is mightier than the sword,” and you
adventuring gear that can be hidden about your person,
know that knowledge is power: the best way to defeat your
either by being unusually small or by being disguised as
enemies is by stealing what they know and replacing it
something else. Any gear that you are carrying, except for
with misinformation. To that end, you have been trained
weapons and armor that are not light, is undetectable by
in the ways of covert warfare, giving you a broad range of
any casual observer. A creature that attempts to conduct
abilities to complement your fearsome gunnery skills.
a thorough search of you must make an Intelligence
Secret Agent Training (Investigation) check with a DC equal to 13 + your
When you adopt this creed at 3rd level, you gain Intelligence modifier + twice your proficiency bonus.
proficiency in two sets of tools from the following list: Risky Mission
disguise kit, thieves’ tools, vehicles (land), vehicles (water)
At 10th level, you know which risks to take and which to
and two skills from the following list: Investigation,
leave alone. You can now expend two risk dice to perform
Sleight of Hand, Stealth, Survival. You can apply double
two deeds within the same turn.
your proficiency bonus to any check you make that uses
one of these tools or skills. License to Kill
Sneaky Shot Starting at 14th level, whenever you hit with an attack
using a firearm, you can expend a risk die and add it to
At 3rd level, your training allows you to make attacks on
the damage roll.
the hoof, even in the most intense operations. When you
take the Dash or Disengage action on your turn, you can
make a single attack with a firearm as a bonus action.

Gunslinger’s Creeds
Name Description
Covert Operative A secret agent with a license to kill
Grenadier Uses explosive munitions to solve basically every problem
Gundead Animates corpses with necromantic bullets
Gun Tank Lugs around heavy mounted firearms
Gun-Ko Master A martial artist who uses the gun as a total weapon
High Roller Gambles with their life and fortune; no risk is too high
Janissary Marches in formation, musket in hand, to defeat powerful foes
Laserist Tinkerer specializing in high-tech blaster weapons
Musketeer A musket-and-rapier-wielding soldier of honor and courage
Pistolero Fires six-shooters from the hip at incredible speed
Sharpshooter A careful and precise, eagle-eyed marksman
Space Cowboy A hot shot futuristic gunslinger
Spellslinger Fires spells as well as bullets in deadly bombardments
Storm Gunner Holds down the trigger to bombard foes with as many bullets as possible
Trick Shot Ricochets bullets to hit targets from any angle
Twice-Damned Consumed with a thirst for vengeance and hunts down wrongdoers
White Hat A law-abiding protector of the weak that never blinks in the face of danger

6
Complete Gunslinger
Grenadier Gundead
You believe that virtually all problems can be solved with The gun is a pure connection between life and death; it
the careful application of high-explosives, and will go to is an object connected to the very soul, for it is can send
great lengths to prove this thesis. Demolitions are your anyone to the afterlife with the pull of a trigger. Through
expertise, and anything that can cause explosions at long a dark ritual, many a close brush with death, or pact with
range is your instrument. If you must, you can make do the Black Goddess of Guns herself, your soul has been
with an ordinary gun, but it’s simple not as satisfying as shattered into many fragments, placing you in a state
blowing your enemies into smithereens. between life and death, and allowing you to manipulate
dark powers of the Gun, one shot at a time.
High Explosive
Beginning when you choose this creed at 3rd level, Gun Soul
whenever you make an attack with a weapon that has Starting at 3rd level, your brushes with death have
the Explosive property, you can use your bonus action to loosened your soul, allowing you to enhance your firearm
double the projectile’s blast radius. by placing a fragment of your soul into a shot. When you
hit with a ranged attack using a firearm, you can use your
Heavy Ordinance bonus action to deal bonus necrotic damage equal to your
At 3rd level, weapons with the Explosive property use proficiency bonus.
your Deed save DC, if it would be higher.
Additionally, starting at 5th level, once per turn when Dead Shot
you hit a target with an attack from a firearm that has Also at 3rd level, you can shoot a bullet into the heart of
the Explosive property, you can deal an additional 1d8 a Humanoid corpse, rousing it from death. You can use
damage to that target. this ability as an action, or as a reaction when you reduce
a humanoid to 0 hit points with a ranged firearm attack,
Lock and Load slaying and reanimating the target with a single bullet.
By 7th level, you hurriedly and safely load even the The corpse rises as a zombie under your control, as per
heaviest weapons. As a bonus action at the end of your the animate dead spell.
turn, you can reload any weapon you are holding that has Undead animated by this ability collapse into dust
the Reload property and requires more than 1 action to after 1 minute, but last longer as you gain higher levels
reload. in this class. At 7th level, undead you summon last for
Mortar Shot 10 minutes, at 10th level, undead last 1 hour, and at 14th
level, undead last 24 hours.
Starting at 10th level, when you make an attack with a
Once you use this ability you can’t use it again until
weapon that has the Explosive property, you can fire it in
you finish a short or long rest. Beginning at 10th level, you
a parabolic arc. This attack ignores half and three-quarters
can use this ability twice between rests.
cover, as long as the target doesn’t have cover from above.
Clusterbomb
By 14th level, you can load and fire a special projectile
that is packed tight with smaller explosives which scatter
on impact. You can load and fire this projectile as an
action; the projectile’s range is determined by the weapon
that fires it. When the clusterbomb lands, it explodes in a
20-foot radius. Each creature within the blast radius must
make a Dexterity saving throw with
disadvantage against your Deed save
DC, or take 10d6 fire damage on
a failed save, or half as much on a
successful one.
Once you use this ability, you can’t
use it again until you finish a long rest.

7
Mage Hand Press
Sleep of the Dead Heavy Gunner
Beginning at 7th level, while you remain motionless, you When you choose this creed at 3rd level, you can
are indistinguishable from a corpse. also carry heavy firearms regardless of their weight.
Additionally, you can use Strength, rather than Dexterity,
Grave Whisperer for attack and damage rolls using heavy firearms, and you
At 10th level, you gain the ability to converse with Undead can use your Strength, instead of your Dexterity, when
as if you shared a language with them. In addition, calculating your Deed save DC.
you gain advantage on any Charisma checks you make
to interact with undead creatures that understand a Tough as Nails
language. Also at 3rd level, your hit point maximum increases by 1
and increases by 1 again whenever you gain a level in this
Ghost Bullet class.
By 14th level, you have become more adept at creating You also gain proficiency with medium and heavy
undead using your soul and are now able to enhance armor.
those that you raise from the dead. When you animate an
undead using your Dead Shot feature, the target now rises Thick-Headed
as a ghoul under your control, but otherwise follows the At 7th level, you have advantage on saving throws you
spell animate dead. make to avoid or end the charmed condition on yourself.

Gun Tank Strong as an Ox


Prerequisite: Strength score 15 or higher Starting at 10th level, your carrying capacity and the
weight you can push, drag, and lift are doubled, and you
Be bigger, be badder, and be tougher, and no man will have advantage on Strength checks and Strength saving
stand in your way. You are a living siege engine, a titan of throws. Additionally, you can ignore the Two-Handed
muscle, brandishing weapons most men are incapable of property on firearms with which you are proficient.
lifting. Armed with these devastating firearms, you wade
into the field of battle, bombarding and destroying those Gun Rage
foolish enough to approach you. At 14th level, as a bonus action, you can explode into a
fury to destroy lesser men. For the next minute, you have
resistance to bludgeoning, piercing, and slashing damage
and can make one additional attack whenever you take
the Attack action on your turn. However, for the duration,
your speed is halved and you have disadvantage on
Dexterity checks and saving throws.
Your gun rage ends if you take cover, finish your turn
without attacking, or use your bonus action to end it early.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

8
Complete Gunslinger
Gun-Ko Master
The ancient art of gun-ko is passed through generations
of gunslingers who study the gun as a perfect weapon
and meditate on its intricacies. This path is not for the
impatient or the faint of heart, but those who practice it
diligently make their guns an extension of themselves,
learning to strike with the speed of a rifle and catch bullets
out of the air.
Point-Blank Shot
Starting at 3rd level, being within 5 feet of a hostile
creature doesn’t impose disadvantage on your ranged
weapon attack rolls made with firearms.
Gun-Ko
Also at 3rd level, you learn the immortal art of gun-ko,
which sees the gun as a total weapon, as devastating used
as a melee weapon in close quarters as it is fired at range.
You can treat firearms as melee weapons with the Finesse
property that deal 1d6 bludgeoning damage on a hit, or
1d8 damage if the firearm has the Two-Handed property. High Roller
Additionally, when you make a ranged weapon attack Fortune is a fickle thing—unless you’re a high roller. These
with a firearm against a creature within 5 feet of you, you gunslingers are master card sharps and dice throwers that
can make a melee weapon attack using that firearm as a mix their love of risk with their talent for gunplay. High
bonus action. rollers push their luck until it runs out, then push harder.
Why settle for just a win when you could bet it all and win
Lightning Disarm big?
Starting at 7th level, if a creature within 5 feet of you is
holding a firearm, you can use your bonus action and Bonus Proficiencies
expend a risk die to attempt to disarm that creature. The When you choose this creed at 3rd level, you gain
target must make a Dexterity saving throw against your proficiency with all gaming sets and in your choice of one
Deed save DC. On a failed save, you take the firearm from of the following skills: Deception, Insight, or Perception.
the creature’s hands after a series of rapid movements. You
must have at least one empty hand to use this ability. All In
Also at 3rd level, you can use your bonus action when you
Bullet-Catch make an ability check or attack roll, or your reaction when
Also at 7th level, you can use your reaction to deflect or you make a saving throw to expend and roll one of your
catch the projectile when you are hit by a ranged weapon risk dice. You choose to do this after you roll the d20 but
attack. When you do so, the damage you take from the before the GM says whether the roll succeeds or fails.
attack is reduced by 1d10 + your Dexterity modifier + If you roll a 1 on your risk die, you fail the ability
proficiency bonus. check, attack roll, or saving throw, regardless of the result.
Otherwise, you add the number rolled on your risk die to
Predictive Dodge the result.
At 10th level, your reflexes are so honed that you can
dodge incoming bullets. You can use your bonus action Liar’s Dice
to choose one creature that you can see within 30 feet of Also at 3rd level, when you make an ability check, attack
you. You gain the benefits of the Dodge action against the roll, or saving throw, you can roll the d20 in secret and
target’s ranged attacks and effects until the start of your declare any result you wish. If the GM chooses to call your
next turn. You lose this benefit if you take damage from bluff, reveal the number rolled on the d20. If you were
the target. telling the truth, treat the result as if you rolled a 20. If you
were telling a lie, roll the d20 again and use the lowest of
Gatling Strikes the rolls. If the GM chooses not to call your bluff, you use
By 14th level, you have mastered the most advanced the result you declared regardless of what you rolled.
techniques of gun-ko. You can use your bonus action to You can choose to roll in secret a number of times
make two melee weapon attacks and one ranged weapon equal to 1 + your Charisma modifier (a minimum of
attack with a firearm against targets within 15 feet of you. once), and you regain all expended uses when you finish a
Once you use this feature, you can’t use it again until long rest.
you finish a short or long rest.
Risky Business
At 7th level, when you make an attack roll against a
hostile creature or a hostile creature forces you to make
a saving throw and you don’t have disadvantage, you can
choose to make the roll with disadvantage. When you do,
you regain an expended risk die.
9
Mage Hand Press
Boom and Bust Laserist
Starting at 10th level, when you score a critical hit on a
Gunslinging, as you well understand, is more science
ranged firearm attack, you can roll the damage twice and
than art, especially when using cutting-edge blaster
use the higher of the two results. When you roll a 1 on a
technology. As a laserist, you’re interested in maximizing
ranged firearm attack roll, you can choose to take psychic
blaster output while minimizing survivors, iterating and
damage equal to your proficiency bonus or lose this
customizing your blasters to create the perfect weapon.
feature’s critical hit benefit for the next minute.
Double or Nothing Beam Shot
Starting at 3rd level, once per turn when you make an
At 14th level, when you score a critical hit with a firearm,
attack roll with a firearm that has the Blaster property,
you can roll two additional d20s. Treat these d20s as if
you can expend a risk die to fire a penetrating laser shot.
they were ranged attack rolls you made against the target
When you do so, your fire a blast in a 5-foot wide line,
with a firearm. If they both miss, your critical hit becomes
extending out to the normal range of the blaster; attacks
a normal hit. If either of these d20s would score a critical
against targets outside of this range automatically miss.
hit, roll all of the attack’s damage dice three times and add
Make a separate attack roll for each target in the line and
them together, instead of only two times as normal for a
add the risk die to one of the damage rolls.
critical hit. Otherwise, the critical hit happens as normal.
Multi-Configure Blaster
Janissary At 7th level, you can integrate two weapons with the
In a time when most warriors fight with swords or Blaster property into a single chassis, granting you a
bows, you were among the first to see the potential supremely flexible weapon. You can have one merged
of gunpowder to reshape warfare. As a janissary, you blaster at a time, but you can change which two blasters
are at the cutting edge of military science, using not are integrated when you take a long rest. You can choose
only the newest weapons, but also taking advantage of to fire the blaster as either of the two integrated weapons.
new innovations in tactics, organization, and logistical
planning. Deflection Shield
Beginning at 10th level, you have installed a sophisticated
Coordinated Volley electromagnetic device on your person, capable of
When you reach 3rd level, your superior training enables scattering an incoming blaster shot. As a reaction
you to focus fire with your allies. Once on each of your whenever you take lighting, necrotic, radiant, or thunder
turns, when you make an attack with a firearm against a damage, you can expend a risk die to gain resistance to
target within your weapon’s normal range that has been this damage.
hit by another firearm attack by one of your allies since
the end of your last turn, you can gain advantage on the Tri-Laser
attack. By 14th level, you have perfected a blaster design
of singularly destructive power, the tri-laser, whose
Masterwork Weapons projectiles emulate the dynamics of a sphere of
Also at 3rd level, you have access to the very best weapons annihilation. As an action, you can fire the laser, creating
that money can buy. When you are wielding a firearm, it a two-foot diameter sphere of energy. However, this
never jams or misfires, even if submerged in water, and sphere floats to its target sluggishly, moving only 15 feet,
any spell or magical effect that would cause your weapons and continuing its movement at the beginning of each of
or ammunition to malfunction automatically fails. your turns, moving 15 feet each turn. The sphere deals
4d10 radiant damage to anything it touches, disintegrating
Steel Discipline nonmagical objects it reduces to 0 hit points. The sphere
By 7th level, your years of experience make you almost dissipates when it meets an obstruction that is not
impossible to deceive. You have advantage on any saving destroyed by it.
throw imposed by a spell of the illusion school and on any
ability check made do discern or disbelieve an illusion. Musketeer
Influence You believe that camaraderie and glory go hand-in-hand,
At 10th level, you are as skilled in the arts of politics as that you and your allies are undefeatable as long as you
you are in those of war, drawing upon your gunfighting stand together. As such, you have trained with blades and
skills and battlefield achievements to impress rich and halberds, so that you battle up-close. Your place is not
poor alike. When you make a Charisma check to influence supporting them from afar, but launching a single volley
another humanoid, you can expend one risk die, rolling of shot before charging in, bayonet or cutlass in hand, that
it and adding it to the result. You make this roll after you you might all succeed or fail as one.
roll the check, but before the outcome is determined. Bonus Proficiencies
Defensive Formation Starting when you choose this creed at 3rd level, you gain
Starting at 14th level, you are considered to benefit from proficiency with the bayonet, cutlass, halberd, rapier, and
half cover against all ranged attacks as long as you are shortsword.
within 10 feet of an ally who is not unconscious. If you are
standing directly behind an ally, you have three-quarter
cover instead.

10
Complete Gunslinger
Weapon: Bayonet Pistolero
The bayonet is a simple melee weapon that deals 1d4 Bullets are power, and you have long believed that more
piercing damage on a hit and has the Finesse, Light, bullets equal more power. Your expertise is in delivering
and Special properties. It costs 2 gp and weighs one a hail of deadly fire to pulverize your enemies. Not every
pound. Its Special property is as follows: bullet needs to be accurate to make a difference.
Bayonet. As an action, a bayonet can be Point-Blank Shot
mounted to any two-handed ranged weapon or Starting at 3rd level, being within 5 feet of a hostile
removed from it. While mounted, you can use the creature doesn’t impose disadvantage on your ranged
bayonet to make a two-handed melee weapon attack, weapon attack rolls made with firearms.
which deals 1d8 piercing damage on a hit.
Fan the Hammer
At 3rd level, when you take the Attack action on your
Heavy Shot turn to attack with a firearm, you can expend a risk die
At 3rd level, you can load and fire especially dense bullets. as a bonus action to make two additional ranged firearm
Whenever you hit a target with a blunderbuss, flintlock, attacks with that weapon. These additional attacks
or musket, you deal extra damage equal to the number of always have disadvantage, regardless of circumstance.
damage dice rolled for the attack. This weapon can’t have the Automatic or Two-Handed
property, and you must have a free hand to use this
Lock, Stock, and Barrel feature.
At 7th level, you ignore the Loading and Misfire At 14th level, you can make three additional attacks
properties of the blunderbuss, flintlock, and musket. with disadvantage, instead of two, when you use this
feature.
Bayonet Charge
Starting at 10th level, when you move 15 feet or more in a Speed Loader
straight line on your turn, you can use your bonus action Starting at 7th level, you have mastered the art of quickly
to make one attack with a bayonet or a melee weapon. reloading your weapon. On your turn, you can reload
a single one-handed firearm without using an action or
All for One bonus action.
By 14th level, whenever a friendly creature within 5 feet of
you is targeted by an attack, you can use your reaction to Bullet Time
make a firearm attack against the attacker. At 10th level, when you make a ranged firearm attack
with a one-handed firearm on your turn, you can use your
bonus action to gain advantage on the attack roll.
Once you use this ability, you can’t use it again until
you finish a short or long rest.
Swift Vengeance
At 14th level, as a reaction when you take damage from
a creature within 15 feet of you, you can make a firearm
attack targeting that creature.

11
Mage Hand Press
Sharpshooter Space Cowboy
A well-placed bullet is more powerful than a sword, arrow, Nothing matters to you more than freedom. With a
or spell. Indeed, you believe that every violent conflict blaster on your hip and the wide-open sky to explore,
should sound like a single loud crack followed by a long you no longer have to answer to any man. Conversely,
silence. Such shots need to be delivered perfectly, even at the horrible dangers of the final frontier tend to
range, for when they are done right, they are as deadly for draw gamblers and risk-takers, be they unscrupulous
the target as they are stupendous for the audience. smugglers, bloodthirsty bounty hunters, or big damn
heroes.
Eagle Eye
Starting when you choose this creed at 3rd level, when Hot Shot
you make an attack with a firearm you are holding in Also at 3rd level, when you take the Attack action on
two hands, you can use a bonus action to expend a risk your turn with a blaster that does not have the Overheat
die and add it to the attack roll. This attack doesn’t have property, you can use your bonus action to overcharge
disadvantage due to being at long range. it. Whenever you hit a creature with an attack from
this blaster during the Attack action, you can deal an
Sniper’s Stance additional die of damage to that creature. Afterward,
At 3rd level, you don’t have disadvantage on ranged however, your weapon is overheated. An overheated
firearm attacks as a result of being prone. Additionally, weapon can’t be fired again until the end of your next
when you’re prone, you can stand up by spending 5 feet of turn.
movement, rather than half your speed.
Gun with a Name
Camouflage At 7th level, you can customize your blaster to better
By 7th level, you’ve learned to expertly conceal yourself suit the rugged lifestyle of a frontiersman. If you spend
in a sniper’s nest. You can spend 1 minute preparing a short rest working on a blaster, you can modify it such
camouflage for yourself. Until you move, you gain the that its normal and long ranges are doubled, it functions
following benefits: normally in adverse weather conditions, can be fired
• You have advantage on Dexterity (Stealth) checks you normally underwater, and can be used as a melee weapon
make to hide with the statistics of a mace. You can only have one blaster
• Attacks you make while hidden don’t automatically modified in this way at any given time, and only you are
reveal your location able to use this weapon proficiently.
• Creatures have disadvantage on ability checks they
make to discern the origin of your firearm attacks.
Final Frontier
By 10th level, the strange fighting styles of all manner
Eye for Movement of aliens no longer surprise you. You have advantage
By 10th level, your vision is keen enough to place invisible on saving throws against effects caused by aberrations,
targets in your sights. As a bonus action, you can gain monstrosities, or oozes. In addition, you have advantage
darkvision and the effects of the see invisibility spell on Charisma checks you make to interact with
against targets that are 30 feet or further from you until aberrations.
the end of your next turn. You can use this bonus action
only if you haven’t moved during this turn, and after you
Zero-G Gunfighter
use the bonus action, your speed is 0 until the end of the When you reach 14th level, you master the art of fighting
current turn. in deep space, fitting jet thrusters to your gear in order to
gain extra maneuverability. You gain a jetpack magic item,
Focused Shot which you can use for an unlimited amount of time each
Starting at 14th level, when you use your Attack action to day while you are not wearing medium or heavy armor.
make only one ranged attack with a firearm and do not Furthermore, you are always considered to benefit from
have disadvantage, you can gain advantage on the attack half cover while airborne or in an area of zero gravity.
roll and deal damage on a hit as if you scored a critical hit.

Magic Item: Jetpack


Wondrous item, uncommon
This device is a miniature version of the impulse
engines used in starships, which has been fitted with
straps and a small handheld controller. While wearing
it on your back, you gain a flying speed equal to your
walking speed. You can fly with a jetpack for a total of
1 minute each day,
after which it can’t be used until it recharges at dawn.
Jetpacks will sometimes be created in different
forms, such as a pair of rocket boots or a hovering
skateboard, while maintaining the same functionality.

12
Complete Gunslinger
Spellslinger
Magic and guns aren’t so different. If arcane power is like Spellslinger Spellcasting
gunpowder and a spell is like a bullet, you are like a gun, Gunslinger Cantrips Spells
directing your spells with precision at unfortunate targets. Level Known Known 1st 2nd 3rd 4th
You mix the disciplines of gun and spell, sometimes
3rd 2 3 2 — — —
loading arcane charges with your shots and firing streaks
of lighting, frost, or flame in the wake of your bullet. 4th 2 4 3 — — —
Spellcasting 5th 2 4 3 — — —
When you reach 3rd level, you complement your bullets 6th 2 4 3 — — —
with the ability to cast spells.
Cantrips. You learn finger guns and two other cantrips 7th 2 5 4 2 — —
of your choice from the wizard spell list. You learn an 8th 2 6 4 2 — —
additional wizard cantrip of your choice at 10th level.
Spell Slots. The Spellslinger Spellcasting table shows 9th 2 6 4 2 — —
how many spell slots you have to cast your spells of 1st 10th 3 7 4 3 — —
level and higher. To cast one of these spells, you must
expend a slot of the spell’s level or higher. You regain all 11th 3 8 4 3 — —
expended spell slots when you finish a long rest.
12th 3 8 4 3 — —
Spells Known of 1st-Level and Higher. You know
three 1st-level wizard spells of your choice, two of which 13th 3 9 4 3 2 —
you must choose from the abjuration and evocation spells
14th 3 10 4 3 2 —
on the wizard spell list.
The Spells Known column of the Spellslinger 15th 3 10 4 3 2 —
Spellcasting table shows when you learn more wizard
16th 3 11 4 3 3 —
spells of 1st level or higher. Each of these spells must be
an abjuration or evocation spell of your choice, and must 17th 3 11 4 3 3 —
be of a level for which you have spell slots. For instance,
when you reach 7th level in this class, you can learn one 18th 3 11 4 3 3 —
new spell of 1st or 2nd level. 19th 3 12 4 3 3 1
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic. 20th 3 13 4 3 3 1
Whenever you gain a level in this class, you can
replace one of the wizard spells you know with another
spell of your choice from the wizard spell list. The new
spell must be of a level for which you have spell slots, and
it must be an abjuration or evocation spell, unless you’re Rune-Carved Cartridges
replacing the spell you gained at 3rd, 8th, 14th, or 20th Also at 7th level, firearms you use count as magical for
level. the purpose of overcoming resistance and immunity to
Spellcasting Ability. Intelligence is your spellcasting nonmagical attacks and damage.
ability for your wizard spells. You use your Intelligence
whenever a spell refers to your spellcasting ability. In Magic Bullet
addition, you use your Intelligence modifier when setting Starting at 10th level, when you make a weapon attack
the saving throw DC for a wizard spell you cast and when on your turn, you can use a bonus action to wreathe
making an attack roll with one. the bullet in a magic missile spell. The attack must use a
firearm and the target must be within the firearm’s normal
range. Do not roll this attack; it automatically hits its
Spell save DC = 8 + your proficiency bonus +
target and deals an extra 3d4 + 3 force damage.
your Intelligence modifier
Once you use this feature, you can’t use it again until
Spell attack modifier = your proficiency bonus you finish a long rest.
+ your Intelligence modifier
Improved Spellshot
Bang, You’re Dead! At 14th level, when you use your action to cast a spell, you
At 3rd level, you can use Deeds with finger guns spell can expend one risk die as a bonus action to make one
attacks. Additionally, when you hit a target with a finger ranged attack with a firearm or make a ranged spell attack
guns attack, you can spend a risk die as a bonus action to using the finger guns cantrip.
deal an extra 1d8 force damage to the target. If the spell requires a spell attack roll, you can choose
to substitute the spell attack with a ranged attack using a
Spellshot firearm. Add the risk die to the firearm attack roll. On a
Beginning at 7th level, you can load an entire cantrip into hit, the attack deals its normal damage, in addition to the
your gun. When you use your action to cast a cantrip, you effects of the spell.
can use your bonus action to make one ranged attack with
a firearm or make a ranged spell attack using the finger
guns cantrip.
13
Mage Hand Press
Storm Gunner Ricochet
At 3rd level, when you miss with an attack using a firearm
Overkill is a silly notion. You believe that holding down
and you don’t have disadvantage on the roll, you can use
the trigger until your opponent resembles a fine cheese
your bonus action to reroll the attack roll and you must
isn’t just effective, it’s the optimal way to begin and end
use the new roll. If this causes the attack to hit, the attack
any engagement. Like other storm gunners, you can rain
only deals only half damage.
bullets down on your foes with deadly precision, and favor
tactics that involve sprinting around with a machine gun Light-Footed
above all others. By 7th level, you’re just as good at escaping from trouble
Concentrated Fire as you are at getting into it. Difficult terrain costs you no
extra movement.
Starting when you choose this creed at 3rd level, you
are surprisingly accurate, even when delivering a hail of Deft Deflectionist
gunfire. Whenever you use a firearm with the Automatic Starting at 10th level, as a reaction when an attacker
property to attack with disadvantage, you gain a +2 bonus you can see makes a ranged weapon attack against you,
to your attack rolls. This bonus does not stack with the you can make an attack with a firearm you are holding
Archery or Bullseye Fighting Styles. to attempt to deflect the projectile. If your attack roll is
Bullet Hell higher than the attacker’s, the attack targeting you has
disadvantage. You must use this feature before you know
Also at 3rd level, once per turn when you use a firearm
the outcome of the attacker’s attack roll.
with the Automatic property to attack twice with
disadvantage, you can instead expend a Risk die to make Pinball Shot
an attack roll with disadvantage against each target within Starting at 14th level, once per turn when you hit a
the weapon’s normal range, to a maximum number of creature with a ranged firearm attack, you can ricochet
targets equal to the number rolled on the die. the bullet to hit an additional target. The second target
Ammunition Belt must be within half the firearm’s range of the first target.
Make a separate attack roll for the second target. You
By 7th level, you can use your action to load each firearm
can use this feature a number of times equal to your
that has the Automatic property that you are holding with
Dexterity modifier (a minimum of once), and you regain
an extended belt of ammunition. While you are holding
all expended uses when you finish a long rest.
it, this weapon no longer needs to be reloaded, though it
expends ammunition as normal. Twice-Damned
Running Riot Someone wronged you, and you refuse to die before
Starting at 10th level, your base movement speed you’ve shot them dead. You believe that the gun is the
increases by 10 feet. ultimate tool of vengeance, the only means to redress the
balance of blood. Maybe you were robbed, humiliated,
Riddle with Holes or left for dead; maybe you were even killed, but were
By 14th level, you can shape your cloud of bullets any way later returned to life with hate overflowing your heart.
you wish. When you use a firearm with the Automatic Regardless of how you were first damned, you’ll be
property to attack automatically, you can choose to make damned twice before you let them get away with it.
the attacks without disadvantage. However, if a feature
such as Mankiller would let you add an ability score to the Black Bullet
damage roll, you don’t add it to these attacks. Starting at 3rd level, whenever you deal damage to a
Additionally, if you possess an ability, such as the creature using a ranged firearm attack, the creature’s hit
Spray and Pray feat, that allows you to target an area with point maximum is reduced for 1 hour by an amount equal
weapon attacks, you can exclude any creature you choose to the damage dealt. Any effect that removes a disease
in the area of effect from making saving throws or taking allows a creature’s hit point maximum to return to normal
damage. before that time passes.
Additionally, when you deal damage with a firearm to
Trick Shot a creature that has less than half its maximum hit points,
Accuracy means different things to different people. For you can use your bonus action to deal an additional 1d6
you, true accuracy isn’t necessarily in hitting a target on necrotic damage. At 11th level, this damage increases to
the first shot, but might include hitting the mark after the 2d6.
bullet bounces around a dozen times. Your attacks are just Hateful Vengeance
as dangerous if they miss, or even after hitting their mark,
When you adopt this creed at 3rd level, choose a specific
as others’ are while they’re still in the air.
creature that has wronged you that you wish to seek
Creative Trajectory revenge against. You must know this creature’s name or
Starting at 3rd level, you begin to learn how to make your must otherwise have enough information to identify it.
bullets travel in unexpected ways. Your firearm attacks Your attack rolls against this creature have advantage and
ignore half cover. deal maximum damage.

14
Complete Gunslinger
temporary hit points is immediately divided as you choose
among any number of creatures that you can see (other
than you) within range of a firearm you are holding. You
must give at least 1 temporary hit point to each chosen
creature.
When a creature loses temporary hit points granted
by this feature as the result of an attack, you can use your
reaction to make one ranged weapon attack with a firearm
against the attacker. Any remaining temporary hit points
granted by this feature are lost at the start of your next
turn.
At 10th level, this feature improves: your pool of
Once you have chosen a creature to take revenge temporary hit points equals the number rolled on the risk
against, you can only change this selection if you learn die + twice your level in this class.
that the creature you have chosen was innocent of any
wrongdoing against you and that another creature was Steely-Eyed Aura
instead responsible. Also at 3rd level, you and friendly creatures within 10 feet
of you have advantage on saving throws made to avoid or
Grim Determination end the frightened condition while you are conscious.
By 7th level, nothing shakes your resolve. You have
advantage on saving throws against being frightened. Reach for the Skies
At 7th level, you can use your action to call for your
Shotgun Interrogation enemy’s surrender. When you do, a creature of your
Starting at 10th level, with a cold glare and the barrel of choice within 30 feet who can see or hear you must make
a gun in someone’s face, you can always get the answers a Wisdom saving throw (DC 8 + your proficiency bonus
you want to hear. You have advantage on Charisma + your Charisma modifier). Creatures that are immune
(Intimidation) checks to make while holding a firearm, to being frightened automatically succeed on this saving
and you can treat a roll of 10 or lower as a 10. throw. If the creature’s current hit points are equal to
or greater than half of its hit point maximum, it has
Marked for Death advantage on this saving throw.
By 14th level, you feel an adrenaline burst whenever you On a failed save, the creature is incapacitated and its
exact vengeance. When you roll initiative, choose one speed is 0 for 1 minute or until it takes any damage. A
creature you can see within 60 feet of you. If you reduce creature can repeat the saving throw at the end of each of
that creature to 0 hit points on your turn within the next its turns, ending this effect on a success.
minute, you gain one additional action, which can be Once you use this feature, you must finish a long rest
used to take the Attack, Dash, Dodge, Disengage, or Hide before you can use it again.
action.
Long Arm of the Law
White Hat At 10th level, once per turn when you hit a Large or
Some gunslingers live by a code and expect others to smaller creature with a firearm attack, you can choose
do the same. These gunslingers, known as white hats, to deal half as much damage to hobble the target. The
sometimes serve as agents of local or regional law but creature can’t move on its next turn unless it first takes the
never hesitate to do what’s right no matter what the rules Disengage action.
say. Despite their affinity for deadly weapons, white hats
prefer to keep their friends safe and take their enemies in Gold Star Hero
unharmed—a preference they find their enemies aren’t At 14th level, your capacity for heroism increases. Your
often inclined to oblige. features from this archetype gain the following benefits:
• While a creature has temporary hit points granted by
Lay Down the Law your Lay Down the Law feature, it has resistance to
Starting at 3rd level, you can use a bonus action and bludgeoning, piercing, and slashing damage.
expend one risk die to keep a keen eye out for dangers • The range of your Steely-Eyed Aura feature increases
that threaten your companions. When you do, roll the to 30 feet.
risk die and gain a pool of temporary hit points equal to • You regain the use of your Reach for the Skies feature
the number rolled + your level in this class. This pool of when you finish a short or long rest.
15
Mage Hand Press
Chapter 2: Feats
A feat represents a talent or an area of expertise that gives • You learn four spells of your choice that you cast with
a character special capabilities. It embodies training, the renaissance tag. If you prepare spells, these spells
experience, and abilities beyond what a class provides. are always prepared for you and don’t count against the
At certain levels, your class gives you the Ability Score number of spells you can prepare each day. If you are
Improvement feature. Using the optional feats rule, you a wizard, they are added to your spellbook instantly at
can forgo taking that feature to take a feat of your choice no cost. If you learn spells, these spells do not count
instead. You can take each feat only once, unless the feat’s against your total number of spells known. When
description says otherwise. you gain a level in your spellcasting class, you can
You must meet any prerequisite specified in a feat replace one of these spells with another spell with the
to take that feat. If you ever lose a feat’s prerequisite, renaissance tag for which you have spell slots.
you can’t use that feat until you regain the prerequisite.
For example, the Grappler feat requires you to have a Iron Hero
Strength of 13 or higher. If your Strength is reduced You have resolved yourself to save the day when all hope
below 13 somehow—perhaps by a withering curse—you seems lost. You gain the following benefits:
can’t benefit from the Grappler feat until your Strength is
restored. • When you are attacked by a creature that has a CR
higher than your level, you gain a +2 bonus to your
Blitzwarrior Armor Class.
• You have advantage on attack rolls against any creature
Prerequisite: Proficiency with simple firearms
that has reduced one of your allies to 0 hit points in the
When you roll damage for a firearm with the Scatter last round.
property, you can reroll one of the damage dice, and • If a hostile creature you can see takes a legendary
must use the new roll. Additionally, being within 5 feet action, you can use your reaction to intercede,
of a hostile creature doesn’t impose disadvantage on your preventing the legendary action from happening. Once
ranged attack rolls. you use this ability, you can’t use it again until you
finish a short or long rest.
Bounty Hunter
When there’s a price on someone’s head, you aim to Marksman’s Luck
collect. You gain the following benefits: Once per turn, when you roll for damage with a ranged
• Increase your Wisdom score by 1, to a maximum of 20. weapon, you can flip one of the damage dice over and
• You perfectly remember the name and face of every use the number on the bottom. You can’t use this ability
person you’ve ever met. on d4s. Note that for a balanced die, the top and bottom
• You can use your action to mark a creature you can see numbers add up to one more than the die’s largest
within 120 feet of you for 1 hour. You have advantage number.
on any Wisdom (Perception) or Wisdom (Survival)
checks you make to find the marked creature.
Run and Gun
Additionally, as long as the creature is marked, you Prerequisite: Proficiency with simple blasters
can discern whether or not the creature has passed On any turn in which you use your action to Dash, you
through a location. You can have only one creature can make a ranged weapon attack as a bonus action.
marked at a time.
• Whenever you reduce a creature to 0 hit points with Spray and Pray
any attack you make or spell that you cast, you can
Prerequisite: Proficiency with martial firearms
choose to knock the creature out instead of killing it.
When it comes to bullets, quantity often beats quality. By
Gun-Mage Adept holding down the trigger and firing nonstop, you gain the
Prerequisites: Spellcasting feature or Pact Magic feature following benefits:
You’ve learned how to meld subtle arcana with the brute • As an action, while wielding a weapon that has the
force of a firearm, gaining the following benefits: Automatic property, you can target a 10-foot cube area
with a hail of bullets. Each creature in the area must
• You gain proficiency with four simple or martial succeed on a Dexterity saving throw (DC equals 8 +
firearms of your choice. You can use a firearm as a your proficiency bonus + your Dexterity modifier) or
spellcasting focus. take the weapon’s normal damage. This action expends
• All spells with the renaissance tag are added to your ten pieces of ammunition.
class’s spell list, if they are a level for which your class • You can use your Strength modifier instead of your
gets spell slots. Use your spellcasting ability for these Dexterity modifier when making attack rolls with a
spells. weapon that has the Mounted property.
• You learn either the concealed shot or finger guns
cantrip, your choice, which doesn’t count against your
total number of cantrips known.

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Complete Gunslinger
Chapter 3: Firearms
A gunslinger’s implements come in a myriad of forms Firearm Proficiencies
that have morphed and evolved throughout history. This Characters in most campaign worlds won’t have
chapter contains rules for firearms and their use. proficiency with firearms, but in settings with widespread
firearms, characters gain the proficiencies listed on the
Firearms Firearm Proficiencies table.
Black powder represents a paradigm shift in the art of
warfare, fueling everything from powerful siege weapons Firearm Proficiencies
to concealable, handheld guns. In many campaign Class Proficiencies
settings, firearms supplant the traditional scheme of
weapons, forcing arrows, swords, and battleaxes into Core Classes
obsolescence. They might even be commonplace, a staple Barbarian Simple firearms, martial firearms
tool for hunting and defense. Bard Simple firearms, martial firearms
Futuristic firearms, powered by arcane energy or that don’t have the Explosive, Heat,
extremely advanced science, are called blasters, and Heavy, or Overheat properties
fire a pulse of energy or condensed plasma instead of
conventional projectiles. While blasters are commonplace Cleric Simple firearms
in many science-fiction settings, they might only make Druid Simple firearms that don’t have the
an appearance in other settings only as wild, steampunk- Two-Handed or Scatter properties
esque experiments, or in the remnants of a derelict,
Fighter Simple firearms, martial firearms
advanced civilization.
Firearms follow slightly different rules to Monk Simple firearms
conventional ranged weapons, and also generally use two Paladin Simple firearms, martial firearms
or more damage dice. Blasters used in futuristic settings
are considered firearms and use these rules as well. Ranger Simple firearms, martial firearms
Rogue Simple firearms, martial firearms
Firearm Damage Rolls that don’t have the Explosive, Heat,
Unlike other weapons, you don’t add your ability modifier Heavy, or Overheat properties
to the damage roll of a firearm unless otherwise stated.
Sorcerer Simple firearms that don’t have the
Two-Weapon Fighting with Firearms Two-Handed or Scatter properties
When you engage in two-weapon fighting with two light Warlock Simple firearms
firearms, you subtract 2 from the damage roll of the bonus
attack, to a minimum of 1 damage. Wizard Simple firearms that don’t have the
Two-Handed or Scatter properties
Firearm Ammunition Mage Hand Press Classes
All firearms require special ammunition. Most firearms
use bullets, but some require even more specialized Alchemist Simple firearms
projectiles. The ammunition of a firearm is destroyed Binder Simple firearms
upon use. Captain Simple firearms, martial firearms
Channeler Simple firearms, martial firearms
Firearm Ammunition
Ammunition Cost Weight Craftsman Simple firearms, martial firearms,
exotic firearms
Blunderbuss shot (10) 1 gp 2 lb.
Gunslinger Simple firearms, martial firearms
Bullets (10) 2 gp 2 lb.
Investigator Simple firearms, martial firearms
Dragon Bullet 1 gp — that don’t have the Explosive, Heat,
Grenade 5 gp 3 lb. Heavy, or Overheat properties
Harpoon 5 gp 4 lb. Martyr Simple firearms, martial firearms
Musket balls (10) 1 gp 2 lb. Necromancer Simple firearms
Rocket 20 gp 6 lb. Warden Simple firearms, martial firearms
that don’t have the Sighted property
Shell (10) 5 gp 2 lb.
Warmage Simple firearms
Witch Simple firearms

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Mage Hand Press
Simple Renaissance Firearms
Name Cost Damage Weight Properties
Flintlock 75 gp 2d6 piercing 6 lb. Ammunition (range 30/120), dry, light, loading, misfire

Martial Renaissance Firearms


Name Cost Damage Weight Properties
Blunderbuss 180 gp 2d8 piercing 8 lb. Ammunition (range 30/90), dry, heavy, loading, misfire,
scatter (2d10), two-handed
Musket 175 gp 2d8 piercing 10 lb. Ammunition (range 80/320), dry, loading, misfire, two-handed

Exotic Renaissance Firearms


Name Cost Damage Weight Properties
Duck’s Foot 225 gp 2d8 piercing 12 lb. Ammunition (range 30/120), dry, light, loading, misfire,
twinshot
Volley Gun 300 gp 2d8 piercing 40 lb. Ammunition (range 100/400), dry, heavy, misfire, reload
(10, 2 actions), two-handed

Simple Industrial Age Firearms


Name Cost Damage Weight Properties
Double-Barrel 200 gp 2d6 piercing 8 lb. Ammunition (range 10/30), reload (2), scatter (2d8), two-
Shotgun handed
Hunting Rifle 175 gp 2d6 piercing 8 lb. Ammunition (range 80/320), reload (5), two-handed
Parlor Gun 75 gp 2d4 piercing 2 lb. Ammunition (range 30/120), concealable, light, reload (2)
Revolver 100 gp 2d6 piercing 3 lb. Ammunition (range 60/240), reload (6)

Martial Industrial Age Firearms


Name Cost Damage Weight Properties
Gatling Gun 3,000 gp 2d8 piercing 125 lb. Ammunition (range 80/320), automatic, heavy, mounted,
reload (40), two-handed
Harpoon Gun 250 gp 2d8 piercing 10 lb. Ammunition (range 30/120), loading
Light Cannon 3,000 gp 2d12 bludgeoning 225 lb. Ammunition (range 80/320), heavy, mounted, reload
(1, 2 actions), special, two-handed

Exotic Industrial Age Firearms


Name Cost Damage Weight Properties
Double Handgun 300 gp 2d8 piercing 6 lb. Ammunition (range 30/120), reload (6), twinshot
Dragon Rifle 225 gp 2d10 fire 8 lb. Ammunition (range 100/400), dry, heavy, loading, two-handed
Quadruple- 250 gp 2d8 piercing 16 lb. Ammunition (range 30/90), heavy, reload (4), scatter (2d10),
Barrel Shotgun two-handed

18
Complete Gunslinger
Simple Modern Firearms
Name Cost Damage Weight Properties
Handgun 100 gp 2d6 piercing 3 lb. Ammunition (range 60/240), reload (10)
Submachine Gun 200 gp 2d4 piercing 6 lb. Ammunition (range 10/40), automatic, light, reload (16),
foregrip

Martial Modern Firearms


Name Cost Damage Weight Properties
Assault Rifle 350 gp 2d6 piercing 7 lb. Ammunition (range 80/320), automatic, reload (20), two-
handed
Grenade Launcher 850 gp 2d8 fire 10 lb. Ammunition (80/320), explosive, loading, two-handed
Magnum 500 gp 2d8 piercing 6 lb. Ammunition (50/200), heavy, reload (6)
Pump Shotgun 200 gp 2d6 piercing 7 lb. Ammunition (range 30/90), heavy, reload (10), scatter (2d8),
two-handed
Rocket Launcher 1,250 gp 2d10 fire 20 lb. Ammunition (range 80/320), heavy, reload (1, 2 actions),
special, two-handed
Sniper Rifle 500 gp 2d8 piercing 8 lb. Ammunition (range 150/560), heavy, reload (4), sighted, two-
handed

Exotic Modern Firearms


Name Cost Damage Weight Properties
Anti-Material 650 gp 2d10 piercing 30 lb. Ammunition (range 150/450), heavy, loading, sighted, two-
Rifle handed
Assault Shotgun 350 gp 2d8 piercing 10 lb. Ammunition (range 10/30), automatic, heat, heavy, scatter
(2d10), two-handed
Briefcase Gun 650 gp 2d8 piercing 6 lb. Ammunition (range 30/120), concealable, reload (10)
Magnum, Explosive 1,250 gp 2d8 fire 8 lb. Ammunition (range 50/200), explosive, heavy, reload (4)
Multi-Rocket 1,750 gp 2d8 fire 22 lb. Ammunition (range 30/90), explosive, heavy, loading, scatter
Launcher (2d10), two-handed
Revolving Grenade 900 gp 2d8 fire 16 lb. Ammunition (range 100/400), explosive, heavy, reload (6),
Launcher two-handed

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Mage Hand Press
Simple Futuristic Blasters
Name Cost Damage Weight Properties
Avia-Ra Sunstaff 150 gp 2d6 radiant 6 lb. Blaster (range 100/400), special, two-handed
Ion Cannon 250 gp 2d6 radiant 6 lb. Blaster (range 30/90), scatter (2d8), two-handed
Phaser 75 gp 2d4 radiant 2 lb. Blaster (range 50/200), light, nonlethal
Repeater 100 gp 2d6 radiant 3 lb. Blaster (range 60/240)
Standard Carbine 250 gp 2d6 radiant 7 lb. Automatic, blaster (range 80/320), two-handed
Swarm Pistol 100 gp 2d4 radiant 2 lb. Automatic, blaster (range 30/120), foregrip, light

Martial Futuristic Blasters


Name Cost Damage Weight Properties
Antimatter Carbine 400 gp 2d6 necrotic 4 lb. Automatic, blaster (range 30/120), foregrip
Blitz Cannon 800 gp 2d8 lightning 7 lb. Blaster (range 10/30), heavy, scatter (2d10), two-handed
Concussion Rifle 800 gp 2d8 thunder 8 lb. Blaster (range 150/600), sighted, two-handed
Diode Beam 2,000 gp 2d8 radiant 80 lb. Blaster (range 120/480), heavy, mounted, special, two-handed
Magnus 800 gp 2d8 radiant 6 lb. Blaster (range 70/280), heavy, overheat
Plasma Launcher 1,000 gp 2d6 fire 8 lb. Blaster (range 50/200), explosive, foregrip
Psionic Helm 750 gp 2d6 psychic 3 lb. Blaster (range 70/280), special
REC Gun 1,500 gp 2d8 radiant 120 lb. Automatic, blaster (range 100/400), heavy, mounted, two-handed
Singularity Emitter 2,500 gp 2d10 force 400 lb. Blaster (range 120/480), heavy, overheat, special, two-handed
Volcanic 1,000 gp 2d6 fire 10 lb. Blaster (range 15-foot cone), heat, heavy, two-handed, special

Exotic Futuristic Blasters


Name Cost Damage Weight Properties
Binary Gun 550 gp 2d6 radiant 6 lb. Automatic, blaster (range 80/320), light, twinshot
Experimental Carbine 450 gp 2d8 force 5 lb. Automatic, blaster (range 80/320), two-handed
Fusion Emitter 3,000 gp 2d10 radiant 60 lb. Blaster (range 120/480), heat, heavy, special, two-handed
Hardlight Ballista 1,250 gp 2d10 force 20 lb. Blaster (range 170/680), heavy, reload (1), sighted, two-handed
Hyper Blitz Cannon 950 gp 2d8 lightning 10 lb. Automatic, blaster (range 30/90), heat, heavy, scatter (2d10),
two-handed
Linear Accelerator 800 gp 2d8 varies 12 lb. Automatic, ammunition (range 100/400), heavy, special, two-
handed

20
Complete Gunslinger
Heavy. Small creatures have disadvantage on attack
Weapon Properties rolls with heavy weapons. A heavy weapon’s size and bulk
Many weapons have special properties related to their use, make it too large for a Small creature to use effectively.
as shown in the weapons tables. Light. A light weapon is small and easy to handle,
Ammunition. You can use a weapon that has the making it ideal for use when fighting with two weapons.
Ammunition property to make a ranged attack only if Loading. Because of the time required to load this
you have ammunition to fire from the weapon. Each time weapon, you can fire only one piece of ammunition from
you attack with the weapon, you expend one piece of it when you use an action, bonus action, or reaction to fire
ammunition. The ammunition of a firearm is destroyed it, regardless of the number of attacks you can normally
upon use. Drawing the ammunition from a quiver, case, make.
or other container is part of the attack (you need a free Misfire. When you roll a 1 on the d20 for an attack
hand to load a one-handed weapon). At the end of the roll with this weapon, it jams. A jammed weapon can’t be
battle, you can recover half your expended ammunition by used to make an attack until a creature uses its action to
taking a minute to search the battlefield. clear the weapon malfunction.
If you use a weapon that has the Ammunition Mounted. This weapon is normally used while
property to make a melee attack, you treat the weapon as attached to a tripod, vehicle, or other bracing mount. You
an improvised weapon. A sling must be loaded to deal any can mount or unmount this weapon as an action. While it
damage when used in this way. is mounted, it can’t be moved. It can only be used to make
Automatic. When you make an attack with this an attack while unmounted if held by a Medium or larger
weapon on your turn, you can choose to make two attacks creature with a Strength score of at least 15.
instead. These attacks are always made with disadvantage, Nonlethal. When you reduce a creature to 0 hit points
regardless of circumstance. These attacks use twice the using this weapon, you can choose to knock the creature
normal amount of ammunition. out, rendering it unconscious, rather than deal a killing
Blaster. A weapon with the Blaster property is a blow.
ranged weapon that requires no ammunition. Blasters are Overheat. Once you make an attack with this
considered firearms for the purpose of class features and weapon, it can’t be used again to make an attack until the
abilities. Like firearms, you don’t add your ability score end of your next turn.
modifier to blasters’ damage rolls. Reload. This weapon can be used to make a number
Concealable. While stowed, you have advantage on of attacks before it must be reloaded. If you are proficient
Dexterity (Stealth) checks made to conceal this weapon. with the weapon, reloading it takes a bonus action;
Dry. If this weapon is ever submerged in water or otherwise, reloading it takes an action. Some weapons
doused with a significant quantity of water, it jams. A require an action or longer to reload, even if you have
jammed firearm can’t be used to make an attack until a proficiency, which is specified in the Reload property. If
creature uses its action to clear the weapon malfunction. reloading a weapon requires longer than one action, the
Explosive. When this weapon’s projectile hits a target, weapon can’t be used to make attacks until reloading is
it explodes in a 15-foot diameter sphere. The projectile finished.
can target an unoccupied space within its range. Each Scatter. If you make an attack against a target that
creature other than the target within the blast radius (for is within half this weapon’s normal range, you deal the
a Medium or smaller target, each creature within 5 feet damage value listed in parentheses instead of the weapon’s
of it) must make a DC 14 Dexterity saving throw, taking normal damage dice.
half the damage rolled on a failed save or no damage on a Sighted. This weapon has disadvantage on attack rolls
successful one. made against targets within 20 feet.
Foregrip. This weapon can be used with one or two Special. A weapon with the special property has
hands. If used in two hands, its normal range increases by unusual rules governing its use, explained in the weapon’s
50 feet and its long range increases by 200 feet. description (see “Special Weapons”).
Heat. This weapon gains a heat point whenever an
attack is made with it, and loses one heat point whenever
you begin your turn. If the weapon gains 3 heat points, it
overheats and loses all heat points. An overheated weapon
can’t be used to make an attack again until the end of your
next turn.

21
Mage Hand Press
Twinshot. Once on each of your turns when
you make an attack with this weapon, you can make Chapter 4: Spells
another attack with it against a different creature that
is within 5 feet of the original target and within range In any world in which magic and firearms coexist, arcana
of the weapon. has walked in lockstep with the evolution of combat,
Two-Handed. This weapon requires two hands when adapting varyingly counter and augment the power of guns.
you attack with it. Some spells have been crafted to specifically to cripple
gunmen, such as the almost necessary spell, jam weapon.
Special Weapons Other spells, such as chromatic bullet, add a tinge of arcana
Weapons with special properties are described here. into gunplay, bringing spells and firearms closer together.
Avia-Ra Sunstaff. This weapon can also be used as a This chapter contains spells enjoyed by spellslingers,
quarterstaff. clerics, and wizards alike.
Bomb. When a bomb hits a target, it explodes in a
5-foot radius and is destroyed. The bomb can be thrown at Renaissance Tag
an unoccupied space within its range. Each creature other To better organize these spells, the following spells include
than the target within the blast radius must succeed on the Renaissance tag. This tag indicates that this spell is
a DC 11 Dexterity saving throw, taking half the damage appropriate in campaigns with prevalent firearms and
rolled on a failed save or no damage on a successful one. other emerging technologies.
Additionally, as a bonus action, you can empty some
of the bomb’s explosive material to permanently remove
the blast radius from this bomb, dealing damage only to
Spell Descriptions
the bomb’s target. These spells are listed in alphabetical order.
Diode Beam. As an action, this weapon can be fired
continuously in a beam, affecting a 120-foot long, 5-foot
Antiballistics Field
6th-level abjuration (renaissance)
wide line in a direction you choose. When a creature
enters the area for the first time on a turn or starts its turn Casting Time: 1 action
there, it must make a DC 14 Dexterity saving throw or Range: Self (40-foot-radius sphere)
take 4d6 radiant damage. Components: V, S, M (a pinch of wet gunpowder)
At the beginning of each of your subsequent turns, Duration: Concentration, up to 10 minutes
roll a d20. On a 5 or lower, the weapon overheats and An invisible 40-foot-radius field of magic extends
can’t be fired until the end of your next turn. If you roll from you, disrupting bullets and causing firearms to
higher than 5, you can use your action to continue firing malfunction. Within the sphere, attacks with firearms fail,
the beam and can change the direction the line faces from and firearms used to make an attack immediately jam. A
you. jammed firearm can’t be used to make an attack until a
Fusion Emitter. When this weapon hits a target, each creature uses its action to clear the weapon malfunction.
creature within 5 feet of the target is pushed 5 feet away Firearms outside the sphere which are fired into
from it. it have disadvantage on attack rolls, and deal only half
Light Cannon. This weapon deals double damage to damage on a successful hit.
objects and structures.
Linear Accelerator. This weapon uses any item of Chromatic Bullet
10 pounds of less that can fit within a 1-foot cube as 1st-level evocation (renaissance)
ammunition. Its damage type is bludgeoning, piercing, or Casting Time: 1 bonus action
slashing damage, as appropriate to the ammunition used. Range: Self
Psionic Helm. You can use your choice of Components: V, S, M (a firearm)
Intelligence, Wisdom, or Charisma, instead of Dexterity, Duration: Concentration, up to 1 minute
for this weapon’s attack rolls.
Rocket Launcher. This weapon deals double damage The next time you hit a creature with a ranged weapon
to objects and structures. attack using a firearm during the spell’s duration, your
Singularity Emitter. When this weapon hits a target, bullet sparks with elemental energy. The attack deals an
each creature within 10 feet of the target is pulled up to 5 extra 2d4 damage to the target. You choose whether this
feet toward it. additional damage is acid, cold, fire, lightning, poison,
Volcanic. Whenever you make an attack with this or thunder damage, and you can choose to change the
weapon, it spews flames in a 15-foot radius cone. Each firearm’s damage to one of these damage types. You do not
creature within that area must make a DC 14 Dexterity need to pick the same damage type for both.
saving throw or take 2d6 fire damage. At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
2d4 for each slot level above 1st.
Concealed Shot
Illusion cantrip (renaissance)
Casting Time: 1 action
Range: Self
Components: S, M (a ranged weapon)
Duration: Instantaneous
22
Complete Gunslinger
As part of the action used to cast this spell, you must The spell’s damage increases by 1d8 when you reach
make an attack with a ranged weapon, otherwise the spell 5th level (2d8), 11th level (3d8), and 17th level (4d8).
fails. The attack’s projectile is invisible while in flight, and
the weapon itself is silent. If the weapon is a firearm, this Jam Weapon
spell suppresses the smoke and light the weapon produces, 2nd-level transmutation (renaissance)
making it impossible to see or hear where the shot came Casting Time: 1 reaction, which you take when a creature
from. you can see within range attacks with a firearm
This spell only conceals the first shot you make; any Range: 60 feet
additional shots aren’t concealed. Components: V, S, M (a pinch of wet gunpowder)
Duration: Instantaneous
Conjure Cannonball
3rd level conjuration (renaissance) The firearm you target jams upon firing. The attack fails,
and the firearm is jammed. A jammed firearm can’t be
Casting Time: 1 action used to make an attack until a creature uses its action to
Range: 600 feet clear the weapon malfunction.
Components: V, S, M (a small replica cannon) At Higher Levels. When you cast this spell using a
Duration: Instantaneous spell slot of 3rd level or higher, you can jam one additional
You summon a cannonball, mid-flight and at full velocity, firearm within range for each slot level above 2nd.
which explodes on impact. Make a spell attack roll against
a target you can see within range. On a hit, the target takes Jethro’s Instant Reload
4d10 bludgeoning damage, and each creature within 5 feet 2nd-level conjuration (ritual) (renaissance)
of the target must make a Dexterity saving throw. On a Casting Time: 1 action
failed save, a creature takes half as much damage. Range: Touch
At Higher Levels. When you cast this spell using a Components: V, S, M (a spent bullet casing)
spell slot of 4th level or higher, the damage increases by Duration: 1 hour
1d10 for each spell slot above 3rd.
One ranged weapon you touch becomes enchanted to
Conjure Cover reload itself automatically. If the weapon has the Loading
1st-level conjuration (ritual) (renaissance) or Reload property, you can ignore this for the duration.
When the weapon’s ammunition is depleted, new
Casting Time: 1 bonus action ammunition teleports from your person to your hand or
Range: 10 feet into the weapon, as appropriate. If the weapon takes an
Components: V, S, M (a duck figurine) action or longer to reload, it reloads itself at the end of
Duration: Concentration, up to 1 hour your turn.
You conjure a low cobblestone wall along the ground, If you aren’t carrying sufficient ammunition for the
a perfect source of cover, at a point you can see within weapon to reload, the spell ends.
range. The wall is 18 inches thick and is composed of
three 5-foot long by 3-foot high segments. Each segment Perforating Smite
must be contiguous with at least one other segment. 2nd-level evocation (renaissance)
A Medium creature that hunkers behind the wall has Casting Time: 1 bonus action
half cover from ranged attacks, and a Small creature that Range: Self
hunkers behind it has three-quarters cover from ranged Components: V
attacks. A prone creature has total cover behind the wall. Duration: Concentration, up to 1 minute
The wall can be leapt over without using any additional
The next time you make an attack with a firearm before
movement.
this spell ends, the shot is charged with an incredible
Each segment has AC 10 and 60 hit points. Reducing
amount of power. Instead of making an attack roll against
a segment of the wall to 0 hit points causes it to crumble,
a single target, the shot becomes a 5-foot wide line that
destroying it. The wall disappears when all the segments
extends from you out to the weapon’s normal range. Each
are destroyed or the spell ends.
creature in that line must make a Dexterity saving throw.
Finger Guns A creature takes the weapon’s normal damage on a failed
Evocation cantrip (renaissance) save, or half as much damage on a successful one.
Casting Time: 1 bonus action Protection from Ballistics
Range: Self 2nd-level abjuration (renaissance)
Components: V, S
Casting Time: 1 action
Duration: 1 minute
Range: Touch
You extend your forefinger and thumb, a dangerous Components: V, S
gesture mimicking a gun. For the duration, you can use Duration: Concentration, up to 1 minute
your action to make a ranged spell attack against one
A shimmering shield of energy surrounds one willing
creature you can see within 60 feet of you, dealing 1d8
creature you touch. For the duration, ranged attacks made
force damage on a hit.
by firearms have disadvantage against the target, and the
Your finger gun doesn’t require ammunition, but it is
target has resistance to any damage dealt by firearms.
considered to be a firearm for spells and effects that apply
to firearms.

23
Mage Hand Press
Complete
Investigator

Mage Hand Press


Chapter 1: Investigator
A collage of diagrams, maps, and small items litters
the wall, pinned with nails and connected by a
spiderweb of colorful strings. An elf stands nearby,
contemplating the mystery splayed out in front of her
and readying her crossbow for work.
A half-orc wearing a wide-brimmed hat leafs
through a thick tome, double-checking the
preparations: a sturdy net trap, holy symbols on the
doors, cloves of garlic, and several dozen wooden
stakes. The preparations made, the half-orc slinks into
the shadows and readies himself for the bloodshed.
Hastily tracing symbols in chalk, a human wearing
a long coat whirls about in a wide arc, completing a
rough magic circle in mere seconds. A monstrously fat
demon, blood dripping with its drool, lunges at him,
but instead impacts off an invisible magical barrier, a
cylinder raised from the circle’s edge. The fiend howls
with rage, and the inquisitor breathes a sigh of relief.
Supernatural detectives and monster slayers,
investigators are always on the hunt for malevolent
outsiders. Whenever evil seeps into the world—be it
fiends, undead, or strange abominations from beyond
the stars—investigators will be the first to locate them
and banish their foul corruption from the mortal
plane.

Paranormal Investigators
There are forces more ancient than time, foes more
sinister than the foulest men, and beings more titanic
than gods. The world stands at a precipice of woe and
terror, being threatened nightly by dark agents and
hordes of monsters. At risk to their own lives and
sanities, investigators penetrate the evil that creeps
in the shadows and banish it from the world. Their
battles are never-ending, for victory only delays
doomsday another night.
Investigators track supernatural threats ranging
from incorporeal spirits, to nefarious vampires and
lycanthropes, to incursions of demons and devils.
Often in their investigations, they often uncover
secret cults and maligned individuals who bring these
supernatural threats to bear. It is always their goal
to impede these evildoers by any means necessary,
resorting to trickery, guile, magic, and bloodshed
when necessary. To an investigator, no tactic is
unthinkable when the world is at stake.

Exorcists and Occultists


Even as they strive to contain its influence
from the world at large, investigators dabble
in forbidden magic to give themselves an
edge against supernatural threats. Prepared
investigators keep a well-stocked grimoire
of magical secrets, containing rituals,
incantations, notes on monsters’ powers

1: Investigator 1
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and weaknesses, recipes for poisons, and arcane
The Investigator diagrams—everything needed to confront their
Proficiency Ritual foes on an even footing. Even so, an investigator’s
Level Bonus Features Level
occupation is perilous. A grimoire might spell out a
1st +2 Expertise, Ritualist 1st vampire’s fear of sunlight and aversion to silver, but it
2nd +2 Myths and Legends, 1st does little to hinder their fangs.
Rushed Incantation
3rd +2 Occult Specialization 2nd
Creating an Investigator
4th +2 Ability Score Improvement 2nd
As you build your investigator, consider what sort of
supernatural threat first drove you to investigating
5th +3 Exploit Vulnerability 3rd and combating the occult. Did one of your family
6th +3 Expertise, Occult 3rd members strike a bargain with a fiend? Were you
Specialization feature kidnapped by a cabal of vampires or a pack of
7th +3 Opportunistic Piety 4th lycanthropes? Did you stumble across evidence of an
eldritch abomination, such as a Great Old One? The
8th +3 Ability Score Improvement 4th
type of creature you first did battle with likely shaped
9th +4 Supernatural Resolve 5th your tools and methods later on.
10th +4 Occult Specialization feature 5th Did you apprentice under a seasoned monster
hunter, learning the ropes of tracking a threat,
11th +4 Finisher 6th
uncovering its weaknesses, and setting a trap for it?
12th +4 Ability Score Improvement 6th Or did you strike out on your own, compiling your
13th +5 Enigma Arcane 6th own grimoire from hard-earned research? Perhaps
you learned everything about monster hunting from
14th +5 Occult Specialization feature 6th
someone else’s grimoire, a masterwork containing
15th +5 Enigma Arcane improvement 6th an abridged library of occult knowledge and a
16th +5 Ability Score Improvement 6th lifetime of experience. It’s even possible that you
signed a contract with a minor fiend and turned to
17th +6 Enigma Arcane improvement 6th
supernatural investigation in a last-ditch effort to save
18th +6 Exorcist 6th your soul.
19th +6 Ability Score Improvement 6th
Quick Build
20th +6 Spellbinder 6th Follow these suggestions to build an investigator
quickly: Intelligence should be your highest ability
score, followed by Dexterity or Strength. Choose any
background. Then, select the rituals clue, comprehend
languages, detect magic, and transient bulwark to add
to your grimoire.

Class Features
As an investigator, you have the following class
features.
Hit Points
Hit Dice: 1d8 per investigator level
Hit Points at 1st Level: 8 + your
Constitution modifier
Hit Points at Higher Levels: 1d8 (or
5) + your Constitution modifier
per investigator level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand
crossbows, heavy crossbows,
longswords, rapiers, shortswords
Tools: One gaming set
Saving Throws: Intelligence, Dexterity

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Skills: Choose three from Arcana, Athletics, Investigator Rituals
Deception, History, Insight, Intimidation, Investigators can add the following spells
Investigation, Medicine, Nature, Perception, to their grimoires. Spells marked with an
Persuasion, Stealth, Sleight of Hand, and Religion asterisk (*) are new to this class and spells
marked with a dagger (†) are counted as
Equipment if they had the ritual tag. This list is not
You start with the following equipment, in addition to exclusive; if you use additional ritual spells
the equipment granted by your background: in your game that are not included on
• Leather armor this list, you can add these spells to your
• A dagger and (a) a spear or (b) any simple weapon grimoire and cast them as rituals.
• (a) a light crossbow and 20 bolts or (b) a hand
crossbow and 20 bolts 1st Level Silence
Spider Climb †
• (a) dungeoneer’s pack or (b) one kit you’re Alarm
Utter Appearance *†
proficient with Blood Print *
Clue * Utter Energy *†
• A grimoire and a material component pouch Zone of Truth †
Comprehend
Expertise Languages
Consecrated Armor *
3rd Level
At 1st level, choose two of your skill proficiencies; After Image *†
Detect Evil and Good †
Benign
your proficiency bonus is doubled for any ability Detect Magic
Dismemberment *
check you make that uses either of the chosen Detect Poison and
Clairvoyance †
proficiencies. Disease
Discern Truename:
At 6th level, you can choose two more of your Disguise Self †
Creature *
proficiencies to gain this benefit. Discern Truename:
Magic Circle †
Object *
Fly †
Find Familiar
Ritualist Floating Disk
Meld into Stone
Phantom Steed
You maintain a grimoire brimming with magical Heroism †
Remove Curse †
rituals, your most potent tools to defeat supernatural Identify
Séance *
threats. Illusory Script
Sending †
Memorize *
Water Breathing
Grimoire Purify Food and Drink
Water Walk
At 1st level, you have a grimoire containing four 1st- Rumor *
Speak with Animals 4th Level
level spells of your choice that have the ritual tag from
Transient Bulwark†* Distort Gravity *
any class’s spell list (the spells needn’t be from the
Unseen Servant Divination
same list). You can’t cast spells in your grimoire except Utter Ego *† Locate Creature †
as rituals, unless you’ve learned them by some other Utter Insight *† Private Sanctum †
means. Soul Bond *
Whenever you gain a level in this class, you can 2nd Level Utter Substance *†
add an additional ritual spell from the Investigator Animal Messenger
Rituals list to your grimoire at no cost. The Ritual Arcane Lock † 5th Level
Level column on the Investigator table shows the Arcanist’s Magic Commune
maximum spell level you can add to your grimoire. Aura † Commune with Nature
Augury Discern Truename:
Additionally, whenever you find a ritual spell on
Gentle Repose Location *
your adventures, you can add it to your grimoire if Knock † Dream †
it is on the Investigator Rituals list of a level you can Locate Animals or Legend Lore †
add to your grimoire. For each level of the spell, the Plants Telepathic Bond
transcription process takes 2 hours and costs 50 gp for Locate Object †
the rare inks needed to inscribe it. Magic Mouth 6th Level
Nondescript *† Find the Path †
Bonus Rituals Protect Threshold * Forbiddance
As an investigator, you can treat specific spells as if See Invisibility † Game of Fate *
they had the ritual tag, allowing you to add them to Instant Summons
your grimoire and cast them as rituals. These spells
are listed on the Investigator Rituals table to the right.
Spellcasting Ability spell refers to your spellcasting ability. In addition,
Intelligence is your spellcasting ability for your ritual when you cast an investigator ritual or a spell
spells, since you master your spells through deduction offered to you by a feature in this class, you use your
and cunning. You use your Intelligence whenever a Intelligence modifier when setting the saving throw
DC and making an attack roll.

1: Investigator 3
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Spell save DC = 8 + your proficiency bonus + and class features such as hunter’s mark, Sneak Attack,
your Intelligence modifier and Finisher are not doubled by this effect. Moreover,
Spell attack modifier = your proficiency bonus + the attack, as well as all other attacks made against
your Intelligence modifier the creature until the start of your next turn, are
considered magical for the purposes of bypassing
Myths and Legends damage resistance and immunity.
At 2nd level, you are extremely adept at uncovering Opportunistic Piety
knowledge which pertains to eldritch threats and
forgotten legends. You have advantage on Intelligence By 7th level, you always keep a wide array of holy
checks related to researching creatures, spells, and symbols and blessed items on your person, even if
other ancient or secret lore. you aren’t particularly pious. When you use your
Opportunistic Piety, you choose which effect to create
Rushed Incantation from the list below. You must then finish a short or
long rest to use your Opportunistic Piety again.
Beginning at 2nd level, you can hastily perform any Banish. You cast the spell banishment without
ritual spell in your grimoire that has a casting time of using a spell slot. If the target is a fey, fiend, or undead
1 action, completing the ritual as a bonus action. If and fails its saving throw against this spell, it also
the ritual requires spell components worth 100 gp or takes radiant damage equal to your level.
less, you cast it without using spell components. You Miracle Healing. As an action, divine light from
can use this feature a number of times equal to your your hands knit the wounds of a willing creature you
Intelligence modifier (minimum 1), and regain the touch. That creature regains a number of hit points
ability to do so when you finish a long rest. equal to twice your investigator level. This ability has
As you gain higher levels in this class, you can use no effect on undead or constructs.
this feature additional times. You can use it once more Warding. As an action, you trace a holy symbol on
at 5th level (Int mod + 1), 9th level (Int mod + 2), a creature within 5 feet of you, warding it from harm.
13th level (Int mod + 3), and 17th level (Int mod + 4). For the next minute, aberrations, celestials, fey, fiends,
and undead which touch the target creature or hit it
Occult Specialization with a melee attack take 1d12 radiant damage.
At 3rd level, you choose a specialization, an area
of expertise in handling eldritch threats. Your Supernatural Resolve
specialization choices are detailed at the end of the At 9th level, you gain an extreme resilience to the
class description. Your specialization choice grants attacks and effects of the creatures you regularly
you features at 3rd level and then again at 6th, 10th, investigate. You can’t be possessed or charmed, and
and 14th level. you gain resistance to both psychic and necrotic
Trinkets damage.
Investigators of each specialization also collect a Finisher
number of supernatural trinkets. Once you use one
of your trinkets, you can’t use another one until you Beginning at 11th level, you know exactly how to
finish a short or long rest. As you gain higher levels in bring a monster down. Once on each of your turns
this class, you can use your trinkets additional times: when you hit a creature with a weapon attack, you can
You can use them once more at 5th level (2 uses), cause the attack to deal an extra 2d8 damage to the
11th level (3 uses), and 17th level (4 uses). creature. If the creature has less than half its hit points
remaining, you can instead deal an additional 4d8
Ability Score Improvement damage to the creature.
When you reach 4th level, and again at 8th, 12th, Enigma Arcane
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two At 13th level, you uncover a magical secret connected
ability scores of your choice by 1. As normal, you can’t to a wellspring of potent magic. You can cast one
increase an ability score above 20 using this feature. of the following spells once without expending a
spell slot: mirage arcane, plane shift, reverse gravity,
Exploit Weakness sequester, or teleport. You must finish a long rest
before you can do so again.
Most supernatural creatures have some form of
At 15th level, you can also cast one of the following
weakness, a chink in their armor that allows them to
spells without expending a spell slot: antimagic field,
be defeated. Starting at 5th level, once on each of your
glibness, maze, or mind blank. You must finish a long
turns when you hit a creature with a weapon attack,
rest before you can do so again.
it is treated as if it has vulnerability to the weapon’s
damage. Additional weapon damage added by spells

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At 17th level, you can also cast one of the following
spells without expending a spell slot: astral projection,
gate, or weird. You must finish a long rest before you
can do so again.

Exorcist
Beginning at 18th level, you can cast the spell
protection from evil and good without using a spell slot
or spell components.

Spellbinder
By 20th level, many rituals you perform have become
second nature to you. Select five ritual spells in your
grimoire with a casting time of 1 action. You can cast
these spells as a bonus action without using a use Mirrored Prism. You can
of Rushed Incantation, and you can do so without cast the spell blur or mirror
your grimoire on hand. If the ritual requires spell image, targeting yourself only,
components worth 100 gp or less, you cast it without once without using a spell slot or
using spell components. spell components.
Razortooth Bandages. You can
Occult cast the spell cure wounds or inflict
wounds once without using a spell
Specializations slot or spell components. This spell is
cast as if using a spell slot of the level shown in the
Investigators of all stripes share the broad goal Ritual Level column of the Investigator table.
of combating the occult, but their methods vary
wildly. Some emphasize cutting down monsters Relics
and banishing demons, while others believe that By 6th level, you’ve secured a handful of priceless
uncovering secrets and compiling critical information relics with rare and delicate enchantments. You can
is the surest method for eliminating supernatural use one of the following relics, and regain the ability
threats. When an investigator gains enough to do so when you finish a short or long rest.
experience, they can steer their approach, including Antediluvian Dynamo. You can cast the spell
their specific techniques they employ and the trinkets fireball or lightning bolt once without using a spell slot
they carry, into an occult specialization, a school of or spell components.
thought for handling eldritch threats. Lich’s Deathmask. You can cast the spell
counterspell or dispel magic once without using a spell
Antiquarian slot or spell components.
Festooned with magical trinkets from every corner of Mortal Coil. You can cast the spell animate dead
the globe, antiquarians have a tool for every occasion: or revivify once without using a spell slot or spell
silver arrowheads for lycanthropes, heartwood stakes components. Casting animate dead using this trinket
for vampires, blessed relics for fiends, and so on. As causes all undead servants created by previous
they expand their collections from piles of trinkets to castings of the spell to revert to lifeless corpses.
veritable museums, they become adept historians and
Magic Item Collection
arcanists, familiar with the story of every magic item
their care, as well how to use them in dire situations. Starting at 10th level, you maintain a vault of magic
items, secured in an extradimensional space with an
Artifact Historian elaborate locking mechanism. You can produce one of
Starting when you choose this specialty at 3rd level, these items, and change your selection each day when
you add the spell identify to your grimoire and never you finish a long rest.
require material components to cast it. The item is your choice of the following: a carpet
of flying, a cloak of the bat, a flame tongue, gauntlets of
Trinkets ogre power, an instant fortress, a ring of regeneration, a
By 3rd level, you’ve collected a number of magical ring of telekinesis, a sun blade, or a wand of wonder.
trinkets to help you collect and unravel profound
arcane secrets. You can use the following trinkets: Phylactery
Hateful Arrowhead. You can cast the spell By 14th level, you’ve secured the crown jewel of your
scorching ray or ray of enfeeblement once without collection: a lich’s phylactery. Though the original
using a spell slot or spell components. owner’s soul has been expelled from this accursed
artifact, it retains many of its unique properties.

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This magic item is always attuned to you Thesis
and doesn’t count against your total number Also at 3rd level, you gain access to certain spells
of attuned magic items. It has 5 charges, and associated with your thesis. Pick one of the following
regains 1d4 + 1 expended charges daily at dawn. You subject areas for your thesis: Corpus, Ignis, Mortis,
can expend one or more of these charges to use the or Regis. You gain a list of associated thesis spells.
following abilities: Once you gain access to a thesis spell, it is added
1 Charge: You can cast the spell false life as a second to your grimoire. If you gain access to a spell that
level spell without expending spell slots or spell doesn’t appear on the investigator ritual list, the spell
components. is nonetheless an investigator spell for you. You can
1 Charge: You can use your bonus action to regain an use your action and expend a use of your Rushed
expended use of your Trinkets. Incantation feature to cast one of your thesis spells.
2 Charges: As a reaction when you drop to 0 hit
points, you can drop to 1 hit point instead. Corpus
3 Charges: Make a melee spell attack against creature Investigator Level Spells
within your reach. On a hit, the target takes 5d6 3rd jump, longstrider
necrotic damage and you regain hit points equal to 5th alter self, heat metal
the total amount of necrotic damage dealt.
9th gaseous form, meld into stone
Archivist
Ignis
Though most investigators fill their grimoires with
Investigator Level Spells
hard-won knowledge borne from encounters with the
supernatural threats, some prefer to do bookkeeping 3rd burning hands, shatter
instead. Such archivists accrue knowledge, not 5th gust of wind, scorching ray
trinkets, by spending untold hours digging through
9th call lightning, wind wall
disparate tomes of occult knowledge and compiling
them into encyclopedic texts on the supernatural.
Mortis
Through their research, archivists become academic
masters of the arcane, and priceless reservoirs of Investigator Level Spells
obscure knowledge. 3rd bane, false life

Trinket 5th blindness/deafness, darkness


Starting when you choose this specialization at 3rd 9th revivify, vampiric touch
level, you’ve collected a powerful trinket to enhance
your ritual magic: Regis
Archaic Scroll. You can perform a ritual spell with Investigator Level Spells
your Rushed Incantation feature without expending 3rd charm person, hideous laughter
one of the feature’s uses.
5th enthrall, suggestion
9th dispel magic, hypnotic pattern

Erudite Spell
By 6th level, you’ve mastered the difficult theory
behind arcane propagation. When you cast a spell
which forces a creature to make a saving throw to
resist its effects, you can give one target of the spell
disadvantage on its first saving throw against the spell.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
Encyclopedic Expertise
Starting at 10th level, you can identify any arcane
effect from memory. Whenever you witness a spell
being cast or investigate a magical effect, you can
always identify the spell that was cast, the magic item
responsible, or the monster which produced the effect.
However, this ability fails to identify spells, magic
items, and monsters which are utterly unique or are
otherwise not recorded in arcane texts.

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Eidetic Memory Prepper
At 14th level, you can effortlessly duplicate spells you Starting at 6th level, your manic predictions
see in the world. You can copy any ritual spell you see of the future pay off in conventionally dangerous
being cast into your grimoire. situations. Whenever you ready an attack, you have
Moreover, you can precisely copy the exact advantage on the attack roll.
motions of a spell’s casting to duplicate its effect.
When you see a spell of 5th level or lower being cast, Probably Aliens
you can use your action and spend 1 use of your Beginning at 10th level, you can predict never-
Rushed Incantation feature as an action to cast the before-witnessed phenomena. Any time the
spell yourself without spending a spell slot. The spell GM would disallow other characters to make an
must have a casting time of 1 action, must not have Intelligence check to understand something because
expensive spell components, and must have taken the knowledge in question has no precedent, is too
place within the last minute to use this ability. Once obscure, or is simply unsupported by the available
you duplicate a spell in this way, you can’t duplicate it information, they can allow you to make an
again until you finish a long rest. Intelligence check to understand it anyway.

Conspiracy Theorist Off the Grid


By 14th level, you’re so adept at avoiding people that
The world is full of stuff that doesn’t add up. A you can always keep them at arm’s length. Whenever
natural disaster strikes and they talk about theoretical a hostile creature enters your reach, you can use your
weather patterns. People forget days at a time and reaction to move up to half your movement speed
they say some medical jargon about their brains. And without provoking opportunity attacks. Additionally,
nobody seems to notice the folks dressed in black who you are always under the effects of the nondetection
seem to be lurking behind every corner. It’s one big spell.
coincidence after another. But when you ask the right
questions and pull on the most innocuous threads, Containment Specialist
you start uncovering the biggest mysteries: the ones
They don’t want you knowing about. Though the study of magic is diverse and wonderous,
It’s hard to tell who They even are, apart from the it contains innumerable mysteries better left
fact they They’re massively influential and have deep unexplored. Such topics in magic are seldom studied,
pockets. They have agents everywhere, watching and for their very existence poses an existential threat to
waiting. What are their goals? What are they working the multiverse itself: chronomancy, protomancy, and
so hard to keep secret? You can’t be totally sure, but quantumancy are among the few graced with names
you have a few good theories. at all. When a sinister (or merely curious) arcanists
pulls on one of these volatile threads of knowledge,
Paranoid Insight they open a Pandora’s box of unpredictable effects; the
Starting when you choose this specialization at 3rd results are usually catastrophic. Using such dangerous
level, you have advantage on initiative rolls. arcana leaves lasting scars on people and objects,
metaphysical reverberations from the terrible secrets
Trinkets at their source.
By 3rd level, you’ve collected a number of magical As their title implies, containment specialists
trinkets to help you uncover mysteries that They don’t are tasked with tracking, isolating, and containing
want you to oust. You can use the following trinkets: exotic magic and its artifacts. Their job is hazardous
Masonic Charm. As a bonus action, you can attach and challenging, but is of critical importance to the
this charm to a weapon you are holding. When you do multiverse at large. Containment specialists usually
so, pick a number from 2 to 19. For the next minute, coordinate in clandestine groups to triangulate
the weapon scores a critical hit on attack rolls when new threats and ensure isolated ones are contained
you roll that number on a d20, in addition to a 20. indefinitely. With some luck, these organizations can
Three-Headed Coin. As a bonus action, you can remain obscure footnotes for generations, further
reroll one of your attack rolls or ability checks, or as a sheltering their secrets from curious eyes.
reaction you can reroll a saving throw you make. You
choose which of the d20s is used for the roll. Black Suit
Unfathomable Metal. As a bonus action, you Starting when you choose this specialization at 3rd
reveal the metal to a creature within 5 feet of you. The level, you can invoke a certian unspoken authority
target creature takes 1d6 radiant damage and must invested in your black suit. You gain proficiency in
succeed a Constitution saving throw. On a failed save, the Persuasion skill and add double your proficiency
it takes 1d6 radiant damage at the start of each of its bonus to checks you make with it.
turns for up to 1 minute. The creature can reattempt
the saving throw at the end of each of its turns, ending
the effect on a success.

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Trinkets you use your action to end it. All creatures and objects
By 3rd level, you’ve collected a handful of safe inside the pocket dimension are deposited as near as
magical items which aide in your search and possible to their corresponding locations in the real
containment of far more dangerous artifacts. You can world when this effect ends.
use the following trinkets: Once you use this ability, you can’t use it again
Antibell. As a bonus action, you can cast the until you finish a long rest.
spell silence once without using a spell slot or spell
components. Detective
Black Bag. As a bonus action, you can speak a Prowling at the edge of darkness, detectives
secret command word to open your black bag, an chase down clues and pull on threads to unravel
item linked to numerous extradimensional spaces. conspiracies which bring darkness into the world.
Once the command word is spoken, you can place Sometimes, this requires that you infiltrate a cult’s
items in the bag or retrieve them for up to 1 minute. secret meetings, other times it calls on you to
Any item placed within the bag is stored in its reconstruct a man’s last moments at a murder scene,
own extradimensional space, which is suffused by an but no matter what the mystery, you know that there
antimagic field. The bag’s mouth is 2 feet in diameter. is always an explanation.
It can hold up to 12 items, each weighing no more
than 50 pounds, and weighs as much as the heaviest Investigator’s Hunch
object stored within it. Starting when you choose this specialization at 3rd
When you retrieve an item from the bag, you level, you gain proficiency in the Investigation skill
always grab the item you intended. and add double your proficiency bonus to checks you
Cinnabar Compass. As a bonus action, you can make with it.
cast the spell locate object once without using a spell
Trinkets
slot or spell components.
By 3rd level, you’ve collected a number of magical
Concussive Strike trinkets to aid you in tracking supernatural creatures
Starting at 6th level, whenever you score a critical and unraveling mysteries. You can use the following
hit on a melee attack against a creature, the target is trinkets:
stunned until the beginning of your next turn. Glass Medallion. As a bonus action, you can cast
the spell invisibility, targeting yourself only, once
Nothing to See Here without using a spell slot or spell components.
At 10th level, with a blinding flash, you can overwrite Fogstone Periapt. As a bonus action, you can cast
the memories of those around you. You can cast the the spell misty step once without using a spell slot or
spell modify memory once as an action, targeting 3 spell components.
creatures within range, without using a spell slot or Skeleton’s Key. As a bonus action, you can cast the
spell components. You must modify the memories of spell knock once without using a spell slot or spell
each creature affected by the spell in the same way. components.
Once you use this ability, you can’t use it again
until you finish a long rest. Predictive Intuition
By 6th level, you can turn your skills at reconstructing
Containment Dimension events towards anticipating the next likely moment
By 14th level, you can leverage a powerful of a fight. As a bonus action, you can examine the
quarantine procedure to keep others safe from movements of a creature you can see within 30 feet.
dangerous artifacts. As an action, you can create a You can choose to
pocket dimension that is an exact duplicate of your add 1d4 to your next attack roll targeting that creature
surroundings at the moment of using this ability— before the start of your next turn, or you can choose
complete with duplicates of all the structures and to subtract 1d4 from the creature’s next attack roll
items therein—and transport creatures you choose against you before the start of your next turn.
within its area to the dimension. You decide the exact
area of the duplicate dimension, as long as its total Interrogator’s Instinct
space fits within a 150-foot cube. At 10th level, you are so accustomed to uncovering
While in the pocket dimension, you can only affect the truth that you can sense the intents behind
and be affected by other creatures in that dimension. someone’s voice. You can tell if a creature that you can
You can’t see creatures and objects outside the pocket hear speaking is charmed, possessed, or otherwise
dimension. Objects taken from the pocket dimension enchanted to speak against their will, and you have
vanish upon leaving it. advantage on any ability check you make to determine
The pocket dimension lasts for 10 minutes, and if you hear a lie.
ends early if it no longer contains living creatures or

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Power of Deduction
Starting at 14th level, you can use your action
to examine a creature you can see within 30 feet,
taking note of innumerable details and making
a lengthy string of logical deductions. For the next Monster Slayer
minute, you have advantage on Intelligence and Beginning at 6th level, when you use the Attack
Charisma checks you make to interact with this action, you can make one weapon attack as a bonus
creature, and you have advantage on attack rolls action. You can use this feature a number of times
against them. equal to your Intelligence modifier (a minimum of
Once you use this ability, you can’t use it again once) and regain all expended uses when you finish a
until you finish a short or long rest. short or long rest.

Exterminator Silvered Edge


Starting at 10th level, whenever you deal damage to
An exterminator suffers no monster to live. Trained in a creature with a weapon attack, it can’t regain hit
the art of slaying aberrations, fiends, and undead, you points until the start of your next turn. Additionally,
stand against evil where others falter, and draw your when you reduce a creature to 0 hit points, it can’t be
blade before others recognize a threat. Grand schemes raised as an undead creature nor be returned to life
and plots are less important than retribution against for 7 days.
those monsters which stalk the night, and your thirst
for such retribution is unquenchable. There is always Killer Instinct
another werewolf to be slain, another vampire to be Starting at 14th level, you can use your Exploit
staked, another demon to be banished; people rarely Weakness feature twice on your turn, but can’t use it
thank you, but you find satisfaction enough in your against the same target more than once.
work.
Infernal Agent
Bonus Proficiencies
Starting when you choose this specialization at 3rd Just as noble investigators shield the world from
level, you gain proficiency with martial weapons and sinister supernatural forces, infernal agents prowl the
medium armor. darkness enacting schemes to further supernatural
goals. Though actual devils oversee many infernal
Trinkets agents, just as many count themselves as operatives of
By 3rd level, you’ve collected a number of magical vampires, lycanthropes, ominous eldritch forces, and
trinkets to aid you in the elimination of monsters chaos itself. Their rationale and motives might vary,
and other fiendish threats. You can use the following but all infernal agents seek to disrupt the status quo
trinkets: that other investigators protect, casting them in stark
Consecrated Whetstone. As a bonus action, you contrast and as bitter enemies.
can cast the spell magic weapon once without using a
spell slot or spell components. Sinister Emblem
Gilded Dragon Scale. As a bonus action, you gain Starting when you choose this specialty at 3rd level,
resistance to one damage type of your choice for a you manifest a sign of your benefactors, marking you
minute. as one of their number. Choose the Fist, Horns, or
Wyverntooth Necklace. When you hit a creature Shadow. Your mark’s appearance reflects the nature of
with a melee weapon attack, you can use your bonus your benefactors: your Horns might be the devilish
action to activate this trinket, dealing an additional horns of a ram, or appear as vampire’s fangs, or even
2d6 acid damage to the creature. eldritch, unblinking eyes.

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Fist. One of your arms grows weighty Kick ‘em While They’re Down
with stone or scales, becoming a natural melee Starting at 6th level, you can capitalize on your foes’
weapon with which you can make slam attacks. setbacks. Once per turn, you can deal an extra 2d6
You have proficiency in your slam attack. On a hit, damage to one creature you hit with an attack if you
it deals 1d10 + your Strength modifier bludgeoning have advantage on the attack roll.
damage, and counts as magical for the purpose of
overcoming resistance and immunity to nonmagical Hide the Body
attacks and damage. By 10th level, you can flawlessly conceal the evidence
Additionally, incoming attacks simply bounce off of your misdeeds. Whenever you commit a murder,
your arm. As a result, bludgeoning, piercing, and robbery, vandalism, or similar crime, you can spend
slashing damage that you take from nonmagical 10 minutes hiding evidence at the scene. You can
weapons is reduced by 3. choose to remove all evidence connecting you to the
Horns. You grow a pair of horns, a direct crime, attempt to conceal the crime itself, or compose
connection to your benefactor’s malevolent power. the crime scene to imply a specific conclusion.
You can cast the following spells without using a
spell slot or spell components: burning hands, charm Master Plan
person, hellish rebuke, inflict wounds. This spell is By 14th level, you can set up the perfect crime by
cast at the level shown in the Ritual Level column of planning out its every detail. On your turn, you
the Investigator table for your level. You can use this can choose a creature or object you can see within
ability to cast a spell twice, and regain all expended 60 feet and use your action to plan. The next attack
uses when you finish a long rest. roll or ability check you make to enact this plan has
Shadow. Your benefactors snip your shadow advantage. If you spend 1 minute planning a course
from your body, allowing it to move independently. of action, you have advantage on the next three attack
Your shadow is a flat creature with 1 HP and 10 rolls or ability checks you make enacting your plan.
AC occupying a 5-foot square. On your turn, you
can command your shadow to move up to your Inquisitor
movement speed (no action required). You can use The church has long been the first line of defense
your bonus action to command your shadow to make against the tide of impending darkness. Yet, the
a melee spell attack. This attack uses your spell attack clergy’s stubborn devotion to righteousness impedes
bonus to hit and deals 1d6 necrotic damage on a hit. them where it counts: you must sometimes be willing
Additionally, you can use your bonus action to to do evil to counter evil. That’s where the inquisition
command your shadow to take the Help action. It can comes in.
take this action three times, and regain all expended As a righteous inquisitor of the faith, you are
uses when you finish a long rest. tasked with rooting out heresy, exorcising demons,
Your shadow vanishes if it enters an area of light and stamping out any sign of the occult, and are
created by a spell of 3rd level or higher or if it takes offered clemency for any action you take in the
any damage. Once your shadow vanishes, you can defense of the greater good. You may investigate
resummon it at your heels as a bonus action. anyone or anything you deem to be in line with the
forces of evil, for you alone are a holy blade in the
Trinkets dark, the arbiter of your church.
By 3rd level, you’ve assembled a collection of cursed
and baneful trinkets to help you achieve your Bonus Proficiencies
malevolent goals. You can use the following trinkets: Starting when you choose this specialization at 3rd
Broken Ankh. When you hit a celestial, elemental, level, you gain proficiency with medium armor.
or fiend with a melee weapon attack, you can use
your bonus action to activate this trinket, dealing an Exorcist’s Doctrines
additional 2d10 necrotic or radiant damage (your Also at 3rd level, you gain proficiency in the Religion
choice) to the creature. skill and add double your proficiency bonus to checks
Diabolical Bubble Gum. As a bonus action, you you make with it.
can chew on this fiendish treat. Until the beginning
Trinkets
of your next turn, whenever you take damage from
a creature within 5 feet of you, you can deal 2d6 fire By 3rd level, you’ve collected a number of magical
damage to that creature. trinkets to help you banish restless spirits and foul
Glass Demon’s Eye. You can use your bonus action demonic forces. You can use the following trinkets:
to activate this trinket, allowing you to see normally Alabaster Balm. As a bonus action, you can cast
in darkness, both magical and nonmagical, to a the spell lesser restoration once without using a spell
distance of 120 feet for the next minute. slot or spell components.

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Hallowed Chalice. As a bonus action, you can utter
a prayer and produce a volume of holy water from
this cup sufficient to fill one flask. After 24 hours, this
holy water becomes ordinary water. You can use this
trinket 5 times before its power is expended.
Reliquary of Doubt. As a bonus action, you can
cast the spell detect thoughts once without using a
spell slot or spell components. When casting the
spell in this way, it can only detect thoughts which
are associated with negative emotions, such as guilt,
apprehension, regret, or melancholy.
Divine Strike
At 6th level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of
your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d6
radiant damage to the target.
Rote Piety
Starting at 10th level, you command a mastery of
divine magic seldom seen among the clergy. You can
use your Opportunistic Piety feature three times, and
regain all expended uses when you finish a short or
long rest.
Excommunication
By 14th level, as an action, you can emblazon a
creature you can see within 60 feet with a mark of
religious condemnation. The target must succeed
on your choice of a Constitution or Wisdom saving
throw or be marked for the next minute. While
marked, the creature can’t regain hit points or
have advantage on any attack roll or ability check.
Additionally, whenever the creature takes an action,
it takes 2d6 radiant damage as the mark burns with
radiant light.
Once you use this feature, you can’t use it again
until you finish a long rest.

Kid Sleuth
Though not all kid sleuths are literally juvenile, they
are all ameteur detectives with a knack for solving
tricky crimes. Assisted by their ubiquitous talking
animal sidekicks, kid sleuths will happily dive into the
details of a grim crime scene to emerge with a handful
of clues and a lead on the bad guy. These sleuths
generally prefer to run away from trouble, rather than
engage it head-on, since mysteries only get harder
to solve with more dead bodies, but they are more
than capable of defending themselves if backed into a
corner.
Trinkets
By 3rd level, you’ve gotten your hands on a number of
useful detective items for solving crimes, mysteries,
and other hijinks.

1: Investigator 11
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Dooby Snack. You produce a tasty meat- Meddling Kids
cracker snack as a bonus action. A creature At 14th level, as a reaction when you see a hostile
which eats it on their turn (no action required) is creature within 15 feet attack one of your allies, you
bolstered for an hour. For this duration, the creature’s can impose disadvantage on the attack roll.
hit point maximum and current hit points increase
by 5. Medium
Magnifying Glass. As a bonus action, you can cast
As conduits between the living and dead, mediums
the spell clue once without using a spell slot or spell
offer an essential glimpse past the veil of mortality.
components. Additionally, when you cast this spell,
Using their auguries, seances, and divinations,
you can determine the type of each creature that
mediums can retrieve morsels of information from
leaves footprints or fingerprints.
the afterlife to settle debts with the living or and assist
Monster Mask. You can use your bonus action to
ongoing investigations. This information, however
activate this item, which reveals the true face of each
cryptic, can point an interested party toward clues or
creature you can see within 60 feet. A creature which
evidence which only the deceased might be able to
is concealing its identity using a physical disguise or
provide.
mask has this disguise magically tossed away, while
a creature that is magically transformed or disguised Fortelling
has this magical effect suppressed until the end of Starting when you choose this specialization at 3rd
your next turn. level, you can receive glimpses of the future. When
Talking Animal Sidekick you finish a long rest, roll two d20s and record the
number rolled. You can replace any attack roll, saving
Also at 3rd level, you gain a kid sleuth’s constant
throw, or ability check made by you or a creature that
companion: a talking animal sidekick. Your animal
you can see with this foretold roll. You must choose to
sidekick can be any of the following animals: cat, crab,
do so before the roll, and you can replace a roll in this
deer, goat, lizard, mastiff, owl, rat, raven, or weasel.
way only once per turn.
This animal can speak Common and has Intelligence,
As an action, you can use a use of your Rushed
Wisdom, and Charisma 10.
Incantation ability to make an additional fortelling
Your animal sidekick acts independently of you,
roll. You can have up to 3 foretold rolls at one time.
but it always obeys your commands. In combat, it
Each foretelling roll can be used only once. When you
rolls its own initiative and acts on its own turn. An
finish a long rest, you lose any unused foretelling rolls.
animal sidekick can’t attack, but it can take other
actions as normal. It can also use its action to sniff out Trinkets
clues, making an Investigation check with advantage By 3rd level, you’ve collected a number of objects
to find any relevant information you missed. which help you attune to the afterlife. You can use the
If you animal sidekick drops to 0 hit points, it is following trinkets:
knocked out instead of being killed. Your animal Dead Ringer. As an action, you can ring this bell
sidekick regains all its hit points when you finish a to cast the spell speak with dead once without using
long rest, and makes its way back to you if it is ever a spell slot or spell components. When you cast this
separated from you. spell using this trinket, you can ask only one question
If you drop to 0 hit points, your animal sidekick of the corpse.
will do its best to protect you from harm. Heptagonal Spectacles. As a bonus action, you can
Run Away cast the spell see invisibility once without using a spell
slot or spell components.
Starting at 6th level, you prefer to flee from monsters
Lucent Mirror. You can use your bonus action to
and bad guys until you can pin down their methods,
activate this trinket, causing you to phase partially
identities, and motives. Attacks of opportunity against
into the Ethereal Plane for up to 1 minute. For the
you have disadvantage.
duration, you can move through other creatures and
Split Up, Gang objects as if they were difficult terrain, but you take
By 10th level, you’ve discovered that you can cover 1d10 force damage if you end your movement inside
a lot more ground if you split up. If you are further a creature or object. Additionally, you have resistance
than 60 feet from your allies (excluding your animal to all damage. This effect ends early after you take
sidekick), you can’t be surprised. Furthermore, if damage.
you drop to 0 hit points while further than 60 feet Forewarning Presence
from your allies, you drop to 1 hit point instead and
By 6th level, the spirits of the dead guide your hand
can use your reaction to move up to your movement
when you would falter. You can reroll an attack roll
speed. Once you use this feature to avoid dropping to
or ability check you make, and must use the new roll.
0 hit points, you can’t use it again until you finish a
Once you use this ability, you can’t use it again until
long rest.
you finish a short or long rest.

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Whispers from Beyond Occultist Spellcasting
Starting at 10th level, you can open your perceptions
to receive a hint from beyond the pale. The GM Investigator Cantrips Spells Spell Slot
answers with a one-word hint pertaining to your best Level Known Known Slots Level
course of action, a fruitful line of inquiry, or some 3rd 2 2 1 1st
other useful direction. Once you use this ability, you 4th 2 2 1 1st
can’t use it again until you finish a long rest.
5th 2 3 2 1st
Third Eye 6th 2 3 2 1st
By 14th level, your connection to the afterlife allows
7th 2 4 2 2nd
you to see all. You can use your bonus action to cast
the spell true seeing without using a spell slot or spell 8th 2 4 2 2nd
components. Once you use this ability, you can’t use it 9th 2 5 2 2nd
again until you finish a long rest. 10th 3 5 2 2nd
Occultist 11th 3 6 2 2nd
Vampires, demons, lycanthropes, and aberrations 12th 3 6 2 2nd
all have one thing in common: they are all magical 13th 3 7 2 3rd
threats, best combated through magical means. To
14th 3 7 2 3rd
meet these foes on a level playing field, occultists
indulge in arcana, filling their grimoires with magical 15th 3 8 2 3rd
secrets and mastering a handful of spells. Occultists 16th 3 8 2 3rd
are the most likely investigators to cavort with 17th 3 9 2 3rd
warlocks, borrow tricks from wizards and magicians,
and dabble in dark magic to defeat their foes. 18th 3 9 2 3rd
19th 3 10 2 4th
Trinket
Starting when you choose this specialization at 20th 3 11 2 4th
3rd level, you’ve acquired a trinket to assist in your
collection of eldritch lore: warlock spell list, which also must be of a level for
Rune Keeper Eyeglass. As a bonus action, for the which you have spell slots.
next hour, you can read all writing. Spellcasting Ability. Intelligence is your
spellcasting ability for your warlock spells, so you
Pact Magic use your Intelligence whenever a spell refers to your
Starting when you choose this specialization at 3rd spellcasting ability. Use your investigator spell save
level, you augment your investigative skills with DC and spell attack bonus for your warlock spells.
complex magicks.
Cantrips. You learn two cantrips of your choice Eldritch Ruin
from the warlock spell list. You learn an additional Starting at 6th level, you can use your magical
warlock cantrip of your choice at 10th level. cunning to rip your foes asunder. You can cast a
Spell Slots. The Occultist Spellcasting table shows cantrip as a bonus action instead of dealing additional
how many spell slots you have. The table also shows damage with your Exploit Vulnerability feature.
what the level of those slots is; all of your spell slots
are the same level. Eyes of Another World
To cast one of your warlock spells of 1st level or Starting at 10th level, supernatural creatures can no
higher, you must expend a spell slot. You regain all longer escape your detection. You can see creatures
expended spell slots when you finish a short or long and objects that are invisible or ethereal, and you can
rest. see the original form of shapechangers or creatures
Spells Known of 1st Level and Higher. At 3rd level, whose form has been altered by magic. Additionally,
you know two 1st-level spells of your choice from the you can immediately detect if a creature you can see is
warlock spell list. possessed.
The Spells Known column of the Occultist table Maleficium
shows when you learn more warlock spells of your
Starting at 14th level, when you use your Exploit
choice of 1st level and higher. A spell you choose must
Weakness feature against a creature, you can cast the
be of a level no higher than what’s shown in the table’s
spell bestow curse on that creature as a bonus action,
Slot Level column for your level.
without using a spell slot or spell components; the
Additionally, when you gain a level in this class
targeted creature has disadvantage on its saving throw
and order, you can choose one of the warlock spells
against this spell.
you know and replace is with another spell from the

1: Investigator 13
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Bravado
Starting when you choose this specialization at 3rd
level, your knowing smile and infectious confidence
inspires trust in most people you meet, even when
you’re not telling the truth. You gain proficiency in
the Deception skill and add double your proficiency
bonus to checks you make with it.
Trinkets
By 3rd level, you have a collection of trinkets which
aid your espionage. You can use the following
trinkets:
Glass Dust. As a bonus action, you can throw this
dust in the air, becoming invisible until the beginning
of your next turn. This effect ends early if you take
damage.
Horn-Rimmed Glasses. As a bonus action, you can
cast the spell disguise self once without using a spell
slot or spell components.
Martini Glass. As a bonus action, you can cast the
spell charm person once without using a spell slot or
spell components.
Cloak and Dagger
By 6th level, you always endeavor to kill your
target in one strike. When you make an attack
roll against a creature that is surprised or
hasn’t taken a turn in combat yet, you can
maximize your weapon’s damage die.
Shaken Not Stirred
Starting at 10th level, your roguish smile grants
you incredible leeway. Whenever you fail a Charisma
(Deception) or Charisma (Persuasion) check, you can
reroll the check, and must use the results of the new
roll.
Once you use this ability, you can’t use it again
until you finish a long rest.
Body Double
By 14th level, you can rapidly exchange identities with
a corpse. When you reduce a humanoid creature to 0
hit points, you can assume the creature’s appearance,
Once you use this ability, you can’t use it again as per disguise self. The creature’s body, as well as
until you finish a short or long rest. its blood, clothing, and other physical evidence of
its death, become invisible for 8 hours. You can also
Spy use this ability as an action to touch the corpse of a
Infiltration, disguise, and lying through their teeth: humanoid creature which has been dead no longer
these are the principle skills of a spy. A talented spy than 1 day, assuming its appearance and causing the
rarely ever needs to draw a dagger to silence someone, body to become invisible.
for their honeyed words and agreeable disposition Once you use this ability, you can’t use it again
are all that is needed to draw out someone’s secrets. until you finish a long rest.
Of course, when they do strike, it is decisively and Time Operative
without warning. Such skills are invaluable for
governments and organizations of all varieties, The end of all things has been foretold: soon, a
for stealing confidential information, sabotage, horrific event will claim millions of lives. When such
monitoring persons of interest, and everything in a disaster looms, a special pocketwatch is delivered
between. from the future, promoting whoever receives it to
an operative, one dedicated to preventing it. The

14 1: Investigator
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pocketwatch is suffused with chronomantic energies,
empowering anyone who holds it.
To avoid paradoxes, no clues can be sent
Chapter 2: Spells
backwards in time with the pocketwatch. Only a This chapter details spells and magic ephemera
short message detailing the gravity of the situation known to investigators and other arcanists. It begins
can be sent. Therefore, it is inherent upon the time with spells lists for each class, detailing which classes
operative to solve the mystery and save the future learn which new spells, and concludes with new spell
from certain doom. descriptions.
Trinket
Starting when you choose this specialization at 3rd Truename Spells
level, you gain a powerful trinket which allows you People have long known that names hold power
to walk through time. Unlike other trinkets, you only over reality: to name a thing is to control it, and to
regain uses of this ability once you take a long rest. control it is to name it. This understanding goes back
Chronomancer’s Pocketwatch. As a bonus action to the dawn of creation, when the primeval gods
on your turn, you activate the watch and magically used the Words of Creation to speak the truename of
return to the beginning of your turn. Any events the universe, thus bringing all things into existence.
which have happened over the course of your turn are Everything—every plant, animal, stone, and building
undone, and you recover any actions and resources —possesses a truename which embodies its every
you expended over the course of your turn, except for property, and describes it in an unknowable language.
your bonus action and the use of this feature. To learn and speak these truenames is the oldest and
most potent form of magic.
Temporal Reverb
Truename spells possess a different structure to
By 6th level, you can use other timelines as a backup other spells. First, you must learn a truename through
when yours isn’t optimal. Whenever roll damage for a a spell which allows you to discern the truename of
weapon attack, you can choose to reroll the damage, an object, a creature, or a location. These spells can
replacing the damage die with a die one step smaller be cast as rituals, but have no inherent power on their
(a d10 becomes a d8, a d8 becomes a d6, etc.) You own: you must utter the truename to gain power over
can’t use this ability to reroll a weapon with a d4 its subject. Thus, it requires the casting of two spells
damage die. to use truename magic. However, once you have
Echo of Yesterday a truename, you will generally remember it for 24
Starting at 10th level, you can use your action to cast hours, allowing you to use several utterances upon the
your senses backward in time, viewing your location same subject.
as it was 24 hours prior. While viewing the past, you
are blind and deaf with regard to your own senses. Spell Lists
The past appears dreamlike and shadowy, but you The following spell lists show which spells can be cast
are able to discern detail and hear conversation as by characters of each class.
normal, and any special senses you possess (such as
darkvision) also work as normal. While perceiving the Bard Spells 2nd Level
past, you can look in any direction, but you cannot Protect Threshold
move or speak and are unable to sense your present 1st Level
surroundings. You can end this effect on your turn Memorize Cleric Spells
(no action required.) Rumor
1st Level
Steal Time 2nd Level Consecrated Armor
Beginning at 14th level, when you use your Exploit Nondescript
Weakness feature against a creature, you can use your Druid Spells
pocketwatch to steal moments from the target, which 4th Level
must make a Constitution saving throw against your Distort Gravity 4th Level
spell save DC. On a failed save, the creature freezes in 6th Level Distort Gravity
place until the end of its next turn. For the duration, Game of Fate
time doesn’t pass for the creature: it is stunned and Paladin Spells
can’t speak. Channeler Spells
Once you use this ability, you can’t use it again 1st Level
until you finish a long rest. 1st Level Blood Print
Blood Print Clue
Clue Consecrated Armor
Transient Bulwark Transient Bulwark

2: Spells 15
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New Spells
Ranger Spells 4th Level
These spells are new to the investigator class and are
Distort Gravity listed in alphabetical order.
1st Level Soul Bond
Blood Print 6th Level After Image
Clue 3rd-level illusion
Game of Fate
2nd Level Casting Time: 1 action
Nondescript Wizard Spells Range: Self
Components: V, S, M (a silver hand mirror worth 50
Sorcerer 1st Level gp)
Blood Print Duration: 10 minutes
Spells Clue You create an illusory duplicate of yourself which
1st Level Discern Truename: follows your every movement. When you are hit by
Object an attack during the spell’s duration, roll any die. On
Blood Print
Memorize an odd roll, the attack targets and hits the duplicate
Clue
Rumor instead of you. The duplicate vanishes, reappearing
Rumor
Transient Bulwark after you move 10 feet or more or take the Dodge
2nd Level Utter Ego action. On an even roll, the attack targets you as
Nondescript Utter Insight normal.
Protect Threshold 2nd Level
Benign Dismemberment
3rd Level Nondescript 3rd-level necromancy (ritual)
After Image Protect Threshold
Utter Appearance Casting Time: 1 minute
6th Level Range: Touch
Game of Fate 3rd Level Components: V, S
After Image Duration: 1 hour
Warlock Spells Benign Dismemberment
Discern Truename: For the duration, a willing target’s body parts (fingers,
1st Level Creature legs, tail, and even its head) can be harmlessly
Blood Print Seance severed from its body. It takes no damage from such
Clue Utter Energy dismemberment, as long as the cut removing the body
part is swift and leaves a clean cut. The target’s head
2nd Level 4th Level remains alive and conscious, and parts connected to
Nondescript Distort Gravity it also remain alive. All severed body parts become
Protect Threshold Soul Bond inanimate, but do not begin decomposition for the
3rd Level Utter Substance spell’s duration. Any of the target’s severed body parts
5th Level that are removed during this spell’s duration can be
After Image held back to the stump, which instantly causes the
Benign Dismemberment Discern Truename:
part to knit to the stump, restoring the body part.
Seance Location
At the end of the duration, severed body parts
4th Level 6th Level become permanent, and the target dies if vital organs
Soul Bond Game of Fate have not been reattached to its head.
Utter Inversion
Witch Spells Blood Print
7th Level 1st-level necromancy (ritual)
1st Level Utter Destination Casting Time: 1 action
Blood Print 8th Level Range: Touch
Clue Utter Form Components: V, S, M (an ounce or more of blood)
Rumor Duration: Instantaneous
9th level
2nd Level True Rename At your touch, wet blood on a surface shifts and
Nondescript reforms into a pattern of crimson blotches. This blood
Protect Threshold print is unique to the particular creature to whom the
blood belongs, but you can determine the creature’s
3rd Level kind (such as human, gnoll, deer, or fire giant) by
Benign Dismemberment examining the general shape. A print can be preserved
Seance by pressing a sheet of paper against the it. If this spell
is cast twice, it is possible to match samples of blood

16 2: Spells
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originating from the same creature by comparing the You peer into the deepest essence of a
prints. creature you can see within 60 feet to discern its
truename, a name bearing its utmost expression.
Clue The target creature can make a Wisdom saving
1st-level divination (ritual) throw to conceal its truename. If it fails, you learn the
Casting Time: 1 action creature’s truename, which you can remember for 24
Range: Touch hours. You can hold 3 truenames in your mind one
Components: V, S, M (a magnifying glass and pipe) time; learning an additional truename causes you to
Duration: 10 minutes forget the oldest trueame you have learned.
Learning a truename does not cause a magical
When you cast this spell, all footprints and
effect on its own, but allows you to utter the creature’s
fingerprints within a 45-foot radius of a point you
truename with deliberate permutations, while you
touch become highlighted and glow faintly for the
hold its truename in your mind.
duration. At the time of casting, choose any period
of time up to the last 10 days to the present; only Discern Truename: Object
footprints and fingerprints left within that time will 1st-level divination (truenaming) (ritual)
be highlighted. Each creature whose footprints or
fingerprints are detected by the spell is assigned a Casting Time: 1 action
unique color, but are not otherwise identified. Any Range: 60 feet
creature that moves or touches objects in the area will Components: V, S
also leave colorful footprints and fingerprints, which Duration: Instantaneous
might reveal invisible creatures in the area. You capture the essence of an object within range,
allowing you to discern its truename, a name bearing
Consecrated Armor its every property. The object must fit entirely within
1st-level abjuration (ritual) a 5-foot cube and it can’t be held or carried by an
Casting Time: 1 action unwilling creature. A sentient magic item can make
Range: Self a Wisdom saving throw to conceal its truename.
Components: V, S, M (A drop of blessed oil) If it fails, you learn its truename, which you can
Duration: 8 hours remember for 24 hours. You can hold 3 truenames in
your mind one time; learning an additional truename
You trace a holy symbol on your chest, and an
causes you to forget the oldest trueame you have
invisible barrier protects you until the spell ends.
learned. You can’t learn the truename of an artifact.
Your base AC becomes 12 + your Dexterity modifier.
If you are attacked by a fiend or undead, your AC
becomes 15 + your spellcasting ability modifier
against that attack.
Discern Truename: Creature
3rd-level divination (truenaming) (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

2: Spells 17
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Learning a truename does not cause unaffected. An unwilling creature can make a Wisdom
a magical effect on its own, but allows you saving throw to resist this effect. On a failed save, the
to utter the object’s truename with deliberate creature is compelled to join you in the game. If the
permutations, while you hold its truename in your target takes damage or falls unconscious, this spell
mind. ends.
The loser of the game takes 6d6 psychic damage. If
Discern Truename: Location no player loses the game or no player has won at the
5th-level divination (truenaming) (ritual) end of the spell’s duration, both you and the target
Casting Time: 1 action take this damage.
Range: 120 feet Additionally, you and the target creature can
Components: V, S, M (A map of the location) negotiate for greater stakes. You can bet higher
Duration: Instantaneous psychic damage, up to a maximum of 10d6, property,
or more esoteric rewards, such bestowal of a title, on
You capture the truename of a location, a name
the game. The spell reveals if a creature attempts to
embodying its every aspect. You decide the location’s
bet property they do not own. A bet is finalized when
boundaries, provided it fits within a 150-foot cube,
you and the target agree on the bet, solidifying the
centered on a point you can see within range. If the
bet with a handshake or similar gesture. Property or
location is the lair of a monster with lair actions, the
currency bet on the game is teleported to the winner
monster can make a Wisdom saving throw to conceal
at the game’s conclusion. The loser is also magically
this location’s truename. If it fails, you learn the
compelled to take any action (such as bestowing a
location’s truename, which you can remember for 24
title) promised as part of a bet.
hours. You can hold 3 truenames in your mind one
Lastly, no spell, magical effect, or creature other
time; learning an additional truename causes you to
than you and the target can influence the game’s
forget the oldest trueame you have learned. You can’t
outcome.
capture the truename of a demiplane or the domain of
a divine creature. Memorize
Learning a truename does not cause a magical 1st-level enchantment (ritual)
effect on its own, but allows you to utter the location’s
truename with deliberate permutations, while you Casting Time: 1 action
hold its truename in your mind. Range: Touch
Components: V, S, M (a page of written text and a
Distort Gravity length of silver string worth 10 gp, tied in a knot,
4th-level transmutation (ritual) which the spell consumes)
Duration: Instantaneous
Casting Time: 1 action
Range: Touch While casting this spell, your eyes pass over the words
Components: V, S, M (a gyroscope) on the page, which are committed to your memory.
Duration: Concentration, up to 1 hour For the next year, you exactly remember the details
of all information on this page. After that time, you
This spell changes the direction of gravity within a
have advantage on all Intelligence checks you make to
60-foot square area on surface you touch. The affected
recall this information.
area can wrap around a surface, if its geometry
permits. For the duration, creatures and objects Nondescript
within 15 feet of the surface fall toward it as if it were 2nd-level illusion
the ground. A creature can walk on this surface as if it
were level ground, even if the surface is perpendicular Casting Time: 1 action
to the ground or upside down. Range: Self
When the duration ends, all creatures and objects Components: V, S
fall from the surface. Duration: Concentration, up to 10 minutes
This spell makes you seem ordinary and nondescript
Game of Fate to others, though it does not change your actual
6th-level enchantment appearance. Creatures who see you while you were
Casting Time: 1 action under the influence of this spell are unable to recall
Range: 60 feet specific details of your appearance upon being asked
Components: V, S, M (a gaming set) if they had seen you or someone matching your
Duration: 1 hour description, though their memory of actions you
undertook or events they experienced is unaffected.
You magically compel a creature within range to
a nonmagical game with vital consequences. If
the creature you choose has an Intelligence of 3 or
lower or doesn’t speak any language, the creature is

18 2: Spells
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Protect Threshold
2nd-level abjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (an ounce of salt
for each foot of the warded portal’s
perimeter)
Duration: 10 minutes
Tracing arcane sigils along its
boundary, you can ward a doorway,
window, or other portal from entry.
For the duration, an invisible eldritch
creature stalks the warded portal. Any
creature that attempts to pass through
the portal must make a Wisdom saving
throw or take 4d6 psychic damage, or
half as much on a successful save.
At Higher Levels. When you cast
this spell using a spell slot of 3rd level
or higher, the damage increases by 1d6
for each slot level above 2nd.
Rumor
1st-level enchantment (ritual)
Casting Time: 1 action
Range: Self (100-foot radius)
Components: V, S
Duration: 1 minute
You magically spread a rumor of 10 words
or less. Any intelligent creature within range
that is near three or more other creatures which speak
the same language as them believes that they hear the what it knew in life, including the languages it knew.
rumor being repeated by someone nearby. Different Answers are usually brief, cryptic, or repetitive, and
creatures hear the rumor from different people, so the specter is under no compulsion to offer a truthful
a concrete origin point is impossible to discern. answer if you are hostile to it or it recognizes you as
Generally, creatures will not be outright hostile upon an enemy. There is a 5% chance that this spell contacts
hearing even the most vicious rumors, but hearing the wrong spirit, one which will answer questions
a rumor can affect their disposition positively or untruthfully or ambiguously.
negatively.
Soul Bond
Seance 4th-level necromancy (ritual)
3rd-level divination (ritual)
Casting Time: 1 minute
Casting Time: 10 minutes Range: Touch
Range: Self Components: V, S, M (two nails from a coffin)
Components: V, S, M (a crystal ball, deck of tarot Duration: 24 hours
cards, or ouija board)
Duration: 1 minute This spell forges a mortal connection between
yourself and a humanoid creature that you touch. A
You and at least three willing creatures lock hands in target creature must be present for the entire time of
moment of meditation to conjure a spirit from the casting. If the creature is unwilling, it must make a
afterlife to answer your questions. Describe or name Constitution saving throw to resist the spell’s effects.
a creature that is familiar to you. If the creature’s soul For the duration, if you are reduced to 0 hit points,
is free and willing, it manifests as a ghostly specter. the target is also reduced to 0 hit points, and vice
This spell fails if the spirit was the target of this spell versa. This spell ends if you cast it again, or if you
within the last 10 days. choose to dismiss it as an action.
Until the spell ends, you can ask up to three
questions of the specter. The specter knows only

2: Spells 19
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Transient Bulwark Object. You can modify the target object’s magical
1st-level abjuration (ritual) aura, as per the magic aura spell. Additionally, you
can choose for the target to become invisible the
Casting Time: 1 action duration.
Range: Self Location. You can magically change the target
Components: V, S, M (a pearl worth 10 gp, which the area’s appearance, as per the hallucinatory terrain spell
spell consumes) for the duration.
Duration: 8 hours
The next attack made against you within the duration Utter Destination
has a -10 penalty to hit. 7th-level conjuration (truenaming)
Casting Time: 1 action
True Rename
Range: 60 feet
9th-level divination (truenaming) Components: V, S
Casting Time: 10 minutes Duration: Instantaneous
Range: Unlimited You utter a truename, but change important syllables
Components: V, S, M (Incense and ruby dust worth which refer to location. You must have learned a
5,000 gp, which the spell consumew) truename to cast this spell. This spell’s effect depends
Duration: Instantaneous on whether the truename you uttered belongs to a
You utter a truename over and over, changing it creature, object, or location:
slightly as you do so, until the truename itself is Creature. The target creature is teleported to a
different. You must have learned a truename to cast location you choose within range.
this spell. Once you cast this spell, every creature Object. The target object is teleported to a location
forgets the target’s truename, and no no creature can you choose within range, or into your open hand.
discern the creature’s truename for 1 year. This spell’s Location. Each creature within the target area is
effect depends on whether the truename you uttered teleported to an unoccupied space you choose that is
belongs to a creature, object, or location: on the ground or floor within the area. An unwilling
Creature. You change one of the target’s bonds, creature can make a Charisma saving throw to avoid
flaws, or personality traits. this effect.
Object. You enchant a nonmagical target item into
a magic item or reduce a magic item to a nonmagical Utter Ego
one. You choose which magic item of uncommon 1st-level enchantment (truenaming)
rarity the target becomes, as long as the item is an Casting Time: 1 action
appropriate type and shape. For example, you can Range: 60 feet
enchant an ordinary sack into a bag of holding or Components: V, S
transform a crossbow into a weapon of warning. If you Duration: 1 hour
reduce a magic item into a nonmagical one, you can
later restore it to its original magical power with this You speak a truename, but skip the syllables which
spell. refer to the innermost self. You must have learned a
Location. You distort the laws of physics in the truename to cast this spell. This spell’s effect depends
target location. You can increase or decrease gravity on whether the truename you uttered belongs to a
by 50%, change the ambient temperature to be a fixed creature, object, or location:
value of your choice from 0 to 150 degrees fahrenheit, Creature. The target creature within range is
create a persistent fog or wind, or create another charmed by you until the spell ends or it takes any
persistent magical effect, with the GM’s approval. damage. The charmed creature is friendly to you.
When the spell ends, the creature does not know it
Utter Appearance was charmed by you.
2nd-level illusion (truenaming) Object. You influence the way the object within
range inspires the emotions of others. For the
Casting Time: 1 action duration, object might make humanoids nervous,
Range: 60 feet happy, upset, envious, or any other emotion of your
Components: V, S choice. This emotion does not compel creatures to act,
Duration: Concentration, up to 1 hour but might influence their behavior.
You speak a truename, but omit every part referring Location. You change whether others desire or
to the subject’s appearance. You must have learned a despise the target location. Choose whether to Attract
truename to cast this spell. This spell’s effect depends or Repel creatures you choose in the area for the
on whether the truename you uttered belongs to a duration.
creature, object, or location: If you Attract creatures, each creature you choose
Creature. The target creature within range must make a Wisdom saving throw when it tries to
becomes invisible, as per the invisibility spell. leave the area. On a failed save, until the end of its

20 2: Spells
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turn, it can’t willingly leave the area and its movement polymorph spell, for the duration. The new
is reduced to 0. form can be any creature whose challenge rating
If you Repel creatures, each creature you choose is equal to or less than the target’s (or the target’s
must make a Wisdom saving throw. On a failed save, level, if it doesn’t have a challenge rating).
a creature must take the Dash action and move to Object. The target object within range transforms
leave the location safest available route on each of its for the duration into a similar form of your choice.
turns, unless there is nowhere to move. A creature can If the object is a weapon, it becomes another type of
repeat its saving throw against being repelled on the weapon. If it is a suit of armor, it becomes another
end of each of its turns, ending the effect on itself on suit of armor. For any other type of object, the GM
a success. decides whether or not the new form is a similar
enough type to transform. For example, a length of
Utter Energy rope would be allowed to transform into a chain or
3rd-level evocation (truenaming) a spool of thread, but not into a tapestry or lantern.
Casting Time: 1 action If you maintain your concentration on this spell
Range: 60 feet for the entire possible duration, the object remains
Components: V, S permanently transformed.
Duration: 1 minute Location. You can reshape the earth within the
target location, as per the spell move earth, for the
You utter a truename, but change its root to that of
duration. When cast in this way, you can manipulate
a combination of elements. You must have learned a
natural stone, as well as dirt and clay. You choose
truename to cast this spell. This spell’s effect depends
which changes are wrought by the spell when you cast
on whether the truename you uttered belongs to a
it, and all changes occur over the course of 1 minute.
creature, object, or location:
When the spell ends, any changes to the location
Creature. An aura of damaging energy radiates
reverts over the course of a minute, though structures
from the target creature within range. When a
which are damaged by the changes remain so.
creature comes within 5 feet of the target for the first
time on a turn or starts its turn there, it must make Utter Insight
a Dexterity saving throw. On a failed save, a creature 1st-level divination (truenaming)
takes 3d6 damage, or half as much on a successful
save. The damage is acid, cold, fire, lightning, poison, Casting Time: 1 action
or thunder, chosen by you when you cast the spell. Range: Self
Object. The target object within range freezes with Components: V, S
ice, lights aflame, radiates caustic fumes, or surges Duration: Instantaneous
with energy. Any creature in physical contact with the You carefully pronounce a truename, analyzing every
item takes 3d8 damage when you cast the spell, and sound and syllable of its construction. You must
takes this damage again the first time they touch the have learned a truename to cast this spell. This spell’s
object on a turn, or if they begin their turn touching effect depends on whether the truename you uttered
it. The damage is acid, cold, fire, lightning, poison, or belongs to a creature, object, or location:
thunder, chosen by you when you cast the spell. Creature. You learn one of the target’s bonds,
Location. The target area radiates harmful energy. flaws, or personality traits.
Each creature within the target area takes 1d10 Object. You learn the object’s properties, as per the
damage when it enters the area for the first time on a identify spell.
turn or starts its turn there. The damage is acid, cold, Location. You learn a brief summary of any
fire, lightning, poison, or thunder, chosen by you significant lore related to the target location, as per
when you cast the spell. the spell legend lore.
Utter Form Utter Inversion
8th-level transmutation (truenaming) 6th-level necromancy (truenaming)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantaneous
You speak a truename, mutating nearly every part of You speak a truename in reverse, causing its subject
it until the name is nearly unrecognizable. You must to fundamentally unravel. You must have learned a
have learned a truename to cast this spell. This spell’s truename to cast this spell. This spell’s effect depends
effect depends on whether the truename you uttered on whether the truename you uttered belongs to a
belongs to a creature, object, or location: creature, object, or location:
Creature. The target creature within range Creature. The target takes 10d8 necrotic damage.
transforms into a new form of your choice, as per the After taking this damage, the creature can make a

2: Spells 21
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Wisdom saving throw. If it succeeds, you Creature. The target creature and anything it is
forget its truename. wearing or carrying becomes distant and ethereal. For
Object. A nonmagical target within range is the duration, the target has resistance to nonmagical
disintegrated. A magical item is not destroyed, but its bludgeoning, piercing, and slashing damage.
properties and powers are suppressed for 1 minute. Object. The target object becomes utterly
Location. Each creature you choose within the area immaterial. For the duration, it passes harmlessly
must make a Constitution saving throw. A creature through creatures and objects you choose.
takes 8d6 necrotic damage on a failed save, or half as Location. Objects which aren’t being worn or
much on a successful one. carried in the target location become partially
immaterial. Any creature in the location can pass
Utter Substance through objects as if they were difficult terrain.
4th-level abjuration (truenaming) Furthermore, a creature moving in the location
Casting Time: 1 action can pass through a ceiling or floor using 10 feet of
Range: 60 feet its movement speed, provided that there is a space
Components: V, S beneath the surface into which it can fall. If a creature
Duration: Concentration, up to 1 hour ends its turn inside an object, it takes 2d10 force
damage.
You speak a truename, reordering its construction
into something resembling an abstract concept. You
must have learned a truename to cast this spell. This
spell’s effect depends on whether the truename you
uttered belongs to a creature, object, or location:

22 2: Spells
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COMPLETE
MARTYR

A Sacrifical Divine Class


by Mage Hand Press
Chapter 1: The Martyr Max
Martyr Level
Proficiency
Bonus Features
Spell Spell
Level Uses
1st +2 Mortal Burden, Ordained Death — —
Squalid masses draw close around a young dwarf in
2nd +2 Spellcasting, Sainted Reprisal, 1st 2
spotless clothing. He touches each person in turn, Mark of the Herald
healing injuries, curing illnesses, and restoring
hope. 3rd +2 Divine Healing, Torment 1st 3
A ragged tiefling speaks in a crowded square. 4th +2 Ability Score Improvement 1st 3
As if in response, dark clouds gather over her head 5th +3 Extra Attack 2nd 6
and the earth trembles at her words.
A mad king spits and swears from his throne at 6th +3 Mortal Burden feature 2nd 6
imperial guards who have fled or been slain. A lone 7th +3 Respite 2nd 7
dragonborn stands before him, solemnly preparing 8th +3 Ability Score Improvement 2nd 7
herself for divinely demanded regicide.
Martyrs are implements of the gods, hand- 9th +4 — 3rd 9
picked to spill their blood in service of a divine 10th +4 Undying Conviction 3rd 9
cause. Such an end is inevitable, for once a martyr is 11th +4 Torment improvement 3rd 10
chosen, their fate is fixed in the heavens.
12th +4 Ability Score Improvement 3rd 10
Fated to Die 13th +5 — 4th 11
Martyrs are chosen by the gods, predestined to 14th +5 Mortal Burden feature 4th 11
speed forth to a final destination: they are ordained 15th +5 March Unto Destiny 4th 12
to die for a great cause. They are prophets and
oracles, great priests and liberators. Regardless of 16th +5 Ability Score Improvement 4th 12
how much good they might accomplish in their 17th +6 — 5th 14
lives, the end must always be the same: a glorious 18th +6 Mortal Burden feature 5th 14
death, to be remembered in legend.
No matter the circumstance, a martyr cannot 19th +6 Ability Score Improvement 5th 15
avoid their destiny. While some martyrs gladly 20th +6 Final Martyrdom 5th 15
accept their holy approbation, others struggle
against it. However, from the moment the gods
choose their martyr, they shall intervene in the
martyr’s fate, pulling them inexorably towards their
cause. The gods will settle for a lesser martyr if they
must—if the one chosen is unwilling to follow their
path—but they always prefer to uplift their martyr to
the heights of sainthood before their inevitable death.

Blood of the Martyr


As martyrs are ordained by the gods to die, their
suffering is holy sacrament. Martyrs brought close to
death grow more powerful, not less, and those that
spill their own blood evoke waves of divine energy.
In the view of the gods, such hardship only heightens
martyrdom and hastens the martyr to their destiny.
Paradoxically, martyrs are protected from death’s
precipice even as they are edged closer towards it.
Every torment and persecution suffered by them is
weighed with equal moments of respite offered by
the gods. The gods do not mean to kill their charge
early; a martyr should meet their fate only at the
preordained time and place.

1
Mage Hand Press
Creating a Martyr Burden Spells
Each burden has a list of associated spells that you gain
As you create a martyr, think about the moment you
at the martyr levels specified in the burden description.
were chosen by the gods and your burden was placed
Once you gain access to a burden spell, you always
upon you. Were you visited by an angelic host or a god
have it prepared, and it doesn’t count against the
disguised as a mortal? Did you quietly hear a divine
number of spells you can prepare each day.
voice in your ear, as stigmata formed on your body?
If you gain a burden spell that doesn’t appear on
Was your soul violently dragged to the Upper (or
the martyr spell list, the spell is nonetheless a martyr
Lower) Planes for an audience with the gods?
spell for you.
Consider the life you led before you were ordained
for martyrdom. Were you a wicked soul, purified and Ordained Death
redeemed to undergo this task? Were you already a
warrior, adventurer, or cleric in service of the gods? As a martyr, you have been predestined by the gods
Also consider how you reacted. Did you accept the to perish for a great cause; there is no greater glory in
task and your inevitable destiny, or did you run from death, and no greater joy in the afterlife. However, it is
it? Are you still running? not yet your time. Starting at 1st level, when you fall
to 0 hit points and begin to make death saving throws,
Quick Build you must fail 5 saving throws to die. Additionally, if a
To build a martyr quickly, follow these suggestions: spell has the sole effect of restoring you to life (but not
Constitution should be your highest ability score. Your undeath), the caster doesn’t need material components
next highest ability score should be Strength if you to cast the spell on you.
choose a Burden, such as the Burden of Revolution,
that focuses on melee combat, or Wisdom if you choose Mark of the Herald
one focused on spellcasting. Choose any background. At 2nd level, your divine cause manifests itself upon
you, forming a special mark or stigmata for all to see.
Class Features You have advantage on ability checks you make to
convince other creatures to assist you in service of
As a martyr, you have the following class features.
your holy cause.
Hit Points
Hit Dice: 1d12 per martyr level Spellcasting
Hit Points at 1st Level: 12 + your Constitution Starting at 2nd level, you can leverage the power of
modifier your suffering to cast divine magic.
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per martyr level after 1st Casting Spells
To cast one of your martyr spells of 1st level or
Proficiencies higher, you must lose hit points to create and expend
Armor: Light armor, medium armor, shields a spell slot greater than or equal to that spell’s level.
Weapons: Simple and martial weapons The number of hit points is listed on the Hit Points
Tools: None Spellcasting table and can’t be reduced or avoided. You
Saving Throws: Strength, Wisdom don’t make Constitution saving throws to maintain
Skills: Choose two from Athletics, History, Insight, concentration on spells as a result of losing these hit
Intimidation, Medicine, Persuasion, and Religion points.
The Martyr table shows the maximum level of
Equipment spell slot you can create.
You start with the following equipment, in addition to The Spell Uses column of the Martyr table shows
the equipment granted by your background: how many spells you can cast. When you expend hit
points to cast a spell, you expend one of these uses.
• (a) a martial weapon and a shield or (b) two martial
You regain all expended uses when you finish a long
weapons
rest.
• (a) scale mail or (b) chain mail (if proficient)
• (a) a light crossbow and 20 bolts, or (b) any simple Hit Points Spellcasting
weapon Spell Level Damage
• (a) a priest’s pack or (b) an explorer’s pack
• A holy symbol 1st 5
2nd 10
Mortal Burden 3rd 20
Beginning at 1st level, you are fated to perish in the 4th 30
name of a great ideal, cementing your name alongside
others who have done the same. Choose a Mortal 5th 45
Burden, detailed at the end of the class description.
Your choice grants you features at 1st level, and again
at 6th, 14th, and 18th level.

2
Complete Martyr
Preparing Spells Ability Score Improvement
You prepare the list of martyr spells that are available
When you reach 4th level, and again at 8th, 12th, 16th,
for you to cast, choosing from the martyr spell list.
and 19th level, you can increase one ability score of
When you do so, choose a number of martyr spells
your choice by 2, or you can increase two ability scores
equal to your Wisdom modifier + half your martyr
of your choice by 1. As normal, you can’t increase an
level, rounded down (minimum of one spell). Spells
ability score above 20 using this feature.
you choose must be of a level no higher than what’s
shown in the Max Spell Level column for your level. Extra Attack
You can change your list of prepared spells when you
finish a long rest. Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
Healing Magic turn.
Because your power is derived from mortal suffering,
you can’t regain hit points from any spell you cast. Respite
Spellcasting Ability Beginning at 7th level, you regain all spent Hit Dice
when you finish a long rest, instead of only half of them.
Wisdom is your spellcasting ability for your martyr
spells, since your power originates in the devotion Undying Conviction
used to overcome your trials and tribulations. You
use your Wisdom whenever a spell refers to your Beginning at 10th level, when you drop to 0 hit points
spellcasting ability. In addition, you use your Wisdom but aren’t killed outright, you can choose to drop to 1
modifier when setting the saving throw DC for a hit point instead.
martyr spell you cast and when making an attack roll Once you use this ability, you can’t use it again
with on. until you finish a long rest.

Spell save DC = 8 + your proficiency bonus + March Unto Destiny


your Wisdom modifier At 15th level, your inevitable end draws nearer, and
Spell attack modifier = your proficiency bonus + nothing can hold you from it. You don’t need to eat or
your Wisdom modifier drink, and can’t be paralyzed, petrified, or stunned.
Spellcasting Focus Final Martyrdom
You can use a holy symbol as a spellcasting focus for At 20th level, you have at last reached your
your martyr spells. predestination: you will die in eternal glory. You can
use your action to become immune to all damage
Sainted Reprisal for 10 minutes. For this duration, you can’t be
Also at 2nd level, you can reprimand those who draw blinded, charmed, deafened, exhausted, frightened,
your blood. When a creature you can see within 5 feet incapacitated, poisoned, restrained, or rendered
of you hits you with a melee attack, you can use your unconscious. You have advantage on all ability checks,
reaction to deal that creature 1d6 necrotic or radiant attack rolls, and saving throws.
damage (your choice). Additionally, during this duration, you can cast
The damage increases by 1d6 when you reach 5th the wish spell once, without expending a spell slot or
level (2d6), 11th level (3d6), and 17th level (4d6). hit points. If you use the spell to produce any effect
other than duplicating another spell, the stress of
Divine Healing casting it doesn’t reduce your Strength or cause you to
Starting at 3rd level, you can utter a prayer to the gods take necrotic damage.
for mercy. As an action, you can spend Hit Dice and At the end of this duration, you die. No force short
regain hit points as if you had just finished a short rest. of divine intervention can prevent your death, and you
When you use this ability, you can spend a number of can’t be returned to life by any means.
Hit Dice up to your proficiency bonus.

Torment Quiet Martydom


By 3rd level, you have learned to curry the gods’ favor Not all stories of martyrdom end in dramatic
through anguish and mortal trials. Once on each confrontations with implacable foes. Occasionally
of your turns when you hit a creature with a melee a martyr’s sacrifice achieves a peaceful conclusion
weapon attack, you can lose 5 hit points to deal an and satisfies the gods without costing their
extra +10 bonus necrotic or radiant damage (your life. Nevertheless, the stories of these martyrs
choice) to the target. You don’t make Constitution still come to a close—they do not continue
saving throws to maintain concentration on spells as a adventuring once their ultimate goal has been
result of losing these hit points. fulfilled. Perhaps they might retire to a distant
Starting at 11th level, you can choose to lose 10 hit hermitage, wander into the desert, or simply
points to deal an extra +20 damage to the target. disappear into a crowd, never to be seen again.

3
Mage Hand Press
Mortal Burdens Burden of Anonymity
Like other martyrs, you were chosen to accomplish
Martyrs are created and driven forth to right an
great things and die for a noble cause. However,
inexorable wrong in the world. On this quest, they are
you were not destined for glory; no one will ever
a direct instrument of the gods, and no matter how
know your name. Martyrs chosen for the Burden of
hard they try, they cannot escape the burden of their
Anonymity work in the shadows to influence the world
duty.
for the greater good, and will inevitably die in the
shadows, unknown to all.
Your divinely-appointed task might be secret,
such as assassination or infiltration, and even your role
as a martyr might be incognito, even to your allies.
Anonymous martyrs might disguise themselves as
paladins, mercenaries, or rogues with hidden agendas
and abundant conspiracies.
Burden Spells
You gain burden spells at the martyr levels listed
Martyr Level Spells
3rd expeditious retreat, jump
5th invisibility, silence
9th sending, speak with dead
13th arcane eye, greater invisibility
17th modify memory, passwall

Innate Subtlety
Starting at 1st level, you have a gift for secrecy and
treachery alike. You gain proficiency in the Stealth
skill and with thieves’ tools. Your proficiency bonus is
doubled for any ability check you make that uses either
of those proficiencies.
You also learn the minor illusion cantrip. Wisdom
is your spellcasting ability for this spell.
Fade from View
Also at 1st level, you can slip out of sight the moment
things heat up. When you roll initiative and aren’t
surprised, you can become invisible, as per the spell
invisibility, until the end of your next turn.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Silent Torment
Starting at 6th level, whenever you use your Torment
feature against a creature that can’t see you or is
surprised, the target is magically silenced until the
start of your next turn, rendering it impossible to
speak or perform the verbal components of spells.
Additionally, you don’t lose any hit points from using
the Torment ability.
Instant Alias
Beginning at 14th level, you can magically claim the
identity of any person you slay. Whenever you reduce
a Humanoid 0 hit points with a melee attack, you can
instantly cause any of the following effects:
• You can instantly assume the creature’s appearance,
as per the spell disguise self for 8 hours.

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Cheating Death Burden of Ascension
At the GM’s discretion, Martyrs with the Burden of The gods have set an arduous path for your life,
Anonymity can use the False Martyrdom feature replete with labors, challenges, and trials designed
to avoid their inevitable death detailed in the to test your morality and resolve. You likely won’t
Final Martyrdom feature. This still concludes the succeed. However, if you best the gods’ trials and die
character’s story with a glorious sacrifice but leaves in marvelous glory, you will ascend to the afterlife as a
the potential for the character to retire or simply demigod.
disappear into a crowd once their ultimate goal Perhaps the gods envision you as a replacement
has been achieved. for a recently-deceased god, or perhaps they raise
dozens of demigods to do their bidding across
the planes of existence. Regardless of your status,
• You can unerringly mimic the creature’s speech. immortality after death awaits.
• You learn one of the creature’s Bonds or Flaws. Burden Spells
• The creature’s corpse becomes invisible for 1 hour. You gain burden spells at the martyr levels listed.
False Martyrdom Martyr Level Spells
At 18th level, as a reaction when you take damage
or use the Undying Conviction feature, you can 3rd divine favor, heroism
convincingly fake your death. You teleport up to a 5th enhance ability, locate object
known location within 10 miles of you at the same 9th beacon of hope, protection from
time that a duplicate corpse appears to take your place. energy
The corpse is indistinguishable from you and wears
nonmagical copies of your clothing and equipment. 13th death ward, locate creature
You can choose for the corpse to realistically bleed, 17th hold monster, legend lore
mutter incoherently, and breathe shallowly for up to a
minute. The corpse is unaffected by spells and magical Labors of Ascension
effects. The corpse and its clothing and equipment Starting at 1st level, the GM chooses five to twelve
vanish after 10 days, or when you dismiss it as an labors—critical challenges with divine implications—
action on your turn or use this feature again. for you to complete in your lifetime, but doesn’t
Furthermore, if you covertly notify the GM, you need to disclose what the labors entail. You have
can also convince your allies of your death. You can advantage on any ability check you make that you
roll death saving throws as normal, ignoring successes, know will advance or help complete one of your labors.
temporarily prepare a new character sheet, and so on. Whenever you complete one of your labors, your
Once you use this feature, you can’t use it again current and maximum hit points increases by 5.
until you finish a long rest.

Mortal Burdens
Name Description
Burden of Anonymity Influences the world from the shadows, destined to die in anonymity
Burden of Ascension Completes divine labors to ascend to demigodhood
Burden of Atonement Protects the innocent to redeem a life of mistakes
Burden of Calamity A herald of doom that brings plagues and natural disasters.
Burden of Discord Chosen by the gods to spread chaos, wreak havoc, and disrupt the status quo
Burden of the End One goal: prevent the end of the world.
Burden of Fame God-given celebrity that awes others with their presence
Burden of Levity An instrument of trickster gods sent to lighten the mood a bit
Burden of Mercy Healers and miracle workers tasked with inspiring a lasting hope
Burden of Odyssey Tasked with an insurmountable journey of exploration and discovery
Burden of Revolution A martyr chosen to slay a tyrant and free the world from their oppression
Burden of Truth Prophets and diviners, chosen to spread a message the world may not be ready to hear
Burden of Tyranny Evil martyrs, destined to conquer and subjugate the innocent

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Herculean Surge Burden of Atonement
Also at 1st level, you can channel the might and agility
For all the wrong you have done in your life, the gods
of the gods. As a bonus action, you can gain a bonus to
have graced you with an undeserved second chance.
your Strength and Dexterity scores for 1 minute. This
Your burden is to atone, to undo all the evils you have
bonus is +4 if the ability score is 14 or lower, or +2
done in your life, and to seek redemption before the
otherwise, up to a maximum of 22.
gods. How you accomplish this is your choice, so
Once you use this feature, you can’t use it again
long as you remove any dark marks you leave behind.
until you finish a short or long rest.
Ultimately, your final martyrdom might be a grand act,
Bloody Reprieve averting a great disaster or banishing a force of evil, or
Starting at 6th level, whenever you use your Torment it might be as humble as redirecting the life of an evil
feature against a hostile creature and you reduce the person and causing them to seek redemption, passing
target to 0 hit points, you don’t lose any hit points from the torch to a new martyr of atonement.
using the ability. Burden Spells
Relics of Legend You gain burden spells at the martyr levels listed.
By 14th level, your legendary deeds have imbued your Martyr Level Spells
most iconic equipment with supernatural blessings.
You choose three pieces of equipment to be your Aegis, 3rd cure wounds, sanctuary
Oracle, and Xiphos, detailed below. These items might 5th calm emotions, lesser restoration
have been at your side for years, or they might have
9th remove curse, speak with dead
been used to accomplish one of your labors, or may
even be trophies taken from your mightiest foes. 13th death ward, fire shield
Once you use your Aegis, Oracle, or Xiphos, you 17th greater restoration, mass cure
can’t use that relic again until you finish a short or long wounds
rest.
Aegis. Your Aegis is a shield, an article of clothing,
or a pelt that grants you divine protection. You can
Bonus Proficiency
use your Aegis to cast the spell shield without using hit Starting at 1st level, you gain proficiency in heavy
points or counting against your total number of martyr armor.
spells per day. Self-Sacrifice
Oracle. Your Oracle is a stone, gemstone, or Also at 1st level, you can dive in the way of an attack.
another accessory that allows you to communicate When a friendly creature within 5 feet of you is
with the gods. You can use your Oracle to cast the spell targeted by an attack while you are within the attack’s
commune without using hit points or counting against range or reach, you can use your reaction to change
your total number of martyr spells per day. the target of the attack to you instead.
Xiphos. Your Xiphos is a sword, spear, or other Once you use this ability, you can’t use it again
melee weapon that you have wielded in combat. You until you finish a short or long rest.
can use your Xiphos when you score a critical hit with
this relic or reduce a creature to 0 hit points with it, Bloody Reprieve
you can move up to 15 feet and make another melee Starting at 6th level, whenever you use your Torment
weapon attack as part of the same action. feature against a hostile creature and you reduce the
target to 0 hit points, you don’t lose any hit points from
Demigod Ascendant using the ability.
At 18th level, the power of demigods flows through
your veins in anticipation of your final ascension. You Draw Aggression
gain the following benefits: Beginning at 14th level, as a bonus action on your
Improved Herculean Surge. Your Herculean turn, you can invoke the ire of your foes to protect
Surge improves. When you use this feature, your your allies. Until the start of your next turn, each
Strength and Dexterity scores gain a +4 bonus, up to hostile creature you choose within 5 feet of you that
a maximum of 24, for 1 minute. You regain the use of can see or hear you has disadvantage on attack rolls
your Herculean Surge whenever you roll initiative. against creatures other than you, and advantage on
Legendary Resistance. If you fail a saving throw, attack rolls against you.
you can use your reaction to succeed instead. Once
you use this ability, you can’t use it again until you Sin Eater
finish a long rest. Starting at 18th level, you can use your action to
transfer negative effects from any number of willing
creatures within 60 feet to yourself. You can transfer
one of the following effects from each creature:

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Complete Martyr
• One level of exhaustion
• One disease or poison
• One curse, including the target’s attunement to a
cursed magic item
• Any reduction to one of the target’s ability scores
• One effect reducing the target’s hit point maximum
• The blinded, charmed, deafened, paralyzed,
petrified, poisoned, or stunned condition
The effect ends for the creature and targets you
as if you were the original target, with the effect’s
original duration. You can transfer multiple
negative effects of the same type to yourself, affecting
you only once each time you use this ability.

Burden of Calamity
A grim task awaits those shouldering the Burden of The aura lasts for 1 minute or until you are
Calamity. These martyrs spark wars, conjure floods, incapacitated or die, or dismiss it early on your turn
raise plagues of locusts, call down fire and brimstone, (no action required).
and set apocalypses in motion. As benevolent as When you reach higher levels in this class, you can
the gods might seem, their mercy is tempered with empower your aura with your life force. At 5th level,
disasters such as these, events that the gods deem you can choose to lose 5 hit points when you use this
necessary to cleanse unjust societies or wipe the slate feature to increase the aura’s damage to 2d8. At 11th
clean for new advancements. Martyrs of Calamity are level, you can lose 10 hit points to increase the aura’s
therefore harbingers of doom, the first omen of terrible damage to 3d8, and at 17th level, you can lose 15 hit
things to follow. points to increase the aura’s damage to 4d8.
Once you use this feature, you can’t use it again
Burden Spells until you finish a short or long rest.
You gain burden spells at the martyr levels listed.
Bloody Reprieve
Martyr Level Spells Starting at 6th level, whenever you use your Torment
3rd divine favor, thunderwave feature against a hostile creature and you reduce the
5th blindness/deafness, darkness target to 0 hit points, you don’t lose any hit points from
using the ability.
9th call lightning, snakestaff
13th blight, control water
Denounce the Wicked
By 14th level, your proclamations and condemnations
17th flame strike, insect plague carry divine weight. When you finish a long rest, you
can speak aloud the name of a specific creature known
Harbinger to you (or a unique pseudonym, title, or nickname)
Starting at 1st level, you are an incorrigible ne’er-do- and denounce that creature. Until you finish a long
well. You gain proficiency in the Intimidation skill rest, whenever you see the denounced creature make
and with a set of artisan’s tools of your choice. Your an attack roll, ability check, or saving throw, you can
proficiency bonus is doubled for any ability check you use your reaction to impose disadvantage on that roll.
make that uses either of those proficiencies.
You also learn the thaumaturgy cantrip. Wisdom is Doom Foretold
your spellcasting ability for this spell. At 18th level, you can call upon all of the gods’ malice
to create a sweeping disaster. You can cast the spell
Aura of Calamity control weather, earthquake, fire storm, or storm of
Starting at 1st level, as an action, you can summon an vengeance without using hit points or counting against
elemental storm around you in a 10-foot-radius aura. your total number of martyr spells per day.
When you use this feature, you choose acid, cold, fire, Once you use this feature to cast one of these
lightning, poison, or thunder damage for the aura and spells, you can’t do so again until you finish a long rest.
you can designate any number of creatures you can see
to be unaffected by it. Burden of Discord
When an affected creature enters the aura for Martyrs of Discord are chosen at random to sow chaos
the first time on a turn or starts its turn there, it must and stoke evil wherever they travel. They light things
make a Dexterity saving throw. On a failed save, the on fire, commit petty crimes, and even murder when
creature is knocked prone and takes 1d8 damage of the the fancy strikes. Given to their own predilections,
type you chose. On a successful save, the creature takes martyrs of discord are unified only by their charge to
half as much damage and isn’t knocked prone. disrupt the status quo as much as possible.

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Mage Hand Press
No one is certain why the gods make martyrs of Bloody Reprieve
Discord in the first place. Perhaps it is at the whim of Starting at 6th level, whenever you use your Torment
one capricious or evil god, or perhaps the gods desire feature against a hostile creature and you reduce the
a balance between chaos and law, and must sometimes target to 0 hit points, you don’t lose any hit points from
stoke the fire to restore this balance. using the ability.
Burden Spells Coin of Chaos
You gain burden spells at the martyr levels listed. By 14th level, you have a coin blessed with the tides of
Martyr Level Spells chaos. Whenever you or a creature you can see makes
an attack roll, ability check, or saving throw, you can
3rd hideous laughter, inflict wounds
flip a coin to add a bonus to the roll. The bonus equals
5th knock, shatter +4 on a heads or +1 on a tails. Once you use the coin,
9th lightning bolt, stinking cloud the coin goes to the GM, who can use it to enhance any
roll made by an NPC or monster. Once the GM uses
13th confusion, polymorph the coin, it passes back to you, and so on. When you
17th animate objects, passwall finish a short or long rest, you regain the coin, whether
or not the GM has used it.
Cantrips Pandemonium
Starting at 1st level, your divine mission grants you At 18th level, you can use your Havoc! feature
a sliver of divine magic. You learn the shocking grasp whenever you make an attack roll or cast a spell
and thaumaturgy cantrips, and one other cantrip of targeting a hostile creature, and don’t need to rest
your choice from the cleric spell list. You don’t lose between uses.
hit points for casting these spells. Wisdom is your
spellcasting ability for these spells. Burden of the End
Havoc! The gods have seen a great cataclysm on the horizon
Also at 1st level, you can stoke the flames of chaos with and tasked their martyr with protecting the world from
your sword. When you hit a hostile creature with a catastrophe. The exact nature of the coming End may
melee weapon attack, you can roll on the table below vary: sometimes the awakening or arrival of an evil
to trigger an additional effect. entity, sometimes the discovery and abuse of a powerful
Once you use this feature, you can’t use it again artifact, and sometimes a singularly destructive event
until you finish a short or long rest. that endangers the gods themselves, but the martyr
must be dedicated to give their life to stop it. To this
d10 Effect end, the gods imbue their martyr with ancient and
1 You and the target teleport, trading places. powerful spells, tools once gifted only to prophets.
2 Lightning strikes you and the target,
When the coming cataclysm threatens the world, a
dealing 3d6 lightning damage to each of
martyr would be ill-served to ignore their call, for the
you.
cataclysm imperils them directly—as well as the lives
of their family and companions. The life of a martyr
3 The target must vocalize their innermost is always forfeit, but the rest of the world can yet be
thoughts for the next minute. saved.
4 You cast the spell darkness, centered on
the target.
Burden Spells
You gain burden spells at the martyr levels listed.
5 You become invisible until the end of your
next turn, as per the spell invisibility. Martyr Level Spells
6 The target bursts into flames, taking 1d4 3rd guiding bolt, protection from evil
fire damage. The target continues to take and good
1d4 fire damage at the start of each of 5th blindness/deafness, darkness
its turns until a creature extinguishes the
9th call lightning, counterspell
flames as an action.
13th blight, control water
7 The target’s skin transforms into a brittle
glass until the end of its next turn, reducing 17th flame strike, insect plague
its AC by 3, to a minimum of 10.
8 The target comically falls prone. Cantrips
Starting at 1st level, your divine mission grants you
9 An object of the GM’s choice explodes,
a sliver of divine magic. You learn the sacred flame
dealing 8d6 fire damage to each creature
and thaumaturgy cantrips, and one other cantrip of
within a 20-foot radius of the object.
your choice from the cleric spell list. You don’t lose
10 Roll on this table twice and apply both hit points for casting these spells. Wisdom is your
results, rerolling any 10s. spellcasting ability for these spells.

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Complete Martyr
Herald of the End Celebrity
Also at 1st level, your magic is empowered with Starting at 1st level, your name rings familiar to people
foreknowledge of the end times, heightening its force. you meet. You gain proficiency in the Performance
When you cast a martyr spell that deals damage, you skill and with one musical instrument of your choice.
can choose to reroll all of its damage dice and must use Your proficiency bonus is doubled for any ability check
the new rolls. you make that uses either of those proficiencies.
Once you use this ability, you can’t use it again You also learn the dancing lights cantrip. Wisdom
until you finish a short or long rest. is your spellcasting ability for this spell.
Sacrosanct Spell Famous Autograph
At 6th level, when you cast one of your Burden Spells By 1st level, your reputation precedes you. You can
or a spell that has the sole effect of causing a creature use a bonus action to attempt to charm a creature
to regain hit points, you lose no hit points from casting that can hear or see you within 60 feet, which must
the spell if you cast it at its lowest level. Casting the succeed on a Wisdom saving throw (DC equals 8 +
spell still counts against your total number of spell your proficiency bonus + your Wisdom modifier).
uses. A creature with an Intelligence score of 3 or less
automatically succeeds on this saving throw. For any
Embrace the Inevitable other creature, roll a d20. If you roll lower than your
Starting at 14th level, once on each of your turns, when martyr level, the creature has already heard of you and
you cast a martyr spell of 1st level or higher which automatically fails its saving throw.
calls for a saving throw to resist its effects, you can On a failed save, the creature is charmed by you
spend additional hit points equal to half the cost of the for 1 minute or until your companions do anything
spell to to give one target of the spell disadvantage on harmful to it. The target regards you as a celebrity and
its first saving throw made against the spell. is starstruck by your presence. If you use your action
to sign your autograph for the charmed creature, the
Halt Apocalypse duration of this effect extends to 10 minutes.
By 18th level, the gods have blessed you with enough Once you use this feature, you can’t use it again
precious time to forestall catastrophe. At the end of until you finish a short or long rest.
your turn, you can choose to take immediately take an
extra turn.
Once you use this feature, you can’t use it again
until you finish a long rest.

Burden of Fame
You were destined to see your name in lights, to be the
talk of the town, to be a superstar. Unfortunately, the
gods also chose you to go out in a blaze of glory. The
Burden of Fame entails a life of renown matched only
by royalty, coupled with incredible duties undertaken
in the public eye. Your flame burns brightly for half as
long, but when your journey is complete, nobody will

c e l e b r i ty
Art of a
forget your name.
Burden Spells
You gain burden spells at the martyr levels listed.

i n g s o o n!
Martyr Level Spells

a rty r c om
3rd
5th
charm person, unseen servant
enthrall, suggestion m
9th hypnotic pattern, tongues
13th compulsion, private sanctum
17th dominate person, teleportation
circle

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Sacrosanct Spell Burden of Levity
At 6th level, when you cast one of your Burden Spells
When bacchanal and trickster deities believe that the
or a spell that has the sole effect of causing a creature
mortal realm has gotten too self-serious, they call upon
to regain hit points, you lose no hit points from casting
a Martyr of Levity to lighten the mood. These impish
the spell if you cast it at its lowest level. Casting the
martyrs are given license to joke, prank, and romp
spell still counts against your total number of spell
about the world with extraordinarily vague directives.
uses.
Perhaps, they have been commanded to pull a prank
Crowd Suggestion or tell a joke so ludicrous that history remembers it
By 14th level, your renown drives crowds to your side. forever. Or perhaps the martyr is themselves the butt
You can cast the spell mass suggestion without using hit of a larger joke, a walking parable about fate’s blunders.
points or counting against your total number of martyr Sadly, the martyr’s death usually serves as a punchline.
spells per day. Once you cast the spell in this way, you Burden Spells
can’t do so again until you finish a long rest.
You gain burden spells at the martyr levels listed.
You can also stretch the spell’s magic to influence
more targets with less specificity. You can target up Martyr Level Spells
to 100 creatures within range and deliver a one- or
3rd disguise self, hideous laughter
two-word suggestion. Each target or group of targets
(as decided by the GM) must make a Wisdom saving 5th levitate, misty step
throw against your spell save DC or collectively follow 9th glyph of warding, major image
the suggestion.
You can’t specify conditions that will trigger a 13th confusion, dimension door
special activity during the duration or suggest any 17th creation, mislead
activity that will be harmful to one or more members
of the group. Ne’er-Do-Well
Some typical commands and their effects follow. Starting at 1st level, you are an incorrigible ne’er-do-
You might issue a command other than one described well. You gain proficiency in the Deception skill and
here. If you do so, the GM determines how targets with one gaming set of your choice. Your proficiency
behave. If a target can’t follow your command, the spell bonus is doubled for any ability check you make that
ends for it. uses either of those proficiencies.
Catch Me! A target helps to lift and move you You also learn the prestidigitation cantrip. Wisdom
above its head, passing you to a creature adjacent to it is your spellcasting ability for this spell.
in the direction you specify.
Disperse! A target spends its turn moving until it Pie in the Face
is at least 10 feet away from other creatures. At 1st level, you can use a bonus action to throw a pie
Get Them! A target spends its turn moving toward at a creature you can see within 30 feet, which must
a creature you specify and attempting to grapple it, if succeed on a Dexterity saving throw (DC equals 8 +
able. your proficiency bonus + your Wisdom modifier) or
Hide Me! A target spends its turn moving toward be blinded until the start of your next turn.
you by the shortest and most direct route, attempting Once you use this feature, you can’t use it again
to conceal you in any way it deems appropriate. until you finish a short or long rest.
Jump! A target must use all its movement to
jump up and down without leaving its space and has Sacrosanct Spell
disadvantage on Dexterity saving throws and attack At 6th level, when you cast one of your Burden Spells
rolls. or a spell that has the sole effect of causing a creature
to regain hit points, you lose no hit points from casting
Superstar Sanctitude the spell if you cast it at its lowest level. Casting the
Beginning at 18th level, every Humanoid you meet spell still counts against your total number of spell
recognizes you as the most beloved and iconic uses.
personality of your age.
Additionally, you can cast the spell sanctuary at Just a Prank
will, targeting yourself, without using hit points or By 14th level, your puckish nature helps you escape
counting against your total number of martyr spells consequences for your actions. As a reaction when
per day. one or more creatures you can see become hostile
toward you, you can magically suppress their hostility
by declaring it was an elaborate prank. Each hostile
creature must succeed on a Charisma saving throw
against your spell save DC.
On a failed save, a target becomes indifferent
about you, and you have advantage on the next
Charisma check you make directed at it within the

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Complete Martyr
next hour. This indifference ends if the target is Blessing of Broken Bread
attacked or harmed by a spell or if it witnesses any of Beginning at 14th level, once per day when you finish
its friends being harmed. a short or long rest, choose up to five creatures you
Once you use this feature, you can’t use it again can see to gain a blessing. This blessing lasts until
until you finish a short or long rest. the creature finishes a short or long rest. Whenever a
Zany Misdirection blessed creature makes an attack roll, ability check, or
Beginning at 18th level, you can use your reaction saving throw, it can expend the blessing to reroll the
when you are targeted by an attack to change the target die and must use the new roll.
of that attack to a creature within 5 feet of you that Anointed Healer
is also within the attack’s range or reach. If there is By 18th level, your status as a divine healer is
no such creature within 5 feet of you, the attack has enshrined in sainthood. Whenever you restore hit
disadvantage. points to a creature, you can add your martyr level
to the number of regained hit points. A creature can
Burden of Mercy benefit from this additional healing once, regaining the
When the suffering of the world grows too heavy and ability to do so when you finish a long rest.
the cries of the anguished grow too loud, the gods
deliver a martyr to ease the strife and bring peace Burden of Odyssey
to the masses. This burden, however, has no end. A The gods have tasked you with exploring the far
martyr may spend all their days healing the sick and reaches of the world, to venture where no soul has
driving demons out of the possessed, but they will gone before, and bring back the discoveries waiting
scarcely impact the world at large. Indeed, the onus to be found there. You might be tasked to map an
upon them is not to mend every wound or comfort undiscovered continent, discover a straight between
every widow, but to provide hope in the darkest of distant cities, or sail the edge of the oceans, but peril
times that the gods have not forsaken their people, that and adventure regardless await. You are unlikely to
peace will soon reign, and that light will be victorious. return from your journey, but your expedition will
Burden Spells not have been in vain as long as your odyssey is
You gain burden spells at the martyr levels listed. remembered.

Martyr Level Spells Burden Spells


You gain burden spells at the martyr levels listed.
3rd healing word, sanctuary
5th enhance ability, lesser restoration Martyr Level Spells

9th remove curse, revivify 3rd expeditious retreat, feather fall


13th death ward, freedom of movement 5th find steed, pass without trace
17th mass healing word, raise dead 9th fly, sending
13th dimension door, freedom of
Cantrips movement
Starting at 1st level, your divine mission grants you a 17th passwall, teleportation circle
sliver of divine magic. You learn the spare the dying
and thaumaturgy cantrips, and one other cantrip of Worldly Experience
your choice from the cleric spell list. You don’t lose When you choose this burden at 1st level, your
hit points for casting these spells. Wisdom is your walking speed increases by 10 feet.
spellcasting ability for these spells. Additionally, you gain proficiency in
Balm cartographer’s tools and learn one language of your
Also at 1st level, you can use a bonus action to restore choice.
1 hit point to a creature within 60 feet or remove Pilgrim’s Gate
the blinded, deafened, or poisoned condition from a Also at 1st level, you can use your bonus action to
willing creature you touch. teleport up to 30 feet to an unoccupied space that you
Once you use this feature, you can’t use it again can see. You can also bring one willing creature of your
until you finish a short or long rest. size or smaller who is carrying gear up to its carrying
Sacrosanct Spell capacity. The creature must be within 5 feet of you
At 6th level, when you cast one of your Burden Spells when you use this feature.
or a spell that has the sole effect of causing a creature Once you use this feature, you can’t use it again
to regain hit points, you lose no hit points from casting until you finish a short or long rest.
the spell if you cast it at its lowest level. Casting the
spell still counts against your total number of spell
uses.

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Bloody Reprieve Bloody Reprieve
Starting at 6th level, whenever you use your Torment Starting at 6th level, whenever you use your Torment
feature against a hostile creature and you reduce the feature against a hostile creature and you reduce the
target to 0 hit points, you don’t lose any hit points from target to 0 hit points, you don’t lose any hit points from
using the ability. using the ability.
Zephyr’s Stride Unyielding Banner
At 14th level, whenever you end your turn 30 feet or At 14th level, your banner is a symbol of resistance.
further away from where you began your turn, you are You and friendly creatures within 10 feet of you can
enveloped by a blur of speed. Attacks against you have add your Wisdom modifier to initiative rolls and are
disadvantage until the start of your next turn. immune to being charmed or frightened.
Chosen of the Argonauts Kingslayer
At 18th level, the gods hasten you and your By 18th level, you are the bane of despots, the usurper
companions onward to your inevitable end. Whenever of tyrants. When you reduce a hostile creature to 0 hit
you finish a long rest, you can choose six willing points, choose one of the following effects:
creatures to gain a blessing of swiftness, which lasts • All of the creature’s spells and effects immediately
until the creature finishes a long rest. Each creature end, including all spells with permanent effects.
blessed this way gains a climbing speed and a Additionally, spells contingent on the target’s death
swimming speed equal to its walking speed, and can don’t trigger.
use its bonus action to move 10 feet without provoking • Each creature within 120 feet of the target that is
opportunity attacks. allied with it and has a lower challenge rating than
it must make a Wisdom saving throw against your
Burden of Revolution spell save DC or be frightened of you for 1 minute.
Kings and leaders are bound by an unspoken A frightened target can repeat the saving throw at
covenant to the gods to govern their people justly and the end of each of its turns, ending the effect on
peacefully. When a monarch turns their back on the itself on a success.
gods, embraces tyranny, or uses cruel measures against • You can use your bonus action to move up to 15
their own people, a martyr is called to end their reign. feet and make another melee weapon attack.
Rarely does a Martyr of Revolution come with peaceful
measures, for when a king must fall, only the sword Burden of Truth
can provide the necessary leverage. Tasked with unveiling the world’s deceptions and
Such martyrs are not only called to battle kings; delivering to the people a profound truth, martyrs
any person of influence that oppresses others and tasked with the Burden of Truth face an endless battle
abuses their power might wrong the gods enough to with disillusionment and lies. Such a martyr must earn
earn the ire of a martyr. In dark times, a martyr might the people’s hearts and minds, turning their favors
be tasked with clearing a continent of despots and away from evil influences and toward divine ones. It is
oppressors, calling for a full-scale military campaign of an uphill battle, but one that rarely requires grievous
liberation. violence except in the most dire of circumstances.
Burden Spells Martyrs of Truth are often deemed prophets, for
You gain burden spells at the martyr levels listed. Spells their gods entrust them with knowledge of the future,
marked with an asterisk are included in Chapter 2. insights into the past, and sagacious perspective on the
present. Such information is proof of their messages’
Martyr Level Spells divine origin and is a necessary balm, for the truths
3rd command, heroism such martyrs are called to preach are often a bitter pill
for listeners to swallow.
5th hold person, magic weapon
9th haste, pillar of salt* Burden Spells
You gain burden spells at the martyr levels listed.
13th stoneskin, wall of fire
Martyr Level Spells
17th hold monster, telepathic bond
3rd charm person, identify
Bonus Proficiency 5th augury, detect thoughts
Starting at 1st level, you gain proficiency in heavy 9th sending, speak with dead
armor.
13th divination, freedom of movement
Bulwark of Rebellion 17th legend lore, scrying
Also at 1st level, you can use a bonus action to gain
temporary hit points equal to 1d12 + your martyr
level, which last for 1 hour
Once you use this feature, you can’t use it again
until you finish a short or long rest.
12
Complete Martyr
Moral Erudition
Starting at 1st level, you can add your Wisdom
modifier instead of your Charisma modifier to
Charisma (Persuasion) checks. Additionally, others
can naturally sense when you are telling the truth.
Maxim of Truth
Also at 1st level, your force of personality compels
others to truthfulness. You can use your bonus action
to cast the spell zone of truth, centered on yourself
with a 5-foot radius area. This effect lasts for 1
minute. Wisdom is your spellcasting ability for
this spell.
Once you cast this spell in this way, you
can’t use it again until you finish a short or
long rest.
Sacrosanct Spell
At 6th level, when you cast one of your Burden Spells
or a spell that has the sole effect of causing a creature
to regain hit points, you lose no hit points from casting
the spell if you cast it at its lowest level. Casting the Bonus Proficiency
spell still counts against your total number of spell
Starting at 1st level, you gain proficiency in heavy
uses.
armor.
Foretold Escape Diabolic Ultimatum
Starting at 14th level, when a creature you can see
Also at 1st level, you can use your action to drive an
makes an attack roll against you, you can use your
enemy to harsh choices with a glance. Choose one
reaction to impose disadvantage on that roll.
creature you can see which can see you within 60 feet
Eyes of Prophecy to make a Wisdom saving throw (DC equals 8 + your
By 18th level, you are entrusted with glimpses of the proficiency bonus + your Wisdom modifier). On a
future, allowing you to replace the roll of one attack failed save, the creature is charmed or frightened by
roll, ability check, or saving throw you make with a 20. you (the target’s choice) for up to 1 minute. It can
Once you use this feature, you can’t use it again repeat this saving throw on each of its turns, ending
until you finish a short or long rest. the effect on a success.
Once you use this ability, you can’t use it again
Burden of Tyranny until you finish a short or long rest.
When malevolent gods find the world pacified and Bloody Reprieve
defenseless, they send a martyr of tyranny to conquer Starting at 6th level, whenever you use your Torment
its kingdoms, subjugate the weak, and spread misery feature against a hostile creature and you reduce the
with their blade. Once unleashed, this martyr stops target to 0 hit points, you don’t lose any hit points from
at nothing to establish an empire to rule over with using the ability.
an iron fist. They demand bloodshed from their
foes and pledges of absolute fealty from their allies, Crush Resistance
taking gleeful satisfaction with every power grab and By 14th level, your strikes drain the vitality of others.
malicious turn. It is not enough to rule: they must Once on each of your turns, when you hit a hostile
be feared, and any resistance must cower in their creature with a melee weapon attack, you gain 1d8
shadows. Only then will the gods let them die, likely temporary hit points. If you reduce a Humanoid to
stabbed in the back by someone crueler or more 0 hit points with a melee weapon attack, you instead
pitiless. gain 4d8 temporary hit points.
Burden Spells Totalitarian
You gain burden spells at the martyr levels listed. By 18th level, you can demand complete fealty from
dire enemies. You can cast the spell dominate person
Martyr Level Spells once without expending hit points or counting against
3rd bane, command your total number of martyr spells per day. Whenever
5th find steed, hold person you cast dominate person, the target has disadvantage
on its saving throw and doesn’t make a new Wisdom
9th bestow curse, fear saving throw against the spell when it takes damage.
13th banishment, dominate beast Once you cast this spell without expending hit
points, you can’t do so again until you finish a long
17th dominate person, geas
rest.
13
Mage Hand Press
Chapter 2: Spells New Spells
These spells are new to the martyr class and are listed
This chapter details new divine spells available to in alphabetical order.
martyrs. First, it presents the list of spells available to
the martyr, then it details new spells in alphabetical Boomering
order. 1st-level evocation
Casting Time: 1 action
Martyr Spells Range: 30 feet
Components: V, S
Martyrs can choose from the following spells when
they prepare spells after a long rest. Spells marked with Duration: Instantaneous
an asterisk are new to this class. A dizzying ring of sparks launches from your
outstretched hand and ricochets back to you moments
1st Level 3rd Level later. Make a ranged spell attack roll against a creature
bless create food and water within range. On a hit, you deal 3d6 radiant damage. If
boomering* daylight this attack misses, you can repeat the attack roll against
burnt offering* dispel magic the same target once.
command magic circle At Higher Levels. When you cast this spell using a
cure wounds pillar of salt* spell slot of 2nd level or higher, the damage increases
detect evil and good remove curse by 1d6 for each slot level above 1st.
detect magic revivify If you cast this spell using a spell slot of 3rd level
detect poison and disease snakestaff* or higher, after the ring hits the first target, it ricochets
guiding bolt 4th Level to a second target of your choice that you can see
heroism within 30 feet of the first target, dealing damage as
indemnify* banishment
death ward normal on a hit. If you cast this spell using a spell slot
inflict wounds of 5th level or higher, the ring can ricochet to a third
protection from evil and locate creature
stoneskin target of your choice that you can see within 30 feet of
good the second target. No matter how many creatures the
purify food and drink 5th Level ring ricochets to, you can only repeat the attack roll
shield of faith dispel evil and good against one of the spell’s targets.
transient bulwark* flame strike
2nd Level geas Burnt Offering
hallow 1st-level abjuration (ritual)
aid
halo of flame* insect plague Casting Time: 10 minutes
lesser restoration raise dead Range: Self
locate object Components: V, S, M (a pyre and slain animal)
magic weapon Duration: 24 hours
protection from poison By constructing a pyre and burning an animal’s corpse,
stone bones* you court the favor of the gods. For the duration,
zone of truth you can add your Wisdom modifier, instead of your
Dexterity modifier, to your Armor Class.
At Higher Levels. If you cast this spell using a
spell slot of 3rd level or higher, you can also reroll one
saving throw you make during the duration. You can
choose to reroll the saving throw after you roll the die,
but must decide before the outcome is determined and
must use the new roll.

14
Complete Martyr
Halo of Flame You cast a staff to the ground, which writhes and grows
2nd-level evocation into a giant constrictor snake under your control,
which acts on its own initiative count. The snake
Casting Time: 1 action is friendly to you and your companions. The snake
Range: Self (10-foot radius, 5-foot wide ring) will obey any verbal commands that you issue to it
Components: V, S (no action required by you). If you don’t issue any
Duration: Instantaneous commands, it defends itself from hostile creatures, but
A ring of flame ignites above your head, and then otherwise takes no actions. If the snake is reduced to 0
springs outward, coming to rest in a burning circle. hit points, it dies and reverts to a broken staff. The GM
The circle is composed of a 5-foot wide line of flame, has the creature’s statistics.
curving to form a 10-foot radius ring around you.
Each creature you choose within the area must make Stone Bones
a Dexterity saving throw. On a failed save, a creature 2nd-level transmutation
takes 4d6 fire damage, or half as much on a successful Casting Time: 1 bonus action
save. Range: 30 feet
At Higher Levels. When you cast this spell using Components: V, S
a spell slot of 3rd level or higher, the damage increases Duration: 1 round
by 1d6 for each slot level above 2nd. You magically reinforce a creature you can see within
Indemnify range, granting it resistance to bludgeoning, piercing,
1st-level necromancy and slashing damage from nonmagical attacks until
the end of your next turn.
Casting Time: 1 bonus action
Range: 30 feet Transient Bulwark
Components: V, S, M (a drop of blood) 1st-level abjuration (ritual)
Duration: Concentration, up to 1 hour Casting Time: 1 action
You fling a drop of blood at a target you can see within Range: Self
range, marking them for reckoning. The target must Components: V, S, M (a pearl worth 10 gp, which the
make a Constitution saving throw. On a failed save, spell consumes)
the target takes 1d8 radiant or necrotic damage (your Duration: 8 hours
choice) whenever you lose hit points for the duration. The next attack made against you within the duration
Pillar of Salt has a −10 penalty to hit.
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of lantern oil and a Martyr Alignments
pinch of sulfur) Martyrs need not abide by a specific alignment,
Duration: Instantaneous however, their mortal burden might bias their
You deliver a mote of divine wrath to a point you actions toward an alignment. Reference the
can see within range. Each creature you choose in following table to determine which burdens fit best
a 10-foot radius sphere centered on that point must with your martyr's alignment.
make a Constitution saving throw. On a failed save, a Mortal Burden Alignment
creature takes 7d6 necrotic damage, or half as much on
a successful save. If this damage reduces a target which Burden of Anonymity Any Chaotic
failed its saving throw to 0 hit points, it is transformed Burden of Ascension Any Alignment
into a pillar of salt.
At Higher Levels. When you cast this spell using Burden of Atonement Any Good
a spell slot of 4th level or higher, the damage increases Burden of Calamity Any Evil
by 1d6 for each slot level above 3rd. Burden of Discord Any Chaotic
Snakestaff Burden of the End Any Lawful
3rd-level transmutation Burden of Fame Any Alignment
Casting Time: 1 action Burden of Levity Any Chaotic
Range: 60 feet
Components: V, S, M (a quarterstaff) Burden of Mercy Any Good
Duration: Concentration, up to 1 hour Burden of Odyssey Any Alignment
Burden of Revolution Any Alignment
Burden of Truth Any Lawful
Burden of Tyranny Any Evil

15
Mage Hand Press
COMPLETE
NECROMANCER

The Definitive
Unethical, Undead Class
by Mage Hand Press
Chapter 1: Necromancer
A withered, old woman reaches out and grasps a battle-
hardened knight by the arm. The knight laughs at the
crone’s gesture before collapsing in mere seconds,
desiccated and dead.
A scarred and grizzled warrior in breastplate leads
a charge through a detachment of soldiers, swinging
a glaive, shrouded in dark energies, at her foes. A
shambling, undead vanguard follows her path, and her
slain foes rise to join their ranks.
A grim, robed figure presides before his court,
all arranged in a marble hall of gothic construction.
Shambling corpses, abominations of flesh and bone, and
dead-eyed, charmed nobles wait in attendance, forming
perfect lines in silent obedience.
Necromancers are spellcasters that hold sway over
the forces of life and death, twisting them to serve their
own ambitions, and commanding small armies of lifeless,
animated thralls.

Morbid Curiosity
Necromancers must match their grand intellects with
an equal lack of scruples—the willingness to turn to
forbidden knowledge and unquestionably evil methods.
No matter their means, every necromancer is driven
by a deep fascination with the dark arts and the power
necromancy can afford them. Most see themselves
as outcast members of the academic elite, braving
new territories of magic that other spellcasters are too
cowardly to explore.
However, collecting knowledge expanding their
understanding is merely a means to an end for most
necromancers; they are almost always driven by a
deeper, darker impulse, a goal that pushes them to
the utter brink. This might be the distorted ideal
of a “greater good” or a goal to right the wrong
of mortality; in every case, necromancy is a grim
implement for their life’s work.

Masters of Undeath
Necromancers have learned through trial and error
how to puppet the flesh, bone, and spirits of the dead,
binding them to their will. Through their terrible magic,
they command the forms of lesser undead, and demand
respect from those powerful enough to resist their thrall. Creating a Necromancer
All necromancers share the capability of simply animating
As you create your necromancer, the most important
corpses, along with the knowledge and foresight to create
piece of information to consider is your character’s
new and terrible undead abominations to further their
ambition. What is your goal? How do you intend to
goals. Beyond the basic command over the undead, each
achieve it? How does necromancy fit into the picture?
necromancer specializes in a method to impart their will
Once you’ve decided on your ambition, consider why
upon the world. Some dive deeply into the necromantic
you turned to necromancy to accomplish it. Were you
arts, and some focus on their ability to assert control
scorned by your previous spellcasting master? Did you
over the weak, while others still master the art of both
come across an old, rotting tome filled with forgotten
martial and magical combat. While their skills might
knowledge? Were you the survivor of some great attack by
seem specialized, properly prepared necromancers can
another necromancer?
dominate both on the battlefield and at the round table.

3
Mage Hand Press
The Necromancer
Total
Proficiency Thrall Cantrips Spells
Level Bonus CR Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Charnel Touch 4 2 2 — — — — — — — —
2nd +2 1/4 Thralls, Bag of Bones 4 3 3 — — — — — — — —
3rd +2 1/2 Grave Ambition, Black Arcana 4 4 4 2 — — — — — — —
4th +2 1/2 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 1 Critical Spellcasting 5 6 4 3 2 — — — — — —
6th +3 1 Grave Ambition Feature 5 7 4 3 3 — — — — — —
7th +3 1 Enthralling Presence 5 8 4 3 3 1 — — — — —
8th +3 1 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 2 — 5 10 4 3 3 3 1 — — — —
10th +4 2 Grave Ambition feature 6 11 4 3 3 3 2 — — — —
11th +4 2 — 6 12 4 3 3 3 2 1 — — —
12th +4 2 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 3 — 6 13 4 3 3 3 2 1 1 — —
14th +5 3 Critical Spellcasting improvement 6 13 4 3 3 3 2 1 1 — —
15th +5 3 — 6 14 4 3 3 3 2 1 1 1 —
16th +5 3 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 4 — 6 15 4 3 3 3 2 1 1 1 1
18th +6 4 Undying Servitude 6 15 4 3 3 3 3 1 1 1 1
19th +6 4 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 4 Lichdom 6 15 4 3 3 3 3 2 2 1 1

Work with your GM to determine how necromancy


is viewed in the world. Is it just another method of
spellcasting, or is it an abominable tool, used only by the
Class Features
As a necromancer, you have the following class features.
most abhorred spellcasters? How do commoners react
when they see you? Must you hide your thralls from Hit Points
public scrutiny, and if so, how? Furthermore, do the Hit Dice: 1d6 per necromancer level
other player characters know of your sinister magic, and Hit Points at 1st Level: 6 + your Constitution modifier
if so, how have they reacted to seeing your puppeteered Hit Points at Higher Levels: 1d6 (or 4) + your
corpses? Work with other players, especially those with Constitution modifier per necromancer level after 1st
cleric and paladin characters, to find suitable reasons you
might work together. Proficiencies
Armor: None
Quick Build Weapons: Simple weapons
You can make a necromancer quickly by following these Tools: None
suggestions. First, Intelligence should be your highest
ability score, followed by Constitution, and then Strength Saving Throws: Constitution, Intelligence
or Dexterity if you plan to choose the Death Knight Skills: Choose two from Arcana, Deception, History,
ambition. Second, choose a background of your choice, Intimidation, Investigation, Medicine, Persuasion,
preferably one that ties into your ambition. Third, choose and Religion
chill touch, hocuspocus, light, and spark of life for your Equipment
cantrips, and then choose detect magic, expeditious retreat, You start with the following equipment, in addition to the
Gahoul’s shrieking skull, and inflict wounds as your 1st- equipment granted by your background:
level spells.
• A dagger and any simple weapon
• (a) a component pouch or (b) an arcane focus
• A shovel and (a) a dungeoneer’s pack or (b) a scholar’s
pack

4
Complete Necromancer
Spellcasting Charnel Touch
Your connection to the realm of negative energy allows Your connection to the negative energy realm grants you
you to cast powerful necromantic spells. an inner nexus of dangerous power, ready to be unleashed
at a moment’s notice. Starting at 1st level, you have a pool
Cantrips of Charnel Touch points equal to your necromancer level
At 1st level, you know four cantrips of your choice × 5 that replenishes when you finish a long rest.
from the necromancer spell list. You learn additional As an action, declare the number of points you wish
necromancer cantrips of your choice at higher levels, to expend, up to a maximum of 5 × your proficiency
as shown in the Cantrips Known column of the bonus, and make a melee spell attack against one target
Necromancer table. within your reach. On a hit, you expend the declared
amount of points and deal necrotic damage equal to the
Spell Slots points expended. If you miss the attack, you don’t expend
The Necromancer table shows how many spell slots you any points. The damage dealt by your Charnel Touch
have to cast spells of the 1st level and higher. To cast one is doubled when you score a critical hit, expending no
of these spells, you must expend a slot of the spell’s level additional points.
or higher. You regain all spell slots when you finish a long This attack deals no damage to Constructs and
rest. instead heals Undead for the amount of points expended.
Spells Known of 1st Level And Higher You can target a willing creature with this ability without
You know two 1st-level spells of your choice from the making a spell attack roll.
necromancer spell list.
You learn an additional necromancer spell of your Thralls
choice at each level except 12th, 14th, 16th, 18th, 19th, While lesser spellcasters can only animate flesh and
and 20th. Each of these spells must be of a level for which bone in a rudimentary fashion, and must expend
you have spell slots. For instance, when you reach 3rd valuable energy to maintain their undead’s loyalty, true
level in this class, you can learn one new spell of 1st or necromancers can provide their undead with a portion
2nd level. of their own life force, ensuring long-term obedience.
Additionally, when you gain a level in this class, you Beginning at 2nd level, you learn an ancient and powerful
can choose one of the necromancer spells you know and ritual that allows you to raise and command your own
replace it with another spell from the necromancer spell army of the undead.
list, which also must be of a level for which you have spell
slots. Animate Thralls
By spending 10 uninterrupted minutes performing this
Spellcasting Ability ritual with a spellcasting focus or component pouch, you
Intelligence is your spellcasting ability for your can raise the remains of one or more Small or Medium
necromancer spells, since your power is rooted in the Humanoids within 30 feet of you into Undead creatures.
fine manipulation of negative energy and research into Undead created in this way become your thralls. You
magical secrets. You use your Intelligence whenever a maintain control over your thralls indefinitely. Stat blocks
spell refers to your spellcasting ability. In addition, you for skeletons, zombies, and other thralls can be found
use your Intelligence modifier when setting the saving in the Undead Thralls section at the end of the class
throw DC for a necromancer spell you cast and when description.
making an attack roll with one.
Commanding Thralls
Spell save DC = 8 + your proficiency bonus + If you are conscious, you can mentally control all of your
your Intelligence modifier thralls, without using any actions. If you are unconscious,
your thralls will move to protect your body from harm,
Spell attack modifier = your proficiency bonus + but will not attack.
your Intelligence modifier In combat, your thralls take their turns immediately
before or after your turn each round (your choice) All
Ritual Casting thralls collectively share one reaction and bonus action,
You can cast a necromancer spell you know as a ritual if which a single thrall can use each round.
that spell has the ritual tag. Thralls use your spell attack modifier to make their
attacks.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for Maximum Thralls
your necromancer spells. For a necromancer, these are You can animate and control one thrall of challenge rating
typically objects with sentimental value, such as a locket, (CR) 1/4. As you gain levels in this class, you can animate
childhood toy, prison shackle, or wedding ring, that are more thralls. The combined CR of all your thralls can’t
altered with magically conductive materials. exceed the number shown in the Thrall CR Total column
of the Necromancer table, and the total number of thralls
under your control can never exceed your proficiency
bonus.

5
Mage Hand Press
At any time, you can use your action to sever your
connection to one or more thralls, releasing them.
Grave Ambition
Corporeal Undead crumple into a heap and incorporeal When you reach 3rd level, you decide on a proper path of
Undead flee to the Ethereal Plane. research into the dark arts in order to carve a path leading
toward your ultimate goal. Choose a Grave Ambition,
Animate Dead detailed at the end of the class. Your choice grants you
Beginning at 5th level, a necromancer can learn the features at 3rd level, and again at 6th, 10th, and 20th level.
animate dead spell, a staple of the school of necromancy.
Necromancers can cast this spell as an action, instead of Black Arcana
over the course of 1 minute. Also beginning at 3rd level, as a bonus action, you can
All Undead created by the animate dead spell (as expend a spell slot to replenish your Charnel Touch pool.
well as any other magic, such as the create undead spell, Your pool regains 1d8 expended points, plus 1d8 for each
that allows you to control Undead) count as your thralls level of the spell slot expended, up to a maximum of your
and can be commanded as such. If your new thralls pool’s total.
granted to you by a spell cause you to exceed your total
CR or number of thralls, you can immediately sever your Ability Score Improvement
connection to any of your existing thralls so as to stay
within these limits. Your thralls can never command or When you reach 4th level, and again at 8th, 12th, 16th,
create other Undead. and 19th level, you can increase one ability score of your
As always, you can’t reanimate Undead that have choice by 2, or you can increase two ability scores of your
been reduced to 0 hit points. Your Animate Thralls ritual, choice by 1. As normal, you can’t increase an ability score
the animate dead spell, and similar magic only affects above 20 using this feature.
Humanoid corpses, whereas your thralls are Undead
creatures. Critical Spellcasting
At 5th level, your potent necrotic powers punish your
Bag of Bones enemy at the first sign of weakness. When a creature
Also at 2nd level, you learn how to create a necromantic rolls a 1 on a saving throw against one of your spells, it
magic item, a bag of bones. The bag connects to a vast automatically fails the save, and you can roll all the spell’s
extradimensional space that can only hold Medium or damage dice a second time, adding the total to the spell’s
smaller corpses, bones, and Undead creatures; it violently damage against that creature. The additional damage only
expels anything else placed within it. You can use an applies to the creature that rolled a 1.
action to place a corpse or willing Undead creature into Additionally, your spell attacks score a critical hit on a
the bag, up to a maximum of 10 corpses or Undead roll of 19 or 20.
creatures, or use your action to dump the contents of the Starting at 14th level, a creature automatically fails
bag, which land in spaces within 5 feet of you. its saving throw against your spells and takes additional
You can transform any container you can carry into damage when it rolls a 1 or a 2. Additionally, your spell
a bag of bones by performing a special ritual over the attacks score a critical hit on a roll of 18–20.
course of 1 hour while you hold it. This container ceases
to be magical if you perform this ritual again to create a Enthralling Presence
new bag of bones. The container always connects to the At 7th level, the negative energy that flows through you
same extradimensional space. If the bag is placed inside reinforces your thralls against those who would seek to
an extradimensional space, such as that created by a bag destroy or control your servants. Your thralls and other
of holding, it is destroyed. Its contents remain in the same Undead you control are immune to effects that turn
extradimensional space until you create a new bag. Undead and can’t be forcefully controlled by another
creature while you are conscious.

Undying Servitude
When you reach 18th level, your connection to your
Variant Rule: Necromancy Unleashed thralls can pull them back from the brink of destruction.
When a thrall under your control is reduced to 0 hit
This class imposes limitations on animate dead-style points but not destroyed outright, you can use your
spells, as well as the number and types of thralls a reaction to restore it to half of its maximum hit points.
player can use in order to ensure timely, balanced Once you use this feature, you can’t use it again until you
play. If you’d like to throw caution to the wind and finish a long rest.
embrace the undead horde experience, use this
variant rule.
Ignore the “Animate Dead” section in the Thralls
feature. Animated Undead from spells are separate
from your thralls for the purposes of your class
features, but have no other class-based limitations.

6
Complete Necromancer
Phylactery
A lich’s phylactery is as much a memento as it is their
anchor to immortality, and as such, no two are alike.
Phylacteries are often constructed from objects with
sentimental value, such as family heirlooms or prized
possessions, but can be fashioned from swords,
pieces of armor, or even entire castles.
Furthermore, every phylactery has a weakness,
a critical flaw by which it can be destroyed, allowing
its lich to be slain permanently. These weaknesses,
too, are unique to each phylactery. One phylactery
might require a ritual to be performed around it for
24 hours, while another might call for the phylactery
to be dipped in the lava of an active volcano. Discuss
with your GM the form your phylactery takes and what
weakness it possesses.

Lichdom
By 20th level, you have unlocked the pinnacle of
necromantic prowess, through which you will conquer
death itself: The Rite of Lichdom. When you reach this
level, you have completed your phylactery and are ready
to undergo the rite. To do so, you shut yourself away
for 30 days in an isolated location of your choice, and
emerge as an immortal lich, an undead of unsurpassed
power. Once the rite is complete, you gain the following
benefits as well as those dictated by your choice of Grave
Ambition.
Phylactery
A phylactery is a small object that houses a lich’s soul,
safeguarding its immortality. If you drop to 0 hit points,
your body crumbles to dust, but your will and mind
escape to the phylactery. After 1d4 + 1 days, a new body
coalesces as near to your phylactery as possible and you
return to life (or rather, unlife). When your body reforms,
you gain the benefits of a long rest. The new body is
identical in every way to the one that was destroyed.
Undead Resilience
You gain immunity to necrotic and poison damage.
Undead Traits
You are immune to the effects of exhaustion and you don’t
need to eat, drink, sleep, or breathe. You must still rest for
4 hours a day to gain the benefits of a long rest. Though
your type is Humanoid, spells and effects that specifically
affect Undead affect you as well. You are immune to any
effect that turns Undead.

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Mage Hand Press
Additionally, when you perform your Animate Thralls
Grave Ambitions ritual, you can animate the skeleton of a horse or similar
animal as a warhorse skeleton.
Becoming a necromancer is seldom an accident. Almost
all who dive into the secrets of life and death do so with Charnel Shield
a purpose, a method to the madness. This ambition is At 3rd level, you can fortify yourself with necromantic
what drives them into the tenebrous corners of forgotten energy to lessen blows. As a reaction when you take
libraries, long-abandoned tombs, and the graveyards of damage from a creature you can see, you can expend a
simple commoners. Ambition drives them further into the number of points from your Charnel Touch pool, up to
dark, where only the light of their end goal can lead them half the damage dealt. Reduce the damage by the number
through the all-consuming shadows. A necromancer’s of points expended.
grave ambition represents the path to their ultimate goal,
to what lengths they’ll go to achieve it, and serves to Extra Attack
validate their actions, if only to themselves. Beginning at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Black Rider Additionally, your melee weapon attacks score a
The rhythmic drumbeat of galloping hooves and the critical hit on a roll of 19 or 20.
searing pinpoints of red eyes signal the arrival of a black
rider. Such necromancers embrace mounted combat, Gruesome Charge
commanding their thralls from the back of a skeletal steed Beginning at 10th level, your foes crumble beneath
and terrorizing countrysides with unparalleled swiftness. your steed’s hooves. If you make an attack while you are
Mastering this discipline means not only commanding mounted and 20 feet or further away from where you
an undead mount, but also requires sure mastery over began your turn, your mount can use its reaction to make
weapons while on horseback and on foot. However, the a melee weapon attack.
reward is immense: a black rider isn’t a plodding marshal Lichdom: Dullahan
of shambling masses, but a wind of death that blows At 20th level, you have reached the pinnacle of
across the battlefield at a moment’s notice. necromancy and transformed yourself into a lich.
Skeletal Steed Through a vile ritual and a guillotine, you have severed
Starting when you choose this ambition at 3rd level, your own head to act as your phylactery, allowing you
you’ve trained in the saddle as a mounted combatant. You to see without eyes. Liches of your kind are known as
gain proficiency with light armor, medium armor, shields, dullahans or headless horsemen. You gain the following
battleaxes, flails, lances, longsword, morningstars, war features in addition to the Lichdom feature:
picks, and warhammers.

Grave Ambitions
Name Description
Black Rider Riding atop a skeletal steed, battles foes and commands thralls from horseback
Blood Ascendent Granted power from the blood curse of vampirism, without the myriad vampiric weaknesses
Corpse Florist Cultivates a “garden” of shambling, flowering corpses
Crone A necromantic witch that lays curses and brews foul potions
Dead Mist Acolyte Consumes hit points for necromantic power, and vice-versa
Death Knight Clad in armor, a terrible warrior brandishing dark energies and martial weapons
Necrodancer Utilizes a horde of undead backup dancers to become the greatest performer ever
Overlord A sinister manipulator backed by powerful allies
Pale Master Emphasizes the purest form of necromancy and brandishes devastating spells
Pharaoh An echo of the god-kings of ancient civilizations, a priest and necromancer in equal measure
Plague Lord A necromantic disease carrier who commands vile, corpulent minions
Reanimator A mad scientist that stitches together new and terrible undead minions
Reaper A furtive shadow of death, who foretells and beckons demise
Toymaker Traps souls in handmade toys to create necromantic slaymates

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Complete Necromancer
Skull Phylactery. Your phylactery is your own
magically preserved head. Even without your head, your
senses aren’t inhibited. You can hear and smell from
where your head once was and your disembodied voice
booms from the stub of your neck. Additionally, you have
blindsight with a range of 120 feet. Within that range, you
can effectively see anything that isn’t behind total cover.
Moreover, you can see an invisible creature within that
range, unless the creature successfully hides from you.
If you are carrying your skull phylactery, you also
have truesight with a range of 30 feet.
Damage Resistance. You gain resistance to
bludgeoning, piercing, and slashing damage from
nonmagical attacks.
Nightmare. When you perform your Animate Thralls
ritual, you can summon a nightmare. You command this
creature as your thrall and it counts as Undead for the
purpose of your necromancer class features. When this
creature is reduced to 0 hit points or released by you, it
vanishes in a puff of flame

Blood Ascendent
Necromantic might comes in many forms, but a singular,
ancient source is the blood curse of vampirism. Though
it promises much—immortality, agility, charm—it comes
paired with insidious drawbacks, from the stinging burn
of sunlight to a perpetual thirst for blood. Necromancers
that wish to capture a measure of this power without
suffering its myriad weaknesses perform a special
ritual with vampiric blood in order to become Blood
Ascendants. In doing so, they fall deathly pale and lose
their reflection within mirrors, but learn to slowly pry out
vampiric powers without fully succumbing to the all-
devouring curse.
Ascendant Spells
When you choose this ambition at 3rd level, you learn
additional spells as noted in the table below. Each of these
spells counts as a necromancer spell for you, but doesn’t
count against the number of necromancer spells you Vampiric Transformation
know. Starting at 6th level, you can use your action and expend
15 Charnel Touch points to transform for up to 1 hour, or
Spell Level Spells
until you drop to 0 hit points or revert on your turn as an
1st charm person, sleep action. Anything you are wearing transforms with you,
2nd enthrall, suggestion but objects you are carrying fall to the ground in your
space. Choose one of the following transformations:
3rd hypnotic pattern, vampiric touch Bat. You transform into a Tiny bat. While in bat
4th phantasmal killer, private sanctum form, you can’t speak, your walking speed is 5 feet, and
5th dominate person, modify memory you have a flying speed of 30 feet. Your statistics, other
than your size and speed, are unchanged.
Mist. You transform into a Medium cloud of mist.
Charnel Drain While in mist form, you can’t speak, manipulate objects
At 3rd level, you drain the essence of those you slay. or take any actions, other than to revert to your true
When you reduce a hostile creature to 0 hit points with form. You are weightless, have a flying speed of 20 feet,
your Charnel Touch, you regain hit points equal to can hover, and can enter and occupy the space of another
your Intelligence modifier + your necromancer level creature. In addition, if air can pass through a space, you
(minimum 3). Additionally, you can choose to knock the can do so without squeezing, and you can’t pass through
target unconscious instead of killing it. water. You have advantage on Strength, Dexterity, and
Constitution saving throws, and you have resistance to
bludgeoning, piercing, and slashing damage.

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Mage Hand Press
Children of the Night Garden of the Grave
By 10th level, the hordes of the night answer to your beck Also at 3rd level, you cultivate corpse flowers,
and call. When you perform your Animate Thralls ritual, necromantic plants that root in corpses. When you
you can summon one or more wolves, swarms of bats, perform your Animate Thralls ritual following a long rest,
or swarms of rats. You command these creatures as your you can choose to plant corpse flowers in any of your
thralls and they count as Undead for the purpose of your thralls, causing each such thrall to have the following
necromancer class features. When one of these creatures is changes:
reduced to 0 hit points or released by you, it vanishes in a • The thrall is a Plant instead of an Undead, but counts
cloud of mist. as Undead for the purpose of your necromancer class
Lichdom: Nosferatu features.
At 20th level, you have reached the pinnacle of • Whenever you take a short or long rest, the thrall takes
necromancy and transformed yourself into a lich. You root in the ground and regains hit points equal to 1d8
have embraced the blood curse of vampirism to become a + your Intelligence modifier.
vampire lord in all but name: a nosferatu. Charnel Entangle
Coffin Phylactery. Your phylactery is a coffin filled At 3rd level, weeds and brambles sprout at your touch.
with grave dirt. When you drop to 0 hit points, you When you hit with a Charnel Touch attack and expend
reform in your coffin after 1 hour. You are permanently 5 or more points, the target must succeed on a Strength
weakened until you spend 24 hours resting in the coffin. saving throw against your spell save DC or be restrained
During this time, your hit point maximum is reduced to by weeds until the end of your next turn.
1, and you drop to 0 hit points if you begin your turn in
sunlight. Rotten Seed
Regeneration. At the start of each of your turns, you Beginning at 6th level, you can plant your budding corpse
regain 10 hit points. You don’t gain this benefit if you have flowers in the living as well as the dead. You can use your
0 hit points or you are in direct sunlight. bonus action to toss a seed at a hostile creature that isn’t
Vampiric Agility. Your speed is doubled. Additionally, Undead that you can see within 15 feet of you, which must
you can climb difficult surfaces, including upside down on make a Dexterity saving throw. On a failed save, a corpse
ceilings, without needing to make an ability check. flower seedling sprouts and burrows into the creature’s
flesh. At the start of each of the creature’s turns, it takes
Corpse Florist 1d8 necrotic damage and you gain temporary hit points
Some necromancers arrive at the realization that equal to the necrotic damage dealt.
necromancy is the gateway to new life flourishing in the The seedling withers after 1 minute, when the target
rot and waste of the recently dead. Perhaps unsurprisingly, dies, or when you use this feature again.
horticulture is their main inspiration. When you reach 11th level, the damage increases to
Instead of animating corpses normally, corpse florists 1d10, and at 17th level, the damage increases to 1d12.
plant seeds of the corpse flower in recently deceased
bodies, which rapidly sprout and send creeping vines to Death in Bloom
every joint and muscle group. Within minutes, the corpse At 10th level, you can sow the seeds of undeath in
rises under the florist’s control, but as a blossoming plant your foes. Once on each of your turns when a hostile
instead of a mindless undead. A corpse florist travels with Humanoid under the effect of your Rotten Seed feature
their shambling garden wherever they go, planting new dies, you can animate that creature’s corpse as a skeleton
corpse flowers and revitalizing the earth whenever the or zombie (your choice) under your control. This Undead
opportunity presents itself. counts as one of your thralls and gains the benefit of your
Garden of the Grave feature.
Corpse Florist Spells
When you choose this ambition at 3rd level, you learn Lichdom: Botanical Lich
additional spells as noted in the table below. Each of these At 20th level, you have reached the pinnacle of
spells counts as a necromancer spell for you, but doesn’t necromancy and transformed yourself into a lich. Your
count against the number of necromancer spells you body becomes a fertile garden of flowers that bloom from
know. every inch of your skin, and exotic flowers bloom in your
wake. You gain the following features in addition to the
Spell Level Spells Lichdom feature:
1st false life, goodberry Flowering Phylactery. Your phylactery has also
changed with your transformation. Your soul has been
2nd barkskin, spike growth transferred into thirteen immortal flowers of different
3rd plant growth, speak with plants types located in places important to you. Each one has
4th blight, freedom of movement a specific weakness, which you will need to discuss with
your GM, and your regeneration is only stopped when
5th reincarnate, tree stride all thirteen flowers are destroyed. When you drop to
0 hit points, you regenerate in the soil at your nearest
phylactery flower.

10
Complete Necromancer
Petal Stride. As you move, flowers sprout from the The potions available for you to brew are given on the
ground around you in a 30-foot radius. You can use Cauldron Potions table below.
a bonus action on your turn to step into a flower and Cauldron Potions
teleport to any other flower you can see within 30 feet,
magically planting your body at the origin and sprouting Potion Charnel Touch Points
at the destination. When you do so, you can choose any Potion of Animal Friendship 10
number of friendly Plants within 30 feet of you and cause
them to teleport in a similar manner to flowers you can Potion of Climbing 10
see within range. Potion of Growth 10
Regeneration. At the start of each of your turns, you
Potion of Healing 10
regain 10 hit points. You don’t gain this benefit if you have
0 hit points or you are in darkness Philter of Love 20
Potion of Heroism 20
Crone
Potion of Poison 20
The oldest and most insidious necromantic secrets are
remembered by hag’s covens. Their curses have plagued Potion of Resistance 20
the likes of elves and humans since before the dawn of
history, becoming more malicious and complex with the Walking Hut
passing centuries. By 10th level, you enchant a structure to grow legs and
Necromancers that consort with hags or join a hag’s follow your commands. When you perform your Animate
coven to learn their necromantic secrets are known as Thralls ritual, you can summon a single walking hut. You
“crones” by their peers and “haglings” by others. For their command this creature as one of your thralls.
devotion to the hag’s ancient arts, these necromancers Additionally, you can use your action to temporarily
learn to spin terrible curses, brew potions in a cauldron, dismiss the walking hut to a pocket dimension, or cause it
and even access the mythical Baba Yaga’s arcane secrets to reappear in any unoccupied space within 60 feet of you.
Crone Spells Lichdom: Baba Yaga
When you choose this ambition at 3rd level, you learn At 20th level, you have reached the pinnacle of
additional spells as noted in the table below. Each of these necromancy and transformed yourself into a lich. By
spells counts as a necromancer spell for you, but doesn’t mastering the subtle magic of hags and witches, you can
count against the number of necromancer spells you wield the full power of a coven and curse others with
know. unparalleled foulness. You gain the following features in
addition to the Lichdom feature:
Spell Level Spells
Athame. By enchanting a dagger or similar weapon
1st find familiar, hideous laughter over the course of a short or long rest you create a
2nd blindness/deafness, invisibility ritualistic knife called an athame. You can use your
athame as a spellcasting focus.
3rd bestow curse, fly As an action, you can expend 25 points from your
4th banishment, polymorph Charnel Touch pool to target a creature that you can
5th contagion, seeming see within 60 feet using the athame, which must make
a Wisdom saving throw against your spell save DC.
On a failed save, for the next hour, the target loses any
Charnel Curse resistances to damage and treats any immunities to
At 3rd level, your touch bestows curses. When you hit damage as resistances instead.
with a Charnel Touch attack and expend 5 or more points, Effigy. You can use your bonus action to construct
the target must succeed on a Wisdom saving throw an effigy composed of clay, twigs, or rags of a creature
against your spell save DC or be cursed for 1 minute. you can see within 60 feet of you, magically linking the
While cursed, the target subtracts 1d6 from any attack creature and the effigy. As long as the creature is within
rolls, ability checks, or saving throws it makes. At the end 1 mile of you, you can cast spells and use your Charnel
of each of the target’s turns, it can make a Wisdom saving Touch through the effigy to target the creature even if the
throw against the curse, ending the effect on a success. creature is out of range or you can’t see it.
You can only curse one creature with this feature at The effigy retains its potency for 8 hours. Once you
a time, and you can end this curse early on your turn (no use this feature to create an effigy, you can’t do so again
action required). until you finish a long rest.
Witch’s Cauldron Evil Eye. You can expend 20 points from your
Charnel Touch pool to cast the spell fear without
Beginning at 6th level, you can brew potions in a bubbling
expending a spell slot. You can also expend 35 points to
cauldron using foul alchemical ingredients. You can spend
cast the spell eyebite, or 40 points to cast the spell mirage
10 minutes and expend any number of Charnel Touch
arcane without expending a spell slot.
points to brew potions. These potions retain potency for
24 hours, after which they become inert. If a potion calls
requires a saving throw, it uses your spell save DC.

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Mage Hand Press
Dead Mist Acolyte
Deep in the starry expanse of the Astral Plane,
necromancers can find a pure, untapped necromantic
source: the Dead Mists. This inky astral fog is an
embodiment of unlife in the multiverse, perhaps a
negative balance to the overwhelming majority of
living creatures. However, the Dead Mists is a living
and corruptive entity that drains the life essence from
anything it touches.
Necromancers that survive their first
experimentations in the Dead Mists might become its
acolytes and spend their waking hours unraveling its
astral secrets. Perhaps they will learn to coax life essence
back out of the necromantic cloud, or perhaps they will
learn to summon aspects of the mists to plague their foes.
Regardless, they will pay the price for their ambitions as
the mists slowly drain them of mortality.
Dead Mist Spells
When you choose this ambition at 3rd level, you learn
additional spells as noted in the table below. Each of these
spells counts as a necromancer spell for you, but doesn’t
count against the number of necromancer spells you
know. New spells are marked with an asterisk.
Spell Level Spells
1st dead mist lash*, fog cloud
2nd levitate, misty step
3rd dead fog*, gaseous form
4th banishment, death ward
Walking Hut 5th antilife shell, cloudkill
Large Construct, Unaligned
Armor Class 14 (natural armor)
Charnel Consumption
Hit Points 85 (10d10 + 30) Also at 3rd level, you can draw the withering Dead Mists
Speed 30 ft. into your soul at the cost of your own life essence. When
you expend 5 or more points when making a Charnel
STR DEX CON INT WIS CHA Touch attack, you can instead choose to lose an equal
19 (+4) 10 (+0) 17 (+3) 3 (–4) 3 (–4) 1 (–5) number of hit points instead of expending Charnel Touch
points.
Damage Immunities poison, psychic Because of the soul-draining nature of the Dead
Condition Immunities blinded, charmed, exhaustion, Mists, you can’t regain hit points from any spell you cast.
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), Mistborne Regeneration
passive Perception 6 At 6th level, you can restore your life essence by feeding
Languages — upon the Dead Mists. As an action on your turn, you can
Challenge 2 (450 XP) Proficiency Bonus +2 expend 5 or more Charnel Touch points. You regain 1d8
Demiplane Dwelling. The walking hut contains an hit points for every 5 Charnel Touch points expended.
entrance to a 30-foot radius demiplane furnished
as a rustic household. The demiplane is dimly-lit, Duskfog
comfortable, and dry, regardless of the weather outside. Beginning at 10th level, you can call upon a vile shadow
When the hut dies, creatures inside the demiplane from the Dead Mists to serve as your thrall. When you
are expelled into the open spaces nearest to the perform your Animate Thralls ritual, you can summon
entrance. The hut’s creator can also use its action to one or more duskfogs to serve as your thralls. When a
magically expel creatures it chooses from the demiplane. duskfog is reduced to 0 hit points or released by you, it
Actions disperses into the air.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one
creature. Hit: 17 (3d8 + 4) bludgeoning damage and the
target must succeed on a DC 14 Strength saving throw
or be knocked prone.

12
Complete Necromancer
Duskfog Death Knight
Medium Undead, Typically Chaotic Evil Some necromancers are content to sit in dusty tombs with
moldering tomes, occasionally picking apart a battlefield
Armor Class 13 for fresh ingredients and new company. By contrast, death
Hit Points 26 (4d8 + 8) knights are a predators among scavengers, seizing their
Speed 30 ft., fly 30 ft. (hover) goals through a melding of magic and traditional combat.
Bolstered with dark energies and sturdy armor, the death
STR DEX CON INT WIS CHA
knight wields a weapons edged with death itself. They
5 (–3) 17 (+3) 14 (+2) 3 (–4) 10 (+0) 8 (–1)
are simultaneously the vanguard and general of their
undead forces, unafraid of getting their hands dirty when
Damage Resistances acid, cold, fire, lightning, necrotic,
thunder; bludgeoning, piercing, and slashing from necessary.
nonmagical attacks Intensive Combat Research
Damage Immunities poison, necrotic
Condition Immunities exhaustion, grappled, paralyzed, Starting when you choose this ambition at 3rd level,
petrified, poisoned, prone, restrained you’ve honed your body and mind to the various tools
Senses darkvision 120 ft., passive Perception 10 of war. You gain proficiency with light armor, medium
Languages understands all the languages of its creator, armor, shields, and martial weapons. Additionally, you
but can’t speak can perform the somatic components of spells while
Challenge 1 (200 XP) Proficiency Bonus +2 wielding weapons or shields you are proficient with, as
long as you have your arcane focus on your person.
Misty Form. The duskfog can occupy another creature’s
space and vice versa. In addition, if air can pass through Charnel Strike
a space, the duskfog can pass through it without
Also at 3rd level, whenever you make a melee weapon
squeezing. Each foot of movement in water costs it 2
extra feet, rather than 1 extra foot. The duskfog can’t attack as part of the Attack action, you can channel your
manipulate objects in any way that requires fingers or Charnel Touch through the weapon. When you do so,
manual dexterity. make an attack with a melee weapon instead of a spell
attack. On a hit, the target suffers the weapon attack’s
Actions normal effects, and it takes the necrotic damage of your
Misty Embrace. Melee Spell Attack: +3 to hit, reach Charnel Touch. You can only deal necrotic damage using
5 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage this ability once per turn.
and the duskfog regains hit points equal to half of the Additionally, whenever you deal damage using this
necrotic damage dealt. ability or a Charnel Touch attack, you gain temporary
hit points equal to the necrotic damage dealt, up to a
maximum of half your total hit points.
Lichdom: Dead Mist Lord Extra Attack
At 20th level, you have reached the pinnacle of Beginning at 6th level, you can attack twice, instead of
necromancy and transformed yourself into a lich. once, whenever you take the Attack action on your turn.
However, your lichdom has become corrupted by the all- Additionally, your melee weapon attacks score a
consuming Dead Mists, leaving you a gaseous, incorporeal critical hit on a roll of 19 or 20.
wraith. You gain the following features in addition to the
Lichdom feature: Overcharged Thralls
Damage Resistance. You gain resistance to At 10th level, your inner nexus of energy has spread
bludgeoning, piercing, and slashing damage from to your thralls, turning them into your own personal
nonmagical attacks. pools of spare energy when the need arises. When one
Gaseous Body. Your lich form is gaseous and of your thralls dies or you release it, your Charnel Touch
indistinct. You can enter and occupy the spaces of other pool regains a number of expended points equal to your
creatures. Additionally, you can pass through small holes, necromancer level.
narrow openings, and even mere cracks, though you treat
liquids as though they were solid surfaces. Lichdom: Imperator
Additionally, you gain a flying speed equal to your At 20th level, you have reached the pinnacle of
walking speed. You can’t fall and remain hovering in the necromancy and transformed yourself into a lich. Due
air even when stunned or otherwise incapacitated. to your martial capabilities and incredibly potent inner
Master of the Mists. Once on each of your turns when nexus of necromantic power, you have transformed into
you deal necrotic damage to a hostile creature with your an imperator lich—an Undead creature unmatched in
Charnel Touch or a necromancer spell, you drain some of both arcane and combat prowess. You gain the following
the target’s life essence with the Dead Mists. You regain hit features in addition to the Lichdom feature:
points equal to 2d6 + your Intelligence modifier, up to a Completed Combat Research. You gain proficiency
maximum of the damage dealt. with heavy armor if you didn’t have it already, and you
gain resistance to bludgeoning, piercing, and slashing
damage.

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Mage Hand Press
Peerless Charnel Strike. The necrotic damage caused that can’t be charmed automatically succeeds on this
by Charnel Touch ignores resistance and immunity to saving throw. For the duration, the target must use all
necrotic damage. its movement to dance without leaving its space and has
Additionally, you can gain any number of temporary disadvantage on attack rolls and Dexterity saving throws.
hit points from your Charnel Strike, instead of a
maximum of half your total hit points. Graveyard Tango
Starting at 6th level, you can spend 5 points from your
Necrodancer Charnel Touch pool as a bonus action to bestow your
grace and style on an ally. Choose a willing creature other
Neon lights, thumping beats, and impeccable fashion are
than yourself that can see or hear you to gain your Backup
the calling cards of necrodancers, spellcasters that saw the
Dancers Bonus until the start of your next turn.
potential for animate dead to create the greatest troupe
of backup dancers of all time. A necrodancer’s minions Disco of the Dead
don’t shamble aimlessly, but instead move in perfect Beginning at 10th level, your minions groove outside the
rhythm with one another, busting fresh moves and in turn bounds of space and time. Whenever one of your thralls
empowering their master through choreography. takes the Dance action, it enters the Ethereal Plane until
Footloose the start of its next turn. While ethereal, the thrall is still
faintly visible in a blur of disco lights.
Starting when you choose this ambition at 3rd level, you
gain proficiency in the Acrobatics and Performance skills
if you don’t already have it. Your proficiency bonus is
doubled for any ability check you make that uses
either of those proficiencies.
Additionally, you gain proficiency with the
rapier, scimitar, shortsword, and whip.
Backup Dancers
At 3rd level, each of your thralls gains the ability
to take the Dance action, which allows it to dance
until the start of its next turn. When one or more of
your thralls are dancing, you gain a number of benefits
shown in the Backup Dancers table. You also gain a
special bonus to your Armor Class, attack rolls, damage
rolls, Charisma (Performance) checks, and saving
throws called a Backup Dancers Bonus. Your Backup
Dancers Bonus starts as a +1 and increases as you gain
additional dancers.
Charnel Groove
Also at 3rd level, your touch confers the need to dance.
When you hit with a Charnel Touch attack and expend
5 or more points, the target must succeed on a Wisdom
saving throw against your spell save DC or be compelled
to dance until the end of your next turn. A creature

Backup Dancers
Backup Dancers
Dancers Bonus Effect
1 +1 You can use your bonus action to take the Disengage action.
2 +1 You can use your bonus action to take the Dash action.
3 +2 You can use your bonus action to make one melee weapon attack.
4 +2 You can take two bonus actions on your turn instead of one, as long as both bonus
actions are different and granted to you by this subclass.
5 +3 When you are subjected to an effect that allows you to make a Dexterity saving throw
to take only half damage, you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
6 +3 Attacks made against you have disadvantage.

14
Complete Necromancer
Lichdom: Thriller following skills of your choice: Deception, Intimidation,
At 20th level, you have reached the pinnacle of or Persuasion.
necromancy and transformed yourself into a lich. You Additionally, you can use your Intelligence, instead
appear ageless, with smooth, alabaster skin, and boast of Charisma, for Charisma (Deception), Charisma
an uncanny grace and rhythm. You gain the following (Intimidation), and Charisma (Persuasion) checks.
features in addition to the Lichdom feature: Sacrificial Thralls
Dance-Off. You can use your action and expend At 10th level, you can force your thralls to sacrifice
20 points from your Charnel Touch pool to magically themselves to ensure your own safety. When you are
challenge up to ten creatures you can see within 60 feet targeted by an attack, you can use your reaction to force a
of you to an impromptu dance competition. A creature thrall within 5 feet of you to become the new target of the
that can’t be charmed is unaffected. Make a Charisma attack.
(Performance) check. Each creature you challenge must Once you use this feature, you can’t do so until you
succeed on a contested Charisma (Performance) check or finish a short or long rest.
take 8d6 psychic damage and have disadvantage on the
next attack roll it makes before the end of its next turn. Lichdom: Tyrant
On a successful save, a creature takes half as much damage At 20th level, you have reached the pinnacle of
and doesn’t have disadvantage. necromancy and transformed yourself into a lich. Your
Moonwalk. You and each of your thralls are always desire for control has warped your transformation,
under the effect of the spell freedom of movement. turning you into a tyrant lich. Your flesh and bone rapidly
Smooth Criminal. Your Dexterity and Charisma decay, reducing your features to nothing more than two
scores become 20 if they were lower. glowing dots beneath your hood. You gain the following
features in addition to the Lichdom feature:
Overlord Immortal Rule. If you drop to 0 hit points, you can
There are few ambitions that capture the imagination choose to possess a nearby body, instead of beginning the
more than the power to rule. From peasantry to nobility, process of reforming at your phylactery. When you do so,
many dream of a world in which they are in charge. Some choose an unconscious Humanoid or the corpse of one
necromancers, known as overlords, see their magic as that has died within the last minute that is within 120 feet
a means to accomplish this pervasive dream. Seeking of you to possess (a creature warded by a protection from
control both on and off the battlefield, overlords leverage evil and good or magic circle spell can’t be possessed).
their dark magic to bolster their allies and manipulate Once you possess a body, you control it. Your game
their foes. statistics are replaced by the statistics of the creature,
though you retain your alignment and your Intelligence,
Overlord Spells Wisdom, and Charisma scores. If the body has 0 hit
When you choose this ambition at 3rd level, you learn points when you possess it, its type becomes Undead and
additional spells as noted in the table below. Each of these it regains 50 hit points, up to its hit point maximum. You
spells counts as a necromancer spell for you, but doesn’t retain the benefit of your own class features. If the target
count against the number of necromancer spells you has any class levels, you can’t use any of its class features.
know. If you possess the body of an unconscious creature,
the creature makes a Charisma saving throw against your
Spell Level Spells
spell save DC after 8 hours, and it repeats the save every
1st command, bane 8 hours thereafter until the effect ends. On a success,
2nd detect thoughts, hold person you are ejected from the body and begin the process of
reforming at your phylactery. You are also ejected if the
3rd haste, slow body dies or you choose to leave it as an action. Once
4th compulsion, confusion you’ve possessed a creature in this way, you can’t possess it
5th dominate person, geas again using this feature.
Tyrant’s Influence. You can expend 25 points from
your Charnel Touch pool to cast the spell dominate beast
Charnel Boon without expending a spell slot. You can also expend 30
At 3rd level, you can grant a boon to minions by points to cast the spell dominate person, or 60 points to
empowering them with your own potency. As a bonus cast the spell dominate monster without expending a spell
action on your turn, you can expend 5 or more points slot.
from your Charnel Touch pool to empower each of your
thralls within 30 feet of you. Until the end of your next Pale Master
turn, those thralls gain a +1 bonus to their attack rolls,
damage rolls, and AC for every 5 points expended, up to a When the need for superiority drives a necromancer,
maximum of +3. there is no end to their ambition. Such necromancers,
known as pale masters, work feverishly to master every
Despotic Discourse corner of necromantic magic, less out of the desire to
When you reach 6th level, your black magic has granted improve themselves and more out of spite for their rivals.
you a silver tongue, which you can use to manipulate
those around you. You gain proficiency in one of the

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Mage Hand Press
This perhaps speaks to a dirty secret of necromancy: A creature whose soul is devoured can’t be restored to
most necromancers hate each other. Bitter rivalries, life by any means short of a true resurrection or wish spell.
grudges, and insignificant slights motivate pale masters Paralyzing Touch. When you hit with a Charnel
to embrace lichdom with unequaled fervor, for to master Touch attack and expend 20 or more points, the target
necromancy means to accept no equals. must succeed on a Constitution saving throw against your
spell save DC or be paralyzed for 1 minute. The target
Pale Master Spells can repeat the saving throw at the end of each of its turns,
When you choose this ambition at 3rd level, you learn ending the effect on itself on a success.
additional spells as noted in the table below. Each of these
spells counts as a necromancer spell for you, but doesn’t Pharaoh
count against the number of necromancer spells you
The god-kings of ancient kingdoms practiced a unique
know. New spells are marked with an asterisk.
style of necromancy, forgotten to time. Through the
Spell Level Spells extraction of organs, the desiccation of flesh, and
1st exhume*, inflict wounds
innumerable enchantments, those ancient kings were able
to rule their subjects as divine, undead beings, long past
2nd invisibility, ray of enfeeblement their mortal deaths. While those kingdoms have been lost
3rd animate dead, fear to the shifting sands and wild jungles of the world, their
methods have been preserved in the carvings of colossal
4th black tentacles, blight temples and revived by modern necromancers, who take
5th cloudkill, scrying on the guise of the erstwhile pharaohs. Their magic is a
hybrid of divine and arcane influences, the legacy of god-
Charnel Empower kings from a forgotten age.
At 3rd level, you can empower your spells with Pharaoh Spells
necromantic energy from your own well of magic. When
When you choose this ambition at 3rd level, you learn
you deal damage with a necromancy spell of 1st level or
additional spells as noted in the table below. Each of these
higher, you can expend a number of points up to your
spells counts as a necromancer spell for you, but doesn’t
level + your Intelligence modifier from your Charnel
count against the number of necromancer spells you
Touch pool. When you do so, one of the spell’s targets
know. New spells are marked with an asterisk.
of your choice takes extra necrotic damage equal to the
Additionally, you learn the thaumaturgy cantrip,
number of points expended.
which is a necromancer spell for you and doesn’t count
Frightening Gaze against your number of cantrips known.
Beginning at 6th level, you gain proficiency in the Spell Level Spells
Intimidation skill, if you didn’t have it already.
Additionally, you can expend 10 Charnel Touch 1st bless, guiding bolt
points as a bonus action to fix your horrific gaze on a 2nd halo of flame,* lesser restoration
creature you can see within 60 feet of you. The target must 3rd revivify, snakestaff*
make a Wisdom saving throw against your spell save DC
or be frightened of you for 1 minute. The frightened target 4th death ward, divination
can repeat the saving throw at the end of each of its turns, 5th insect plague, greater restoration
ending the effect on itself on a success.
Thrall Rush Holy Symbol
Beginning at 10th level, whenever you roll initiative and Starting at 3rd level, you can use a holy symbol as a
aren’t surprised, you can command each of your thralls to spellcasting focus for your necromancer spells.
either move up to their speed or attack once. Channel Divinity
Lichdom: Archlich Also at 3rd level, you can channel your pseudo-divinity
At 20th level, you have reached the pinnacle of to fuel magical effects. You start with one effect: Ankh
necromancy and transformed yourself into a lich. Your of Radiance. When you use your Channel Divinity, you
skin clings tightly to your bones, your muscles wither, choose which effect to create. You must then finish a
and your eyes turn milky and dull. Yet, through the veil of short or long rest to use your Channel Divinity again.
weakness, your body exudes unbelievable arcane power. Additionally, if you expend 15 Charnel Touch points as an
You gain the following features in addition to the Lichdom action, you can regain your expended use of your Channel
feature: Divinity.
Devour Soul. When you reduce a hostile creature to 0 Ankh of Radiance. As an action, you can brandish
hit points, you can immediately devour the creature’s soul your holy symbol and bless a number of willing creatures
to refuel your horrific powers (no action required). Roll a up to your Intelligence modifier within 60 feet of you with
d8 and regain expended spell slots of your choice whose holy radiance, which lasts for 1 minute. The first time a
combined level is no greater than the number rolled. You blessed creature takes damage, it has resistance to that
can’t use this feature again until you finish a long rest. damage. If it took damage from a melee weapon attack,
the attacker takes 1d6 radiant damage. The blessing then
ends for that creature.

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Complete Necromancer
The damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Mock Divinity
Beginning at 6th level, you can convincingly reflect
the trappings of a demigod walking the earth. You can
create the following additional effects when using the
thaumaturgy cantrip:
• You can brighten or darken the sun or moon, affecting
the area within 120 feet of you for up to 1 minute.
You can change darkness to dim light and dim light
to bright light, or vice versa. Additionally, you can
heighten bright light to a blazing radiance, which
causes disadvantage on Wisdom (Perception) checks
which rely on sight, or you can deepen darkness to
a pitch black, which limits darkvision to a 30-foot
radius. This deeper darkness has no effect on creatures
that can see in magical darkness.
• At a point you can see within 120 feet of you, you
manifest a Huge illusory avatar of a deity, which
mimics your movements and projects your speech in a
booming voice for 1 minute.
Channel Divinity: Scarab of Judgement
Starting at 10th level, you can use your Channel Divinity
to transfer life from the undead to the living. As an action,
you can toch an Undead creature you control and choose
a willing Humanoid you can see within 60 feet of you.
The Undead is destroyed and reduced to dust, and the
Humanoid regains hit points equal to the Undead’s hit
points. Once a creature regains hit points in this way, it
can’t do so again until it finishes a long rest.
Lichdom: God-King
At 20th level, you undergo the ancient funeral rites of
the pharaohs, removing your organs and entombing your
body in a sarcophagus amongst your worldly possessions.
You become the oldest and most exalted type of lich: a
god-king. You gain the following features in addition to
the Lichdom feature:
Canopic Phylacteries. Your phylactery has also
changed with your transformation. Your stomach, lungs,
intestines, and liver have been removed and placed into
canopic jars. Each one has a specific weakness, which you Plague Lord
will need to discuss with your GM, and your regeneration The power of plagues can’t be denied. A single disease can
is only stopped when all four canopic jars are destroyed. single-handedly overwhelm a nation, or even an empire.
When you are destroyed, you reform at your sarcophagus. Necromancers that realize the potential within sickness
Mummy Rot. When you hit with a Charnel Touch will often seek to wield that power themselves. These
attack and expend 20 or more points, the target must are known as plague lords, commanders of vermin and
succeed on a Constitution saving throw against your disease alike. A plague lord’s touch is toxic, and vermin
spell save DC or be cursed with mummy rot. The cursed protect them from harm, can transfer their spells through
target can’t regain hit points, and its hit point maximum unconventional means, and spread their filth to their
decreases by 3d6 for every 24 hours that elapse. If the thralls.
curse reduces the target’s hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until Charnel Toxin
removed by the remove curse spell or other magic. At 3rd level, even your touch can cause sickness. When
Whirlwind of Sand. As an action, you can magically you hit with a Charnel Touch attack and expend 5 or more
transform into a whirlwind of sand, move up to 60 feet, points, the target must succeed on a Constitution saving
and revert to your normal form. While in whirlwind throw against your spell save DC or be poisoned until the
form, you are immune to all damage, and you can’t be start of your next turn.
grappled, petrified, knocked prone, restrained, or stunned.
Equipment you are wearing or carrying remains in your
possession.

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Mage Hand Press
Vile Congregation At the end of each of its turns, the target can make a
Starting at 3rd level, leagues of vermin cling to your Constitution saving throw against your spell save DC,
skin and swarm over others nearby. Whenever a hostile ending the curse and the poisoned condition on a success.
creature within 5 feet of you makes an attack roll or saving
throw, you can roll a d4 and subtract the result from its
Reanimator
attack roll or saving throw. This ability has no effect on Through bubbling test tubes and sparking electrodes,
Constructs and Undead. you have discovered the true heart of necromancy: mad
science. You’ve experimented in far-reaching disciplines
Projectile Spew of surgery, alchemy, and physics, using your animated
Beginning at 6th level, your own inner nexus of power has minions as gruesome test subjects and walking surgical
become a volatile cocktail of disease, allowing your spells dummies. Most crucially, you have discovered that
to have a far greater reach. You can reach creatures up to lightning can imbue almost anything with a semblance
15 feet away from you with your Charnel Touch feature of life, from the smallest severed muscle to the most
and spells with a range of touch, as you use magically towering and soulless golems.
imbued projectile vomit to deliver your payload.
Skilled Surgeon
Bloated Thralls Beginning when you choose this ambition at 3rd level,
At 10th level, your thralls have become hives of vermin you gain proficiency in the Medicine skill, if you did not
and disease, ready to burst at any moment. When a already have it. You can use your Intelligence, instead of
thrall drops to 0 hit points or you release it, you can Wisdom, for Wisdom (Medicine) checks.
choose to cause it to explode in a shower of poison, gore,
and vermin. Each creature within 5 feet of the thrall, Mad Science
other than yourself and your other thralls, must make a At 3rd level, you can spend 10 minutes installing a
Dexterity saving throw against your spell save DC. On monstrous graft on one of your thralls that doesn’t have
a failed save, a creature takes 4d6 poison damage and is the Incorporeal Movement trait. Additionally, your
poisoned until the start of your next turn. On a successful thralls don’t lose hit points or Hit Dice from installing
save, a creature takes half as much damage and isn’t or removing grafts, and it takes them no time to recover
poisoned. after the attachment of a new graft. See Chapter 3 for
monstrous grafts.
Lichdom: Corpulent Lich
At 20th level, you have reached the pinnacle of Charnel Voltage
necromancy and transformed yourself into a lich. At 3rd level, you supplement your necromantic energies
Your obsession with disease and rot has affected your with arcing bolts of electricity. You can choose to deal
transformation: your body engorges, much like a lightning damage instead of necrotic damage with your
waterlogged corpse, and your skin turns a sickly green. Charnel Touch. When you hit with a Charnel Touch
You gain the following features in addition to the Lichdom attack that deals lightning damage and expends 5 or
feature: more points, you can cause the energy to arc to a second
Gore Burst. When you drop to 0 hit points, your body creature within 5 feet of the target. The creature must
explodes in a shower of plague and necromantic energy. make a Dexterity saving throw against your spell save
Each creature within 20 feet of you must make a Dexterity DC, taking lightning damage equal to half the number of
saving throw against your spell save DC. On a failed save, Charnel Touch points expended on a failed save.
a creature takes 5d10 necrotic damage and 5d10 poison
damage and is poisoned until the start of your next turn. Lazarus Bolt
On a successful save, a creature takes half as much damage Starting at 6th level, as an action, you can drive a bolt
and isn’t poisoned. into the torso of a creature within 5 feet of you that has
Master of Disease. When you use your Charnel Toxin died within the last minute and shock it back to life. That
feature and expend 25 or more points, the creature is creature returns to life with 1 hit point. This feature can’t
poisoned and cursed for up to 1 minute on a failed save. return a creature to life if it lacks a heart, has died of old
Choose two of the following effects which afflict the target age, or is missing vital organs. Once this creature returns
while it is cursed: to life, you can restore hit points to it using your Charnel
Choose one ability score. The target has disadvantage on Touch for 1 minute, as if the creature were Undead.
ability checks and saving throws made with that ability Once you use this feature, you can’t use it again until
score. you finish a short or long rest.
• The target can only see out to a radius of 10 feet. Arcane Stitching
• The target falls prone at the end of each of its turns. Starting at 10th level, you’ve learned how to inscribe
• The target loses an additional 1d6 hit points whenever magical effects on your thralls using gruesome arcane
it takes damage. stitches. You can expend 10 points from your Charnel
• The target can speak only in a babbling nonsense Touch pool to apply an arcane stitch to one of your thralls
language, and can’t perform the verbal components of in a process requiring 1 minute of work with a needle and
spells. thread. You can only apply arcane stitches to one of your
thralls at a time, and your thrall can only have one of each
type of stitch.

18
Complete Necromancer
Your thrall can use arcane stitches to gain a benefit Charnel Veil
in combat. An arcane stitch lasts until your thrall uses it, At 3rd level, you can fade from view like a specter of
your thrall is killed, or you finish a long rest. death. When you hit with a Charnel Touch attack and
Augmented Incision. The thrall gains advantage on expend 5 or more points, you become invisible until
attack rolls and ability checks until the end of its turn (no the start of your turn. This effect ends early if you move
action required). further than 15 feet or more.
Bulwark Backstitch. The thrall casts the spell shield
when it is hit by an attack. Umbral Form
Fleet Threads. The thrall’s speed is tripled until the Beginning at 6th level, as an action, you can flatten your
end of its turn (no action required). body into a shadow upon the floor.
Voltaic Suture. When the thrall hits a creature with As a shadow, your movement speed doubles and you
an attack, it deals an extra 3d6 lightning or necrotic gain a climbing speed equal to your movement speed.
damage (your choice). You can move across difficult surfaces, including ceilings,
without needing to make an ability check. As a shadow,
Lichdom: Patchwork Golem you can only move along surfaces; you can’t jump or fly.
At 20th level, you have reached the pinnacle of Attacks against you have disadvantage while you
necromancy and transformed yourself into a lich. are in shadow form. In darkness, you are invisible to
Through abominable works of alchemy and surgery, you any creature that relies on darkvision to see you in that
have constructed yourself an artificial body to act as the darkness.
vessel for your soul. As a shadow, you can’t take actions. Your equipment
Golem Form. Your Strength, Dexterity, and merges with your shadow form and has no effect until you
Constitution scores become 20 if they weren’t already leave the form.
higher, and you have resistance to bludgeoning, piercing, You can end this effect as a bonus action or when you
and slashing damage from nonmagical attacks that aren’t start your turn (no action required).
adamantine. Additionally, you don’t lose hit points or Hit
Dice from installing or removing grafts, and it takes you Wraith Flight
no time to recover after the attachment of a new graft. Beginning at 10th level, spirits you command move with
Magic Resistance. You have advantage on saving an unearthly speed. The flying speeds of your thralls are
throws against spells and other magical effects. doubled. Additionally, when one of your thralls flies out of
an enemy’s reach, opportunity attacks against it are made
Reaper with disadvantage.
The oblivion of death is the wellspring necromancy, a
dark abyss into which all necromancers stare. Those rare Lichdom: Harbinger
necromancers that gamble with their own souls might At 20th level, you have reached the pinnacle of
become reapers, figures of shadow and demise that necromancy and transformed yourself into a lich. You
beckon others to the afterlife. For performing this deed, have become an embodiment of death itself, a harbinger
they strengthen their connection to the distant oblivion, of the ultimate end. Clad in shadows, you seem little more
until they are but tenebrous shadows: harbingers of an than a grim skeletal presence in a foreboding robe, a sight
inevitable end. which all men fear to behold.
Death’s Touch. When you use your Charnel Touch
Reaper Spells against a creature you can see and roll an 11 or higher on
When you choose this ambition at 3rd level, you learn the d20 for the attack roll, you hit the target, regardless of
additional spells as noted in the table below. Each of these its AC.
spells counts as a necromancer spell for you, but doesn’t Fell Flight. You gain a flying speed of 60 feet.
count against the number of necromancer spells you Grim Harvest. When you kill a Humanoid using
know. Charnel Touch, you rip their soul from their body, which
animates as a visage under your control, which counts as
Spell Level Spells one of your thralls.
1st false life, inflict wounds
2nd invisibility, silence
Toymaker
Toymaking is not unlike necromancy. Painting details in
3rd fear, speak with dead
miniature, carving faces, stitching clothing, and stringing
4th greater invisibility, phantasmal killer up limbs require a meticulousness and obsession that is
5th mislead, passwall also a prerequisite for animating the dead. Necromancers,
after all, devise their own playthings and meticulously
fashion them, albeit using more gruesome materials.
It should come at no surprise, therefore, that
necromancy enjoys a strong tradition of toymaking.
Practiced necromantic toymakers can animate their dolls
as slaymates, adorable but lethal minions that strike in
numbers.

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Slaymates Capstone: Clockwork Lich
Starting when you choose this ambition at 3rd level, At 20th level, you have reached the pinnacle of
you learn to bind the souls of the dead into Construct necromancy and transformed yourself into a lich. As a
vessels—namely porcelain dolls, clockwork toys, wooden part of the Rite of Lichdom, you transfer your soul into
puppets, and stuffed animals. When you perform your a body of ticking clockwork, a stuttering but immortal
Animate Thralls ritual, you can summon slaymates. You form. You gain the following features in addition to the
command these creatures as your thralls and they count Lichdom feature:
as Undead for the purpose of your necromancer class Clockwork Body. Your soul is bound to a Construct
features. Additionally, two slaymates count as one thrall body with your statistics. Your type is Undead. However,
for your maximum number of thralls. When one of these spells and effects that specifically affect Constructs affect
creatures is reduced to 0 hit points or released by you, it you as well.
collapses into a heap of ruined materials. In your clockwork body, you are immune to being
blinded, charmed, deafened, frightened, paralyzed, or
Charnel Puppet stunned. Additionally, you are immune to any spell or
At 3rd level, using a supply of material stored in your bag effect that would alter your form.
of bones, you can animate slaymates at a moment’s notice. You can spend 10 days and 500 gp of materials to
You can use an action and expend 5 or more points from build an additional clockwork body to act as a safeguard
your Charnel Touch pool to animate two slaymates under against death. Whenever you die, your soul transfers
your control for every 5 points expended, which count as to another clockwork body that you have built of your
your thralls. These slaymates appear within your space or choice. If you have no clockwork bodies available, you
in an unoccupied space within 5 feet of you. reform at your phylactery in the body of a slaymate, but
you retain your alignment, personality, and Intelligence,
Soul Doll Wisdom, and Charisma scores.
Beginning at 6th level, as a reaction when a creature you
Spell Immunity. You are immune to three spells
can see within 60 feet of you dies, you can capture the
of your choice, which you select when you build the
creature’s soul and trap it within a soul doll. The creature
clockwork body.
controls the body of the doll using the statistics of a
slaymate, but it can’t attack and retains its alignment,
personality, and Intelligence, Wisdom, and Charisma
scores. You don’t control the soul doll and it doesn’t count
as one of your thralls.
The soul doll speaks and understands all the Slaymate
languages it knew in life. It is under no compulsion to Tiny Construct, Typically Chaotic Evil
answer your questions truthfully or cooperate with you, Armor Class 15 (natural armor)
especially if you are hostile to it or it recognizes you as an Hit Points 2 (1d4)
enemy. Speed 30 ft.
While the creature’s soul is trapped in a soul doll,
it can’t return to life. The soul leaves the doll when you STR DEX CON INT WIS CHA
release it as an action, or when the soul doll is reduced to 6 (–2) 12 (+1) 10 (+0) 3 (–4) 3 (–4) 16 (+3)
0 hit points.
You can have up to five soul dolls at one time. If you Skills Stealth +3
attempt to create a new soul doll, you can release another Damage Immunities poison, psychic
doll as a part of the reaction used to create the new doll. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Miniature Minions Languages the languages known by its creator
Beginning at 10th level, when you perform your Animate Challenge 1/8 (25 XP) Proficiency Bonus +2
Thralls ritual, you can choose for any thrall you animate False Appearance. While the slaymate remains
to be Tiny and have a toylike appearance of your choice. motionless, it is indistinguishable from a normal toy.
Every Tiny thrall under your control gains the Evasion
Mimicry. The slaymate can mimic simple sounds it has
trait. heard, such as a person whispering, a baby crying, or an
Evasion. If the thrall is subjected to an effect that animal chittering. A creature that hears the sounds can
allows it to make a Dexterity saving throw to take only tell they are imitations with a successful DC 11 Wisdom
half damage, it instead takes no damage if it succeeds on (Insight) check.
the saving throw and only half damage if it fails, provided
it isn’t incapacitated.
Actions
Scratch. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) slashing damage.

20
Complete Necromancer
Undead Thralls Bonebeast
Medium Undead, Typically Neutral Evil
Necromancers use the following creatures as their thralls:
bonebeasts, gorgers, gravetouched ghouls, skeletons, Armor Class 14 (natural armor)
spirits, visages, and zombies. Unless otherwise stated, Hit Points 28 (5d8 + 5)
no other Undead creatures can be animated as thralls. A Speed 40 ft.
Small or Medium Humanoid corpse can be animated into
any of these Undead. Other than having a different size, STR DEX CON INT WIS CHA
your thralls’ statistics are unchanged. 12 (+1) 15 (+2) 13 (+1) 5 (–3) 10 (+0) 5 (–3)
A corpse can become a gorger, gravetouched ghoul,
or zombie. A pile of bones can become a bonebeast or Damage Immunities poison
skeleton. The corpse of a creature that has been dead for Condition Immunities poisoned
no more than 1 hour can become a spirit or visage. Senses darkvision 60 ft., passive Perception 10
The Undead Thralls table can be used as a quick Languages understands all languages it knew in life, as
reference for thrall statistics. well as the languages of its creator, but can’t speak
Challenge 1 (200 XP) Proficiency Bonus +2
Bonebeast Keen Smell. The bonebeast has advantage on Wisdom
Constructed of haphazardly assembled humanoid bones, a (Perception) checks that rely on smell.
bonebeast looks nothing like a man. Lumbering about on Pack Tactics. The bonebeast has advantage on attack
four legs with great boney fangs, the beast can run as fast rolls against a creature if at least one of the bonebeast’s
as a bear and strike as viciously as a lion. allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage.

Undead Thralls
Name CR AC HP Movement Traits
Bonebeast 1 14 28 40 ft. Keen Smell, Pack Tactics
Gorger 1 8 36 30 ft. —
Gravetouched Ghoul 2 12 63 30 ft. Regeneration
Skeleton 1/4 13 13 30 ft. —
Spirit 1/4 15 7 25 ft., fly 25 ft. (hover) Incorporeal Movement
Visage 2 17 41 25 ft., fly 25 ft. (hover) Incorporeal Movement, Magic Resistance
Zombie 1/4 8 22 20 ft. Undead Fortitude

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Mage Hand Press
Gorger Variant Thralls
Medium Undead, Typically Neutral Evil With the GM’s permission, Undead raised using the
Armor Class 8 Animate Thralls ritual can be of types other than
Hit Points 36 (8d8) Humanoids. Such thralls might use existing Undead
Speed 30 ft. statistics (such as various skeletons, zombies, or
spirits) when appropriate, or might use thrall statistics
STR DEX CON INT WIS CHA with variant weapons, AC, or traits.
16 (+3) 7 (–2) 10 (+0) 7 (–2) 10 (+0) 6 (–2)

Damage Immunities poison


Condition Immunities charmed, exhaustion, poisoned
Gorger
Senses blindsight 10 ft., darkvision 60 ft., passive An unholy tangling of flesh, the gorger still vaguely
Perception 10 resembles a humanoid in profile, except for the gaping,
Languages understands all languages it knew in life, as toothed maw in its chest. Its colossal teeth are little more
well as the languages of its creator, but can’t speak than sharpened ribs, but its monstrous bite can easily
Challenge 1 (200 XP) Proficiency Bonus +2 decapitate.
Echolocation. The gorger can’t use its blindsight while
deafened. Gravetouched Ghoul
Actions Gravetouched ghouls, which are suffused with terrible
necromantic energies, manifest various deformities on
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one their undead bodies. Despite being undead, their flesh
target. Hit: 12 (2d8 + 3) piercing damage.
knits itself back together nearly as quick as a troll’s, with
strength to match.

Gravetouched Ghoul
Medium Undead, Typically Neutral Evil
Armor Class 12
Hit Points 63 (14d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 10 (+0) 9 (–1) 10 (+0) 8 (–1)

Damage Immunities poison


Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages understands all languages it knew in life, as
well as the languages of its creator, but can’t speak
Challenge 2 (450 XP) Proficiency Bonus +2
Regeneration. The gravetouched ghoul regains 5 hit
points at the start of its turn. If the gravetouched ghoul
takes fire or radiant damage, this trait doesn’t function
at the start of the gravetouched ghoul’s next turn. The
gravetouched ghoul dies only if it starts its turn with 0 hit
points and doesn’t regenerate.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 18 (4d6 + 4) slashing damage.

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Complete Necromancer
Skeleton Skeleton
Medium Undead, Typically Lawful Evil The renanimated remains of humanoids long since dead,
skeletons are puppets of bone held aloft by strings of
Armor Class 13 (armor scraps) magic.
Hit Points 13 (2d8 + 4)
Speed 30 ft. Spirit
STR DEX CON INT WIS CHA A spirit is the scarcely tangible echo of humanoid, a soul
10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3) bound to the mortal realm by necromantic magic.

Damage Vulnerabilities bludgeoning Visage


Damage Immunities poison Mournfully longing for the world of the living, a visage is
Condition Immunities exhaustion, poisoned the lingering soul of a departed humanoid. Their yearning
Senses darkvision 60 ft., passive Perception 9 for a life once lived binds them to the mortal realm, and
Languages understands all languages it knew in life, as
drives mad those who see their terrible countenance.
well as the languages of its creator, but can’t speak
Challenge 1/4 (50 XP) Proficiency Bonus +2

Actions Visage
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Medium Undead, Typically Chaotic Evil
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Armor Class 17 (natural armor)
Shortbow. Ranged Weapon Attack: +4 to hit, range Hit Points 40 (9d8)
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Speed 25 ft., fly 25 ft. (hover)

STR DEX CON INT WIS CHA


1 (–5) 16 (+3) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

Spirit Damage Immunities cold, poison, necrotic


Medium Undead, Typically Chaotic Evil Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained
Armor Class 15 (natural armor) Senses darkvision 120 ft., passive Perception 10
Hit Points 7 (2d8 – 2) Languages understands all languages it knew in life, as
Speed 25 ft., fly 25 ft. (hover) well as the languages of its creator, but can’t speak
Challenge 2 (450 XP) Proficiency Bonus +2
STR DEX CON INT WIS CHA
1 (–5) 14 (+2) 9 (–1) 10 (+0) 10 (+0) 11 (+0) Incorporeal Movement. The visage can move through
other creatures and objects as if they were difficult
Damage Vulnerabilities radiant terrain. The visage takes 5 (1d10) force damage if it ends
Damage Immunities cold, poison, necrotic its turn inside an object.
Condition Immunities exhaustion, grappled, paralyzed, Magic Resistance. The visage has advantage on saving
petrified, poisoned, prone, restrained throws against spells and other magical effects.
Senses darkvision 120 ft., passive Perception 10
Languages understands all languages it knew in life, as Actions
well as the languages of its creator, but can’t speak Horrify. Melee Spell Attack: +5 to hit, reach 5 ft., one
Challenge 1/4 (50 XP) Proficiency Bonus +2 creature. Hit: 15 (5d4 + 3) psychic damage.
Incorporeal Movement. The spirit can move through Invisibility. The visage magically turns invisible until it
other creatures and objects as if they were difficult attacks or until its concentration ends (as if concentrating
terrain. The spirit takes 5 (1d10) force damage if it ends on a spell). Any equipment the visage wears or carries is
its turn inside an object. invisible with it.
Actions
Grave Touch. Melee Spell Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) necrotic damage and the
target’s hit point maximum is reduced by an amount
equal to the necrotic damage taken. This reduction lasts
until the creature finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.

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Zombie Zombie
Medium Undead, Typically Neutral Evil A zombie is the rotting remains of the once living, held
together and driven by dark magic.
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
Many Thralls
STR DEX CON INT WIS CHA When you have three or more thralls under your
13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3) command of the same type, you can roll a single
attack on a particular target for all your thralls, instead
Damage Immunities poison of rolling attacks separately. If this attack hits, you
Condition Immunities poisoned
treat all your thralls as having hit; if this misses, all
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it knew in life, as your thralls’ attacks miss. Thralls with different Action
well as the languages of its creator, but can’t speak statistics and those that make attacks against different
Challenge 1/4 (50 XP) Proficiency Bonus +2 targets must roll separately.

Undead Fortitude. If damage reduces the zombie to


0 hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.

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Complete Necromancer
Chapter 2: Spells
This chapter details the necromancer’s spell list, marking 4th Level
new spells with an asterisk (*), and then provides Arcane Eye
descriptions for new spells in alphabetical order. Blight
Death Ward
Necromancer Dimension Door
Gahoul’s Scapegoat *
Spell List Grasp of the Grave *
Greater Invisibility
Locate Creature
Cantrips (0 level) 2nd Level Phantasmal Killer
Acid Splash Acid Arrow Secret Chest
Caustic Blade * Blindness/Deafness
Chill Touch Darkness 5th Level
Dancing Lights Darkvision Antilife Shell
Eldritch Orb * Detect Thoughts Cloudkill
Flesh Ripper * Enlarge/Reduce Contagion
Hocuspocus * Gentle Repose Dispel Evil and Good
Light Invisibility Dream
Mage Hand Knock Insect Plague
Mending Locate Object Modify Memory
Minor Lifesteal * Misty Step Scrying
Poison Spray Pass Without Trace Teleportation Circle
Shocking Grasp Protect Threshold * 6th Level
Spark of Life * Ray of Enfeeblement
Circle of Death
True Strike Silence
Contingency
Spider Climb
1st Level Create Undead
Web
Alarm Eyebite
Bane 3rd Level Flesh to Stone
Command Animate Dead Harm
Dead Mist Lash * Benign Dismemberment * Inexorable Sarcophagus *
Detect Evil and Good Bestow Curse Magic Jar
Detect Magic Call Lightning 7th Level
Exhume * Clairvoyance
Etherealness
Expeditious Retreat Counterspell
Finger of Death
False Life Dead Fog *
Plane Shift
Flawed Reconstruction * Dispel Magic
Sequester
Fog Cloud Fear
Teleport
Gahoul’s Shrieking Skull * Gaseous Form
Grease Glyph of Warding 8th Level
Identify Nondetection Antimagic Field
Inflict Wounds Phantom Steed Clone
Mage Armor Remove Curse Feeblemind
Might of the Abyss * Revivify Gahoul’s Glorious Gothic *
Protection from Evil and Rusting Grasp * Mind Blank
Good Séance * Power Word Stun
Sleep Speak with Dead
Unseen Servant Stinking Cloud 9th Level
Vampiric Touch Heart of Darkness *
Imprisonment
Power Word Kill
Storm of Vengeance
Weird

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When you cast this spell, you can empower it with
New Spells your own life essence by losing 10, 15, or 20 hit points
when you cast it. When you do so, treat the spell slot
The following spells are presented in alphabetical order.
used to cast the spell as being one level higher if you lost
Benign Dismemberment 10 hit points, two levels higher if you lost 15 hit points,
3rd-level necromancy (ritual) and three levels higher if you lost 20 hit points, up to a
maximum of 9th level.
Casting Time: 1 minute
When a creature enters the area for the first time on
Range: Touch
a turn or starts its turn there, it must make a Constitution
Components: V, S
saving throw, taking 3d8 necrotic damage on a failed save.
Duration: 1 hour
Additionally, when a creature tries to leave the sphere
For the duration, a willing target’s body parts (fingers, of fog, you can choose for the fog to grasp the creature
legs, tail, and even its head) can be harmlessly with misty tendrils. The creature must make a Strength
severed from its body. It takes no damage from such saving throw to leave the fog, and is unable to move on a
dismemberment, as long as the cut removing the body failed save.
part is swift and leaves a clean cut. The target’s head At Higher Levels. When you cast this spell using a
remains alive and conscious, and parts connected to spell slot of 4th level or higher, the damage increases by
it also remain alive. All severed body parts become 1d8 for each slot level above 3rd.
inanimate, but do not begin decomposition for the spell’s
duration. Any of the target’s severed body parts that are Dead Mist Lash
removed during this spell’s duration can be held back to 1st-level necromancy
the stump, which instantly causes the part to knit to the Casting Time: 1 action
stump, restoring the body part. Range: 60 feet
At the end of the duration, severed body parts Components: V, S
become permanently severed. The target dies if vital Duration: Instantaneous
organs have not been reattached to its head
You conjure forth a glowing white tendril formed of the
Caustic Blade sinister, necromantic Dead Mists, which lashes out at a
Evocation cantrip foe you can see within range. When you cast this spell,
you can empower it with your own life essence by losing
Casting Time: 1 action
5, 10, or 15 hit points when you cast it. When you do so,
Range: Self (5-foot radius)
treat the spell slot used to cast the spell as being one level
Components: V, M (a melee weapon)
higher for every 5 hit points lost, up to a maximum of 9th
Duration: Instantaneous
level.
As part of the action used to cast this spell, you must Make a ranged spell attack roll against a creature
make a melee attack with a weapon against one creature within range. On a hit, the target takes 3d8 necrotic
within the spell’s range, otherwise the spell fails. On a damage.
hit, the target suffers the weapon attack’s normal effects, At Higher Levels. If you cast this spell using a slot of
except that any damage dealt by the attack is acid damage 2nd level or higher, the damage increases by 1d8 for each
instead of its normal type. If you miss by 3 or less, acid slot level above 1st
splashes on the target, and you instead deal 1d8 acid
damage.
This spell’s damage increases when you reach certain
levels. At 5th level, the melee attack deals an additional
1d8 acid damage to the target on a hit, and the acid
damage dealt on a miss increases to 2d8. Both damage
rolls increase by one die at 11th level (2d8 and 3d8) and
17th level (3d8 and 4d8).
Dead Fog
3rd-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
A 15-foot-radius sphere of fog, filled with the necromantic
Dead Mists, appears centered on a point you can see
within range. The fog spreads around corners, and its
area is heavily obscured. It lasts for the duration, or until
strong wind disperses the fog, ending the spell.

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Complete Necromancer
Eldritch Orb move more than 30 feet away from you, it must succeed
Evocation cantrip on a Strength saving throw or be prevented from moving
farther away until the beginning of your next turn. This
Casting Time: 1 action effect ends and the meathook disappears at the beginning
Range: 60 feet of your next turn, or if you are further than 30 feet away
Components: V, S from the target
Duration: Instantaneous This spell’s damage increases by 1d8 when you reach
You fling a ball of eldritch energy at a creature or object 5th level (2d8), 11th level (3d8), and 17th level (4d8).
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d8 force damage, and Gahoul’s Glorious Gothic
each other creature within 5 feet of the target must make 8th-level conjuration
a Dexterity saving throw. On a failed save, a creature takes Casting Time: 1 hour
half as much damage. Range: 1 mile
This spell’s damage increases by 1d8 when you reach Components: V, S, M (A decorated, gothic manor
5th level (2d8), 11th level (3d8), and 17th level (4d8) miniature worth at least 1,000 gp)
Duration: 7 days
Exhume
1st-level necromancy (ritual) A rift opens, pouring forth tons of brick and stonework
that neatly and quickly assemble into a vast gothic estate.
Casting Time: 1 action The estate consists of a manor containing a vault, a
Range: 60 feet spacious 200-by-200-foot courtyard, and a 10-foot high
Components: V, S, M (a drop of blood) wrought iron fence around the perimeter. Any creature
Duration: Instantaneous within the estate’s area is escorted away by harmless but
Choose an unoccupied 20-foot square within range—note forceful specters.
that the area must have solid earth beneath it; this spell You can create any floor plan you like for the manor,
fails if cast on the upper floor of a building. This spell but the space can’t exceed 50 cubes, each cube being
then causes one pile of humanoid bones to rise out of the 10 feet on each side, or five stories in total, including
ground within that square. If you cast this spell within a basements. The manor is adorned with barred windows
burial place such as a graveyard, mausoleum, or barrow, and decorative gargoyles, but is furnished and decorated
1d4 piles of bones are exhumed instead of 1. The ground as you choose. Once the manor is first created, these
itself is not changed or disturbed by this spell; the bones details are recorded in the miniature manor used to cast
simply appear out of the ground. the spell and can’t be changed. The manor is staffed by
50 skeletons obedient to you and contains enough food
Flawed Reconstruction to serve 50 people each day for a week. The skeletons can
1st-level transmutation perform any task a normal human servant could perform,
Casting Time: 1 action but they can’t attack or take any action that would directly
Range: Touch harm another creature.
Components: V, S, M (a needle and thread) The manor contains a 15-foot cube vault, which is an
Duration: Instantaneous extradimensional space. Items placed within the vault will
be present next time you cast this spell.
You stitch together the wounds of a willing creature The courtyard is drenched in necromantic magic,
you touch, which regains 4d6 hit points. However, the such that any humanoid buried in its grounds rises 24
mending is imperfect, and the target’s hit point maximum hours later as a ghoul under your control, as per the
is reduced by the same amount until it finishes a long rest. spell animate dead. When the spell is cast, 3 ghouls are
A creature that regains hit points due to this spell will be animated in the courtyard. These undead are under your
left with some permanent scars. control, but can’t leave the estate. They patrol the estate
At Higher Levels. When you cast this spell using a if given no other instructions. Undead can’t be turned
spell slot of 2nd level or higher, the healing increases by within the estate.
1d6 for each slot level above 1st. The estate crumbles into dust and bone after 7 days,
Flesh Ripper and all items placed within the manor appear safely in the
Transmutation cantrip space the manor occupied. If cast in the same place once
every 7 days for a year, the estate becomes permanent.
Casting Time: 1 action
Range: 30 feet Gahoul’s Scapegoat
Components: V, S 4th-level abjuration
Duration: Instantaneous Casting Time: 1 minute
As you cast this spell, a spectral meathook is flung at the Range: Touch
creature of your choice, connected to a spectral chain. Components: V, S, M (Black chalk, paint, or oil)
Make a ranged spell attack against a creature within Duration: 8 hours
range. On a hit, the target takes 1d8 piercing damage You trace a complex arcane symbol into the flesh of a
as a spectral meathook plunges into their body. Before willing creature, marking them for sacrifice. During the
the beginning of your next turn, if the target attempts to spell’s duration, when you are targeted for an attack and

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the target of this spell is within 60 feet of you, you can successful save, a creature takes half as much damage and
use your reaction to switch positions with the marked is not moved.
creature, causing it to become the new target of the attack Until the spell ends, you can use your action to force
instead of you. The spell then ends. each creature within the area to immediately make a save
against this spell.
Gahoul’s Shrieking Skull At Higher Levels. When you cast this spell using a
1st-level necromancy spell slot of 5th level or higher, its damage increases by
Casting Time: 1 action 1d6 for each slot level above 4th.
Range: 60 feet
Components: V, S, M (a skull) Halo of Flame
Duration: Instantaneous 2nd-level evocation

You throw a cackling skull at a point you can see within Casting Time: 1 action
range, which emits a mortifying shriek audible out to 300 Range: Self (10-foot radius, 5-foot wide ring)
feet. Each creature within a 10-foot cube centered on the Components: V, S
skull takes 2d4 thunder damage, without making a saving Duration: Instantaneous
throw. A ring of flame ignites above your head, and then springs
At Higher Levels. When you cast this spell using a outward, coming to rest in a burning circle. The circle is
spell slot of 2nd level or higher, the damage increases by composed of a 5-foot wide line of flame, curving to form a
1d4 for each slot level above 1st. 10-foot radius ring around you. Each creature you choose
within the area must make a Dexterity saving throw. On
Gahoul’s Spectral Scythe a failed save, a creature takes 4d6 fire damage, or half as
6th-level necromancy much on a successful save.
Casting Time: 1 action
Range: Self (60-foot line) Heart of Darkness
Components: V, S 9th-level necromancy
Duration: 1 round Casting Time: 1 hour
You conjure a phantasmal scythe of death in your open Range: Self (1-mile radius)
hand and throw it whirling through the air. The scythe Components: V, S, M (A Humanoid heart prepared with
travels in a 60-foot long, 10-foot wide line, coming to rest onyx and diamond dust worth at least 10,000 gp)
hovering in the air at the end of its line or before it strikes Duration: Until dispelled
any solid objects. Each creature within the area while the When you cast this spell, you stab a black, ritualistically
scythe is moving must make a Dexterity saving throw or prepared Humanoid heart. The ichor from the heart
take 6d8 necrotic damage, or half as much on a successful infects the land with foul necromantic energies, causing
save. A creature has disadvantage on this saving throw if up to one hundred piles of bones or corpses of Medium
the scythe comes to rest in the creature’s space. or Small Humanoids within a 1-mile radius to rise from
If you are within 120 feet of the scythe at the start of the dead, becoming skeletons or zombies (the GM has the
your next turn, it returns to you in a 10-foot wide line, creatures’ game statistics). The Undead dig their way out
forcing creatures within its area of travel to make saving of graves, smash their way out of mausoleums, and tear
throws against the scythe’s damage. down cemetery gates.
At Higher Levels. When you cast this spell using a The creature that is holding the heart can use its
spell slot of 7th level or higher, the damage increases by action to issue a general command to all Undead created
1d8 for each slot level above 6th. by the spell, such as to destroy a town or hunt down
a particular creature. Only one general command can
be issued to the Undead every 24 hours. If not issued
Grasp of the Grave a command, the Undead indiscriminately attack living
4th-level necromancy creatures, other than the creature that is holding the heart
Casting Time: 1 action and creatures designated by it. Once given an order, the
Range: 120 feet Undead continue to follow it to the best of their ability
Components: V, S, M (a shrunken hand) until the task is complete.
Duration: Concentration, up to 1 minute Even while you hold the heart, the Undead aren’t
directly under your control, and therefore don’t count
Spectral skeletal arms emerge from the ground in a
against any limitations of Undead you can command.
20-foot-radius circle, centered on a point you can see
The Undead remain animated until the spell ends.
within range. The arms grasp at creatures within the area,
The spell ends if the heart is destroyed (AC 20, HP 10,
except for Undead creatures, which ignore the effects of
immunity to necrotic, poison, and psychic damage) or
this spell. The area is difficult terrain.
targeted by a dispel magic spell cast as a 9th-level spell.
When a creature enters the area for the first time on
When the spell ends, all Undead animated by it are
a turn or starts its turn there, it must make a Strength
instantly destroyed, crumpling into a heap. The spell also
saving throw. On a failed save, a creature takes 3d6
ends if every Undead created by it is destroyed.
necrotic damage, and is dragged by the hands to any
unoccupied space within the area that you choose. On a

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Complete Necromancer
Hocuspocus Might of the Abyss
Conjuration cantrip 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 15 feet
Components: V, S Components: V, S, M (A small, black strip of ribbon)
Duration: 1 minute Duration: Concentration, up to 1 minute
You conjure minor paranormal phenomena and other You channel stygian power from an extraplanar source,
ominous effects. You create one of the following magical enhancing three creatures other than yourself within
effects within range for 1 minute: range. Whenever a target makes a weapon attack, it adds
1d4 damage to their damage roll. If a target moves more
• You cause all candles, torches, and other open flames than 15 feet away from you, it loses the effect until it is
to darken and flicker. within range again.
• You create a quiet sound that originates from a point of At Higher Levels. When you cast this spell using a
your choice within range, such as ominous whispers, spell slot of 2nd level or higher, the range increases by 5
the drone of insects, or the sound of crying. feet, and you can target one additional creature for each
• You create up to four torch-sized spectral, glowing slot level above 1st.
orbs, which float around within range. The orbs do not
provide light, apart from a dim glow. Minor Lifesteal
• You can chill or warm the air in a 10-foot cube by 10 Necromancy cantrip
degrees. Casting Time: 1 action
• Cause small, unattended objects to rattle or levitate an Range: 60 feet
inch off the ground. Components: S
If you cast this spell multiple times, you can have up to Duration: Instantaneous
three of its effects active at a time, and you can dismiss You drain life energy from a creature you can see within
such an effect as an action. range. The target must succeed on a Constitution saving
Inexorable Sarcophagus throw or take 1d4 necrotic damage. You then gain
6th-level necromancy temporary hit points equal to the amount of damage dealt.
This spell has no effect on undead or constructs.
Casting Time: 1 action This spell’s damage increases by 1d4 when you reach
Range: 30 feet 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Components: V, S, M (A finely made miniature
sarcophagus worth at least 1,000 gp)
Duration: Concentration, up to 1 minute Protect Threshold
2nd-level abjuration (ritual)
You toss a palm-sized sarcophagus at an unoccupied point
you can see within range, where it grows to full size in Casting Time: 1 action
an instant and attempts to ensnare a Medium or smaller Range: Touch
creature within 5 feet of it with grimy gauze. The creature Components: V, S, M (an ounce of salt for each foot of
must make a Dexterity saving throw or be restrained and the warded portal’s perimeter)
pulled into the open sarcophagus. Duration: 10 minutes
The gauze restraining the creature is an object with Tracing arcane sigils along its boundary, you can ward
AC 10 and 100 HP. It is vulnerable to slashing and fire a doorway, window, or other portal from entry. For the
damage and immune to psychic and poison damage. If it duration, an invisible eldritch creature stalks the warded
is reduced to 0 hit points, the spell ends. portal. Any creature that attempts to pass through the
A creature restrained by this spell must make another portal must make a Wisdom saving throw or take 4d6
Dexterity saving throw at the end of each of its turns. psychic damage, or half as much on a successful save.
If it successfully saves against this spell three times, it At Higher Levels. When you cast this spell using a
twists free of the gauze and the spell ends. If it fails three spell slot of 3rd level or higher, the damage increases by
times, the sarcophagus slams shut and sinks deep into 1d6 for each slot level above 2nd.
the earth. The creature is wrapped head to toe by the
gauze and becomes incapacitated. The spell ends, but the
sarcophagus remains buried in the earth. The sarcophagus Rusting Grasp
has 1 minute of air and the creature begins to suffocate 3rd-level transmutation
after this time. Casting Time: 1 action
If a humanoid dies within the sarcophagus, they rise Range: Touch
24 hours later as a mummy under your control, as per the Components: V, S
spell create undead. You can only command one mummy Duration: Instantaneous
animated by this spell at a time.
Any time after this spell ends, you can cause the You conjure a potent acid at your fingertips, which can
sarcophagus to ascend to the surface as an action. You can corrode metal and burn flesh. Make a melee spell attack
also use your action to shrink the sarcophagus down to its against a creature or object within your reach. On a hit,
original size while it is unoccupied. a creature takes 6d4 acid damage and, if it is wearing

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Mage Hand Press
nonmagical metal armor or wielding a nonmagical Choose the corpse of a creature that has been dead for
metal shield, you can corrode either its armor or shield. no more than an hour. When you cast this spell, the
Corroded armor takes a permanent and cumulative -3 corpse stands up, and can move up to 15 feet and make
penalty to the AC it offers. Armor reduced to an AC of 10 a single melee attack against a target of your choice
is destroyed. A corroded shield is destroyed. within its reach, using your spellcasting attack modifier.
If you target a nonmagical metal object with this spell If the creature raised by this spell does not have a melee
that isn’t being worn or carried, you corrode and destroy attack, it deals 1d6 bludgeoning damage on a hit. Once
parts of the object you choose that can fit within a 1-foot the creature attacks, it once again crumples into a heap. A
cube. corpse targeted by this spell does not become an undead
At Higher Levels. When you cast this spell using a creature.
spell slot of 4th level or higher, the damage increases by This spell’s damage increases by 1d6 when you reach
2d4 for each slot level above 3rd. Additionally, you can 5th level (2d6), 11th level (3d6), and 17th level (4d6).
destroy one additional cubic foot of a nonmagical object
for each slot level above 3rd. Snakestaff
3rd-level transmutation
Séance Casting Time: 1 action
3rd-level necromancy Range: 60 feet
Casting Time: 10 minutes Components: V, S, M (a quarterstaff)
Range: Self Duration: Concentration, up to 1 hour
Components: V, S, M (a crystal ball, deck of tarot cards, You cast a staff to the ground, which writhes and grows
or ouija board) into a giant constrictor snake under your control, which
Duration: 1 minute acts on its own initiative count. The snake is friendly to
You and at least three willing creatures lock hands in a you and your companions. The snake will obey any verbal
moment of meditation to conjure a spirit from the afterlife commands that you issue to it (no action required by
to answer your questions. Describe or name a creature you). If you don’t issue any commands, it defends itself
that is familiar to you. If the creature’s soul is free and from hostile creatures, but otherwise takes no actions. If
willing, it manifests as a ghostly specter. This spell fails the snake is reduced to 0 hit points, it dies and reverts to a
if the spirit was the target of this spell within the last 10 broken staff. The GM has the creature’s statistics.
days.
Until the spell ends, you can ask up to three questions
of the specter. The specter knows only what it knew in
life, including the languages it knew. Answers are usually
brief, cryptic, or repetitive, and the specter is under no
compulsion to offer a truthful answer if you are hostile to
it or it recognizes you as an enemy. There is a 5% chance
that this spell contacts the wrong spirit, one which will
answer questions untruthfully or ambiguously.
Spark of Life
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
With a quick jolt of necromantic energy, the
dead momentarily rise to obey you, if only
for a few seconds.

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Complete Necromancer
Chapter 3: Monstrous Grafts
Adopting the fearsome claws of a monstrosity or the
scorching breath of a dragon is an unusual but surefire Graft Cost
way to gain an advantage over one’s foes. However, many
find the practice of Xenoalchemy, or Graftworking—which Graft Cost
involves surgically attaching monstrous parts onto a Amphibious Adaption 400 gp
humanoid body—distasteful, if not outright revolting. This
fringe science, obsessed with the appendages and organs Arcane Synapses 1,000 gp
of monsters, can replace the limbs of amputees, grant
Beast’s Hide 250 gp
adventurers the uncanny ability to see in the dark, and
empower them with unconventional weapons and senses. Bestial Weapons 200 gp
Harvesting a Graft. Grafts are harvested from the
Charging Hooves 350 gp
fresh corpses of monsters, slain within the last 48 hours
or preserved by gentle repose or a similar spell. Harvesting Climbing Apparatus 1,250 gp
a graft from a corpse takes 10 minutes. Only one graft
Darkvision 300 gp
can be harvested from each corpse. If the graft is too
large or too small for the target creature, it is alchemically Doppel-Blooded 1,000 gp
enlarged or reduced to fit. You can’t harvest grafts from
Tiny creatures or from Gargantuan creatures. Draconis Fundamentum 1,000 gp
Different types of monstrous grafts can only be Dragon’s Hide 2,250 gp
harvested from monsters with specific properties, as
specified in the graft’s Donor section. Energetic Suture 500 gp
Attaching a Graft. Attaching a graft for the first time Fiend’s Hide 1,500 gp
is a laborious surgical procedure, normally removing an
original body part. This procedure takes one hour and Heart of Steel 2,250 gp
requires a healer’s kit, alchemist’s supplies, and a knife (or Horns 350 gp
a facility with access to such tools), as well as someone
with proficiencies in these tools or with the Medicine skill Indiscernible Anatomy 1,250 gp
to perform the operation. A monstrous graft is permanent Leaping Legs 400 gp
until replaced with another graft.
This surgery is intensive and necessitates recovery Olfactory Implants 200 gp
time. When you finish installing a monstrous graft into Oversized Arms 1,500 gp
your body, you lose half your current hit points and all of
your Hit Dice. For 24 hours after installation, you can’t use Prehensile Tail 350 gp
the graft’s abilities, as you adjust to its presence. Replacing Regenerating Marrow 500 gp
a graft or adding a new graft in its body slot takes only 30
minutes. You still lose half your hit points when replacing Replacement 400 gp
a graft, but you don’t lose Hit Dice. Stench 400 gp
Body Slots. Each graft takes up one of the following
slots: Arms, External, Head, Internal, or Legs. You can’t Tentacles 500 gp
have more than one graft in the same slot. For instance, if Venom Sac 350 gp
you already have an arm graft, you must remove it before
you can attach a different arm graft. Voice Box 150 gp
Cost. Not all grafts can be easily obtained, but when Webspinner Apparatus 500 gp
grafts can be purchased, suggested prices are shown on
the Graft Cost table below. Most of these can be acquired
at even cheaper rates if one is willing to track down a
disreputable establishment specializing in dealing grafts Amphibious Adaptation
and accept the risks inherent to an unsanitary operation. Donor: Any creature with the Amphibious trait
Slot: Head
You have grafted the gills of an aquatic creature to
Harvesting Extraplanar Creatures your neck, allowing you to breathe both air and water.
Additionally, you attach minimal fins and gain a
Harvesting grafts from extraplanar creatures is swimming speed equal to your walking speed.
extremely difficult, as these creatures typically
return to their home plane once slain. However, it is
possible to harvest grafts from a Celestial, Elemental,
Fey, or Fiend if it is first affected by a planar binding
spell, and then slain, harvested, and its graft
surgically attached before the spell ends.

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Arcane Synapses Darkvision
Donor: Any creature with the Innate Spellcasting trait Donor: Any creature with darkvision
Slot: Head Slot: Head
You have stolen a bit of arcane potential from a creature You have replaced your own eyes with those of a monster
by inserting some of its nerves into your brain. You learn with keen nightvision. You gain darkvision, the ability to
one cantrip of your choice from the wizard spell list. see in dim light within 60 feet of you as if it were bright
Intelligence is your spellcasting ability for this cantrip. light, and in darkness as if it were dim light. You can’t
By harvesting a second creature, you can improve discern color in darkness, only shades of gray.
this graft and learn an additional wizard cantrip of your
choice. Doppel-Blooded
Donor: Any creature with the shapechanger tag
Beast’s Hide Slot: Internal
Donor: Beast of Large size or larger You transform your appearance for up to 1 hour. You
Slot: External decide what you look like, including your height,
You have transplanted the thick (and possibly furry) weight, facial features, sound of your voice, hair length,
hide from a wild Beast onto your body. When you aren’t coloration, and distinguishing characteristics, if any. You
wearing armor, your base AC is 13 + your Dexterity can make yourself appear as a member of another race,
modifier. You can use your Beast’s Hide to determine your though none of your statistics change. You also can’t
AC if the armor you wear would leave you with a lower appear as a creature of a different size than you, and your
AC. A shield’s benefits apply as normal while you use your basic shape stays the same; if you’re bipedal, you can’t use
Beast’s Hide. this ability to become quadrupedal, for instance.
Once you use this ability, you can’t use it again until
Bestial Weapons you finish a long rest.
Donor: Beast, Dragon, or Monstrosity with Bite or Claw
attack Draconis Fundamentum
Slot: Arms or Head Donor: Dragon, Humanoid, or Monstrosity with a Breath
You have surgically implanted either the teeth or claws Weapon
from a monster into yourself, which are natural weapons Slot: Internal
that you can use to make unarmed strikes. By harvesting You have installed the mighty source of breath weapons
a second creature, you can improve this graft to gain both into yourself, and as an action on your turn, you can
the claws and teeth. exhale a wave of energy. Each creature in a 15-foot cone
You can use Dexterity instead of Strength for the must make a Dexterity saving throw (DC equals 8 + your
attack rolls of your unarmed strikes made using your teeth Constitution modifier + your proficiency bonus). On a
or claws. If you hit with them, you deal damage equal to failed save, the creature takes 1d6 damage for each point
1d6 + your Strength or Dexterity modifier (as appropriate of your proficiency bonus, or half as much damage on a
to the attack roll), instead of the bludgeoning damage successful one. The breath weapon’s damage type is the
normal for an unarmed strike. Your claws deal slashing same as the donor’s breath weapon.
damage and take up the Arms slot, whereas your teeth Once you use this ability, you can’t use it again until
deal piercing damage and take up the Head slot. you finish a short or long rest.
Charging Hooves Dragon’s Hide
Donor: Any creature with a Charge trait or a Gore or Donor: Dragon of Large size or larger
Hooves attack Slot: External
Slot: Legs You’ve transplanted the scaly, diamond-like hide of a
You have replaced your legs with those of a creature Dragon onto your body. While you aren’t wearing armor,
known for running down its foes. Once on each of your this natural armor provides you a base AC of 17 (your
turns, when you move at least 15 feet in a straight line, Dexterity modifier doesn’t affect this number). You can
you can move up to 10 additional feet in that direction use your natural armor to determine your AC if the armor
without spending additional movement. you wear would leave you with a lower AC. A shield’s
benefits apply as normal while you use your natural
Climbing Apparatus armor.
Donor: Beast, Humanoid, or Monstrosity with a climbing You also gain resistance to one of the following
speed damage types to which the donor dragon was immune:
Slot: Legs acid, cold, fire, lightning, or poison damage. You can only
You have replaced or complemented your limbs with install this graft if you are proficient with heavy armor.
those of a climbing creature. You gain a climbing speed
equal to your walking speed.

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Complete Necromancer
Energetic Suture Olfactory Implants
Donor: Celestial, Dragon, Elemental, Fey, or Fiend with Donor: Any creature with the Keen Smell or Keen
immunity or resistance to acid, cold, fire, lightning, Hearing and Smell trait
poison, or thunder damage Slot: Head
Slot: External You have replaced or modified your nose with that of a
You have managed to capture the essence of extraplanar creature with keen smell. You have advantage on Wisdom
resistance to magic. You gain resistance to one of the (Perception) checks that rely on smell.
following damage types to which the donor was immune
or resistant: acid, cold, fire, lightning, poison, or thunder. Oversized Arms
Donor: Giant
Fiend’s Hide Slot: Arms
Donor: Fiend of Medium size or larger You have replaced your arms with a giant’s massive limbs.
Slot: External The reach of your melee attacks increases by 5 feet, unless
When you aren’t wearing armor, your base AC is 15 + the attack is made with a weapon that already has the
your Dexterity modifier (maximum 2). You can use your Reach property. If you are Small, you can wield heavy
Fiend’s Hide to determine your AC if the armor you wear weapons with which you are proficient without penalty.
would leave you with a lower AC. A shield’s benefits apply Additionally, you have advantage on Strength checks and
as normal while you use your Fiend’s Hide. saving throws you make to maintain your grip on objects.
Heart of Steel Prehensile Tail
Donor: Any construct Donor: Any creature with a Tail attack
Slot: Internal Slot: External
You have replaced your heart with the core from a You surgically attach a muscular, prehensile tail, which
Construct. As a result, you can ignore the effects of 1 level is a natural weapon that you can use to make unarmed
of exhaustion, and you can finish a long rest in 4 hours. strikes. You can use Dexterity instead of Strength for the
attack rolls of your unarmed strikes made using your tail.
Horns If you hit with it, you deal bludgeoning damage equal to
Donor: Any creature with a Gore, Horns, Ram, or Tusk 1d6 + your Strength or Dexterity modifier (as appropriate
attack to the attack roll), instead of the damage normal for an
Slot: Head unarmed strike.
You attach a sturdy pair of horns or tusks onto your body, Additionally, you can hold and manipulate objects
which are a natural weapon that you can use to make and weapons with your tail, but you can’t make attacks
unarmed strikes. If you hit with them, you deal damage with weapons held by your tail or wield a shield with your
equal to 1d6 + your Strength modifier, instead of the tail and gain its benefits.
bludgeoning damage normal for an unarmed strike. Your
horns deal the same type of damage as the donor (usually
Regenerating Marrow
bludgeoning or piercing damage). Donor: Any creature with the Regeneration trait
Additionally, if you move in a straight line for 10 feet Slot: Internal
immediately before hitting a creature with your horns, You have replaced your bone marrow with that of a
that creature must make a Strength check contested regenerating creature. On your turn, you can use a
by your Strength check. If you succeed, the creature is bonus action to regain hit points equal to 1d10 + your
knocked prone. Constitution modifier.
Once you use this ability, you can’t use it again until
Indiscernible Anatomy you finish a short or long rest.
Donor: Aberration of Medium size or larger
Slot: Internal Replacement
You have spliced aberrant genetics into your body, which Donor: Any
have subsequently altered the placement and composition Slot: Any
of your internal organs. Any critical hit against you One or more of your organs or limbs has been replaced
becomes a normal hit. with a part harvested from a monster. A replacement can
effectively solve any amputation or organ failure, but they
Leaping Legs can’t return to life someone that has died; such work is
Donor: Any creature with the Pounce or Standing Leap solely the domain of necromancy. Replacement limbs can
trait resemble the original limb, or can demonstrate obvious
Slot: Legs monstrous characteristics, depending on the donor. A
You have replaced or modified your legs with the replacement organ or limb takes up one body slot relevant
muscular limbs of a bounding creature. Your jump to it; for example, a troll’s hand takes the Arms slot and a
distance doubles. Additionally, you can jump your full replacement kidney takes up the Internal slot.
distance with or without a running start.

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Mage Hand Press
Stench Venom Sac
Donor Type: Any creature with the Stench trait Donor: Any creature with a natural weapon or trait that
Slot: Internal can deal poison damage or cause a creature to become
As a bonus action, you can release a foul liquid contained poisoned
within an organ taken from the donor creature. Each Slot: Internal
creature within 10 feet of you must make a Constitution You have installed a gland that secretes poison from
saving throw (DC equals 8 + your Constitution modifier your body. As a bonus action, you can coat a weapon
+ your proficiency bonus) or be poisoned until the end of you are holding or a natural weapon, if you have one, in
its next turn. basic poison. The save DC for the poison equals 8 + your
Once you use this ability, you can’t use it again until Constitution modifier + your proficiency bonus.
you finish a short or long rest. Once you use this ability, you can’t use it again until
you finish a short or long rest.
Tentacles
Donor: Any creature with a Tentacles or Tendrils attack Voice Box
Slot: Arms Donor: Any creature with the Mimicry trait
You surgically replace or modify one or both of your Slot: Head
arms with a flexible tentacle or tendril, which is a natural You have augmented your own vocal folds with those of
weapon that you can use to make unarmed strikes. You a creature that can mimic sounds. You can mimic any
can use Dexterity instead of Strength for the attack rolls of sounds you have heard, including voices. A creature
your unarmed strikes made using your tentacle, and it has that hears the sounds can tell they are imitations with a
a reach of 10 feet. If you hit with it, you deal bludgeoning successful Wisdom (Insight) check, contested by your
damage equal to 1d6 + your Strength or Dexterity Charisma (Deception) check.
modifier (as appropriate to the attack roll), instead of the
damage normal for an unarmed strike. Webspinner Apparatus
Additionally, when you hit a target with your tentacle Donor: Any creature with a Web action
as part of the Attack action, you can use your bonus Slot: Internal
action to attempt to grapple the target. You have installed spinnerets from a spiderlike creature
into your body, allowing you to produce webs. You
can cast the web spell without using spell slots or spell
components (DC equals 8 + your Constitution modifier +
your proficiency bonus).
Once you use this ability, you can’t use it again until
you finish a short or long rest.

Other Monstrous Grafts


Other monsters might have organs, weapons, or
abilities that are well suited to becoming a graft
that is not included on this list. In this case, the
GM decides what type of graft can be harvested,
what body slot it takes up, and the special effects it
confers.

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Complete Necromancer
COMPLETE
VAGABOND

The Definitive
Dangerous Drifter
by Mage Hand Press
Vagabond
Peals of thunder and sheets of rainfall batter a lone
traveler on a forest road. In a flash of lightning, a
half-dozen hooded bandits emerge from the treeline,
brandishing crossbows and shouting demands. Weary
but unfazed, the traveler draws a longsword and plunges
into an exotic stance, sweeping through the brigands with
terrible speed.
On another road, caustic bile drips from a behir’s
teeth as it surveys its latest victim—its next meal. The elf
adorned in patchwork armor, beaten and bruised, snaps
awake and seizes a cracked floor tile with both hands.
Wild desperation in her eyes, the elf drives the tile into the
behir’s skull over and over, carving a path toward salvation.
No matter where they’re going or what they’re
running from, a vagabond’s only home is the open road.
The peril of their journey would leave most dead on the
roadside, but the vagabond endures, driven by a desperate
will to survive and a mastery of fierce combat maneuvers.

Endless Wanderers
Vagabonds are constantly on the road, drifting between
taverns and backwoods villages on an endless, wandering
journey. Some choose the unrooted lifestyle, but many
more were driven from their homes, never to return.
Whether a particular vagabond is a dangerous fugitive,
penniless vagrant, or devout pilgrim is a secret known
only to them. After all, anonymity is a precious boon for
the road-weary.
Many vagabonds prefer to travel alone, but just as
many find themselves in the company of adventurers.
There is safety in numbers, after all, and a lifestyle of
questing and dungeon-delving rarely lets one settle in one
place for long.

Desperate Maneuvers
The long miles of their journeys instill a feeling of
desperation in vagabonds. They’re desperate to continue,
to reach their destinations. But most of all, they’re Creating a Vagabond
desperate to survive. When a vagabond is backed into a As you create your vagabond, consider why your
corner, they fight like a crazed animal, slashing wildly, character has taken to the road. Do you one day wish to
biting and scratching if necessary. return home? Consult the options in the Wander’s Secret
But they also learn more practical tools for survival. feature for ideas. Also consider how your journey has
Vagabonds are experts at performing maneuvers picked shaped your character so far. Do you take joy in finding
up from traveling companions and warriors they companionship wherever you travel, or do you prefer
encounter on their globe-spanning travels. Those that fail anonymity underneath a drawn hood? Are you road-
to master these exotic fighting styles end their wanderings weary from your travels or does seeing a new horizon
early, dead on the roadside. invigorate you each day?
When other means fail, vagabonds can always find Who taught you how to wield a weapon, and who
short-term employment as sellswords or bodyguards, for trained you in the deeper arts of battle tactics? You might
few can match their experience in perilous combat with be self-trained, learning through near-death experiences
equal vigor. and careful observation of others. Or you might have had a
tutor, even several of them, whose teachings have resulted
in your unique fighting style. Were you a dangerous
combatant before you left home, or are your fearsome
maneuvers a survival mechanism learned on the road?

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Mage Hand Press
The Vagabond
Proficiency Maneuvers Battle
Level Bonus Features Known Dice
1st +2 Wanderer’s Secret, Battle Tactics 2 2d8
2nd +2 Desperate Attack, Breather 3 2d8
3rd +2 Wanderer’s Road, Battle Edge 4 3d8
4th +2 Ability Score Improvement 4 3d8
5th +3 Extra Attack 5 3d10
6th +3 Wanderer’s Road feature 5 3d10
7th +3 Mettle 6 4d10
8th +3 Ability Score Improvement 6 4d10
9th +4 Ambush Reflexes 7 4d12
10th +4 Wanderer’s Road feature 7 4d12
11th +4 Battle Edge improvement 8 5d12
12th +4 Ability Score Improvement 8 5d12
13th +5 — 9 6d12
14th +5 Wanderer’s Road feature 9 6d12
15th +5 Desperate Survival 10 7d12
16th +5 Ability Score Improvement 10 7d12
17th +6 — 11 8d12
18th +6 Martial Recovery 11 8d12
19th +6 Ability Score Improvement 12 8d12
20th +6 Wayworn 12 8d12

Quick Build Proficiencies


You can make a vagabond quickly by following these Armor: Light armor, medium armor, heavy armor, shields
suggestions. First, make Strength or Dexterity your Weapons: Simple weapons, martial weapons
highest ability score, depending on whether you want to Tools: None
focus on melee weapons or on a combination of archery Saving Throws: Strength, Constitution
and finesse weapons. Your next-highest score should be Skills: Choose two from Acrobatics, Animal Handling,
Constitution, or Charisma if you plan to take a subclass, Athletics, Deception, Insight, Intimidation,
such as Mage Brand, that employs spellcasting or other Perception, Stealth, and Survival
magical abilities. Finally, choose any background,
preferably one that ties into your choice for your Equipment
Wanderer’s Secret feature. You start with the following equipment, in addition to the
equipment granted by your background:
Class Features • (a) chain mail or (b) leather armor and two daggers
As a vagabond, you have the following class features. • (a) a martial weapon and a shield or (b) two martial
weapons
Hit Points • (a) two handaxes or (b) a shortbow and 20 arrows
Hit Dice: 1d10 per vagabond level • (a) a dungeoneer’s pack or (b) an explorer’s pack
Hit Points at 1st Level: 10 + your Constitution modifier • A trinket from your home
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per vagabond level after 1st Alternatively, you may start with 4d4 × 10 gp to buy your
own equipment.

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Complete Vagabond
Wanderer’s Secret Battle Tactics
By choice or necessity, you have left your home and In your endless wandering, you have adopted a handful of
committed to a life of aimless travel. Your reasons for maneuvers from traveling companions and foes that are
drifting through the world are deeply personal, either fueled by special dice called battle dice.
a closely-guarded secret or a painful aspect of your life.
Choose your reason for traveling from the options below: Battle Dice
Avenger. You have set out on a mission to exact You have two battle dice, which are d8s. A battle die is
vengeance. You gain proficiency in the Intimidation skill. expended when you use it. Your battle die changes and
Choose up to five specific creatures that have wronged you more battle dice become available when you reach certain
that you wish to seek revenge against. levels in this class, as shown on the Vagabond table.
You must know these creatures’ names or must You regain all of your expended battle dice when you
otherwise have enough information to identify them. finish a short or long rest, or when you roll initiative.
Your weapon attack rolls against these creatures have a +5 Once per turn, you can use a maneuver of your
bonus to hit and deal an extra 5 damage on a hit. choice. Maneuvers typically expend a battle die, but
Bohemian. Wanderlust is in your bones; you you don’t add this battle die to the maneuver’s attack or
couldn’t stay in one place for too long if you tried. You damage roll unless otherwise noted.
ignore nonmagical difficult terrain. Additionally, you
can communicate simple ideas to any creature that
Maneuvers
You learn two maneuvers of your choice, which are
understands at least one language using universal gestures
detailed at the end of the class description. You gain
and some creativity.
additional maneuvers as you gain levels in this class, as
Explorer. Consulting vague maps and ancient texts,
shown in the Maneuvers Known column of the Vagabond
you have embarked upon an expedition to find a mythical
table. When you gain a level in this class, you can choose
location or chart a distant corner of the world. You gain
one of the maneuvers you know and replace it with
proficiency in the Survival skill and with cartographer’s
another maneuver that you could learn at that level.
tools and navigator’s tools. Additionally, you learn one
language of your choice. Overexertion
Ghost. You are dead, as far as anyone knows. If you If you have no battle dice remaining, you can still expend
can keep moving and remain anonymous, no one will a battle die once per turn to fuel a maneuver or feature.
be the wiser. You gain proficiency in the Deception skill. When you do so, you roll the battle die and lose hit points
Additionally, when you gain this feature, choose one equal to the number rolled.
falsehood about yourself that you practice until you can
recite it perfectly. This falsehood can be a single lie or an Saving Throws
entire false history. You never need to make a Deception Some of your maneuvers require the target to make a
check for this falsehood. saving throw to resist the maneuver’s effects. The saving
Hunted. You are pursued by those who would kill throw DC is calculated as follows:
you on sight or drag you to an ill-fated end. You might
be on the run from the law, a wayward assassin, or a Maneuver save DC = 8 + your proficiency bonus +
supernatural force. This constant threat grants you a +5 your Strength or Dexterity modifier (your choice)
bonus to your passive Wisdom (Perception) score and
allows you to instantly awaken whenever a creature moves Desperate Attack
within 30 feet of you.
Pilgrim. Your journey is to a remote holy site, both By 2nd level, you are most dangerous when backed into a
as a test of faith and in search of enlightenment. You corner. If you have no more than half your hit points left,
gain proficiency in the Religion skill. Additionally, you you have advantage on weapon attack rolls.
learn the light and spare the dying cantrips. Intelligence, Breather
Wisdom, or Charisma is your spellcasting ability for these
spells when you cast them with this feature (choose when Also at 2nd level, you can take a breather, 1 minute of
you select this motive). downtime during which you compose yourself and mend
Seeker. You are searching for something or someone your wounds. When you do so, you can expend one Hit
that is precious to you, such as a loved one or a powerful Die to regain hit points as if you finished a short rest.
magic item. You have advantage on ability checks you
make to gather information about the object of your Wanderer’s Road
search. Additionally, you can take the Search action as a By 3rd level, you adopt the mannerisms, style, and skills
bonus action. of an archetypal wanderer, embodied by a wanderer’s
Vagrant. You are penniless and just trying to get by. road. These subclasses are detailed at the end of the class
Because you are beneath the notice of most people, you description. The road you choose grants you features at
never need to make a Stealth check to move unnoticed 3rd level and again at 6th, 10th, and 14th level.
while traveling alone in public spaces. This anonymity
fails if your conduct draws undue attention to yourself.
Additionally, you can perfectly conceal one-handed
weapons on your person.

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Mage Hand Press
Battle Edge Maneuvers
Also at 3rd level, you gain an additional way to spend
The vagabond can spend battle dice to utilize special
your battle dice. Once on each of your turns, when you hit
maneuvers listed in this section. They are presented in
a creature with an attack, you can expend one battle die
order of prerequisite level. If a maneuver has prerequisites,
and add it to the attack’s damage roll.
you must meet them to learn it. You can learn the
Starting at 11th level, you can use this feature twice
maneuver at the same time that you meet its prerequisites.
on each of your turns.
A level prerequisite refers to your level in this class.
Ability Score Improvement Bear Hug
When you reach 4th level, and again at 8th, 12th, 16th, Immediately after you hit a creature with a melee attack
and 19th level, you can increase one ability score of your on your turn, you can expend one battle die as a bonus
choice by 2, or you can increase two ability scores of your action to attempt to grapple the target. Add the battle
choice by 1. As normal, you can’t increase an ability score die to the Strength (Athletics) check. If you successfully
above 20 using this feature. grapple the target, it takes bludgeoning damage equal to
the battle die’s roll + your Strength modifier.
Extra Attack
Bull Rush
Beginning at 5th level, you can attack twice, instead of
When you move at least 10 feet in a straight line and
once, whenever you take the Attack action on your turn.
immediately make a melee weapon attack against a
Mettle creature, you can use a bonus action and expend one battle
die to shove the target after the attack. Add the battle die
At 7th level, your determination allows you to shrug to the Strength (Athletics) check you make to shove the
off effects that would otherwise harm you. When you target. On a success, you can choose to either knock the
are subjected to an effect that allows you to make a target prone or push it up to 10 feet away from you.
Constitution saving throw to take only half damage, you
instead take no damage if you succeed on the saving Cleave
throw, and only half damage if you fail. Once on each of your turns, when you reduce a hostile
creature to 0 hit points or score a critical hit with a melee
Ambush Reflexes weapon attack, you can expend a battle die to move up
Beginning at 9th level, you can sense ambushes moments to 15 feet and make another melee weapon attack as part
before they happen. You can’t be surprised while you of the same action. On a hit, you add the battle die to the
are conscious. Additionally, when you roll initiative, you attack’s damage roll.
can move up to your walking speed without provoking Dig Deep
opportunity attacks.
As a bonus action on your turn, you can expend one battle
Desperate Survival die to gain temporary hit points equal to the number
rolled on the die + your Constitution modifier. These
By 15th level, you have a knack for evading lethal blows. If temporary hit points last for 1 minute.
you have no more than half your hit points left and aren’t
incapacitated, critical hits against you automatically miss. Dodge Roll
You can expend one battle die as a bonus action to move
Martial Recovery up to 15 feet. This movement doesn’t provoke opportunity
Starting at 18th level, you can use your bonus action to attacks, ignores difficult terrain, and allows you to move
regain all of your expended battle dice. You can use this through a hostile creature’s space, as long as you don’t end
bonus action only if you haven’t used a maneuver this your movement there.
turn, and after you use the bonus action, you can’t use a Eagle Shot
maneuver until the end of the current turn.
When you make a ranged weapon attack roll against a
Once you use this feature, you can’t use it again until
creature, you can use your bonus action and expend one
you finish a short or long rest.
battle die to add it to the roll. You can use this ability
Wayworn before or after making the attack roll, but before the GM
says whether the attack hits or misses.
By 20th level, your long years on the road have left you
bone-weary, but always ready for danger. You are always Effortless Dodge
considered to have fewer than half of your hit points for As a bonus action, you can expend a battle die to take the
the purposes of your class features. Dodge action. You can’t use this maneuver while wearing
medium or heavy armor.

6
Complete Vagabond
Vagabond Maneuvers
Prerequisite Battle Dice
Maneuver Level Cost Description
Bear Hug — 1 Grapple a target and crush them
Bull Rush — 1 After a charge, push a target away or knock it prone
Cleave — 1 Perform a deadly follow-up to a critical hit or mortal blow
Dig Deep — 1 Bolster yourself with temporary hit points
Dodge Roll — 1 Roll out of harm’s way without provoking opportunity attacks
Eagle Shot — 1 Make a ranged attack with pin-point accuracy
Effortless Dodge — 1 Take the Dodge action as a bonus action
Heel-Cutter — 1 Prevent a foe from retreating
Iron Wall — 1 Gain an AC bonus against the next hit against you
Lightning Reflexes — 1 Add a battle die to your initiative roll
Lion’s Challenge — 1 Challenge a target to single combat for one round
Staggering Strike — 1 Attempt to temporarily incapacitate a foe
Viper Strike — 1 Increase your reach and prevent a foe’s reactions
Blinding Attack 5th 3 Aim for the eyes and attempt to temporarily blind a foe
Coup de Grace 5th Varies Attempt a killing blow
Ruinous Blow 5th 3 Permanently damage a foe’s armor
Volley 5th 3 Target several foes with ranged attacks
Whirlwind Attack 5th 3 Attack multiple foes around you
Critical Strike 11th Varies Make an attack with a high chance of scoring a critical hit
Flourish 11th Varies Perform an elegant maneuver with up to five effects
Focused Assault 11th Varies Keep attacking until you miss
Stunning Blow 11th 5 Perform a powerful blow with a chance to stun
Wounding Strike 11th Varies Inflict bleeding wounds on a foe

Heel-Cutter Lion’s Challenge


When you make an opportunity attack against a creature, When you hit a creature with a weapon attack on your
you can expend one battle die to knock the creature off turn, you can expend one battle die as a bonus action to
balance, preventing it from escaping. You add the battle challenge the target to a duel. Until the end of your next
die to the attack roll, and on a hit, the target must make turn, that target has disadvantage on any attack roll that
a Strength saving throw. On a failed save, its speed is isn’t against you.
reduced to 0 until the end of its turn.
Staggering Strike
Iron Wall As a bonus action when you make a weapon attack
As a bonus action, you can expend a battle die to fortify against a Large or smaller creature, you can expend a
yourself. The next time you are hit by an attack within the battle die to attempt to daze the target. On a hit, the
next minute, roll the battle die. You gain a bonus to your target must succeed on a Constitution saving throw or be
Armor Class against the attack equal to half the number incapacitated until the start of your next turn.
rolled on the battle die, rounded down (to a minimum of
+1), potentially causing the attack to miss you. You must Viper Strike
be wearing heavy armor to use this maneuver. When you make a weapon attack on your turn, you can
expend one battle die as a bonus action to extend the
Lightning Reflexes strike’s distance. If it is a melee attack, increase your reach
After you regain battle dice when rolling initiative, you by 5 feet for that attack. If it is a ranged attack, increase
can immediately expend one battle die and add it to the attack’s range by 30 feet for that attack.
your initiative roll, provided you aren’t incapacitated or Additionally, if the attack hits, the target can’t take
surprised. reactions until the start of its next turn.

7
Mage Hand Press
Blinding Attack Flourish
Prerequisite: 5th level Prerequisite: 11th level
You can use your action to make a weapon attack against a You can use your action to perform a graceful maneuver
creature, attempting to temporarily blind it. On a hit, you with a melee weapon you are holding. Make a weapon
expend three battle dice and add them to the damage roll. attack against a creature. On a hit, expend up to five
The target you hit must succeed on a Constitution saving battle dice and add any number of them to the damage
throw or be blinded for up to 1 minute. A creature blinded roll. Additionally, you can choose to inflict one of the
by this maneuver makes another Constitution saving following effects, plus an additional effect for each die you
throw at the end of each of its turns. On a successful save, didn’t add to the damage roll:
it is no longer blinded. • If the target is Large or smaller, you knock it prone or
Coup de Grace push it 15 feet away from you.
Prerequisite: 5th level • If the target can make multiple attacks on its turn, it
can make one fewer than normal, to a minimum of one.
You can use your action to make a melee weapon attack • The target has disadvantage on the next attack roll,
against a creature that is missing any of its hit points. On ability check, or saving throw it makes.
a hit, you expend up to three battle dice and add them to • The target can’t take reactions until the start of its next
the damage roll. If this attack reduces the target to 0 hit turn. If it has Legendary Actions, it can take one fewer
points, this maneuver expends no battle dice. before the start of its next turn.
Ruinous Blow • The target drops one item of your choice that it’s
Prerequisite: 5th level holding. The object lands at its feet.
You can use your action and make a melee weapon attack Focused Assault
against a target that has natural armor or is wearing Prerequisite: 11th level
armor, attempting to sunder its defenses. On a hit, you You can use your action to initiate a series of rapid strikes.
expend three battle dice and add them to the damage roll. Make a weapon attack against a creature. On a hit, you can
The target you hit suffers a −3 penalty to its Armor Class. expend one battle die to attack the target again. You can
The penalty imposed by this maneuver is cumulative if a continue expending battle dice and attacking the target,
creature is affected by it multiple times. Armor reduced to up to a maximum of five attacks, until you miss. On each
an AC of 10 in this way is destroyed. A creature can repair hit after the first, add a battle die to the damage roll.
its armor or heal the damage dealt to its natural armor
over the course of a long rest. Stunning Blow
Prerequisite: 11th level
Volley
Prerequisite: 5th level You can use your action to make a weapon attack against
a creature, attempting to stun it with the force of the
You can use your action and expend three or more battle blow. On a hit, you expend five battle dice and add them
dice to make a ranged weapon attack against a number of to the damage roll. The target you hit must succeed on
creatures up to the number of battle dice expended. Each a Constitution saving throw or be stunned for up to 1
target must be within 10 feet of a point you can see within minute. A creature stunned by this maneuver makes
your weapon’s range. You must have ammunition for each another Constitution saving throw at the end of each of its
target, as normal, and you make a separate attack roll for turns. On a successful save, it is no longer stunned.
each target. On a hit, add a battle die to the damage roll.
Wounding Strike
Whirlwind Attack Prerequisite: 11th level
Prerequisite: 5th level
You can use your action and make a weapon attack against
You can use your action and expend three or more battle a target, attempting to deal a bleeding wound. On a hit,
dice to make a melee attack against a number of creatures you expend two, four, or six battle dice, and add half of
within 5 feet of you, up to the number of battle dice them to the damage roll. The target suffers a bleeding
expended, with a separate attack roll for each target. On a wound for every two dice you expended. Constructs,
hit, add a battle die to the damage roll. Oozes, and Undead can’t get bleeding wounds. While the
Critical Strike target has one or more bleeding wounds, it loses hit points
Prerequisite: 11th level at the start of each of its turns equal to one roll of your
battle die for each wound. The creature can use an action
You can use your action to aim for a foe’s vital areas. to staunch the bleeding of all of its wounds. While a target
Choose how many battle dice to expend on a hit, up to is bleeding, it can’t regain lost hit points.
five, and make a weapon attack against a target. For each
battle die, the number you must roll on the d20 to score a
critical hit decreases by 2. For example, if you expend five
battle dice, you score a critical hit on a roll of 10–20. On a
critical hit, expend the chosen number of battle dice and
add half of them, rounded down, to the damage roll.

8
Complete Vagabond
Wanderer’s Roads
No two vagabonds embark on the same journey; no two
roads are the same. However, the destinations sometimes
rhyme. Each of a vagabond’s choices on their endless
journey is a fork in the road that shapes them. Each mile
hardens them a bit more. Ultimately, a vagabond’s choices
and skills converge on an archetypal expression, that of a
wanderer’s road. This road represents how the vagabond
chooses to travel, what they value most, and lines they will
never cross.

Brigand
Brigands encompass all manner of highwaymen, pirates,
raiders, and other dastardly folk. No tactic, no matter how
heinous, is off the table for a band of brigands, whether
that means roadside ambushes or taking hostages at
knifepoint. Ultimately, most brigands are driven to their
thievery through desperation; it is fitting that they leave
others as few choices as were afforded to them.
Ruthless Ambusher
Starting when you set out on this road at 3rd level, you
are always prepared to strike first. When you roll initiative
and aren’t surprised or incapacitated, you can expend one
battle die to make one weapon attack.
Additionally, you can draw or stow up to two
weapons when you roll initiative and whenever you take
an action on your turn.
Craven
Also at 3rd level, when a creature you can see misses you
with a melee attack, you can use your reaction to move 5
feet without provoking opportunity attacks.
While you have a creature hostage, you can add your
Maneuver: Take Hostage battle die to Charisma (Intimidation) checks you make
Beginning at 6th level, you learn the following maneuver: against the creature’s allies. You have three-quarters cover
As a bonus action, you can expend one battle die to from attacks while holding a creature hostage. Attacks that
seize an incapacitated creature and hold it hostage with a miss you hit the hostage instead.
weapon you are holding. If you reduce a creature to 0 hit You can use your reaction to free the hostage or
points, you can use this maneuver to reduce it to 1 hit point execute a hostage that has 1 hit point in response to any
instead, rendering it incapacitated while you hold it hostage. creature’s movement or action.

Wanderer’s Roads
Name Description
Brigand A cutthroat highwayman who does despicable things for coin
Death Wish An adrenaline junkie living life on the edge
Houndmaster A wanderer, inseparable from their dog
Justicar Judges the guilty and metes out punishments as they see fit
Knight Errant A wandering knight in search of honorable quests and worthy adversaries
Mage Brand Burns their body with magical runes to command minor magic
Pugilist Cracks knuckles, swings fists, and breaks bones
Rōnin A dangerous and disgraced knight
Troubadour A traveling musician that fills the roads with levity

9
Mage Hand Press
Underhanded Blow Daredevil
By 10th level, when you hit a creature that hasn’t taken Starting at 10th level, whenever you have no more than
a turn in combat yet, you can disorient your target. That half your hit points left, you gain temporary hit points
creature has disadvantage on attacks it makes until the equal to half your vagabond level + your Constitution
end of its turn. modifier whenever a creature you can see misses you with
Once you use this feature, you can’t use it again until an attack or you succeed on a saving throw against a spell
you finish a short or long rest, or when you roll initiative. or magical effect and take no damage.
Cutthroat Defy Death
Starting at 14th level, ruthlessness is second-nature to By 14th level, near-death experiences are second-nature
you. When you hit a creature with a melee weapon attack to you. When you are reduced to 0 hit points but aren’t
and roll the maximum number on any damage die, you killed outright, you can choose to instead regain hit points
can roll that die again and add it to the damage of the hit, equal to twice your vagabond level + your Constitution
rolling again if the roll is also the maximum number, and modifier. When you do so, you also regain all of your
so on. You can roll each damage die up to a maximum of expended battle dice.
four times. Once you use this feature, you can’t use it again until
you finish a long rest.
Death Wish
You’ll end up dead in a ditch one day. Why fight it? Houndmaster
Vagabonds who embrace a death wish might subscribe to Stretching ever onward, the road is grueling and
grim fatalistism or live every day as a freewheeling riot, but unforgiving. But, as houndmasters know, it need not be
they are all adrenaline junkies, tempting fate at every turn. lonely. A single dog, mankind’s most loyal companion,
can make all the difference in the world. Houndmasters
Reckless Abandon are never found without their dogs, who both serve as
Starting when you set out on this road at 3rd level, inseparable companions and fearsome defenders as the
circumstances or preference has transformed you into need arises.
a chronic risk-taker. You gain Inspiration whenever
you make an ability check using Strength, Dexterity, Faithful Hound
or Constitution that has disadvantage due to its Starting when you set out on this road at 3rd level, you
impracticality, danger, or challenge. always have your loyal hound at your side. Your hound’s
statistics improve as you gain levels in this class.
Adrenaline Commanding Your Hound. You can control your
Also at 3rd level, you feel a rush when your life is on the hound with verbal commands or hand signals while you
line. Whenever you begin your turn and have no more are conscious without using any actions. In combat, your
than half your hit points left, you gain an adrenaline battle hound takes its turns immediately before or after your
die, which is a d6. You can only have one of these battle turn each round (your choice). If you are unconscious,
dice at a time. This battle die is expended if you have more your hound will move and attack to protect your body
than half of your hit points. from harm.
Hit Points. For each vagabond level you gain after
Danger Sense 3rd, your hound gains an additional Hit Die and increases
By 6th level, you have a second sense for danger, allowing its hit points accordingly.
you to dodge away at the last possible moment. You have If your hound drops to 0 hit points, it is stable but
advantage on Dexterity saving throws against effects that unconscious until it regains any hit points. See the Does
you can see, such as traps and spells. To gain this benefit, the Dog Die? sidebar for how to govern your hound living
you can’t be blinded, deafened, or incapacitated. or dying.
Proficiencies. Your hound uses your proficiency
bonus rather than its own. Due to your connection and
your hound’s training, your hound adds your proficiency
bonus to its Armor Class, saving throws, and damage rolls.
Switching to Death Wish Maneuver: Sick ‘Em!
The life of a vagabond is fraught and sometimes Also at 3rd level, you learn the following maneuver:
seems hopeless. If you have lost your reason to As a bonus action, you can expend a battle die to
wander you can switch your subclass to Death Wish command your hound to attack a creature you can see
from any other Wanderer’s Road. You might choose to within 40 feet of it. The hound moves up to its speed and
do so, for example, if you chose the Avenger secret makes one Bite attack against the target, adding the battle
and you have successfully exacted vengeance against die to its attack roll.
all of your targets, or if you chose the Seeker secret
and the item of your search is destroyed. Desperate Companion
Also at 3rd level, your hound will stop at nothing to
protect you. If you have no more than half your hit points
left, your hound has advantage on weapon attack rolls.

10
Complete Vagabond
Hound Does the Dog Die?
Medium Beast, Unaligned Your hound isn’t just a minion to be sacrificed in
Armor Class 12 combat: it’s your most loyal companion, an important
Hit Points 16 (3d8 +3) part of your character, and an integral component
Speed 40 ft. of your playstyle. Therefore, discuss with your GM
about how to handle the possibility of your dog’s
STR DEX CON INT WIS CHA death. Your dog might be narratively immortal and
13 (+1) 14 (+2) 12 (+1) 3 (–4) 12 (+1) 7 (–2) fully healed overnight, or its death might represent a
major moment in your character’s story, causing you to
Skills Perception +3, Survival +3 adopt another subclass, such as Death Wish, instead
Senses passive Perception 13 of this one.
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Keen Hearing and Smell. The hound has advantage Justicar
on Wisdom (Perception) checks that rely on hearing or
smell. The Order of Justicars were once the long arm of kings
and courts, patrolling the outer-edges of kingdoms to
Actions enforce laws and mete out justice. Now, however, they
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one are a relic of a bygone age, replaced by the governance
target. Hit: 4 (1d6 + 1) piercing damage. If the target is of smaller watchtowers and keeps on the frontier.
a creature, it must succeed on a DC 11 Strength saving Only a handful of the original justicars remain, but are
throw or be knocked prone. supplemented by ever-growing ranks of vigilantes who
don their hoods and wear their badges to serve up their
own brand of justice.
Hound’s Instincts You might be a true justicar, imbued with the
By 6th level, your hound can pick up a scent and follow authority of a king or governor, or a lawless vigilante
it for miles. While your hound is at your side, you have wearing the veneer of one. To criminals and ner-do-wells,
advantage on Wisdom (Survival) checks you make to there’s no difference—justicars mean trouble.
track a creature and can always discern if a creature has Voice of Authority
passed through a location. Starting when you set out on this road at 3rd level, you
Additionally, you have advantage on Wisdom bear the badge and hood of a justicar. Common folk
(Insight) checks you make to discern if a creature is defer to you in matters of law, especially in times of
hostile and any ability check you make to determine if a crisis. As a result, you have advantage on any Charisma
creature is disguised, possessed, or transformed. (Intimidation) or Charisma (Persuasion) check you make
Loyal Redirection to convince someone that you have authority to investigate
By 10th level, you would put your life on the line for your crimes, proclaim judgment, or deliver punishment.
hound. When your hound is within 5 feet of you and is Maneuver: Mark of Judgment
targeted by an attack while you are within the attack’s Also at 3rd level, you learn the following maneuver:
range or reach, you can use your reaction to change the You can expend a battle die as a bonus action to place
target of the attack to you instead. Or vice-versa, your a mark of judgment on a creature you can see within 30
hound can use its reaction to change the target of an feet of you. This mark lasts for 1 minute and ends early
attack to it instead, provided it is within 5 feet of you and if the target dies or you use this maneuver again to mark
within the attack’s reach or range. a different creature. Whenever you make an attack roll
Old Dog, New Tricks against the marked creature, you can roll a d4 and add it
Starting at 14th level, your dog has learned how to to the attack roll.
perform dangerous combat maneuvers. Beginning at 11th level, you can add a d6 to the
Battle Dice. Your hound has two battle dice, which attack roll.
are d12s. A battle die is expended when your hound uses Implacable Soul
it. It regains all of its expended battle dice when it finishes Beginning at 6th level, you are immune to being charmed
a short or long rest, or when it rolls initiative. or frightened (your choice).
Maneuvers. Your dog knows two of your maneuvers
that don’t have a prerequisite. If a maneuver you use Interdict
requires a target to make a saving throw to resist the Beginning at 10th level, if a hostile creature you can see
maneuver’s effects, the saving throw DC equals your takes a legendary or lair action, you can intercede and
Maneuver save DC. prevent that action from happening (no reaction required).
Once you use this ability, you can’t use it again until
you finish a short or long rest.

11
Mage Hand Press
Righteous Retribution When you use the Lion’s Challenge maneuver, you
Starting at 14th level, when a friendly creature you can can choose for it to last for 1 minute, instead of until the
see within 5 feet of you is hit by an attack, you can use end of your next turn. When you do so, the effect ends
your reaction to make a melee weapon attack against early if you use this maneuver again, if you attack any
the attacking creature, if the attacker is within your creature other than the target of your challenge, if you cast
weapon’s reach. a spell that targets a hostile creature other than the target,
if a creature friendly to you damages the target or casts a
Knight Errant harmful spell on it, or if you end your turn more than 30
feet away from the target.
Knights that have failed, forsaken, or betrayed their
masters are known as knights errant or rōnin. Though Questing Vow
they no longer follow the dictates of a master, these Starting at 6th level, you can appoint yourself to complete
knights are usually reluctant to abandon their vows an honorable quest with an unbreakable vow. You can
of ethics entirely. Many wander the lands seeking out swear this vow over the course of a long rest. This vow
honorable quests and worthy adversaries, for even lasts until you complete the associated quest or the GM
disgraced knights are knights nonetheless. declares that the quest is unfulfillable. When you choose
your specific quest, it must be honorable, specific, and
Bonus Proficiency reasonably achievable. Furthermore, it should fit the
Starting when you set out on this path at 3rd level, you archetype of the Cup, the Blade, or the Heart, and the
gain proficiency in one of the following skills of your GM must approve your quest. If your quest doesn’t fit one
choice: History, Insight, or Persuasion. of these archetypes, the GM chooses which benefit you
Knight’s Challenge receive while embarking on this quest.
Also at 3rd level, you maintain an honorable code of The Blade. You have embarked on a quest to slay
dueling ethics. You learn the Lion’s Challenge maneuver. a specific creature or best a specific rival combatant.
If you already know this maneuver, you learn a different Whenever you roll initiative to battle this creature or one
maneuver of your choice. The maneuver doesn’t count or more of its allies, you gain an extra battle die, which
against your number of maneuvers known. lasts until it is expended or the combat ends.
The Cup. You have sworn a vow to seek out an
object, be it an artifact, a remedy, or a symbolic item.
Whenever you engage in a course of activity that
brings you closer to your chosen item, with the GM’s
permission, you can gain Inspiration.
The Heart. You have dedicated yourself to winning
someone’s favor. You have advantage on Charisma checks
made to interact with this creature.
Redirection
By 10th level, you can protect the unwary in the midst
of combat. When a friendly creature within 5 feet of you
is targeted by an attack while you are within the attack’s
range or reach, you can use your reaction to change the
target of the attack to you instead. You have resistance
to bludgeoning, piercing, and slashing damage dealt by
this attack.
Surge of Valor
Starting at 14th level, you can use a bonus action to
summon up a well of determination. Until the start of
your next turn, whenever you make an attack roll, ability
check, or saving throw, you can roll a battle die without
expending it and add it to the roll.
Additionally, whenever you take damage from a hostile
creature before the start of your next turn, you can roll a
battle die without expending it and add your Constitution
modifier. Reduce the damage taken by that total.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

12
Complete Vagabond
Mage Brand Arcane Synesthesia
Starting at 6th level, due to your spellbrands, you can
Searing runes and arcane geometry into one’s skin is an
smell and taste the lingering evidence of magic. You can
agonizing practice known as spellbranding. Though it was
instantly identify a creature that has cast a spell within the
once used by tyrannical giants to imbue their conscripts
last 24 hours. If you touch an object, you can detect if it is
with a mote of magical potential, spellbranding has long
a magic item, but not its properties.
since been disparaged in polite society. However, a few
that are willing and desperate enough to burn themselves Aegis Mark
with magical runes might still utilize that magic today. By 10th level, you bear a defensive spellbrand that wards
The so-called “Mage Brands” need none of a mage’s you from harm and punishes your foes. You can cast the
intellect or a priest’s faith; they need only tenacity and a spell hellish rebuke or shield using this feature without
tolerance for pain. expending a spell slot or battle dice.
Spellbranding Once you use this feature to cast one of these spells,
you can’t do so again until you finish a short or long rest,
Starting when you set out on this road at 3rd level, you
unless you expend two battle dice to use it again.
have been taught the agonizing magic of spellbranding.
Cantrips. You learn two cantrips of your choice Imprinted Spellscar
from the wizard spell list. You learn an additional wizard Beginning at 14th level, when a spell is cast that targets
cantrip of your choice at 10th level. you, or you are in the area of a spell’s effect, you can
Branded Spells. By searing arcane symbols into your temporarily learn that spell if it is of 5th lever or lower,
flesh, you gain the ability to harness certain spells. You marking it on your skin as a faint spellbrand. You can’t use
gain two 1st-level spells of your choice from the Branded this ability to learn a spell that had no effect on you, even
Spells table. At 6th level, you gain two 2nd-level spells of if it forced you to make a saving throw against it.
your choice from the table. Once before you finish a long rest, you can cast this
Because your spells are branded onto your skin, you spell as a branded spell by expending a number of battle
can’t later remove or replace a spell after it is gained. dice equal to the spell’s level.
Casting Spells of 1st-Level or Higher. To cast one of You know this spell until you cast it or you use this
your branded spells, you must expend a number of battle feature again.
dice equal to the spell’s level.
Spellcasting Ability. Charisma is your spellcasting
ability for your branded spells, so you use 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 branded spell you cast and
when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +


your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Branded Spells
New spells are marked with an asterisk (*) and included at
the end of the class description.
Spell Level Spells
1st expeditious retreat, instant replay,*
time hop,* sanctuary
2nd magic weapon, misty step, recall,*
stone bones,* swift flight*

13
Mage Hand Press
the nearest unoccupied space to where you disappeared.
Branded Spells While vanished, you are outside time; you can’t take
The following spells are available to the Mage Brand as actions or reactions, time doesn’t pass for you, your spell
branded spells, and are presented in alphabetical order. effects are suspended, and you can’t be affected by attacks
or effects.
Instant Replay At Higher Levels. When you cast this spell using a
1st-level transmutation (chronomancy) spell slot of 3rd level or higher, you can choose a duration
Casting Time: 1 bonus action of 1 minute. If you cast this spell using a spell slot of 5th
Range: Self level or higher, you can choose a duration of 1 hour.
Components: V, S
Duration: 1 minute Pugilist
The next time you miss a creature with an attack before this Knuckles crack and a meaty fist rears back to crush bone.
spell ends, you can instantly reset yourself to the moment Pugilists are hand-to-hand brawlers with a tolerance for
before the attack and repeat it against the same target. pain and a willingness to inflict it at a moment’s notice.
Unlike martial artists that emphasize speed and precision,
Recall pugilists leverage brute force in their blows. Why strike
2nd-level conjuration (chronomancy) several times when once will do?
Casting Time: 1 bonus action Hand-to-Hand
Range: Self
Starting when you set out on this road at 3rd level, your
Components: V, S
body is a deadly weapon, more dangerous and versatile
Duration: 1 round
than any sword or arrow. You gain the following benefits:
Record where you are when you cast this spell. Until
• Your unarmed strikes deal 1d6 bludgeoning damage.
the end of your next turn, you can use your reaction
This damage increases to 1d8 when you reach 5th level,
to teleport back to that location, or to the nearest
1d10 when you reach 11th level, and 1d12 when you
unoccupied space. If you use this reaction in response
reach 17th level.
to an attack, spell, magical effect, or any other damaging
• The first creature you hit on each of your turns with an
effect, resolve the triggering effect before teleporting.
unarmed strike takes extra damage equal to a roll of
Stone Bones your unarmed strike damage die.
2nd-level transmutation • Whenever you use Battle Edge to add a battle die to
the damage roll of an unarmed strike and you roll a 1
Casting Time: 1 bonus action or 2 on the battle die, you don’t expend the die.
Range: 30 feet
Components: V, S Starting at 6th level, your unarmed strikes are considered
Duration: 1 round magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
You magically reinforce a creature you can see within
range, granting it resistance to bludgeoning, piercing, and Thick-Skulled
slashing damage from nonmagical attacks until the end of Also at 3rd level, when you take bludgeoning, piercing,
your next turn. or slashing damage while you have half your hit points or
fewer, you can use your reaction to roll a d6 and reduce the
Swift Flight damage taken by the number rolled. The damage reduction
2nd-level transmutation
increases to 1d8 when you reach 5th level, 1d10 when you
Casting Time: 1 bonus action reach 11th level, and 1d12 when you reach 17th level.
Range: Touch
Components: V, S, M (a wing feather from any bird) Imposing Physique
Duration: 1 round Starting at 6th level, you learn to speak with your fists
instead of your words. You gain proficiency in the
Streaks of energy flow from the back of a willing creature Intimidation skill. If you already have proficiency in
you touch, tracing the shapes of wings. The target gains a Intimidation, you can gain proficiency in your choice of
flying speed of 30 feet until the end of its next turn. When Acrobatics or Athletics instead. You can use your Strength
the spell ends, the target falls if it is in the air and nothing bonus instead of your Charisma bonus for Charisma
is holding it aloft. (Intimidation) checks.
Time Hop Additionally, your capacities for carrying, lifting,
1st-level conjuration (chronomancy) pushing, and pulling are doubled.
Casting Time: 1 bonus action Desperate Endurance
Range: Self Beginning at 10th level, when you fail a saving throw
Components: V, S, M (the second hand of a clock) while you have no more than half your hit points left, you
Duration: Varies can choose to succeed instead.
You shunt yourself a few seconds into the future. Choose Once you use this feature, you can’t use it again until
a duration: 1 round, 2 rounds, or 3 rounds. You vanish, you finish a long rest.
reappearing after the duration at the start of your turn in

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Complete Vagabond
Maneuver: Knockout Once you use this feature, you can’t do so again until
Beginning at 14th level, you learn the following maneuver: you finish a short or long rest.
You can use your action to make an unarmed strike Swordmaster
against a creature, attempting to knock it unconscious. By 14th level, your skill with a blade has no equal. Once
On a hit, you expend five battle dice and add them to the on each of your turns when you make a melee weapon
damage roll. If the target’s remaining hit points are lower attack and miss, you can repeat that attack against the
than the damage you dealt to it with that attack, it falls same target.
unconscious until it regains any hit points or finishes a
long rest. Troubadour
Rōnin A lyre, a flute, or perhaps a set of bagpipes at their side,
a troubadour sets off on the open road, playing music
You were once a knight of renown, a blademaster almost wherever they go. While troubadours often travel in
without peer. But those days are long gone. You have musical troupes, they might also ply their trade alone,
broken the only vows you have ever sworn, and worse, lived wandering between taverns and street corners in search of
to tell the tale. Disgraced and despised, people know you an audience, coin, and perhaps, fame.
only as a dangerous swordmaster—someone to be feared.
You may search for a new master, a way to redeem the Folk Musician
black mark on your honor, or simply to survive another Starting when you set out on this road at 3rd level, you
day in your endless journey. Perhaps your broken vows still gain proficiency with one instrument of your choice and
guide you, or perhaps you have abandoned all semblance in the Performance skill, and your proficiency bonus is
of honor; only your conduct, and your blade, define you. doubled for any ability check you make that uses this skill.
Additionally, you can choose for your Maneuver
Infamy save DC to be calculated using your Charisma modifier,
Starting when you set out on this road at 3rd level, your instead of Strength or Dexterity.
violent reputation precedes you. Choose the Deception or
Intimidation skill. You gain proficiency in the chosen skill. Maneuver: Inspiring Tune
Whenever you make a Charisma check using the chosen Also at 3rd level, you learn the following maneuver:
skill, you can treat the result as a 10, or your vagabond As a bonus action, you can inspire an ally. Choose
level plus your Charisma modifier, whichever is higher. a friendly creature other than yourself within 60 feet
of you that can see or hear you and give it one of your
Maneuver: Grudge unexpended battle dice. The creature can expend the
Also at 3rd level, you learn the following maneuver: battle die and add it to an attack roll, ability check, or
As a bonus action, you can expend a battle die to saving throw it makes before the start of your next turn.
mark a creature that has dealt damage to you or a friendly The creature can wait until after it rolls the d20 before
creature with a grudge. This grudge lasts for 1 minute, or deciding to use the battle die, but must decide before the
until you use this maneuver again. GM says whether the roll succeeds or fails.
At the start of each of your turns while the creature is
marked, you gain a grudge battle die, which is a d6. You Maneuver: Fast Friends
can only have one of these battle dice at a time. You can Beginning at 6th level, your learn the following maneuver:
only use your grudge battle die to either fuel maneuvers As an action, you can attempt to befriend a creature
or use Battle Edge targeting the marked creature. you can see within 30 feet that can hear or see you.
Expend one battle die, or three battle dice if you or your
Lone Wolf companions are fighting it. The creature must succeed on a
By 6th level, you’re used to being outnumbered. When Wisdom saving throw or be charmed by you for 1 minute
you roll initiative and there are more hostile creatures or until it takes damage. While it is charmed by you, it is
than friendly creatures in the initiative order, you have friendly to you and other creatures you designate.
advantage on the roll.
Additionally, other creatures don’t gain advantage on Scathing Retort
attack rolls against you as a result of the Ambusher, Blood Starting at 10th level, when a creature you can see within
Frenzy, Grappler, or Pack Tactics traits, nor do they gain 60 feet of you misses you with an attack roll or forces you
advantage as a result of the Help action. Furthermore, to make a saving throw and you succeed, you can use your
circumstances such as enemies flanking or surrounding reaction to issue a mocking insult. That creature takes
you don’t grant other creatures advantage on attack rolls psychic damage equal to 1d10 + half your vagabond level,
against you. rounded down.
Killing Stroke Marvelous Troupe
Starting at 10th level, when a creature that you can see At 14th level, you can use your Inspiring Tune maneuver
makes a melee attack against you, you can use your without expending a battle die. Additionally, a friendly
reaction to preemptively strike. Make a melee weapon creature that adds this battle die to an attack roll, ability
attack against the attacker; your attack precedes the check, or saving throw also gains temporary hit points
triggering effect. You can draw a melee weapon as a part equal to the number rolled.
of this reaction. On a hit, the target takes damage as
normal and its attack misses you, regardless of its roll.

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Mage Hand Press
COMPLETE
WARDEN

A Definitive Class by

Mage Hand Press


WARDEN The Warden
Proficiency
An immense goblinoid army stretches from the horizon to Level Bonus Features
the castle walls. In the breach, a single knight holds back 1st +2 Sentinel's Stand, Warden's Grasp
the horde, eviscerating all comers, and allowing none to 2nd +2 Fighting Style, Warden’s Mark
pass. 3rd +2 Champion’s Call, Warden's Resolve
Blood dripping from his blade, a scarred half orc gets 4th +2 Ability Score Improvement, Font
down on all fours and breaks into a sprint, his eyes alight of Life
with bestial fury. 5th +3 Extra Attack
Advancing slowly, an elf brandishing a green scimitar 6th +3 Call feature
emerges from the foliage before two poachers. Startled, 7th +3 Sentinel’s Step
they turn to run, but find their feet bound fast by leaves 8th +3 Ability Score Improvement
and vines. 9th +4 Undying
Wardens are vigilant guardians, and unbreakable 10th +4 Interrupt
defenders of the weak. They are nature’s shield, and the 11th +4 Mark improvement
watchers of the realms of men. When the world cries out 12th +4 Ability Score Improvement
for a champion, wardens heed the call.
13th +5 Call feature
Mighty Guardians 14th +5 Grasp improvement
Ever-vigilant, wardens are the staunch defenders of nature 15th +5 Font of Life improvement
and the chosen champions of people. A warden might be 16th +5 Ability Score Improvement
selected by his tribe to defend them from their enemies, 17th +6 Resolve improvement
or be visited by the spirits of a sacred grove and beckoned 18th +6 Sentinel’s Soul
to watch over the forest. Where a warden is not directly 19th +6 Ability Score Improvement
called to defend others, he feels the constant pull to take 20th +6 Call feature
up a charge of his own, to use his strength as a bastion for
the weak.

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Wherever a warden travels, his strength travels with Tools: None
him, and new causes make themselves known. There is Saving Throws: Strength, Constitution
never a shortage on those who need protection, for the Skills: Choose two from Animal Handling, Athletics,
strong always seem to stand above the weak. Nature, Perception, and Survival.
Primal Strength Equipment
Wardens are like mighty trees in a gale storm, or the rocks You start with the following equipment, in addition to the
along shore, constantly battered by waves. Though they equipment granted to you by your background:
may experience extraordinary hardship, a warden cannot
• A shield and any martial weapon
be easily moved, and seldom can be broken.
• (a) chain shirt, (b) leather armor and a spear, or (c)
Wardens draw their extraordinary toughness from the
chain mail (if proficient)
wild itself. They can feel the strength of the earth beneath
• (a) two light hammers or (b) any simple melee weapon
their feet, the vitality of the air in their lungs, and the fury
• (a) a dungeoneer’s pack or (b) an explorer’s pack
of the blazing sun overhead. They channel this power
intuitively, without ever considering it. Indeed, some Sentinel’s Stand
wardens believe that their power comes from within, and Wardens are towers that cannot easily be felled. At 1st
that nature does nothing to empower them, but even these level, choose one of the following features.
wardens feel nature’s pull to defend the powerless and Armor Proficiency. You gain proficiency with heavy
take up a cause. armor.
Primal Toughness. Your hit point maximum increases
Creating a Warden by 1 + your Constitution modifier, and it increases by 1
When creating a warden, consider what drives your
every time you gain a level in this class.
character. What brought you to raise up your shield for
Stalwart Spirit. You gain proficiency in one saving
others? Do you fight to protect anyone or anywhere in
throw of your choice.
particular? A threat to your homeland, or loved ones,
might have been your catalyst, but you also might have Warden’s Grasp
risen to combat a menace to the natural world. What was At 1st level, as a bonus action, you can use the force of
your call, and how do you honor it? What motivates you your daunting presence to ensnare nearby enemies into
to keep fighting, even when you’re at death’s door? combat. Until the beginning of your next turn, you can’t
Most wardens have been recognized as exemplary move, and each Large or smaller creature you choose
defenders. Perhaps, you are known as a wandering knight within 5 feet can’t willingly move away from you unless it
of the northern provinces, or perhaps you were beckoned first takes the Disengage action.
by spirits of the forest to protect them from invaders. Who At 14th level, the range of this ability increases to 10
has called you, and how did you respond? feet.
Quick Build Fighting Style
You can build a warden quickly with these suggestions.
At 2nd level, you adopt a style of fighting as your
First, make Constitution your highest ability score,
specialty. Choose one of the following options. You can’t
followed by Strength and Dexterity. Then, choose the
take a Fighting Style option more than once, even if you
Primal Toughness option for Sentinel’s Stand.
later get to choose again.

Class Features Crippling. When you hit a creature with a melee


weapon attack, its speed is reduced by 10 feet, to a
As a warden, you gain the following class features. minimum of 0, until the end of its next turn, and it can’t
Hit Points take the Dash action until the end of its turn.
Hit Dice: 1d10 per warden level Great Weapon Fighting. When you roll a 1 or 2 on a
Hit Points at 1st Level: 10 + your Constitution modifier damage die for an attack you make with a melee weapon
Hit Points at Higher Levels: 1d10 (or 6) + your that you are wielding with two hands, you can reroll the
Constitution modifier per warden level after 1st die and must use the new roll. The weapon must have
the two-handed or versatile property for you to gain this
Proficiencies benefit.
Armor: Light armor, medium armor, shields
Protection. When a creature you can see attacks a
Weapons: Simple weapons, martial weapons
target other than you that is within 5 feet of you, you can

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complete warden
use your reaction to impose disadvantage on the attack
roll. You must be wielding a weapon or shield.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
Titan Fighting. You gain a +2 bonus to melee weapon
once, whenever you take the Attack action on your turn.
attack rolls you make against Large or larger creatures.

Warden’s Mark Sentinel’s Step


Wardens are faultless trackers, which can navigate
At 2nd level, you can use your bonus action to mark
hazardous terrain with ease. At 7th level, select one of the
a creature you can see within 30 feet. While a marked
following features.
creature is within 5 feet of you, it has disadvantage on
Earthstrength. You possess the might of the earth
any attack roll that doesn’t target you. The mark lasts for
itself. Your carrying capacity doubles, and you have
1 minute, or until you mark another creature, become
advantage on ability checks and saving throws against
incapacitated, or die.
being pushed against your will or knocked prone.
At 11th level, whenever you take the Attack action on
Thundering Charge. On your first round of combat,
your turn, you can make an additional attack against a
your speed increases by 30 feet and you have advantage
creature you have marked.
on the first melee weapon attack you make.
Champion’s Call Wildblood. Your reflexes have been honed by the
By the time you reach 3rd level, you feel the inexorable perils of nature. You can’t be surprised while you are
pull of an important duty or task that you assume as your conscious. Additionally, you have a +5 bonus to your
own. No outside force compels your choice or enforces passive Wisdom (Perception) and passive Intelligence
your conduct; if you fail in your charge, you alone are (Investigation) scores.
responsible.
Your choice grants you features at 3rd level and again
Undying
At 9th level, when you are reduced to 0 hit points and are
at 6th, 13th, and 20th level.
not killed outright, you can choose to drop to 1 hit point
Warden’s Resolve instead. Once you use this ability, you can’t use it again
Starting at 3rd level, whenever your hit points are until you finish a long rest.
less than half your maximum, you have resistance to
bludgeoning, piercing, and slashing damage.
Interrupt
Starting at 10th level, as a reaction when a creature within
Starting at 17th level, when your hit points are less
5 feet of you makes a melee attack against you, you can
than half your maximum, you have resistance to all
punctuate its strikes. After that attack, the creature can
damage except psychic.
make one fewer attack than normal on this turn.
Ability Score Improvement Sentinel’s Soul
When you reach 4th level, and again at 8th, 12th, 16th,
Wardens are unshakable guardians that cannot be bowed.
and 19th level, you can increase one ability score of your
At 18th level, choose one of the following features:
choice by 2, or you can increase two ability scores of your
Ageless Guardian. You are immune to poison and
choice by 1. As normal, you can’t increase an ability score
disease, no longer need food or water, suffer none of the
above 20 using this feature.
frailty of old age, and can’t be aged magically. You can
Font of Life still die of old age, however.
By 4th level, you can use your action to end either one Additionally, you have advantage on Dexterity saving
disease or one condition afflicting you. The condition can throws.
be blinded, charmed, deafened, frightened, paralyzed, or Eyes of the Mountain. You gain tremorsense with a
poisoned. You can use this action even if the condition range of 15 feet, and can detect the presence of hidden or
you end would otherwise prevent it. Once you use this invisible creatures within 30 feet.
ability, you must finish a short or long rest before you can Additionally, you have advantage on Constitution
use it again. saving throws.
At 15th level, once per day when you use this ability, Impenetrable Mind. Your thoughts can’t be read, and
your hit points are also restored to half your maximum, if you can’t be charmed or frightened.
they were lower. Additionally, you have advantage on Wisdom saving
throws.

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Champion’s Call Evasion
Beginning at 13th level, you can nimbly dodge out of the
A warden’s call is a binding charge to protect and defend way of certain area effects, such as a red dragon’s fiery
others from harm. Every warden eventually hears a call, breath or an ice storm spell. When you are subjected to an
and responds with mighty deeds. In answering this call, effect that allows you to make a Dexterity saving throw to
they embrace the traits of those they stand to protect, take only half damage, you instead take no damage if you
gaining primal, and sometimes even mystical, abilities. succeed on the saving throw, and only half damage if you
fail.
Bloodwrath Guardian
The primal power you wield has formed an intrinsic bond Form of the Primal Beast
with the creatures of the wild, and you have taken up the At 20th level, as an action, you can transform into a
task of defending them. Because you share in the beast’s hunched thing of fur and shadow, an echo of the Primal
ferocity, tenacity, and animal instinct, you can summon a Beast. For 1 minute, you gain the following features:
beast’s primal strength from within yourself, and slay your • You gain all the benefits of Feral Trance.
enemies in an animalistic trance. • You gain temporary HP equal to twice your level.
While entranced, you can sense a connection to a • Once per turn, when you hit a creature with a melee
greater being, the Primal Beast, the first predator, from weapon attack, you can wound the target. At the start
which all hunters are descended. As your commitment of each of the wounded creature’s turns, it takes 1d8
to defending the wilds from corruption grows, you grow necrotic damage for each time you’ve wounded it, and
closer to the Primal Beast, until you can at last adopt its it can then make a Constitution saving throw (save
ancient form yourself, and allow it to hunt once again. DC equals 8 + your proficiency bonus + your Strength
Feral Trance modifier), ending the effect of all such wounds
Starting when you hear this call at 3rd level, you can fall on itself on a success. Alternatively, the wounded
into a primal battle trance as a bonus action. While in creature, or a creature within 5 feet of it, can use an
your trance, you gain the following benefits if you aren’t action to make a DC 15 Wisdom (Medicine) check,
holding a shield or wearing heavy armor: ending the effect of such wounds on it on a success.

• You have advantage on Strength checks and Strength Once you use this feature, you can’t use it again until you
saving throws. finish a long rest.
• Your base movement speed increases by 10 feet. Carrion King
• Once per turn, when you make an attack roll against a
A master and champion of vermin, you are called defend
creature, you can end your current mark, and mark that
the lowliest creatures of all: insects, rats, spiders, and
creature instead.
other pests. You know that these creatures mean no harm,
• When an attacker that you can see hits you with an
that they’re merely trying to survive in a world too large
attack, you can use your reaction to halve the attack’s
for them, so you come to their aide, and they flock to
damage against you.
your side. Unmistakably, your coming is signaled by the
Your trance lasts for 1 minute. It ends early if you are scrambling of little claws and the cawing of the crows.
knocked unconscious or if your turn ends and you haven’t Legions of pests wait at your command to swarm, bite,
attacked a hostile creature since your last turn or taken and claw at anyone who might thin their numbers.
damage since then. You can also end your trance on your
Gnawing Mark
turn as a bonus action.
Starting when you hear this call at 3rd level, the vermin
Once you use this ability, you can’t use it again until
heed your every word. When you mark a creature, insects
you finish a short or long rest.
swarm its eyes and mouth and crawl on its skin. Whenever
Predator’s Scent the creature makes an attack roll or ability check while it
By 6th level, you hunt like an animal. A creature you have is marked, it must roll a d4 and subtract the number rolled
marked can remain marked for up to 24 hours, even if it from the result.
moves out of your sight. Additionally, while this creature
Infested
is marked, you can track it effortlessly; you know the
By 6th level, insects and rodents inhabit every nook and
direction and distance to the creature while it remains on
cranny of your clothes and gear. Whenever a creature
the same plane of existence.
within 5 feet of you hits you with an attack, these vermin

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complete warden
retaliate, dealing 1d6 piercing damage to the
attacker. Additionally, on each subsequent attack
the creature makes before the end of its turn, it must roll
a d4 and subtract the number rolled from the attack roll.
Evasion
Beginning at 13th level, you can nimbly dodge out of
the way of certain area effects, such as a red dragon’s
fiery breath or an ice storm spell. When you are
subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take
no damage if you succeed on the saving throw, and only
half damage if you fail.
Lord of the Flies
At 20th level, you can use your action to beckon forth a
colossal swarm of flying insects and scurrying rodents,
which envelop you like a cloud. For the next minute, a
10-foot radius sphere of vermin is centered upon you. The
area is heavily obscured. Each creature you choose within
the sphere has disadvantage on attack rolls and ability
checks and takes 6d4 piercing damage when it enters the
area for the first time on a turn or starts its turn there.
Once you use this ability, you can’t use it again until
you finish a long rest.

Fey Trailblazer
Crossing a fey bridge into the enchanted Feywild
beyond can be a perilous journey, threatening travelers
with dangerous wild magic, fey tricksters, and horrific
magical beasts. You, however, have heard the carefree
call of magic in these few places where the Feywild
intersects with the mortal plane, and have cultivated
your skill in guiding travelers through the Feywild’s
hazards. In turn, the Feywild has left its mark on you, Spell Resistance
adorning your mark with capricious magic and letting you Beginning at 13th level, you have advantage on saving
step easily through the planes. throws you make against spells.
Alluring Mark Archfey of Majesty
Starting when you hear this call at 3rd level, you can place At 20th level, as an action, you can channel the majesty
your mark upon the affections within a creature’s mind. of the archfey that rule the fey courts, becoming an
When you use your Warden’s Mark, you can attempt to embodiment of unnatural grace and beauty for the next
place an Alluring Mark. When you do so, the target must minute. You gain the following benefits:
make a Wisdom saving throw, with a DC equal to 8 + • Whenever a creature tries to attack you, it must make a
your proficiency bonus + your Constitution modifier. On Wisdom saving throw (DC equals 8 + your proficiency
a failed save, instead of the normal effects of Warden’s bonus + your Constitution modifier.) On a failed save,
Mark, while the marked creature is within 5 feet of you, it its attack misses. On a successful save, the creature is
is charmed by you. Your Alluring Mark ends early if you immune to this ability for the next 24 hours.
deal damage to the marked creature. • As a bonus action, you can teleport up to 30 feet to an
Misty Jaunt unoccupied space it can see.
By 6th level, your connection to the Feywild enables you Once you use this ability, you can’t use it again until
to blink from place to place. You can spend your entire you finish a long rest.
movement to teleport up to half your movement speed.

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Godsworn Grey Watchman
The whispers of gods, the ringing of bells, and the meter Ever vigilant and unceasing in your duties, you are a
of hymns called you, compelling you to swear an oath watcher of the realms of men, called to keep vigil over a
of protection. With your blade, you defend temples, holy keep or wall. As a grey watchman, trained in the arts of
sites, and other sacred ground, and with your shield, you combat, you have honed your skills to a razor’s edge to
protect pilgrims as they make their grand journeys. With repel any invaders that might challenge your land. You
your mark, you watch over magicless priests and ensure need not keep watch over the same keep your entire life,
that their message turns hearts and minds, even in the but, wherever you travel, you are dedicated to keeping
most dangerous places. You know that your purpose is your land safe from invading armies, marauding monsters,
grander than just one life, and you look forward to seeing and other external threats.
what designs the gods have set on your travels.
Battle Tactics
Bonus Proficiencies When you hear this call at 3rd level, you learn maneuvers
When you adopt this oath at 3rd level, you gain that are fueled by special dice called battle dice.
proficiency in the Medicine and Religion skills. If you Maneuvers. You learn three maneuvers of your choice,
already have proficiency in one of these skills, your which are detailed under “Maneuvers” below. Many
proficiency bonus is doubled for any ability check you maneuvers enhance an attack in some way. You can use
make that uses it. only one maneuver per attack.
You learn two additional maneuvers of your choice
Anointed Mark
at 6th and 13th level. Each time you gain a level in this
At 3rd level, you can use your Warden’s Mark to target
class, you can also replace one maneuver you know with a
a friendly creature within 30 feet. Doing so places the
different one.
creature under the effects of the bless spell while it
Battle Dice. You have four battle dice, which are d8s.
remains marked.
A battle die is expended when you use it. You regain all of
Holy Allies your expended battle dice when you finish a short or long
By 6th level, the spirits of saints and martyrs rise to rest.
protect you. You can use your action to cast the spell spirit You gain another battle die at 6th level and one more at
guardians (DC equals 8 + your proficiency bonus + your 13th level.
Strength modifier) without using a spell slot. Once you Saving Throws. Some of your maneuvers require your
use this ability, you can’t use it again until you finish a target to make a saving throw to resist the maneuver’s
long rest. effects. The saving throw DC is calculated as follows:
Unshakable
Maneuver save DC = 8 + your proficiency bonus + your
At 13th level, your determination allows you to shrug off
Strength or Dexterity modifier (your choice)
effects that would otherwise harm you. When you make
a saving throw against a spell or magical effect, you can Hold the Line
choose to instead make a Constitution save against the At 3rd level, when you use your Warden’s Grasp, any
effect instead of the normal saving throw. creature you choose other than yourself within the effect’s
area gains a +1 bonus to Armor Class and saving throws
Sainted Mantle
until the beginning of your next turn while it remains in
At 20th level, you can use your bonus action to wreathe
the effect’s area.
yourself in divine protection, a soft glow and faint halo
signifying the sainted mantle. For the next minute, while Fortification Expert
you are conscious, you regain 5 hit points at the start of By 6th level, your experience manning battlements and
each of your turns. If you have less than half your hit blockades has given you insight in how to raise and
points at the start of your turn, you instead regain 10 hit reinforce them. You have advantage on any ability check
points. you make to erect defensive fortifications, examine walls
Once you use this ability, you can’t use it again until and other defenses for weak points and entryways, or
you finish a long rest. climb constructed walls. Additionally, you can treat three-
quarters cover as full cover.

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complete warden
Improved Battle Tactics battle die to the attack’s damage roll, and the target must
At 13th level, your battle dice turn into d10s. At 20th make a Strength saving throw. On a failed save, it drops
level, they turn into d12s. the object you choose. The object lands at its feet.
Heelcutter. When you make an opportunity attack
Mettle against a creature you have marked, you can expend one
Also at 13th level, your determination allows you to
battle die to knock the creature off balance, preventing
shrug off effects that would otherwise harm you. When
it from escaping. You add the battle die to the attack’s
you are subjected to an effect that allows you to make
damage roll, and the target must make a Strength saving
a Constitution saving throw to take only half damage,
throw. On a failed save, its speed is reduced to 0 until the
you instead take no damage if you succeed on the saving
end of its turn.
throw, and only half damage if you fail.
Reckless Assault. When you make an attack against
Unbreakable Sentinel a creature you have marked, you can expend a battle die
Starting at 20th level, you can use your action to transform to make a wild, desperate strike, leaving you vulnerable.
into a paragon of battle, an unstoppable sentinel, You have advantage on the attack roll and you can add the
channeling the strength of every man, woman, and child battle die to the attack’s damage roll. Until the beginning
beneath your charge. For the next minute, you gain the of your next turn, however, attacks against you have
following benefits: advantage.
• You have a +2 bonus to Armor Class. Skull Bash. When you hit a creature you have marked
• Whenever you hit a creature you have marked, you with a melee weapon attack, you can expend one battle
regain an expended battle die. die to daze the target. You add the battle die to the attack’s
• You can take an additional reaction each turn. damage roll, and the target can’t take reactions until the
start of its next turn.
Once you use this ability, you can’t use it again until Staggering Blow. When you hit a creature you have
you finish a long rest. marked with a melee weapon attack, you can expend one
Maneuvers battle die to stagger the creature. You add the battle die to
The maneuvers are presented in alphabetical order. the attack’s damage roll, and the target has disadvantage
Avenging Strike. When a creature you have marked the next attack it makes before the start of your next turn.
damages a friendly creature within 5 feet of you, you can
use your reaction and expend one battle die to make a
Hellkeeper
Some wardens hear a call of flames and tormented
melee weapon attack against the creature. If you hit, you
screams rising up from the bowels of the earth. These
add the battle die to the attack’s damage roll.
grim few become Hellkeepers, tasked by devils with
Bull’s Charge. When you move at least 10 feet in a
watching the gates of the underworld, safeguarding the
straight line, you can use a bonus action to expend a battle
innocent from wandering inside, and trapping the damned
die and charge a creature. Make a melee weapon attack
prisoners within. Some Hellkeepers feel that their position
and add the battle die to the attack’s damage roll. On a hit,
is a merciful one, for it protects mortals from unspeakable
the target is pushed 10 feet away from you.
fiendish cruelties. Others know full well the implications
Bulwark. When you hit a creature you have marked
of their calling and relish in the vileness of their deeds.
with a melee weapon attack, you can expend a battle die
to brace yourself for its counterattack. The next time the Tormenter
creature damages you before the start of your next turn, Starting when you hear this call at 3rd level, you
you can roll the battle die and subtract the result from the can double your proficiency bonus for any Charisma
damage dealt. (Intimidation) check you make to intimidate a creature
Cleave. When you reduce a hostile creature to 0 hit that is restrained.
points with a melee weapon attack on your turn, you can Hellish Grasp
spend a battle die to move up to 15 feet and make an At 3rd level, when you use your Warden’s Grasp ability,
additional melee weapon attack. You add the battle die to each creature affected takes 1d6 fire damage. At 14th
the attack’s damage roll. level, this fire damage increases to 2d6.
Disarming Strike. When you hit a creature you have
marked with a melee weapon attack, you can expend one Fell Resilience
battle die to attempt to disarm the target, forcing it to drop By 6th level, your flesh is darkens and toughens to match
one item of your choice that it’s holding. You add the that of a fiend as you come closer to death. You have

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magehandpress
advantage on Strength and Constitution saving throws
when your hit points are less than half your maximum.
Iceheart Bastion
When you heard the call, it was in the form of howling
Spiteful Mark winds flecked with snow, beckoning you to north’s frigid,
Also at 6th level, when you mark a creature with Warden’s barren, majestic reaches. It is placed upon you to drive
Mark, the target takes 1d6 fire damage. At 11th level, this back the horrors that thrive in the utter frost, as well
fire damage increases to 2d6. as incursions from warmer southern lands, to protect
Evasion the hardy people and noble animals of this cold place.
Beginning at 13th level, you can nimbly dodge out of the Wherever you travel, the ice of the northern lands lives in
way of certain area effects, such as a red dragon’s fiery your heart, and as such, you can summon it to your hands
breath or an ice storm spell. When you are subjected to an with icy gales from the most northern mountain peaks.
effect that allows you to make a Dexterity saving throw to Snowshoes
take only half damage, you instead take no damage if you Beginning when you hear this call at 3rd level, you move
succeed on the saving throw, and only half damage if you unhindered by snow and ice. You ignore difficult terrain
fail. caused by such conditions and it doesn’t slow your travel.
Hellbent Icy Grasp
At 20th level, as an action, you can transform into the At 3rd level, when you use your Warden’s Grasp, a
fiendish shape of a true devil. For the next minute, your layer of thick ice frosts upon you and anchors you to the
melee weapon attacks deal an additional 2d8 fire damage ground, granting you temporary hit points equal to your
on a hit. Moreover, fire damage you deal ignores damage Constitution modifier until the beginning of your next
resistance and immunity. Once during the duration, if you turn.
fail a saving throw, you can choose to succeed
instead.
North Wind
Starting at 6th level, you can exhale a breath of the true
Once you use this ability, you can’t use it
North Wind, an icy gale which affects a 100-foot long,
again until you finish a long rest.
5-foot wide line in a direction you choose. Each creature
in the line must make a Dexterity saving throw. On a
failed save, a creature takes 4d6 cold damage and its
speed is halved until the end of its next turn. On a success,
a creature takes half damage and its speed isn’t halved.
Once you use this ability, you can’t use it again until
you finish a short or long rest.
Mettle
Also at 13th level, your determination allows you to
shrug off effects that would otherwise harm you. When
you are subjected to an effect that allows you to make a
Constitution saving throw to take only half damage,
you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.

8
Form of the Old Hoarfrost Universal Axiom
At 20th level, you can use your action to transform into At 20th level, as an action, you can transform into an
a creature of deepest cold, a sentinel of the old hoarfrost. embodiment of universal law, a ticking construct of
For one minute, you are surrounded by a frigid 15-foot inevitable intent. For 1 minute, you gain the following
radius vortex which extinguishes any nonmagical flames features:
in its area. This area is difficult terrain. When a creature
• You can’t be exhausted, frightened, grappled,
enters the area for the first time on a turn or starts its
incapacitated, paralyzed, petrified, poisoned, knocked
turn there, it takes 8d6 cold damage. You can choose for
prone, restrained, or stunned.
creatures to be immune to the effects of the area.
• You have advantage on all saving throws.
Once you use this feature, you can’t use it again until
• You can use your Mandate ability at will.
you finish a long rest.
Once you use this feature, you can’t use it again until
Lawbringer you finish a long rest.
Lawbringers hear the steady, unyielding call of universal
law and follow it without question. This set of invisible
Loreseeker
guidelines organizes the universe into its current state, but You have heard the call of rotting scrolls and antediluvian
deviations from it threaten to destabilize all of creation. artifacts, remnants of wisdom now almost lost to time.
Reckless reality changing, time travel, and immortality As a loreseeker, you uncover and protect ancient relics,
are all violations of this law, and must be punished. whether they be mundane scrolls or powerful magic items,
Lawbringers are called to enforce laws both magical and that they might be archived for future generations. Some
mundane, and to deliver such punishment when necessary. loreseekers are called to defend places of learning, from
the halls of wisdom to great libraries, whereas others are
Axiomatic Mark entrusted with safeguarding a dangerous secret that could
Starting at 3rd level, lawbreakers can never escape your
do irreparable harm in the wrong hands. All loreseekers,
mark. When a creature you have marked within 30 feet
however, are students of what they protect, cultivating
of you moves, you can use your reaction to move up to
skill in the arcane arts, even as they hone their talents with
half your movement speed. You must end your movement
the blade.
closer to the marked creature than you began.
Spellcasting
Astute Starting when you hear this call at 3rd level, you have
At 3rd level, you have advantage on ability checks you
learned to apply your archival knowledge to spellcasting.
make to discern if a creature you can see is telling the
Cantrips. You learn two cantrips of your choice from
truth.
the wizard spell list. You learn an additional wizard
Mandate cantrip of your choice at 10th level.
At 6th level, you can cast the spell command once without Spell Slots. The Loreseeker Spellcasting table shows
using a spell slot. This spell targets each creature you how many spell slots you have to cast your wizard spells
choose within 30 feet, using the same command for of 1st level and higher. To cast one of these spells, you
each target. The saving throw for this ability is 8 + your must expend a slot of the spell’s level or higher. You
proficiency bonus + your Constitution modifier. Once you regain all expended spell slots when you finish a long rest.
use this ability, you can’t use it again until you finish a Spells Known of 1st-Level and Higher. You know
short or long rest. three 1st-level wizard spells of your choice, two of which
you must choose from the abjuration and evocation spells
Clockwork Mind
on the wizard spell list.
Starting at 13th level, your mind is a fortress, unbendable
The Spells Known column of the Loreseeker
and unbreakable. You have advantage on saving throws
Spellcasting table shows when you learn more wizard
against being charmed or frightened. Whenever you
spells of 1st level or higher. Each of these spells must be
succeed on a saving throw against an enchantment spell or
an abjuration or evocation spell of your choice, and must
an ability that attempts to cloud your thoughts or control
be of a level for which you have spell slots.
your mind, the caster takes 4d6 psychic damage.
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic.

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Loreseeker Spellcasting
Warden Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — — Once you use this ability,
12th 3 8 4 3 — — you can’t use it again until you
13th 3 9 4 3 2 — finish a short or long rest.
14th 3 10 4 3 2 —
Spell Resistance
15th 3 10 4 3 2 — Beginning at 13th level, you have
16th 3 11 4 3 3 — advantage on saving throws you make
17th 3 11 4 3 3 — against spells.
18th 3 11 4 3 3 —
Librarian of the Eternal
19th 3 12 4 3 3 1 At 20th level, as an action, you can channel the power of
20th 3 13 4 3 3 1 the lore and stories you have collected, becoming a living
Whenever you gain a level in this class, you can embodiment of ancient knowledge for the next minute and
replace one of the wizard spells you know with another gaining the following benefits:
spell of your choice from the wizard spell list. The new • When you cast a spell, you gain 15 temporary hit
spell must be of a level for which you have spell slots, and points.
it must be an abjuration or evocation spell, unless you’re • When you cast a cantrip that has a casting time of 1
replacing the spell you gained at 3rd, 8th, 14th, or 20th action, you can cast it as a bonus action instead.
level from any school of magic. • Any creature that is marked by you has disadvantage
Spellcasting Ability. Intelligence is your spellcasting on saving throws against spells you cast.
ability for your wizard spells, since you learn your spells
Once you use this ability, you can’t use it again until you
through research and deduction. You use your Intelligence
finish a long rest.
whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting Nightgaunt
the saving throw DC for a wizard spell you cast and when Blood-drinkers, undead, and other creatures of the
making an attack roll with one. night are often feared and hunted, and few stand in
Spell save DC = 8 + your proficiency bonus + your their defense; except, of course, the grim and terrible
Intelligence modifier nightgaunt. Tales of the nightgaunt are whispered of in
fairy tales, casting them as a things to be feared: hunters
Spell attack modifier = your proficiency bonus + your
of clerics and goodly vampire slayers. Their appearance
Intelligence modifier
always presages long nights and great rises in hungry
Bookmark undead.
At 3rd level, any creature that is marked by you subtract You felt the calling of the moon bringing you to the
1d4 from saving throws it makes against your spells and graveside of living corpses. Though vampires, zombies,
effects. and skeletons are mighty, they are always outnumbered,
Ensnaring Mark hunted, and turned by clerics; never given a fair chance to
Starting at 6th level, when you place your Warden’s live peacefully. They require an ally among the living to
Mark on a creature, you can teleport the creature to an continue their ceaseless existences, and you have risen by
unoccupied space within 5 feet of you. moonlight to the task.

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complete warden
Darkvision Soulblood Shaman
Starting when you hear this call at 3rd level, you can see
The ancestral spirits called you by starlight to enact
in dim light within 60 feet of you as if it were bright light,
their will on the world, to protect their descendants, and
and in darkness as if it were dim light. You can’t discern
to safeguard their resting places. You are a Soulblood
color in darkness, only shades of gray. If you already
Shaman, a manipulator of soul and ascetic of primal
possess darkvision, its range increases by 30 feet.
magic. Your community looks to you as a leader as well as
Starting at 13th level, you can see through magical, as
a vital connection to the afterlife, for if you play your role,
well as nonmagical, darkness.
they too will join their ancestors in the great beyond.
Marked for Death Spellcasting
At 3rd level, your mark leaves a shadow of undeath on
Starting when you hear this call at 3rd level, you can
your target, beckoning it to die. If you deal damage to a
channel your ancient insights into magic.
creature you have marked with a melee weapon attack and
Cantrips. You learn two cantrips of your choice from
its remaining hit points are lower than the damage you
the druid spell list. You learn an additional druid cantrip of
dealt to it with that attack, the marked creature instead
your choice at 10th level.
drops to 0 hit points.
Spell Slots. The Soulblood Shaman Spellcasting table
Undead Empathy shows how many spell slots you have to cast your druid
By 6th level, you are a friend even to mindless undead. spells of 1st level and higher. To cast one of these spells,
Whenever an undead tries to attack you, it must make a you must expend a slot of the spell’s level or higher. You
Wisdom saving throw (DC equals 8 + your proficiency regain all expended spell slots when you finish a long rest.
bonus + your Constitution modifier.) On a failed save, Spells Known of 1st-Level and Higher. You know
its attack misses and, if its Intelligence is 4 or lower, it three 1st-level druid spells of your choice, two of which
becomes friendly to you and your allies. you must choose from the evocation or transmutation
spells on the druid spell list.
Evasion
The Spells Known column of the Soulblood Shaman
Beginning at 13th level, you can nimbly dodge out of the
Spellcasting table shows when you learn more druid spells
way of certain area effects, such as a red dragon’s fiery
of 1st level or higher. Each of these spells must be an
breath or an ice storm spell. When you are subjected to an
evocation or transmutation spell of your choice, and must
effect that allows you to make a Dexterity saving throw to
be of a level for which you have spell slots.
take only half damage, you instead take no damage if you
The spells you learn at 8th, 14th, and 20th level can
succeed on the saving throw, and only half damage if you
come from any school of magic.
fail.
Whenever you gain a level in this class, you can
Gravelord replace one of the druid spells you know with another
At 20th level, you can use your action to invite the spell of your choice from the druid spell list. The new
necromantic energies of true undead into your body, spell must be of a level for which you have spell slots,
divorcing yourself from life for the next minute and and it must be an evocation or transmutation spell, unless
gaining the following benefits: you’re replacing the spell you gained at 3rd, 8th, 14th, or
• You are immune to poison damage and being 20th level from any school of magic.
poisoned. Spellcasting Ability. Wisdom is your spellcasting
• You can use your Undying feature up to three times, ability for your druid spells, since you channel your magic
even if you have already used it today. through a connection to the great beyond. You use your
• Once per turn, when you deal damage with a melee Wisdom whenever a spell refers to your spellcasting
weapon attack, you can deal an extra 4d6 necrotic ability. In addition, you use your Wisdom modifier when
damage and gain temporary hit points, which last until setting the saving throw DC for a druid spell you cast and
the beginning of your next turn, equal to the necrotic when making an attack roll with one.
damage dealt. Spell save DC = 8 + your proficiency bonus + your
Once you use this feature, you can’t use it again until Wisdom modifier
you finish a long rest. Spell attack modifier = your proficiency bonus + your
Wisdom modifier

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magehandpress
Soulblood Shaman Spellcasting Unshakable
Warden Cantrips Spells At 13th level, your determination allows you to shrug off
Level Known Known 1st 2nd 3rd 4th effects that would otherwise harm you. When you make
3rd 2 3 2 — — — a saving throw against a spell or magical effect, you can
4th 2 4 3 — — — choose to instead make a Constitution save against the
5th 2 4 3 — — — effect instead of the normal saving throw.
6th 2 4 3 — — — Ethereal Watcher
7th 2 5 4 2 — — At 20th level, as an action, you can shrug off your mortal
8th 2 6 4 2 — — form for a short time to become something spiritual and
9th 2 6 4 2 — — material, an ethereal watcher. For the next minute, you
10th 3 7 4 3 — — gain the following benefits:
11th 3 8 4 3 — — • As a bonus action on your turn or as a reaction when
12th 3 8 4 3 — — you take damage, you can become ethereal, as per the
13th 3 9 4 3 2 — etherealness spell. You can return from being ethereal
14th 3 10 4 3 2 — as a bonus action, or when you use your Warden’s
15th 3 10 4 3 2 — Mark or Warden’s Grasp feature. When you return
16th 3 11 4 3 3 — from being ethereal, each creature you choose within
17th 3 11 4 3 3 — 10 feet of you takes 4d10 force damage, as they are
pulled partially between the planes.
18th 3 11 4 3 3 —
• You can move through other creatures and objects as if
19th 3 12 4 3 3 1
they were difficult terrain. You take 4d10 force damage
20th 3 13 4 3 3 1
if you end your turn inside a creature or object, as you
are ejected into the nearest unoccupied space.
Once you use this ability, you can’t use it again until
you finish a long rest.

Stoneheart Defender
You heard the steadfast, unyielding call from the
mountains, which dwarves and gnomes have felt for
generations. The stones called to you, beckoning for a
protector to defend the mountains from those that would
despoil them, from both within and without. You might be
a watchman of old dwarven walls, or a sentinel, patrolling
the lookouts of high mountain peaks; regardless of where
you stand, you are unmovable: a mountain in the shape of
a man. You draw your power from the earth beneath your
feet and can crush your enemies with the strength of stone.
Soulblood Roots of Rock
Also at 3rd level, as a reaction when a creature within
Starting when you hear this call at 3rd level, when you use
5 feet of you deals damage to you, you can mark that
your Warden’s Grasp ability, rocky roots sprout from your
creature.
feet, anchoring you securely. Until the beginning of your
Whispers of Beyond next turn, you have a +2 bonus to your Armor Class.
At 6th level, you can hear the small voices of ancient Additionally, until you move, you can’t be shoved
spirits when you need guidance. If you spend one or pushed from wherever you are standing by hostile
minute in contemplation when you make an Intelligence actions, spells, or effects, unless you choose to be. You
or Wisdom check, you can consult the spirits to gain have advantage on Strength saving throws against being
advantage on the roll. However, the GM can decline to knocked down, cannot slip or fall from ledges, and are
give you advantage on this check if the spirits would not immune to the spells fly, levitate, and telekinesis.
possess appropriate guidance of knowledge.

12
complete warden
Earthshatter
Starting at 6th level,
you can choose to
use Warden’s Grasp
as an action, rather
than a bonus action.
When you do so, each
creature affected must
make a Strength saving throw (DC equals
8 + your proficiency bonus + your Strength
modifier) or be knocked prone.
You can use this ability a number of times equal to
your Strength modifier, and regain all uses when you
finish a long rest.
Mettle
At 13th level, your determination allows you to
shrug off effects that would otherwise harm you.
When you are subjected to an effect that allows
you to make a Constitution saving throw to take only half
damage, you instead take no damage if you succeed
on the saving throw, and only half damage
if you fail.
Immortal Mountain
By 20th level, you can summon the power
of true earth as an action, protecting yourself
in an encasement of stone. For the next minute, you gain
the following benefits:
Flash from Above
• Bludgeoning, piercing, and slashing damage you take Starting when you hear this call at 3rd level, whenever
is reduced by 5. you are standing under the open sky, you can use your
• You gain the effects of your Roots of Rock ability for action to conjure a harmless, but impressive, bolt of
the entire duration. lightning or peal of thunder. You can use this ability even
• As you move, you can choose to upend the earth at when there are no clouds above you.
your feet, leaving behind a 5-foot wide trail of difficult
Thunderblast
terrain behind you wherever you move.
At 3rd level, whenever you hit a creature you have marked
Once you use this feature, you can’t use it again until with a melee weapon attack, each creature you choose
you finish a long rest. within 5 feet of the target takes 1d8 lightning damage.

Storm Sentinel Static Burst


Your strength originates among furious storm clouds and Starting at 6th level, when you use Warden’s Grasp as a
flashes of lightning. As a storm sentinel, you are called bonus action, each creature affected can’t take reactions
to protect wayward sailors and coastal villages from until the beginning of your next turn.
the wrath of the tempests and the arrival of great waves Evasion
that might strike them defenseless. You despise pirates Beginning at 13th level, you can nimbly dodge out of the
and others that pose a threat to coastal peoples, and will way of certain area effects, such as a red dragon’s fiery
oppose them wherever they strike. breath or an ice storm spell. When you are subjected to an
From your fingertips, you can deliver the awe of effect that allows you to make a Dexterity saving throw to
lightning and the roar of thunder to devastate your foes. take only half damage, you instead take no damage if you
With practice and patience, you can harness the power of succeed on the saving throw, and only half damage if you
the storm itself to fly and rain thunderbolts from above. fail.

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magehandpress
Stormlord 1 minute, you gain the following features:
Starting at 20th level, you have a flight speed equal to • Your AC becomes 20, if it was lower.
your movement speed. • Your attacks have Reach, if they did not have it before.
Additionally, you can use your action to summon a • You can use Warden’s Grasp as an action, rather than a
bolt of lightning to strike you, imbuing your body with bonus action. When you do so, you can make an attack
the storm’s fury. For 1 minute, you gain the following against each creature affected, with a separate attack
benefits: roll for each target.
• Your flight speed is doubled. Once you use this feature, you can’t use it again until you
• You can cast the spell call lightning as a bonus finish a long rest.
action (DC equals 8 + your proficiency bonus + your
Constitution modifier) without using a spell slot. You Witchbane Hunter
can call a bolt of lightning on subsequent turns as a Where there is magic, there is evil. Witches lurks in the
bonus action. shadows with hags and warlocks, waiting for your guard
to lower, such that they might turn their hexes upon the
Once you use this feature, you can’t use it again until
innocent. But your ever-vigilant sword is ready for them,
you finish a long rest.
ready to defend the nonmagical folk from evil spellcasters
Verdant Protector the world-over. You slay vampires, hexers, devils, and fey
You draw your strength from the trees of the forest and the alike with impunity, for anyone who might despoil the
loamy earth beneath your feet. As a Verdant Protector, you world with magic shall be hunted and put to the stake.
are the champion of the green things in nature, and defend Witchbane Mark
them against those who would despoil the wilds. You Starting when you hear this call at 3rd level, you have
easily find allies among druids, and others that understand advantage on saving throws you make against the spells
the forest’s sacred trees and ancient spirits. and effects of any creature you have marked. Additionally,
At your command, the plants of the earth sprout up to the marked creature has disadvantage Constitution saving
assist you in your duty. At the pinnacle of your power, throws it makes to maintain concentration.
you can assume the form of an elder tree guardian, which
Eldritch Reflection
looks much like a treant, with tough, bark skin, and long,
At 6th level, when you succeed on a saving throw against
branchlike arms.
a spell, you can use your reaction to cast the spell back at
Green Mark the caster, as though it originated from you, turning the
Starting when you hear this call at 3rd level, when you caster into the target. Once you reflect a spell in this way,
mark a creature, the plants of the earth come alive to you can’t do so again until you finish a long rest.
hinder its progress. While this creature is within 30 feet of
Spell Resistance
you, the ground it walks on is difficult terrain.
Beginning at 13th level, you have advantage on saving
Verdant Skin throws you make against spells.
At 6th level, you gain proficiency in the Stealth skill, if
Antimage
you did not have it before. Additionally, you can use your
At 20th level, you can use your bonus action to transform
action to draw a thick mass of vines and leaves to conceal
into an arbiter of spellcasters, a breaker of mages,
you. Until you move, you have advantage on Dexterity
wreathed with antimagic. For the next minute, you have
(Stealth) checks you make to hide among vegetation.
advantage the first attack roll you make on each of your
Mettle turns. Additionally, whenever you use your Warden’s
At 13th level, your determination allows you to shrug Grasp, the area affected becomes an antimagic field, as
off effects that would otherwise harm you. When you per the spell. You can wrap the field around creatures you
are subjected to an effect that allows you to make a choose within its radius, creating pockets where magic
Constitution saving throw to take only half damage, you still functions, even though magic originating there can’t
instead take no damage if you succeed on the saving extend to the rest of the field.
throw, and only half damage if you fail. Once you use this ability, you can’t use it again until
Form of the Oak Sentinel you finish a long rest.
Starting at 20th level, you can use your action to transform
into an oak sentinel, a bark-covered titan of the forest. For

14
complete warden
Warden Alternate At 11th level, whenever you take the Attack action on

Class Features your turn, you can make an additional attack against a
creature you have marked.
The warden’s unique “tank” role is supported entirely
on its three core features: Warden’s Grasp at 1st level,
Champion’s Fortitude
Replaces Warden’s Resolve
which lets them constrain a group of creatures to make
Starting at 3rd level, bludgeoning, piercing, and slashing
themselves the only viable target, Warden’s Mark at
damage that you take from nonmagical weapons is
2nd level, which allows them to single out a target and
reduced by your proficiency bonus.
draw its aggression, and Warden’s Resolve at 3rd level,
Starting at 17th level, as a reaction, you can reduce
which makes them survivable enough to use their other
damage you take by your level. Once you use this ability,
features with impunity. These three features define the
you can’t use it again until you finish a long rest.
warden’s unique style, but this need not be the only style
for the warden’s combat. You can use the following Warden of the Hunt
sets of alternate class features in place of the warden’s Wardens of the hunt practice an aggressive form of
core features to entirely pivot its style of play to your defense: dead foes, after all, can’t harm allies.
preference.
At 1st level, you can pick one of the following sets of
Hunter’s Snare
Replaces Warden’s Grasp
alternate class features for your warden. If you do so, you
use all three of the variant’s features instead of Warden’s At 1st level, as a bonus action, you can trap your foes
Mark, Warden’s Grasp, and Warden’s Resolve, as well in close combat and punish them when they turn to flee.
as their respective improvements at later levels. If other Until the beginning of your next turn, creatures within 5
features directly reference these three original features or feet of you provoke opportunity attacks when they leave
their mechanics (such as marking a creature), use their your reach, even if they took the Disengage action.
respective replacement feature instead. Hunter’s Mark
Replaces Warden’s Mark
Warden Champion At 2nd level, you can use a bonus action to mark a
Champions are warriors constantly in search of their
creature you can see within 60 feet. You deal an extra 1d6
match. To that end, they will engage practically anyone
damage whenever you hit a marked target with a melee
in a fair duel, setting aside matters at hand to prove their
weapon attack. The mark lasts for 1 minute, or until you
mettle and skill with the blade.
mark another creature, become incapacitated, or die.
Champion’s Challenge At 11th level, whenever you take the Attack action on
Replaces Warden’s Grasp your turn, you can make an additional attack against a
At 1st level, as a bonus action, you can issue a challenge creature you have marked.
to each creature within 5 feet of you. Only hostile This ability does not stack with the spell hunter’s mark.
creatures of Large size or smaller which have at least
Hunter’s Resistance
5 Intelligence heed this challenge. On its next turn, a Replaces Warden’s Resolve
creature which heeds the challenge must make an attack
Starting at 3rd level, you have a number of resistance
against you if it makes an attack on its turn and you are
points equal to twice your proficiency bonus. As a reaction
within range.
when you take bludgeoning, piercing, or slashing damage
At 14th level, the range of this challenge extends to 10
from an effect you can see, you can spend a resistance
feet.
point to gain resistance against the damage. You regain
Champion’s Mark expended resistance points when you finish a short or long
Replaces Warden’s Mark rest.
At 2nd level, you can use a bonus action to mark a
creature you can see within 15 feet. You have a +2 bonus
Maneater Warden
to your Armor Class against the marked creature’s attacks. Fast, ruthless, and sometimes cannibalistic, the so-called
The mark lasts for 1 minute, or until you mark another “maneater” wardens prefer to dart around their prey,
creature, become incapacitated, or die. carving off pieces with lightning-quick, unavoidable
strikes.

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When you deal damage with a melee weapon attack
to a creature you have marked, you can decrease your
temporary damage pool by half the damage dealt
(rounded down), to a minimum of 1.
Starting at 17th level, whenever you use
your Font of Life ability, your temporary
damage pool is reduced to 0 without being
subtracted from your hit points.

Warden Paragon
Templars and outcast paladins might take up
the paragon mantle, channeling divine power
and enduring the brunt of enemy blows to
spare others.
Paragon’s Rescue
Replaces Warden’s Grasp
At 1st level, as a bonus action, you give
your allies a respite from the fray. Each
friendly creature you choose within 5 feet of
you can immediately move up to 10 feet without
provoking opportunity attacks.
At 14th level, this ability affects friendly
creatures within 10 feet of you, and allows them to
Maneater’s Howl move up to 15 without provoking opportunity attacks.
Replaces Warden’s Grasp Paragon’s Twin Marks
At 1st level, as a bonus action, you can release a Replaces Warden’s Mark
thunderous, blood-curdling howl. Each Large or smaller At 2nd level, you can place two marks: a mark of
creature you choose within 5 feet of you is pushed 5 feet shielding on a friendly creature to shelter it from harm,
away from you. and a mark of bane on a hostile creature to ensure its
At 14th level, this ability affects creatures within 10 feet defeat. You can place a mark on a creature you can see
of you, and pushes them up to 10 feet away from you. within 30 feet. Whenever a creature with your mark of
Maneater’s Mark shielding takes damage, its damage is halved (rounded
Replaces Warden’s Mark down) and you take the same amount of damage.
At 2nd level, you can use a bonus action to mark a Whenever you deal damage to a creature with your mark
creature you can see within 60 feet. Your melee weapon of bane, the damage you deal is considered magical
attacks against the marked creature score a critical hit on a for the purposes of overcoming damage resistance and
roll of 19 or 20. The mark lasts for 1 minute, or until you immunity. Your marks each last for 1 minute, or until you
mark another creature, become incapacitated, or die. mark another creature, become incapacitated, or you or
At 11th level, whenever you take the Attack action on the marked creature dies.
your turn, you can make an additional attack against a At 11th level, whenever you take the Attack action on
creature you have marked. your turn, you can make an additional attack against a
creature with your mark of bane.
Maneater’s Bloodlust
Replaces Warden’s Resolve Paragon’s Font
Replaces Warden’s Resolve
You have a temporary damage pool. When you take
damage, it is added to this pool instead of being subtracted Starting at 3rd level, you have a pool of healing power
from your hit points. When you regain hit points, you can that replenishes when you take a long rest. With that pool,
choose to split the healing between your hit points and you can restore a total number of hit points equal to your
decreasing the damage in this pool. At the end of your warden level × 5. As an action, you can regain a number
turn, the entire damage pool is subtracted from your hit of hit points, up to the maximum amount remaining in
points and resets to 0. your pool.

16
complete warden
Starting at 17th level, whenever you use your Font Mark of Shadows
of Life ability, you can also use this ability to regain hit Replaces Warden’s Mark
points without using an action. At 2nd level, you can use your bonus action to mark a
Warden Penumbral creature you can see within 30 feet. If the creature is Large
or smaller, you can pull it up to 5 feet closer to you with
The penumbrals are touched by a bitter, primeval darkness
shadowy tendrils. Whenever the marked creature willingly
that lurks in corners of the world never touched by
moves away from you, it treats the area in which it moves
sunlight. Such wardens channel this darkness instead of
as difficult terrain. The mark lasts for 1 minute, or until
power borne of the natural world to protect themselves
you mark another creature, become incapacitated, or die.
and ensnare their enemies.
At 11th level, whenever you take the Attack action on
Grasping Shadows your turn, you can make an additional attack against a
Replaces Warden’s Grasp creature you have marked.
At 1st level, as a bonus action, you can summon forth
shadows of the damned, creating a 10-foot radius cloud
Form of Shadows
Replaces Warden’s Resolve
centered on youself. The sphere appears heavily obscured
Beginning at 3rd level, when you have fewer than half
from the outside. From the inside, however, the sphere is
your hit points, you fade into a blur of shifting darkness,
lit as normal and the outside appears heavily obscured.
causing any melee attack roll made against you to have
Shadowy hands reach from the sphere’s boundries and
disadvantage. An attacker doesn’t have disadvantage if
latch onto all within the sphere. You and each Large or
it doesn’t rely on sight, as with blindsight, or can see
smaller creature you choose can’t leave the sphere unless
through illusions, as with truesight.
it first takes the Disengage action. The shadows disperse
Starting at 17th level, you also have advantage on
at the beginning of your next turn.
Strength, Dexterity, and Constitution saving throws while
At 14th level, when you create the sphere, you can
you have fewer than half your hit points.
choose to extend its radius to 15 feet.

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COMPLETE
WARMAGE

A Definitive Class by

Mage Hand Press


Chapter 1: Warmage
An elf recites the motions again for the simplest spell she
knows, repeating them until she knows they are perfect.
Creating a Warmage
With a single, precise stroke, she unleashes a wave of Warmages come from all walks of life, so as you build
arcane energy, focused into a searing blue beam. yours, consider where you first learned the fundamentals
A tiefling waves her hands to conjure floating of magic, which you would go on to perfect. You might
greatswords of humming blue energy, which dance about have picked up cantrips from a fellow adventurer or in the
in mesmerizing and deadly arcs. One blade takes on an early stages of wizarding training. You could even be self-
aspect of fire, and the other lightning, as she begins to taught. Choose an Arcane Initiation which best fits your
cleave through the goblinoid horde. character’s history with magic.
Waving a black and red checkered banner, a Moreover, consider how you feel about magic as a
dragonborn king charges into the fore. At his sides are whole. Are you envious of other spellcasters, or are you
warmages of all houses, a chessboard of elite arcanists, confident you could best them regardless? Did you once
poised to turn the tide of battle. pine to be a wizard, but found you could never muster
The undisputed masters of cantrips, Warmages turn enough true magic to form a spell slot? Did you choose
the most fundamental types of magic into a deadly and warmagistry to hone your talents to their absolute peak,
precise art. or did you choose it to wield power no warrior can equal?
Lastly, consider your prospective warmage house.
Cantrip Masters Though you don’t choose one until reaching third level,
While other spellcasters aspire to grander and more your aspirations might shape which house you favor the
complex spells, warmages refine and master the most most. If you would like to dabble with greater arcane
fundamental magic: cantrips. Warmages wield their magic, the House of Bishops is the best fit. If the clashing
magic in the same way that a warrior uses a sword, bow, of swords at the frontlines piques your interest, consider
or axe: as weapons to be perfected and mastered, not as the House of Knights.
an unknowable force to be feared. In contrast to sorcerers Quick Build
and wizards, their magic is a trainable skill, one that You can make a Warmage quickly by following these
can be mastered by almost anyone with discipline and suggestions. First, Intelligence should be your highest
aptitude. Therefore, warmages stand among the most ability score, followed by Constitution. Make Strength
fearsome of spellcasters, with only the most rudimentary your third highest if you plan to take the House of
of spells. Knights. Then choose the cantrips chill touch, fire bolt,
Strategic Geniuses prestidigitation, and springheel, and the Adventurer
Arcane Initiation. Pick any background.
Warmages have a long and storied history as grand
strategists and tacticians, both in grand battles and
personal skirmishes. If a warmage is outgunned or
outmanned, they’ll try to outthink their foes, which works
more often than not. They demonstrate an efficient kind of
pragmatism, owing perhaps to their ability to solve many
problems with a few magical tools.

Aligned Free Agents


While some warmages are fully self-taught, the majority
join a House, a loose confederation of warmages which
practice together and share secrets of the trade. Houses
teach invaluable battlefield strategy, but each individual
Houses also touts their own brands of tactics and styles
of magical tricks. The House of Knights, for example,
emphasizes armor and martial prowess, whereas the
House of Kings emphasizes battlefield strategy.
By way of metaphor, Houses which value honor and
teamwork above all else brand themselves after games
of strategy, whereas those who epitomize self-reliance
name themselves for games of chance. This division in the
warmage Houses is representative of a schism that dates
back to the earliest warmage masters. Legend has it that
the first two masters separated when one decided to found
a college. The other, out of spite, built a casino outside its
grounds.

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Mage Hand Press
The Warmage
Proficiency Cantrips Cantrip Tricks
Level Bonus Features Known Bonus Dice Known
1st +2 Spellcasting, Arcane Initiation, Arcane Fighting Style 4 — —
2nd +2 Warmage Edge, Warmage Trick 4 0 2
3rd +2 Warmage House 5 0 3
4th +2 Ability Score Improvement 5 0 3
5th +3 Arcane Surge 6 1 4
6th +3 Tactical Insight 6 1 4
7th +3 Warmage House feature 6 1 5
8th +3 Ability Score Improvement 6 1 5
9th +4 — 7 1 6
10th +4 Warmage House feature 7 1 6
11th +4 Arcane Surge improvement 7 2 7
12th +4 Ability Score Improvement 7 2 7
13th +5 — 8 2 8
14th +5 Strategic Deflection 8 2 8
15th +5 Warmage House feature 8 2 9
16th +5 Ability Score Improvement 8 2 9
17th +6 — 9 3 10
18th +6 Warmage House feature 9 3 10
19th +6 Ability Score Improvement 9 3 10
20th +6 Master Warmage 10 3 10

Spellcasting
Class Features At 1st level, you begin to learn the simple, yet potent,
brand of spellcasting for which warmages are known.
As a warmage, you have the following class features.
Cantrips
Hit Points You learn four cantrips of your choice from the warmage
Hit Dice: 1d8 per warmage level spell list. You learn additional warmage cantrips of your
Hit Points at 1st Level: 8 + your Constitution modifier choice at higher levels, as shown in the Cantrips Known
Hit Points at Higher Levels: 1d8 (or 5) + your column of the Warmage table.
Constitution modifier per warmage level after 1st Additionally, when you gain a level in this class, you
Proficiencies can choose one of the warmage cantrips you know and
replace it with another warmage cantrip.
Armor: Light armor
Weapons: Simple weapons Spellcasting Ability
Tools: One artisan’s kit, one musical instrument Intelligence is your spellcasting ability for your warmage
Saving Throws: Constitution, Intelligence spells, since you learn your spells through practice and
Skills: Choose two from: Acrobatics, Animal Handling, mental discipline. You use your Intelligence whenever a
Arcana, Athletics, History, Investigation, Medicine, spell refers to your spellcasting ability. In addition, you
Perception, and Survival use your Intelligence modifier when setting the saving
throw DC for a warmage spell you cast and when making
Equipment an attack roll with one.
You start with the following equipment, in addition to the
equipment granted by your background: Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
• Leather armor, a dagger, and any simple weapon
• (a) a component pouch or (b) an arcane focus Spell attack modifier = your proficiency bonus +
• An explorer’s pack an (a) a scholar’s pack or (b) one kit your Intelligence modifier
you’re proficient in

2
Warmage
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for
your warmage spells.

Arcane Initiation
Warmages come from all backgrounds and walks of life.
At 1st level, choose where you first learned the basics of
magic. The cantrips offered by your initiation don’t count
against your total number of warmage cantrips known.
Adventurer
You picked up your magic informally by travelling with a
dozen different mages over the years. You learn the mage
hand and ray of frost cantrips.
Circus Performer
You learned a few simple tricks to participate in a
sideshow or circus act. You learn the dancing lights and
minor illusion cantrips.
Eldritch Event
An influx of insidious magic left an imprint on you. You
learn the chill touch and message cantrips.
Mercenary
You mastered the fundamentals of war magic to engage
in battle with similarly-armed arcanists. You learn the arc
blade and true strike cantrips.
Temple
A monastery or temple educated you in the ways of gentle
healing magic. You learn the sacred flame and spare the
dying cantrips.
Tower Apprentice
You apprenticed under a spellcaster for some time, who
taught you the fundamentals of arcana. You learn the
prestidigitation and shocking grasp cantrips. Resistive
While you are wearing light armor or are under the effects
Self-Taught of the mage armor spell, you gain a +1 bonus to your
You taught yourself all the fundamentals of magic from a Armor Class.
dusty old tome or abandoned scroll. You learn the fire bolt
and light cantrips. Sniper
When making a ranged spell attack, you gain a +1 bonus
Survival to the attack roll. Additionally, your ranged cantrips
To survive in the wilderness, you taught yourself to cast ignore half cover.
simple spells. You learn the druidcraft and shillelagh
cantrips. Striker
When you hit with a cantrip requiring a melee attack and
Arcane Fighting Style exceed the target’s AC by 5 or more or score a critical hit,
Warmages learn that magic is the purest of weapons, and you can add your proficiency modifier to the damage roll.
can be wielded just as easily as any other. At 1st level, Warmage Edge
select one of the following fighting styles:
Starting at 2nd level, once on each of your turns when you
Blaster deal damage with a warmage cantrip, you can improve
The spell save DC for your warmage cantrips increases by one damage roll of the spell, adding your Intelligence
1. modifier to the roll. Starting at 5th level, and as you gain
levels in this class, you also add additional dice of cantrip
Deflector damage, as shown on the Cantrip Bonus Dice column of
When you have one hand free and a creature hits you with the Warmage table, to the damage roll. For example, when
a spell attack or a ranged weapon attack, you can use your you are at 5th level, you can enhance the damage of the
reaction to add your proficiency bonus to your Armor fire bolt cantrip to deal fire damage equal to 3d10 + your
Class, potentially causing the attack to miss. Intelligence modifier on a hit.

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Warmage Trick Warmage Tricks
Beginning at 2nd level, you learn a Warmage Trick, a
The following tricks are presented in alphabetical order. If
special technique that alters the way you fight, move, and
a warmage trick has prerequisites, you must meet them to
cast your spells. You learn 2 tricks at 2nd level, and an
choose it. You can choose the trick at the same time that
additional trick as shown on the Tricks Known column of
you meet its prerequisites.
the Warmage table.
Additionally, when you gain a level in this class, you Bishop’s Maneuver
can replace a trick that you know with another trick for Prerequisites: 10th level, House of Bishops
which you meet the prerequisites.
You can take the Disengage action as a bonus action, and
Warmage House when you do so, your movement speed increases by 10
feet until the end of your turn.
The College of Warmages divides its students into distinct
Houses, teaching different skills, abilities, and techniques. Blasting Cantrip
Upon reaching 3rd level, you can select a House, which Once on each of your turns, when you deal force damage
offers you features at 3rd level, and additional features at to a creature with a warmage cantrip, you can push the
7th, 10th, 15th, and 18th level. creature up to 10 feet away from you in a straight line.
Ability Score Improvement Blinding Light
Prerequisite: light cantrip
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your When you use the light cantrip to target an object you are
choice by 2, or you can increase two ability scores of your holding, you can direct a flare at a creature within 10 feet
choice by 1. You can’t increase an ability score above 20 of you, which must make a Constitution saving throw
using this feature. against your spell save DC. On a failed save, the creature
is blinded until the beginning of your next turn. After a
Arcane Surge creature has failed a saving throw against this ability, it has
Starting at 5th level, you learn to, for a moment, tap into advantage on all Constitution saving throws against it for
a vast reservoir of magical power and unleash it upon 24 hours.
your foes. On your turn, when you deal damage with Castle
a warmage cantrip, you can deal twice the number of Prerequisites: 10th level, House of Rooks
damage dice dealt by the spell. You can’t use this ability on
a spell that has scored a critical hit. As an action, you can choose a willing Small or Medium
Once you use this ability, you can’t use it again until creature you can see within 100 feet of you. You both
you finish a short or long rest. Starting at 11th level, you teleport, switching places.
can use this ability twice between rests. Once you use this trick, you can’t use it again until
you finish a short or long rest.
Tactical Insight Chivalrous Presence
At 6th level, you learn how to use ambient magical power Prerequisite: House of Knights
to defend yourself from your foes’ magical attacks. You
You can add half your proficiency bonus (rounded up)
can add your Intelligence modifier to saving throws you
to any Charisma check you make that doesn’t already use
make against spells and magical effects that deal damage.
your proficiency bonus. Additionally, you can tell when
Strategic Deflection a creature you are speaking with tells a lie, as long as you
haven’t told a lie to that creature.
Starting at 14th level, as a reaction when you make a
successful saving throw against a spell, you can redirect Cloak of Feathers
the spell’s energy to a new target. When you do so, choose Prerequisite: House of Rooks
another creature (including the spellcaster) you can see While not wearing armor, under the effects of mage
within the spell’s range or 30 feet, whichever is closer. armor, or using a shield, your AC equals 10 + your
The spell targets the chosen creature instead of you, as if Dexterity modifier + your Intelligence modifier.
you cast the spell. The target creature makes its own save
against your spell save DC. Commander’s Steed
Once you use this ability, you can’t use it again until Prerequisites: House of Kings
you finish a short or long rest.
You learn the find steed spell and can cast it without using
Master Warmage a spell slot. Your steed is more resilient than most, and has
a number of additional hit points equal to your warmage
At 20th level, you reach the pinnacle of your warmage level.
prowess. If you cast a cantrip which deals 4 dice of damage
to a target, it instead deals 5 dice of damage. If you cast a Corrosive Cantrip
cantrip which makes 4 attacks, it instead makes 5 attacks. Once on each of your turns, when you deal acid damage
to a creature with a warmage cantrip, you can cause

4
Warmage
the acid to erode the target’s defenses. The next time a
creature makes an attack roll against the target before the
beginning of your next turn, roll a d4 and subtract it from
the target’s Armor Class for this attack.
Directed Momentum
Prerequisite: 10th level, House of Lancers
Once on each of your turns, when you score a critical hit
with a melee attack or reduce a creature to 0 hit points
with one, you can make an unarmed strike against a
second target. If the target is within range of your Shock
Trooper feature, you can lunge toward it. On a hit, this
attack deals an additional 1d8 force damage.
Draining Cantrip
Whenever you deal necrotic or poison damage to a hostile
creature using a warmage cantrip, you can siphon some of
its life force. You gain temporary hit points equal to half
your warmage level, which last for 1 minute.
Encryptogram
Prerequisite: cryptogram cantrip
Gamble
Your knowledge of ciphers has improved your magically Prerequisites: cheat cantrip, House of Cards or House of
clandestine communications. When you cast the Dice
cryptogram cantrip, its limit is 20 characters, instead of 8, You are always under the effects of the cheat cantrip.
and only the specified recipient can read the message. Additionally, you can reroll an attack roll, ability
Explosive Cantrip check, or saving throw. Once you use this ability, you can’t
Once on each of your turns, when you deal fire damage to use it again until you finish a short or long rest.
a creature with a warmage cantrip, each creature within Infinite Variation
5 feet of the target, except yourself and the target, must Prerequisite: prestidigitation cantrip
succeed a Dexterity saving throw against your spell save
DC or take half the fire damage dealt. You have become exceptionally skilled at using the
prestidigitation cantrip to mimic other spells. When you
Extended Range cast prestidigitation, you can use it to emulate the effects
The range of your warmage cantrips is doubled. of any other cantrip that does not deal damage, even
one that is not on the warmage spell list. To do so, you
Field Medic must succeed on a DC 15 Intelligence (Arcana) check,
Prerequisite: House of Bishops otherwise the spell fizzles and does nothing. A cantrip cast
You learn the cantrip spare the dying, which does not using this trick counts as a warmage cantrip and uses your
count against your maximum number of cantrips known. Intelligence modifier as the spellcasting modifier.
Additionally, when you cast spare the dying on a creature
which has 0 hit points, the target regains 1 hit point and Icy Cantrip
gains temporary hit points equal to your level, which last Once on each of your turns, when you deal cold damage
for 1 minute. Once a creature regains hit points due to this to a creature with a warmage cantrip, you can numb the
ability, it can’t do so again until it finishes a long rest. target with a frigid blast. The first time the target makes
an attack roll before the end of its next turn, it must roll a
Flexible Range d4 and subtract it from the roll.
Being within 5 feet of a hostile creature doesn’t
impose disadvantage on your ranged spell attack rolls. Knight’s Aegis
Additionally, the range of any cantrip you cast that Prerequisites: 10th level, House of Knights, force buckler
cantrip
requires a melee spell attack increases to 10 feet.
When you cast the force buckler cantrip, you can
Fold concentrate on it for up to 1 minute. The spell does not
Prerequisites: House of Cards, 10th level end early if you are hit by an attack.
You have learned to graciously accept defeat using your
Deck of Fate. As a reaction when you are hit by an attack,
Leading Edge Tactics
Prerequisites: House of Lancers
you can play your entire hand to cast the shield spell
without using a spell slot. You always have a plan when engaging the enemy. As
Once you use this ability, you can’t use it again until such, attacks during the first round of combat have
you finish a short or long rest. disadvantage against you.

5
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Lieutenant’s Demand Minor Shadow Illusion
Prerequisites: 10th level, House of Kings Prerequisite: minor illusion cantrip
You can cast the spell command at will without using a When you create the image of an object in an unoccupied
spell slot. space using the minor illusion cantrip, you can fill it with
fibers of shadowstuff, causing it to become partially real.
Mage Hand Knack No matter what form the semi-real object takes, it still
Prerequisite: mage hand cantrip must be no larger than a 5-foot cube. It has AC 10 and 5
Your skill with the mage hand cantrip allows you to use it HP, and it weighs 5 pounds. You can only have one semi-
as an extension of yourself. When you cast the spell and as real illusion at a time. While this semi-real object exists,
a bonus action on each of your subsequent turns, you can the cantrip requires your concentration.
use one of the following effects with the hand: The illusion can’t replicate a creature, but it can deal
Press. The hand pushes against a Large or smaller damage to a creature within its 5-foot cube. If the illusion
creature within 5 feet of it. Choose a direction away from is of an object that can deal damage, a creature that enters
that creature. Every foot of movement in that direction the object’s 5-foot cube or begins its turn there must make
while the hand is pressing against it costs the creature two an Intelligence saving throw against your spell save DC.
feet of movement. The hand continues to push the target On a failed save, the creature takes 1d6 damage of a type
until the spell ends or you use your bonus action to use a appropriate to the illusion. This damage increases by 1d6
different effect using the hand. when you reach 5th level (2d6), 11th level (3d6), and 17th
Punch. The hand strikes one creature or object within level (4d6). This damage can’t trigger Warmage Edge or
5 feet of it. Make a melee spell attack for the hand using any warmage tricks.
your spell attack bonus. On a hit, the target takes 1d6
force damage. Mystical Armor
Seize. The hand grabs a creature of Tiny size and You can cast the spell mage armor on yourself at will,
attempts to grapple it. The creature must succeed on without expending a spell slot.
a Strength (Athletics) or Dexterity (Acrobatics) check Mystical Athlete
against your spell save DC or be grappled by the hand. Prerequisite: quickstep or springheel cantrip
The hand continues to grapple the target until the target
uses an action to escape on its turn, the spell ends, or you When you cast the quickstep cantrip, your speed increases
use your bonus action to use a different effect using the by 20 feet instead of 10 feet. When you cast the springheel
hand. cantrip, your jumping distance increases by 20 feet instead
of 10 feet. If you know both of these cantrips, you can cast
both of them as part of the same bonus action.
Mystical Weaponmaster
Prerequisite: force weapon or magic daggers cantrip
Once on each of your turns when you roll a 1 on the d20
for an attack roll for the force weapon or magic daggers
cantrips, you can reroll the die and must use the new roll.
Mystical Vision
You can cast the spell detect magic at will without
expending a spell slot.
Phantom Hookshot
Prerequisite: phantom grapnel cantrip
You can cast the phantom grapnel cantrip as a bonus
action. If you do so, its range is reduced to 15 feet.
Additionally, creatures pulled by phantom grapnel are
pulled an additional 10 feet.
Rapid Fortification
Prerequisite: mending cantrip
You can cast the mending cantrip as a bonus action, or you
can cast it as an action for one of the following effects:
• You can restore a single object, such as a door, cart,
wall, or window to pristine condition, if at least half of
its parts are present. This object can be no larger than
10 cubic feet, or 1 cubic foot if it is an exceptionally
complex object (such as a clock).
• You can create simple fortifications, such as sealing
a door shut, adding wooden planks to a window, or

6
Warmage
building a short stone wall (no larger than 10 cubic Split Fire
feet). You must have the materials present to use this Prerequisite: 5th level
ability.
When you cast a warmage cantrip that requires a single
Snake Eyes spell attack roll, you can select multiple creatures and
Prerequisites: House of Dice, 10th level make a spell attack roll against each. You can target a
If you roll a 1 or 2 on a Die of Fate, you keep the die number of creatures equal to the number of damage dice
instead of giving it to the GM. the cantrip deals, and split your damage dice up amongst
your targets, to a minimum of 1 die of damage per target.
Severe Cantrip Each attack must target a different creature.
When a creature rolls a 1 on a saving throw against one of For example, fire bolt deals 3d10 damage. You can
your warmage cantrips, it automatically fails the save and choose to target three creatures and deal 1d10 damage
takes twice the number of damage dice dealt by the spell, to each creature, or you can target two creatures, dealing
as if you scored a critical hit. The additional damage only 1d10 damage to one creature and 2d10 damage to the
applies to the creature that rolled a 1. other creature, or you can target one creature for 3d10
damage.
Signature Focus
Prerequisite: 5th level Static Cantrip
Whenever you deal lightning damage to a hostile
When you finish a long rest, you can place a unique sigil
creature using a warmage cantrip, you can sap part of
on a simple weapon, which becomes your signature focus
the energy into a charge which clings to your body until
until you use this ability again. This weapon becomes
the beginning of your next turn. While charged, you can
magical, and can be used as an arcane focus. Your
use your reaction when you take damage from a creature
signature focus is bonded to you, and gains a number of
you can see within 5 feet of you to deal lightning damage
special abilities:
equal to half your warmage level to the creature.
• As a bonus action, you can call your signature focus to
your hand, as long as you are on the same plane as it. Unerring Strike
• You can add your Intelligence modifier, instead of your Prerequisites: 10th level, true strike cantrip
Strength or Dexterity modifier, to attack rolls using When you cast the true strike cantrip, you can concentrate
your signature focus. on it for a number of rounds equal to your Intelligence
• Your signature focus gains a number of charges equal modifier. You gain advantage on the first attack roll you
to your Intelligence modifier. When you damage a make against the target each round while maintaining
creature with it or a cantrip cast through it, you can concentration on true strike.
expend one charge to deal an additional 1d8 force
damage to that creature. Your focus regains all spent
charges after you finish a long rest.
Silent Cantrip
Whenever you cast a warmage cantrip
which deals thunder damage, you
can choose for the spell’s casting
to be magically silent for all
creatures other than the target.
Furthermore, you can become
magically silent until the start of
your next turn.

7
Mage Hand Press
Bishop Spellcasting
Warmage Houses Warmage Spells
Each warmage is defined by their chosen House, which
Level Known 1st 2nd 3rd 4th
teaches them valuable skills and offers a confederation of
allies they will keep for their lives. Named for games of 3rd 3 2 — — —
strategy and games of chance, each house emphasizes a 4th 4 3 — — —
unique approach to spellcasting and combat.
5th 4 3 — — —
House of Bishops 6th 4 3 — — —
The House of Bishops adopts warmages with true arcane 7th 5 4 2 — —
potential, expanding on essential magic principles with
8th 6 4 2 — —
true spellcasting. Such warmages might be easily confused
for wizards or sorcerers, for they don the same garb and 9th 6 4 2 — —
wield many of the same spells, but the warmage focus on 10th 7 4 3 — —
perfection still holds precedence over garnering a vast
array of spells. 11th 7 4 3 — —
12th 8 4 3 — —
Spellcasting
When you choose this house at 3rd level, you gain the 13th 9 4 3 2 —
ability to cast spells more potent than cantrips. 14th 10 4 3 2 —
Spell Slots. The Bishop Spellcasting table shows how 15th 10 4 3 2 —
many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must expend a 16th 11 4 3 3 —
slot of the spell’s level or higher. You regain all expended 17th 11 4 3 3 —
spell slots when you finish a long rest.
18th 11 4 3 3 —
Spells known of 1st-Level or Higher. You know three
1st-level wizard spells of your choice, two of which you 19th 12 4 3 3 1
must choose from the conjuration and evocation spells on 20th 13 4 3 3 1
the wizard spell list.
The Spells Known column of the Bishop Spellcasting
table shows when you learn more wizard spells of 1st Arcane Study
level or higher. Each of these spells must be a conjuration At 3rd level, you become proficient in two of the following
or evocation spell of your choice, except for the spells skills: Arcana, History, Medicine, Investigation, or
learned at 8th, and 14th level, and must be of a level for Religion.
which you have spell slots.
Whenever you gain a level in this class, you can Mystical Companion
replace one of the wizard spells you know with another At 7th level, you learn the find familiar spell and can cast
spell of your choice from the wizard spell list. The new it as a ritual. The spell doesn’t count against your number
spell must be of a level for which you have spell slots, and of spells known.
it must be a conjuration or evocation spell, unless you’re When you cast the spell, you can choose one of the
replacing the spell you gained at 8th or 14th level. normal forms for your familiar or one of the following
Warmage Edge. You can add additional damage with special forms: imp, pseudodragon, quasit, or sprite.
your warmage spells of 1st level or higher using your
Warmage Edge feature, as if they were cantrips.

Warmage Houses
Name Description
House of Bishops Dabblers in true arcane magic, gaining spell slots to supplement their cantrips
House of Cards Plays a magical game of cards to enhance their combat prowess
House of Dice Gamblers with an innate power to control fate
House of Kings Leaders and commanders, with a wide array of maneuvers at their disposal
House of Knights Frontline combatants, fortified with magical armor
House of Lancers Monastic warmages which channel cantrips through their unarmed strikes
House of Pawns Versatile cantrip masters
House of Rooks Arcane assassins and spies

8
Warmage
Siege Casting
At 10th level, damage you deal to objects with
a warmage spell is doubled. Additionally, when
you cast a warmage spell which requires a spell
attack roll, you can cast it at up to double its
normal range. If its target is beyond its normal
range, the spell attack has disadvantage.
Arcane Sculpting
Starting at 15th level, when you cast a
warmage spell that affects other creatures that
you can see, you can choose a number of them
equal to your Intelligence modifier. The chosen
creatures automatically succeed on their saving
throws against the spell, and they take no damage
if they would normally take half damage on a
successful save.
Arcane Dominance
At 18th level, you learn a powerful magical trick. As a
bonus action on your turn, you can expend a number of
spell slots with a combined level of 6 or more to regain an Deck of Fate
expended use of your Arcane Surge. Starting at 3rd level, you gain a deck of magical playing or
tarot cards, called a Deck of Fate, through which you can
House of Cards enhance the power of your cantrips. Shuffle a standard
playing card deck and draw a hand of 5 cards when you
Warmages who join the House of Cards approach combat
roll initiative.
the same way they do games of chance, with high stakes,
Whenever you target a hostile creature with a
calculated gambles. Each warmage of this house wields
warmage spell that deals damage, you can use your
a special deck of cards tied to the very threads of fate,
bonus action to play one or more cards from your hand
through which they can empower their magic with
to enhance the power of the spell. If the cards exactly
deft flurries of hands. However, while these warmages
match one of the results on the Hands table below, it deals
command incredible power, their magical surges are at
additional damage or one additional effect according
the whims of the cards, and so they must make strategic,
to the result to one of the spell’s targets of your choice.
ingenious plays to master them.
Playing cards which do not match a result has no effect.
Bluff Aces count as ones for results. Once you play a card, place
When you choose this house at 3rd level, your poker it on the bottom of the deck and draw back to five cards.
face carries you through practically any lie. You gain High Stakes
proficiency in the Deception skill and with gaming sets
At 7th level, you’ve mastered a very risky card trick using
(playing cards), if you didn’t have it already. Additionally,
your Deck of Fate. On your turn, you can choose to lose 2
you can use your Intelligence instead of Charisma for
hit points to play 1 card from your hand and draw back to
Charisma (Deception) checks you make.
5 cards (no action required).

Hands
Result Cards Benefit
Straight Any five sequential cards, You deal an additional 12 damage.
regardless of house.
Flush Any five cards of the same You deal an additional 10 damage.
suit, regardless of order.
Three of a Any three of the same You deal an additional 6 damage.
Kind card.
Pair Any two of the same card. You deal an additional 2 damage.
Hearts Any two hearts. You gain temporary hit points equal to your Intelligence modifier.
Spades Any two spades. Your movement speed increases by 10 feet until the start of your next turn.
Diamonds Any two diamonds. You gain a +1 bonus to your AC until the start of your next turn.
Clubs Any two clubs. You gain a +1 bonus to saving throws until the start of your next.

9
Mage Hand Press
Dealer’s Choice 2d6 Effect
At 10th level, you can use your bonus action to gain one 2 You cast fireball, centered on yourself.
of the following three abilities, selected by the GM:
3 Your AC is reduced by 2 until the start of your
• You gain resistance to all damage until the end of your next turn.
next turn.
• You teleport to a point you can see within 60 feet. 4 You fall prone.
• You vanish into a safe, endless demiplane until the 5 Each creature other than yourself within 60 feet
beginning of your next turn, at which time you return of you can speak only in a babbling nonsense
at the same location from which you vanished. language for the next minute, and can’t perform
Once you use this feature, you can’t use it again until you the verbal components of spells.
finish a short or long rest. 6 A 5-foot radius sphere of butterflies, insects,
or doves fills a location you can choose within
Card Reading range, heavily obscuring the area until the start
Beginning at 15th level, once on each of your turns when of your next turn.
you draw a card from your deck as part of your Deck
of Fate feature, you can declare a suit (Club, Diamonds, 7 You gain 7 temporary hit points, and keep the
Hearts, or Spades) and check the top card of your deck. Dice of Fate instead of giving them to the GM.
If you guessed the suit correctly, you can take the Dash, 8 You become invisible until the end of your next
Disengage, or Use an Object action as part of the bonus turn, as per the spell invisibility.
action used for the feature. 9 A random object explodes nearby, dealing no
Ace in the Hole damage to you or your allies, and dealing 3d6
Beginning at 18th level, you are a deckmaster. Whenever fire damage to one creature caught in the blast
you would draw one or more cards from your deck, draw chosen by the GM.
twice as many. Put half of the drawn cards on the bottom 10 You teleport up to 60 feet to an unoccupied
of your deck and the other cards in your hand. location you can see. Each creature within 5 feet
of the destination must make a Dexterity saving
House of Dice throw against your spell save DC or take 2d6
The House of Dice throws out the warmage convention force damage.
of meticulous, deliberate spellcasting in favor of wild, 11 Choose a creature you can see within 60 feet.
chaotic magic that presses the odds. Everything, from That creature takes 4d6 necrotic damage, and
their magical bursts to their enchanted sets of dice you regain hit points equal to the necrotic
can fail horribly, so it’s auspicious that they often keep damage dealt.
their fingers on the scales of fate. These warmages have
12 You cast lightning bolt and can add the Dice of
mastered not only a repertoire of cantrips, but also
Fate to the damage roll.
techniques to manipulate fortune itself, allowing them to
risk everything, and more than often come out on top.
Loaded Dice
Bonus Proficiencies By 7th level, you can subtly cheat your dice. Once on
Starting when you choose this house at 3rd level, your each of your turns when you roll a d6, you can flip the
light fingers and unscrupulous tactics help you win the die upside down. Note that on a balanced d6, the top and
day. You gain proficiency in the Sleight of Hand skill and bottom numbers add up to 7, so you can determine the
with gaming sets (dice set), if you didn’t have it already. bottom number by subtracting the top from 7.
Dice of Fate Twisted Fate
At 3rd level, you gain four Dice of Fate, which are d6s. Starting at 10th level, the winds of chance follow your die
Whenever you make an ability check, attack roll, saving rolls, rather than vice-versa. When you make an attack
throw, or damage roll, you can expend a Die of Fate and roll or ability check with disadvantage on your turn, you
add it to the roll. Once you expend a Die of Fate, it goes to can attempt to invert fate as a bonus action. Expend a Die
the GM, who can use it to add it to a roll made by an NPC of Fate and roll it; on a 5, you ignore disadvantage on the
or monster. Once the GM has used a die, it passes back to roll, on a 6, you instead have advantage on the attack roll
you, and so on. When you finish a long rest, you regain all or ability check.
of your expended Dice of Fate, whether or not the GM has
used them. Roll the Bones
Beginning at 7th level, you have an additional 2 Dice Beginning at 15th level, you can channel the chaotic
of Fate, and you can add two Dice of Fate to your damage energy of your dice in an instant. As a reaction when you
rolls with warmage spells. take damage from a creature you can see, you can expend
two Dice of Fate to make a Chaos Roll.
Chaos Roll
Also at 3rd level, you can expend two of your Dice of Fate Steal Luck
as an action, rolling them on the table below to create a Starting at 18th level, when you roll initiative, roll a d6.
chaotic surge of energy. You steal that many Dice of Fate back from the GM.

10
Warmage
House of Kings
Warmages who train in the House of Kings specialize in
tactics and strategy, learning age-old maneuvers to give
them the edge in combat. Natural-born leaders, Kings
work best with a cadre of supporters to perform their
tactics and overwhelm the enemy. Moreso than all other
warmages, those in the House of Kings treat life and death
as little more than a game of strategy to be understood
and conquered.
Bonus Proficiencies
When you choose this house at 3rd level, you gain
proficiency with medium armor, battleaxes, longswords,
tridents, lances, and warhammers.
Battle Tactics
At 3rd level, you learn maneuvers that are fueled by
special dice called Battle dice.
Battle Dice. You have two battle dice, which are d8s.
A battle die is expended when you use it. You regain all
of your battle dice when you take a short or long rest, or
when you roll initiative.
Your battle die changes and more battle dice become
available when you reach certain levels in this class, as
shown on the table below.
Grandmaster
Warmage Level Battle Dice Beginning at 18th level, when you roll initiative, choose
3rd 2d8 a number of friendly creatures equal to your Intelligence
7th 3d8 modifier that can hear or see you to gain a battle die. Once
within the next 10 minutes, the creature can roll the die
13th 3d10 and add the number rolled to one ability check, attack
19th 4d10 roll, damage roll, or saving throw it makes. The creature
can wait until after it makes the roll before deciding to
Using Battle Dice. Once per turn, you can expend a add the battle die, but must decide before the GM declares
battle die to perform an arcane maneuver of your choice. the roll’s outcome. Once the battle die is rolled, it is lost. A
Your maneuver options are detailed at the end of the creature can have only one battle die from this feature at
subclass description. a time.
Saving Throws. When a maneuver calls for a saving
throw to resist its effects, use your spell save DC. Arcane Maneuvers
The maneuvers are presented in alphabetical order.
Lead from the Front Blitz. As a bonus action, when you hit a creature with
Starting at 7th level, you and each friendly creature within an attack, you can expend one battle die to maneuver one
100 feet that can see you ignores nonmagical difficult of your comrades into a more advantageous position.
terrain. Choose a friendly creature who can see or hear you. That
Tactical Master creature can use its reaction to move up to half its speed
Starting at 10th level, friendly creatures within 10 feet without provoking opportunity attacks from the target of
of you add your Intelligence modifier to saving throws your attack.
against spells and magical effects that deal damage. Bulwark. When you hit a creature with a melee
attack, you can expend a battle die as a bonus action to
Maneuver: Checkmate brace yourself for its counterattack. The next time the
Starting at 15th level, you learn the following maneuver: creature damages you before the start of your next turn,
When you hit a creature with a weapon or spell attack, you can roll the battle die and subtract the result from the
you can use your bonus action and expend a battle die to damage dealt.
direct one of your companions to strike. When you do so, Check. When you hit a creature with an attack, as a
choose a friendly creature who can see or hear you that bonus action you can spend one battle die to force that
is within reach of the creature you hit. That creature can creature to flee. The target must make a Charisma saving
immediately use its reaction to make one weapon attack throw. A creature that is immune to being charmed
or cast a cantrip requiring an attack roll, adding the battle automatically succeeds this saving throw. On a failed save,
die to the attack’s damage roll. the target must immediately use its reaction, if available,
to move up to half its speed directly away from you.

11
Mage Hand Press
Gambit. When you hit a creature with an attack, you In addition, moving through rough terrain no longer
can expend one battle die to give your allies an opening. costs you additional movement.
The next creature other than you to make an attack
against the target adds the battle die to their attack roll. Deflect Energy
Rally. As a bonus action on your turn, you can By 10th level, you can deflect bolts of energy with your
expend a battle die to choose one allied creature within 60 bare hands. As a reaction when you are hit by a ranged
feet of you who can see or hear you. That creature regains spell attack or a ranged weapon attack which deals cold,
hit points equal to the die rolled + your Intelligence fire, force, lightning, necrotic, or radiant damage, you can
modifier. You cannot use this ability to heal a creature use your reaction to deflect the bolt. The damage you take
who has 0 hit points. from the attack is reduced by 1d10 + your Intelligence
Stalemate. When you hit a creature with an attack, as modifier + half your warmage level (rounded down).
a bonus action you can expend one battle die to hold that
creature in place. Until the end of its next turn, the target
Improved Shock Trooper
Starting at 15th level, you can lunge up to 30 feet using
can’t willingly move unless it first takes the Disengage
your Shock Trooper ability. This movement causes you
action.
to teleport through creatures and objects, blinking to the
House of Lancers target in an instant. You can’t end your movement in an
occupied space.
Warmages who join the House of Lancers are trained in
the fluid martial arts and meditative asceticism of monks, Flurry of Spells
and have learned to meld these practices with their Starting at 18th level, you can cast spells with superhuman
potent spellcasting. As such, they are unarmed elemental speed. As an action, you can expend a use of your Arcane
warriors, self-reliant and capable of feats no monk or Surge ability to cast three different cantrips which have a
warmage could hope to match. However, Lancers are casting time of 1 action or 1 bonus action. You can’t use
notoriously neutral in almost all matters, and stand apart your Arcane Surge feature on any of these cantrips.
from the politics of the other Houses. Once you use this ability, you can’t use it again until
Lancers derive their name from an ancient precursor you finish a long rest.
to the pawn, a piece remembered only in early variants
of chess. Remote monasteries still play using this ancient House of Knights
set of rules: a smaller board, fewer pieces, and lancers The House of Knights have a long and storied tradition of
replacing the dutiful pawns. It is a relic from a forgotten melding melee combat and swordplay with the warmage’s
age, rife with symbolism. simple spellcasting. Unlike other warriors, however,
Intercept Technique Knights carry neither swords or shields into combat, for
they can forge both out of magical force at a moment’s
Starting when you choose this house at 3rd level, you
notice.
adopt the monastic principle of offensive protection.
While you are unarmored or are under the effects of mage Bonus Proficiencies
armor, you can add your Intelligence, rather than your When you choose this house at 3rd level, you gain
Dexterity, to your Armor Class. proficiency with medium armor and martial weapons.
Hand-to-Hand Arcana Force Breastplate
Also at 3rd level, you learn the Lancer’s secret unarmed At 3rd level, plates of magical force reinforce your
combat technique, granting you the following benefits: armor. While you are wearing light or medium armor or
• You can use Intelligence instead of Strength for the are under the effects of mage armor, you can add your
attack and damage rolls of your unarmed strikes. Intelligence, rather than your Dexterity, to your Armor
• Your unarmed strikes count as melee weapons for the Class.
purposes of warmage spells.
• Your unarmed strikes deal 1d6 bludgeoning damage. Mystical Weapon
Also at 3rd level, you learn the force weapon cantrip,
Shock Trooper which does not count against your total number of
Starting at 3rd level, can rapidly close the distance cantrips known. Additionally, on your turn when you
between you and your foes. Whenever you make a melee would draw a weapon, you can summon a simple or
attack on your turn against a creature you can see, you martial weapon, made entirely of magical force, to your
can lunge up to 15 feet toward your target before making empty hand. This weapon counts as magical for the
the attack. This movement doesn’t provoke opportunity purposes of overcoming resistance and immunity to
attacks. You can perform this movement even if it causes nonmagical attacks and damage. This weapon vanishes if
you to travel through the air, though you fall after making it leaves your hand.
the attack if you do not land on solid ground.
Flurry of Blades
Mystical Physicality Beginning at 7th level, when you cast a cantrip which
Starting at 7th level, whenever you make a Strength, allows you to make multiple spell attacks, such as force
Dexterity, or Constitution check, you can use your weapon or magic daggers, you can use your bonus action
Intelligence modifier instead of the normal modifier. to make one additional spell attack.

12
Warmage
Knight’s Ward Fundamental Mastery
Starting 10th level, you learn to forge a hardened magical Starting at 18th level, your magic always finds its way to
barrier between you and your foes. As a bonus action your foes most vulnerable spots. Once on each turn when
on your turn, you can gain a number of temporary hit you roll damage for a warmage cantrip, you can choose to
points equal to twice your warmage level, which last for 1 replace one damage die roll with the maximum possible
minute. result.
Once you use this feature, you can’t use it again until
you finish a short or long rest. House of Rooks
Tactical Maneuver The clandestine members of the House of Rooks make
adept spies, assassins, and scouts, though they might
At 15th level, you can spend your entire movement to
just as easily pick up jobs run by rogues and brigands. In
teleport up to half your movement speed to a location you
addition to their suite of cantrips, Rooks are light on their
can see.
feet and know a few tricks to magically open doors in
Field of Blades utter silence.
Starting at 18th level, you can summon a whirlwind of Rook Strike
mystical weapons, striking at a legion of foes in a single
Starting you choose this house at 3rd level, as a bonus
swipe. As an action on your turn, you can choose up to 5
action, you can gain advantage on the next spell attack
creatures you can see within 30 feet. Make a single melee
roll you make on your turn. Alternatively, you can impose
spell attack against each target. On a hit, a target takes
disadvantage on a saving throw a creature makes against a
2d10 + your Intelligence modifier force damage.
warmage spell you cast before the end of your turn.
House of Pawns Once you use this ability, you can’t use it again until you
finish a short or long rest, or you use a cantrip to reduce a
By far the most prominent warmage House is that of the creature to 0 hit points.
Pawns. Warmages which join the House of Pawns learn
to stretch their skill with cantrips to its limits. Pawns can Rasp
master any cantrip or trick known to the other warmage Starting at 3rd level, you can cast the knock spell at will
houses, for they embody the adaptability all warmages without using a spell slot or spell components. When
aspire to. you cast the spell using this ability, the casting time is
increased to 1 minute and the spell is completely silent.
Promotion
When you choose this house at 3rd level, you gain the Arcane Acrobat
adaptability of the quintessential warmage. You learn one Beginning at 7th level, you can add your Intelligence
warmage trick of your choice, which doesn’t count against modifier to all Dexterity checks you make. Additionally,
your total number of warmage tricks known. Additionally, while you are conscious, you ignore falling damage from
whenever you learn a warmage trick, you can learn tricks falling any distance shorter than 60 feet. Subtract 60 feet
which have the House of Bishops, House of Kings, House from the distance fallen when calculating falling damage
of Knights, or House of Rooks as a prerequisite, so long as from further drops.
you meet all of the tricks other prerequisites.
Fleeting Decoy
Adaptive Arcanist At 10th level, as a reaction when you take damage from
Also at 3rd level, you learn to emulate the spellcasting a creature you can see, you raise a defensive illusion to
prowess of other warmages. When you finish a short or protect you from further harm. Attacks made against you
long rest, choose one warmage cantrip. You learn this have disadvantage until the beginning of your next turn.
cantrip, which doesn’t count against the total number
of warmage cantrips you can learn, until you choose a Elusive Step
different one with this feature. By 15th level, you’re extremely difficult to pin down. If
you move more than 15 feet on your turn, any additional
Pawn Storm movement you make does not provoke opportunity
Beginning at 7th level, when you cast a cantrip targeting a attacks.
creature, you don’t provoke opportunity attacks from that
creature for the rest of the turn, whether you deal damage Flash of Feathers
using the cantrip or not. Starting at 18th level, you can vanish without a trace, slip
behind enemy lines, and dive in for the kill. You can cast
Additional Arcane Fighting Style the invisibility spell once, targeting yourself only, without
At 10th level, you can choose a second option from the using a spell slot or spell components. While you are
Arcane Fighting Style class feature. invisible, your movement speed is doubled, and you can
make one attack or cast one warmage cantrip without
Opening Move ending the spell.
Starting at 15th level, you can add your Intelligence Once you use this feature, you can’t use it again until
modifier to your initiative rolls. Additionally, when you you finish a short or long rest.
roll initiative and you are not surprised, you can move up
to your movement speed.

13
Mage Hand Press
Chapter 2: Spells Wizard Cantrips
If a cantrip appears on the wizard spell list which is not
This chapter deails the warmage’s spell list, marking new represented here, the GM can allow this cantrip to be
spells with an asterisk (*), and then provides descriptions a warmage spell as well.
for new spells in alphabetical order.

Warmage Spell List additional 1d6 lightning damage to their targets. Both
damage rolls increase by one die at 11th level (2d8 and
*Arc Blade 3d6), and 17th level (3d8 and 4d6).
Acid Splash Burning Blade
*Burning Blade Evocation cantrip
*Card Trick
*Caustic Blade Casting Time: 1 action
*Cheat Range: Self (5-foot radius)
Chill Touch Components: V, M (a melee weapon)
*Cryptogram Duration: 1 round
Fire Bolt As part of the action used to cast this spell, you must
*Force Buckler make a melee attack with a weapon against one creature
*Force Dart within the spell’s range, otherwise the spell fails. On a
*Force Weapon hit, the target suffers the weapon attack’s normal effects,
*Frigid Blade except that any damage dealt by the attack is fire damage
Light instead of its normal type. Additionally, embers whirl in
*Lightning Surge the target’s space. Until the start of your next turn, when a
Mage Hand creature enters the space for the first time or ends its turn
*Magic Daggers there, you can use your reaction to deal 1d6 fire damage to
Mending the creature, ending the spell.
Minor Illusion This spell’s damage increases when you reach certain
Prestidigitation levels. At 5th level, the melee attack deals an additional
*Phantom Grapnel 1d6 fire damage to the target on a hit and the secondary
Poison Spray damage deals an additional 1d6 fire damage to its target.
Produce Flame Both damage rolls increase by one die at 11th level (2d6
*Quickstep and 3d6) and 17th level (3d6 and 4d6).
Ray of Frost
Shocking Grasp Card Trick
*Sonic Pulse Transmutation cantrip
*Springheel Casting Time: 1 action
*Thunderous Distortion Range: 60 feet
True Strike Components: V, S, M (a deck of playing cards)
Duration: Instantaneous
New Spells With a flash of your hands, you fling a playing card
The following spells are presented in alphabetical order. charged with energy at your opponents. Choose whether
you make a spell attack roll or for the target to make a
Arc Blade Dexterity saving throw. On a hit or a failed saving throw,
Evocation cantrip the target takes 1d6 force damage.
Casting Time: 1 action This spell’s damage increases by 1d6 when you reach
Range: Self (5-foot radius) 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Components: V, M (a melee weapon)
Duration: Instantaneous
Caustic Blade
Evocation cantrip
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one creature Casting Time: 1 action
within the spell’s range, otherwise the spell fails. On a Range: Self (5-foot radius)
hit, the target suffers the weapon attack’s normal effects, Components: V, M (a melee weapon)
except that any damage dealt by the attack is lightning Duration: Instantaneous
damage instead of its normal type. Additionally, an arc of As part of the action used to cast this spell, you must
lightning jumps to a creature you choose within 5 feet of make a melee attack with a weapon against one creature
the target, dealing 1d6 lightning damage. within the spell’s range, otherwise the spell fails. On a
This spell’s damage increases when you reach certain hit, the target suffers the weapon attack’s normal effects,
levels. At 5th level, the melee attack deals an additional except that any damage dealt by the attack is acid damage
1d8 lightning damage and secondary damage deals an instead of its normal type. If you miss by 3 or less, acid

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Warmage
splashes on the target, and you instead deal 1d8 acid
damage. Blade Cantrips and Warmages
This spell’s damage increases when you reach certain When a warmage uses a cantrip which calls for a
levels. At 5th level, the melee attack deals an additional melee weapon attack, such as burning blade or
1d8 acid damage to the target on a hit, and the acid frigid blade, they can apply their class features and
damage dealt on a miss increases to 2d8. Both damage warmage tricks to the weapon damage dealt.
rolls increase by one die at 11th level (2d8 and 3d8) and
17th level (3d8 and 4d8).
Cheat level (2d10), 11th level (3d10), and 17th level (4d10).
Divination cantrip Force Weapon
Casting Time: 1 bonus action Evocation cantrip
Range: Self Casting Time: 1 action
Components: S, M (a weighted die) Range: 5 feet
Duration: 1 round Components: V, S, M (a specially-prepared gauntlet
You subtly twist your fingers and fate seems to follow worth at least 5 gp)
suit. For the duration, you can reroll any ability check you Duration: 1 round
make to play nonmagical games of skill. Therefore, this You conjure a blade of magical force in the air, which
spell could influence a game of poker, but not the result of lashes out at your foes. Make a melee spell attack. On a
a deck of many things. hit, you deal 1d10 force damage. The blade remains in
Cryptogram existence for a short time; until the beginning of your
Conjuration cantrip next turn, you can make a single strike with your mystical
blade as an opportunity attack.
Casting Time: 1 action You can make 1 additional attack on your turn at 5th
Range: Unlimited level (2 attacks), at 11th level (3 attacks), and at 17th level
Components: V, S, M (a small written message) (4 attacks).
Duration: Instantaneous
You send a small scroll with a short message to a creature
Frigid Blade
Evocation cantrip
of your choice. The recipient must be a creature known
to you and also be on the same plane of existence as you. Casting Time: 1 action
This scroll will hover in front of the recipient, drop into Range: 5 feet
their pocket, or appear sitting on something nearby. The Components: V, M (a weapon)
scroll’s message can be up to 8 characters long (spaces Duration: 1 round
count as characters). You can send only one scroll to a As part of the action used to cast this spell, you must
single target each day. make a melee attack with a weapon against one creature
Force Buckler within the spell’s range, otherwise the spell fails. On a
Abjuration cantrip hit, the attack does damage as normal, except that the
entire attack deals cold damage instead of its normal type.
Casting Time: 1 bonus action Additionally, the target is covered in a brittle frost until
Range: Self the start of your next turn. If the target willingly moves
Components: V, S, M (a specially-prepared gauntlet before then, you can use your reaction to deal 1d8 cold
worth at least 5 gp) damage to the target, ending the spell.
Duration: 1 round At 5th level, the melee attack and secondary damage
You summon a translucent, yet visible, field of force each deal an additional 1d8 cold damage. Both damage
which springs forth from the prepared gauntlet. Until rolls increase by 1d8 at 11th level (2d8/3d8), and 17th
the beginning of your next turn, this shield grants you a level (3d8/4d8).
+2 bonus to your Armor Class, as if you were wielding a
shield. This spell ends early if you are hit by an attack.
Lightning Surge
Evocation cantrip
Force Dart Casting Time: 1 action
Evocation cantrip Range: 5 feet
Casting Time: 1 action Components: V, S, M (two bits of copper wire)
Range: 120 feet Duration: Instantaneous
Components: V, S, M (a specially-prepared gauntlet You emit a dazzling array of short lightning bolts in all
worth at least 5 gp) directions. All other creatures within 5 feet of you must
Duration: Instantaneous succeed on a Dexterity saving throw or take 1d6 lightning
You fling a dart of magical force at a creature or object damage.
within range. Make a ranged spell attack against the This spell’s damage increases by 1d6 when you reach
target. On a hit, the target takes 1d10 force damage. 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This spell’s damage increases by 1d10 when you reach 5th

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Magic Daggers Quickstep
Conjuration cantrip Transmutation cantrip
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Components: V, S Components: V
Duration: Instantaneous Duration: 1 round
With a flourish, you conjure a throwing dagger of magical You call upon your inner reserves to give you a brief flash
force out of thin air and flick it from your wrist at a of speed. When you cast this spell, your base movement
target you can see. Make a ranged spell attack roll against speed increases by 10 feet until the beginning of your next
a creature within range. On a hit, the target takes 1d6 turn.
magical piercing damage. The dagger vanishes after the
attack. Sonic Pulse
At higher levels, you conjure more daggers out of Evocation cantrip
force and make additional attacks: two daggers at 5th Casting Time: 1 action
level, three daggers at 11th level, and four daggers at 17th Range: 60 feet
level. You can use the daggers to attack the same target or Components: V, S
different ones. Make a separate attack roll for each dagger. Duration: Instantaneous
Phantom Grapnel You compress a thunderous boom into an invisible ball
Evocation cantrip and project it at a creature you can see within range. The
target must succeed on a Constitution saving throw, or it
Casting Time: 1 action takes 1d8 thunder damage and is deafened until the start
Range: 30 feet of your next turn.
Components: V, S If the spell’s target is within 10 feet of you, this spell’s
Duration: Instantaneous damage becomes d10s, instead of d8s.
You conjure a chain and hook made of magical force, This spell’s damage increases by 1d8 when you reach
which you propel at a creature or unoccupied space 5th level (2d8), 11th level (3d8), and 17th level (4d8).
you can see within range. When you target a space or a
creature of Huge size or larger, your grapnel pulls you Springheel
to that target in a straight line. You provoke opportunity Transmutation cantrip
attacks for this movement as normal. When you target a Casting Time: 1 bonus action
creature of Large size or smaller, you pull the target up Range: Self
to 10 feet towards you. A creature can make a Strength Components: V
saving throw to resist this movement. Duration: 1 round
You flood magic into your legs, allowing you to bound
high into the air from a standstill. When you cast this
spell, your jump distance increases 10 feet until the
beginning of your next turn, and you can make a running
high jump or a running long jump without a running
start.
Thunderous Distortion
Evocation cantrip
Casting Time: 1 action
Range: Self (10-foot cone)
Components: V, S
Duration: Instantaneous
You produce a distorted wave of noise in a 10-foot cone,
which can be heard up to 100 feet away. Each creature in
that area must succeed a Constitution saving throw, or
take 1d6 thunder damage.
An echo of this noise persists until the end of your
next turn. If you cast this spell again before the end of
your next turn, its damage becomes d8s, instead of d6s.
This spell’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

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Warmage
COMPLETE
WITCH

A Definitive Class by

Mage Hand Press


Chapter 1: Witch
Three old crones stoop over a boiling cauldron filled to apothecary. Being accused as a witch carries grave
with all manner of bizarre filth, churning and bubbling consequences, no matter the validity of the claim, so
with a noxious fume. In the smoke and vapor above wise witches relocate frequently, never residing in one
the pot, the trio can make out shapes and figures of place for too long.
great import, and one cackles loudly at what she sees.
A young girl sits underneath a tree, far from where Familiar Masters
the other children play. She glances about to make It is rare to find a witch without his or her constant
sure noone is watching, and snaps her fingers once to companion, the familiar. Though familiars might be
the empty air. After a moment of silence, a black cat conjured by other spellcasters as well, a witch’s familiar
appears around the tree’s bend and locks eyes with is ubiquitous to common folk for good reason. Witches
the girl, staring with a strange intelligence for a long command intuitive magic, and have a deep link to
moment. She gestures at one of the playing children, a their familiars. As a result, they can conjure more
heavy-set boy with a permanently affixed scowl; the cat exotic familiars, and command them more swiftly than
understands. It wanders close to the boy, stretches its other spellcasters.
claws, and gets very low, ready to pounce for the boy’s
eyes. Creating a Witch
A young elf intently mutters something
Creating a witch necessarily involves a powerful,
underneath his breath each time he exhales. Visible
malicious curse in your backstory. Who cast it? Did
only to him, a string of the foulest magic winds out
you take a curse upon yourself for power? Was your
from him and seizes a charging orc, which drops to its
entire lineage cursed generations ago, leading to a
knees in agony.
bloodline of witches, or did another spellcaster use
Witches are stricken by magic so dark it imprints
sinister, forbidden magic to curse you for life? Decide
a lasting shadow upon their essence. Through force of
on the nature of your witch’s curse and think about
personality alone, they can spin this darkness outward,
how you relate to it. Do you feel like the curse was
hexing creatures, casting manipulative spells, and even
secretly a blessing, or does the desire for vengeance
commanding a familiar with their thoughts.
burn in your heart?
Cursed What negative effects does the curse leverage
on your personality and mind? Are you haunted
While others are blessed with magic, witches are by spirits, or is your mind plagued by destructive
cursed by it. Afflicted by some hateful arcana, whether thoughts? How do you feel manipulating the power of
accidentally or intentionally, witches are twisted inside this curse outwards into hexes and spells?
and out by its daily tortures. With gruesome effort, Work with your GM to determine how witches
they can warp this power into spells to wrack others are perceived in the world. Are they feared, burned,
with the same torture which plagues them. and persecuted? Are you an openly-known witch?
Do the other characters in your party know of your
Pariahs and Outcasts witchhood? Some witches keep the source of their
Almost without exception, witches are feared and magic a secret, or claim to be wizards or sorcerers to
hated. They are victim to a number of misconceptions, conceal the true darkness of their magic.
usually relating them to hags and other evil creatures
of the night which prey on innocent people. As a Quick Build
result, known witches are in great personal danger To build a witch quickly, make Charisma your highest
and can usually be found dwelling on the outskirts of ability score, followed by Constitution. Then, choose
civilization where townsfolk seldom tread. This does the chill touch and minor illusion cantrips, and the
little to stop witch hunting and burnings, but provides spells hideous laughter and thunderwave. Lastly, choose
some measure of safety from them. the Hideous witch’s curse, and the hexes Evil Eye and
In reality, very few choose to become witches, and Misfortune.
many of them can hide adeptly in society, using their
magic to fill a number of roles, from seer, to healer,

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The Witch
Proficiency Hexes Cantrips Spells —Spell Slots Per Spell Level—
Level Bonus Features Known Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Hexes, Spellcasting, Witch’s Curse 2 4 2 2 — — — — — — — —
2nd +2 Cackle, Familiar 3 4 3 3 — — — — — — — —
3rd +2 Witch's Craft 3 4 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 5 5 4 3 — — — — — — —
5th +3 Insidious Spell 4 5 6 4 3 2 — — — — — —
6th +3 Craft feature 4 5 7 4 3 3 — — — — — —
7th +3 Improved Familiar 4 5 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 5 9 4 3 3 2 — — — — —
9th +4 Dying Curse 5 5 10 4 3 3 3 1 — — — —
10th +4 Craft feature 5 6 11 4 3 3 3 2 — — — —
11th +4 Grand Hex 5 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 6 12 4 3 3 3 2 1 — — —
13th +5 Grand Hex 6 6 13 4 3 3 3 2 1 1 — —
14th +5 Craft feature 6 6 13 4 3 3 3 2 1 1 — —
15th +5 Grand Hex 6 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 6 6 14 4 3 3 3 2 1 1 1 —
17th +6 — 7 6 15 4 3 3 3 2 1 1 1 1
18th +6 Grand Hex 7 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 7 6 15 4 3 3 3 3 2 1 1 1
20th +6 Hexmaster 7 6 15 4 3 3 3 3 2 2 1 1

Class Features Spellcasting


You have learned to mold and reshape the magic that
As a witch, you have the following class features.
curses you into spells.
Hit Points Cantrips
Hit Dice: 1d8 per witch level
You know four cantrips of your choice from the witch
Hit Points at 1st Level: 8 + your Constitution modifier
spell list. You learn additional witch cantrips of your
Hit Points at Higher Levels: 1d8 (or 5) + your
choice at higher levels, as shown in the Cantrips
Constitution modifier per witch level after 1st
Known column of the Witch table.
Proficiencies Spell Slots
Armor: Light armor
The Witch table shows how many spell slots you have
Weapons: Simple weapons, blowguns, shortswords,
to cast your spells of 1st level and higher. To cast one of
and whips
these spells, you must expend a slot of the spell’s level
Tools: Alchemist supplies, poisoner’s kit
or higher. You regain all expended spell slots when you
Saving Throws: Charisma, Wisdom finish a long rest.
Skills: Choose two from Arcana, Deception, Insight, For example, if you know the 1st-level spell bane
Intimidation, Persuasion, Nature, and Religion and have a 1st-level and a 2nd-level spell slot available,
you can cast bane using either slot.
Equipment
You start with the following equipment, in addition to Spells Known of 1st Level or Higher
the equipment granted by your background: You know two 1st-level spells of your choice from the
• (a) a whip and blowgun, (b) a light crossbow and witch spell list. The Spells Known column of the Witch
20 bolts or, (c) any simple weapon table shows when you learn more witch spells of your
• (a) a component pouch or (b) an arcane focus choice.
• (a) a scholar’s pack or (b) a dungeoneer’s pack Each of these spells must be of a level for which
• Leather armor, any simple weapon, and a dagger you have spell slots, as shown on the table. For

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Complete Witch
instance, when you reach 3rd level in this class, you
can learn one new spell of 1st or 2nd level. Male and Female Witches
Additionally, when you gain a level in this class, Witches are commonly considered to
you can choose one of the witch spells you know and be only female, but in reality, male and
replace it with another spell from the witch spell list, female witches exist in equal number. This
which also must be of a level for which you have spell misconception is due to the fact that male
slots. witches are often called Hexers, or are
incorrectly deemed Warlocks by common
Spellcasting Ability folk.
Charisma is your spellcasting ability for your witch
spells. Your magic originates deep within yourself,
where your insidious curse stirs restlessly. You use 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 witch spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier

Ritual Casting
You can cast any witch spell you know as a ritual if that
spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for
your witch spells.

Witch’s Curse
You are wracked by a terrible curse which
infects your body and soul. At 1st level,
choose the form that this curse takes from the
options below.
Burned. Almost all of your body has
been scorched by arcane flames, leaving
you with striking black scars and
embers of magic that burn under the
skin. As a result, you have resistance to
fire damage, and you know the cantrip
produce flame, which does not count against
your total number of cantrips known.
Drowned. Water fills your lungs, and yet
you do not die. You can breathe air and water.
Additionally, you have a swimming speed
equal to your walking speed.
Feral. Through your curse, you have
forgotten the manners and customs of
civilized men and gone to live among beasts
in the wild. Hunting and fighting daily, you
have become savage. You have proficiency in
the Survival skill. Additionally, while you are
wearing no armor and not wielding a shield,
your AC equals 12 + your Dexterity modifier.
Hideous. Your appearance is ghastly
to behold. You have proficiency with the
Intimidation skill. When you roll initiative,
you can choose one humanoid you can see
to scare. That creature must make a Wisdom
saving throw against your spell save DC or be
frightened until the end of your next turn.

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Hollow. Your soul has been divorced from your You can concentrate on a hex and a spell at the same
body, trapping you in a limbo between life and death. time, and you make only one check to maintain your
When you or your familiar reduces a hostile creature concentration on both.
to 0 hit points, you drain some of its life force, and
gain temporary hit points equal to your witch level + Cackle
Charisma modifier (minimum of 1). At 2nd level, you can use your bonus action to cackle.
Infested. You are constantly followed by vermin, The duration of your hex extends by 1 round for each
like insects and rats, which crawl on your skin and creature affected within 60 feet of you.
swarm in your wake. As a result, you are immune to Not all witches laugh maniacally when they
being diseased. cackle, but all cackles require a verbal component, as
Additionally, you can command these pests as a spell. These range from mundane curses and insults,
your own. Starting at 2nd level, you can choose the to the murmuring of dead languages and speaking
form of a swarm of rats for your familiar. Starting at backwards.
7th level, you can choose a swarm of insects.
Insanity. Your mind is cracked, allowing your Familiar
thoughts to leak out for others to hear. As such, you
At 2nd level, you learn the find familiar spell and
can telepathically speak to any creature you can
can cast it as a ritual without material components.
see within 30 feet of you. You don’t need to share a
The spell doesn’t count against your number of spells
language with the creature for it to understand your
known. The spell is improved in the following ways:
telepathy, but the creature must be able to understand
at least one language. • Once per turn as an action or a bonus action, you
Loveless. You are cursed to never find true love. can mentally command your familiar to use its
Jaded and disaffected, not even magic can turn your reaction to make one attack.
heart; as a result, you are immune to being charmed. • Your familiar uses your spell attack bonus instead
Possessed. Your soul is occupied by a foreign spirit of its own attack bonus on attack rolls.
that sometimes tries to wrest away your consciousness. • Your familiar adds your proficiency bonus to its
However, while you sleep, the spirit whispers magical Armor Class, saving throws, and damage rolls.
secrets to you. You learn an additional witch spell • You add twice your witch level to your familiar’s
at a level for which you have spell slots at 1st level, maximum hit points.
and again at 4th level, 8th level, and 12th level. These • When you cast a spell, you can deliver it through
spells do not count against your total number of spells your familiar as if it had cast the spell, even if the
known. spell doesn’t have a range of touch.
Starving. No matter how much you eat, food turns • When you cast the spell, you can choose one
to ash in your mouth. Your curse nourishes you, but of the normal forms for your familiar or one of
only at the edge of starvation, and you are constantly the following special forms: death snail, flying
wracked by pangs of hunger. You don’t need to eat or book, homunculus, mock, moon jelly, pet rock,
drink, but can still imbibe and benefit from potions. pseudodragon, rag doll, sprite, tin soldier, winter
Additionally, you are immune to being poisoned. wolf pup, and yarn golem.
Visions. You are cursed to have terrible visions of
the future, presaging the death of your friends, family, Witch’s Craft
and yourself. However many of these visions are cruel Your knowledge of magic has culminated in learning
deceptions, they are sometimes grimly accurate. You a Craft, an innate variety of magic which exists apart
can add your Charisma modifier, in addition to your from the schools of magic. When you reach 3rd level,
Dexterity modifier, to your initiative rolls. choose one Witch’s Craft. Your choice grants you
features at 3rd level, and again at 6th, 10th, and 14th
Hexes level.
You can learn a number of powerful incantations,
known as hexes, derived from the same insidious Craft Spells
magic which cursed you. Each craft is associated with a branch of arcana,
At 1st level, you gain two hexes of your choice. represented by a number of spells which you learn. The
Your hex options are detailed at the end of the class levels of these spells are noted in the craft description.
description. When you gain certain witch levels, you These spells count as witch spells for you and don’t
gain additional hexes of your choice, as shown in the count against your total number of spells known.
Hexes Known column of the Witch table. Additionally,
when you gain a level in this class, you can choose one Insidious Spell
of the hexes you know and replace it with another hex. Starting at 5th level, when you cast a witch spell that
Unless otherwise stated, if a hex calls for an attack affects a creature that is under the effect of your hex,
roll or saving throw, it uses your spell attack bonus that creature has disadvantage on its first saving throw
or spell save DC. All hexes require verbal or somatic against the spell. This feature only applies to a hostile
components (caster’s choice at the time of casting.) creature which is the sole target of your hex.
Unless otherwise noted, if a hex lasts for a
duration, you concentrate on it as you would a spell.
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Complete Witch
Improved Familiar Bleeding
As an action, choose one creature you can see within
At 7th level, your familiar’s attacks count as magical
60 feet of you to make a Constitution saving throw. On
for the purposes of overcoming damage resistance and
a failed save, each time this creature takes damage, it
immunity. Additionally, you can choose the following
takes an additional 1d4 damage. This effect lasts until
forms for your familiar: brass dragon wyrmling
the end of your next turn.
(without breath weapons), fright, grep, imp, or quasit.
The statistics for these creatures are in Chapter 2. Charm
As an action, choose one creature you can see within
Dying Curse 60 feet to make a Wisdom saving throw. On a failed
Beginning at 9th level, when a creature reduces you save, the creature is charmed by you until the end of
to 0 hit points but does not kill you outright, you your next turn. When the hex ends, the creature knows
can lay a nefarious curse upon them. The creature is it was charmed by you.
cursed for up to 24 hours. While cursed, the creature
has disadvantage on attack rolls, ability checks, and Cripple
saving throws. This curse ends early if you regain As an action, choose one creature you can see within
consciousness, and can be ended by the remove curse 60 feet of you to make a Strength saving throw. On a
spell. Once you use this ability, you can’t use it again failed save, the creature’s movement speed reduced to
until you finish a long rest. 10 feet until the end of your next turn. If the creature is
flying, it falls.
Grand Hex Dire Familiar
By 11th level, you have perfected deeply malevolent As an action, you can bolster your summoned familiar.
forms of magic. You learn one Grand Hex, and you For 1 minute, your familiar’s current and maximum
learn another at 13th, 15th, and 18th level. Grand hit points is increased by twice your witch level and
hexes are detailed at the end of the class description. it gains a bonus to its damage rolls equal to your
Charisma modifier.
Hexmaster You can cast other hexes while this hex is in effect.
By 20th level, you have mastered your foul magic. Once you cast this hex, you can’t cast it again until
Humanoid creatures have disadvantage on saving your familiar is dismissed, or until its duration expires.
throws against your hexes. You must have the Familiar feature to choose this
hex.
Hexes Disorient
The Hexes below are presented in alphabetical order. As an action, choose one creature that you can see
within 60 feet to make a Constitution saving throw. On
Abate a failed save, whenever this target makes an attack roll
As an action, choose one creature you can see within before the end of your next turn, it must roll a d6 and
60 feet of you to make a Charisma saving throw. On a subtract the number rolled from the attack roll.
failed save, the creature can’t take reactions until the
end of your next turn. Doomward
As an action, choose one friendly creature other than
Apathy yourself you can see within 60 feet. If this creature
As an action, choose one creature you can see within drops to 0 hit points before the end of your next turn
60 feet of you to make a Charisma saving throw. On a and doesn’t die outright, it drops to 1 hit point instead.
failed save, until the end of your next turn, the creature This hex then ends and can’t be used to target the same
becomes indifferent toward one creature of your choice creature until you finish a short or long rest.
that it is hostile towards. This indifference ends if the
target is attacked or harmed by a spell by the creature Duplicity
to which it is indifferent. When the hex ends, the As an action, you can create a duplicate self, composed
creature becomes hostile again, unless the GM rules of shadowstuff, to confuse your enemies. When a
otherwise. creature attacks you, roll any die. On an odd number,
the attack roll misses. This effect lasts until the end of
Beckon Familiar your next turn or until you attack or cast a spell.
You can cast the find familiar spell as an action without
expending a spell slot or spell components. Once you Evil Eye
cast this spell in this manner, you can’t do so again for As an action, choose one creature you can see that can
1 minute. see you within 60 feet to make a Wisdom saving throw.
You must have the Familiar feature to choose this On a failed save, the creature is frightened of you until
hex. the end of your next turn.

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Fortune Mire
As an action, choose one friendly creature other than As an action, you can transform the ground within
yourself you can see within 60 feet. The creature has 30 feet of where you cast this hex into murky swamp,
advantage on saving throws until the end of your next which is difficult terrain. You can move without
turn. penalty in this area. This effect lasts until the end of
your next turn.
Go Unseen
As an action, you and your familiar become invisible. Misfortune
The effect ends at the end of your next turn, or if you As an action, choose one creature you can see within
or your familiar attack or cast a spell. 60 feet. Until the end of your next turn, whenever
Once you cast this hex, you can’t cast it again for 1 this creature rolls a 20 on a d20 roll, the roll instead
minute. becomes a 1.
Hesitate Obfuscate
As an action, choose one creature you can see within As an action, you create a 20-foot-radius sphere of
60 feet to make a Wisdom saving throw. On a failed fog centered on yourself. The sphere spreads around
save, if the creature moves on its turn, it can’t use its corners, and its area is heavily obscured. This effect
action to attack, or vice versa. This effect lasts until the lasts until the end of your next turn or until a wind of
end of your next turn. moderate or greater speed (at least 10 miles per hour)
disperses it.
Knowing
As an action, you open your third eye and become Peacebond
intuitively aware of your surroundings. You have As an action, you can lock weapons to their owners.
advantage on Wisdom (Insight) rolls until the The weapons and ammunition of each creature within
beginning of your next turn. Additionally, choose of 30 feet become locked in their sheaths, quivers, or
the following pieces of information: holsters until the end of your next turn. During this
• If a creature can speak a language time, a creature can use its action to free its weapon
• If a creature is at or below half its maximum hit with a Strength check, opposed by your spell save DC.
points Pox
• What a creature’s lowest ability score is As an action, choose one creature you can see within 5
You learn that piece of information for each creature feet to make a Constitution saving throw. On a failed
within 30 feet. You can only learn one of these things save, the creature is poisoned until the end of your
about a creature, even if you cast this hex more than next turn.
once.

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Complete Witch
Hexes and Magic
A witch casts their terrible hexes as an
extension of their curse. As their curses
Grand Hexes
The Grand Hexes below are presented in alphabetical
are magical in nature, their hexes are order. Unless otherwise stated, if a grand hex calls for
considered 0th-level spells for the purposes an attack roll or saving throw, it uses your spell attack
of feature and spells, such as counterspell bonus or spell save DC. Grand hex features do not
or dispel magic, which interact with magic. count as hexes.
Furthermore, all hexes cease while in the
area of an antimagic field or similar effect. Cauldron
You can brew potions in a bubbling cauldron using raw
components scavenged from nature. To this end, you
have a pool of alchemy points equal to half your witch
Ruin level, rounded down. You regain all expended alchemy
As an action, choose one creature you can see within points when you finish a long rest.
60 feet to make a Constitution saving throw. On a You can spend 10 minutes and expend any
failed save, the creature’s Armor Class decreases by 3, number of alchemy points to brew potions. These
to a minimum of 10, until the end of your next turn. potions retain potency for 24 hours, after which they
become inert. If a potion calls for a saving throw, it
Scurry uses your spell save DC.
As an action, a nonmagical object you choose within The potions available for you to brew are given on
30 feet sprouts legs and runs away. You can’t target an the Cauldron Potions table below.
object that weighs more than 10 pounds, nor can you
target one that is being worn as clothing or armor; Cauldron Potions
however, you can target certain objects that are being Potion Alchemy Points
carried, as long as they are not affixed entirely around
Potion of Animal Friendship 1
a creature’s body and are not being held in a hand. For
example, you can’t target a creature’s helmet or a sword Potion of Growth 1
it is wielding, but you can target a drawstring pouch it Potion of Healing 1
is wearing or a dagger that is sheathed at its side.
Potion of Water Breathing 1
The object animates, wriggles free of its owner,
if it has one, sprouts two legs, and moves 20 feet in a Oil of Slipperiness 2
direction you choose. At the beginning of your turn, Philter of Love 2
you can choose which direction the object moves.
Potion of Greater Healing 2
The object has an AC of 10, if its AC was not already
higher, and remains animated until the end of your Potion of Heroism 2
next turn, or until it is picked up. Potion of Resistance 2
Shriek Potion of Clairvoyance 3
As a bonus action, you can release a thunderous, Potion of Diminution 3
blood-curdling screech. Each Large or smaller creature Potion of Gaseous Form 3
you choose within 5 feet of you is pushed 5 feet away
from you.
Coven
Slumber You can induct others into your insidious coven.
As an action, choose one creature you can see within By performing a special ritual over the course of 8
60 feet to make a Wisdom saving throw. On a failed hours, which can be done during a long rest, you can
save, the target falls unconscious until it takes damage, intermingle your cursed magic with a willing creature
or until the end of your next turn. Undead, creatures which has the Spellcasting or Pact Magic feature. This
which are immune to being charmed, and creatures creature enters into your coven. You can have up to
whose current hit points are greater than five times two creatures other than yourself in your coven at one
your witch level are immune to this effect. time.
While two or more members of your coven are
Tremors within 30 feet of one another, they gain the ability
As an action, you can create a small quake. Each to cast additional spells, as shown on the Coven
creature on the ground within 10 feet of you must Spellcasting table. Additionally, members of your
succeed a Dexterity saving throw or be knocked prone. coven gain access to a shared pool of 5 spell slots—one
of each level, from 1st to 5th level—which they can use
Ward to cast any spell known to them. Expended spell slots
As an action, choose 1 creature you can see other than are regained when all members of the coven finish a
yourself within 60 feet. Each time the creature takes long rest.
damage before the end of your next turn, it reduces the Coven members use their own spellcasting ability
damage it takes by 3. to determine spell attack bonuses and spell save DCs.

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Mage Hand Press
A coven member can’t cast spells of a level for which
they do not have personal spell slots, even if using a
higher level shared spell slot. A shared spell slot can be
used, for instance, to cast a lower level spell at higher
levels, but it can’t be used to cast a spell normally too
high-level for a spellcaster.
Coven Spellcasting
Spell Level Spells
1st bane, hideous laughter
2nd invisibility, ray of enfeeblement
3rd bestow curse, counterspell
4th banishment, polymorph
5th contagion, scrying

Dual Hex
When you cast a hex which targets one creature, you
can target two creatures instead. For these creatures,
you gain the benefits of your Insidious Spell feature
against both of them, provided they fall under the
effect of the same hex.
Forceful Personality
Your Charisma score increases by 2, to a maximum of
22.
Hybrid
As a bonus action, if your familiar is within 5 feet of
you, you can meld with it, transforming into a magical
hybrid. For the next minute, you gain the following
benefits:
• You gain temporary hit points equal to your
familiar’s hit points.
• Your Armor Class equals 10 + your Dexterity
modifier + your Charisma modifier, as long as you
are not holding a shield.
• You gain two natural melee weapons,
corresponding to your familiar’s attacks. You have
proficiency with these weapons, and use Charisma
for the attack and damage rolls. On a hit, these
natural weapons deal 1d10 bludgeoning, piercing,
or slashing damage (your choice).
• You can attack twice, instead of once, when you
take the Attack action on your turn. You ignore
this benefit if you already have a feature, like Extra
Attack, that gives you extra attacks.
• You can use any action your familiar possesses.
This transformation lasts one minute or until you
dismiss it on your turn (no action required). When
it ends, your familiar is dismissed, and you can’t
summon it again until you finish a short or long rest.
Poison Apple
As an action, you can produce a magical apple out of
thin air. This apple can possess whatever appearance
you wish, be that a ruby red coloration, a golden skin,
or the appearance of crystal. On your turn, you can use
your action to eat the apple, granting you the following
benefits:

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Complete Witch
• You regain hit points equal to twice your witch or heavy armor, or wielding a shield. You can only
level, plus your Charisma modifier. enchant one object using this ability at a time. If you
• You regain an expended spell slot of 5th level or target another object using this effect, the enchantment
lower. on the previous object ends.
• You can end one of the following conditions
affecting you: blinded, deafened, paralyzed, or Witch’s Hut
poisoned. You can perform a 24-hour long ritual to enchant
a structure which can fit within a 15-foot cube,
However, the apple is suffused with your insidious animating it as a Huge object, as per the animate
magic. If a creature other than yourself eats the apple, objects spell. The structure rises up on a pair of magical
it does not gain any benefits and instead must make legs and follows your commands.
a Wisdom saving throw against your spell save DC The entrance to the structure is linked to an
with disadvantage. On a failed save, the creature extradimensional abode, as per the magnificent
becomes poisoned for up to 24 hours. For each hour mansion spell. You can command the structure
the creature is poisoned, it loses 4d8 hit points. This from inside this abode. If the structure is destroyed,
loss can’t be reduced or avoided. If this reduction the extradimensional abode is unharmed, but its
causes the creature to drop to 0 hit points, the creature occupants are ejected to unoccupied spaces adjacent to
instead drops to 1 hit point and falls into a catatonic the structure.
sleep, remaining unconscious for up to 7 days. A As an action, you can teleport the structure to
remove curse spell or similar magic can awaken this an unoccupied space within 60 feet of you. Once you
creature early. teleport the structure, you can’t do it again until you
The apple shrivels and become nonmagical if it finish a long rest.
isn’t eaten in 24 hours. Once you produce a magic You can repeat the 24-hour ritual to end the
apple, you can’t produce another one until you finish a enchantment on your previous structure and enchant a
long rest. new one.
Possession
As an action, your body becomes immaterial, and your
spirit dives into a Large or smaller creature you can see
Witch’s Crafts
A witch’s craft is distinct from a school of magic.
within 10 feet of you in an attempt to possess it. This Whereas magical schools seek to categorize spells,
target must make a Charisma saving throw. A creature crafts are defined by the use of magic, and seek to
with a challenge rating greater than your witch level capture the essence of spells. There are dozens of
automatically succeeds on this save. On a failed save, varieties, from those practiced by covens in secret, to
you disappear and the target becomes incapacitated those plied in marketplace potion shops.
and possessed; you gain control of its body but don’t Each craft has a number of Craft Spells. Spells on
deprive the target of its awareness. While possessing these lists which are new to this class are marked with
the creature, you can’t be targeted by any attack, an asterisk.
spell, or other effect. You maintain your Intelligence,
Wisdom, and Charisma ability scores and your Black Magic
alignment, but otherwise use the creature’s statistics.
You don’t gain access to the target’s knowledge, class Black magic is associated with hexes that cause
features, or proficiencies. pain and suffering, and spells which give rise to
For the purposes of spells and effects which undeath. Harnessing such a craft can lend you great
can end possession, such as the spell dispel evil and power, but inevitably carries a cost. Darkness cannot
be contained, after all; it merely seeps forth from
good, you are treated as an undead spirit and can be
wherever it is kept.
banished from the target, returning to your own body,
which rematerializes within 5 feet of the target. Black Magic Bonus Spells
This possession lasts for 1 hour, or until the body
Spell Level Spells
drops to 0 hit points or you are forced out by a spell or
other magical effect that ends possession. 1st false life, inflict wounds
Once you use this ability, you can’t do so again 2nd gentle repose, magic weapon
until you finish a long rest. 3rd animate dead, vampiric touch
War Hex 4th blight, death ward
When you cast a hex that targets a single creature, you 5th cloudkill, contagion
can use your bonus action to cast a cantrip targeting
the same creature.
Hex: Decay
Witch’s Broom When you adopt this craft at 3rd level, you learn to
You can use your action to enchant a mundane object drain the vitality from a living being. As an action,
—like a broom, cauldron, or rug—to fly for you. You choose one creature you can see within 60 feet to make
gain a flying speed of 60 feet while holding this item a Constitution saving throw. On a failed save, the
with one hand, as long as you are not wearing medium creature takes 1d4 necrotic damage at the beginning

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Mage Hand Press
of each its turns until the hex ends and its hit point feet to make a Constitution saving throw. On a failed
maximum is reduced by the amount of necrotic save, this creature is on the brink of death until the
damage taken. This reduction lasts until the hex end of your next turn. If the creature at any point in
ends. The target dies if this effect reduces its hit point this duration has less than its maximum hit points
maximum to 0. This hex ends at the end of your next and has fewer hit points than twice your witch level, it
turn. immediately drops to 0 hit points.
Undeath Command Novice Hemomancy
Starting at 6th level, you have intertwined the magic Also at 3rd level, when you cast a spell which requires
of your familiar with the magic you use to animate the material components that do not have a specific cost,
dead. When you use your bonus action to command you can replace the material components with a drop
your familiar, you can use the same bonus action to of blood.
issue a command to any undead you control via the
animate dead spell or similar magic. Arcane Bloodletting
Lastly at 3rd level, you can impel your magic with a
Life Tether measure of your own blood. When you cast a spell that
At 10th level, as a reaction when you take damage has a casting time of 1 action, you can choose to lose 5
from a creature you can see, you can transfer some of hit points to change the casting time to 1 bonus action
that damage to a creature which is the sole target of for this casting.
your hex. You take half the damage (rounded down) You can use this feature a number of times equal
and the hexed creature takes the remaining damage. to your Charisma modifier (a minimum of once). You
Once you use this ability, you can’t use it again until regain all expended uses when you finish a long rest.
you finish a short or long rest.
Deathseeker
Black Sacrifice At 6th level, you can see those near death shrouded in
Beginning at 14th level, if your familiar is within 10 a crimson aura. Even in heavily obscured conditions,
feet of you, you can use your action to command you can detect the location of creatures within 60 feet
it to dissolve its magical bond to this plane, which that have less than their maximum hit points. This
unleashes a torrent of necromantic energy. Each sense can penetrate most barriers, but it is blocked by
creature you choose within 20 feet must make a 1 foot of stone, 1 inch of common metal, a thin sheet
Dexterity saving throw against your spell save DC. of lead, or 3 feet of wood or dirt. Additionally, you
A creature takes 8d10 necrotic damage on a failed have advantage on ability checks you make to track a
save, or half as much on a successful one, and its hit creature you or your familiar has damaged.
point maximum is reduced by the amount of necrotic
damage taken. A target dies if this effect reduces its hit Hemomantic Recovery
point maximum to 0. Once you use this ability, you Beginning at 10th level, you can perform a blood ritual
can’t summon your familiar again until you finish a to bolster your magic. Once per day when you finish a
long rest. short rest, you can spend hit dice to recover expended
spell slots. The cost for each spell slot is given on the
Blood Magic table below. You can’t use this ability to recover spell
slots of 6th level or higher.
Forbidden by most witch covens, blood magic centers
on the use of dark spells and mortal hexes that draw Spell Level Hit Dice
from the spellcaster’s very essence. It is fundamentally 1st 2
more perilous than other witch crafts, but its many
risks come with copious rewards. 2nd 3
3rd 5
Blood Magic Bonus Spells
4th 6
Spell Level Spells
5th 7
1st hellish rebuke, hollowing curse*
2nd acid arrow, hold person Sanguine
3rd ruby-eye curse*, vampiric touch By 14th level, you can wield your own blood like a
4th blight, dominate beast vicious lash. Once per round, when you cast a spell
which deals damage to a creature that is under the
5th cloudkill, dominate person effect of your hex, you can choose to lose hit points to
increase the amount of damage dealt. For every 5 hit
Hex: Blood Curse points you lose you can add 2d8 necrotic damage to
Starting when you choose this craft at 3rd level, you the damage roll, up to a maximum of 6d8 damage. This
can mark a creature with a sinister blood curse. As feature only applies to a hostile creature which is the
an action, choose one creature you can see within 60 sole target of your hex.

10
Complete Witch
Blue Magic Cerulean Reflection
Beginning at 14th level, you can use your body as
Compared to all other crafts of magic, blue magic is
a conduit to transmit magic back at other casters.
unique, in that it reflects the essence of magic itself.
When you are subjected to a spell that allows you to
Witches that specialize in blue magic forgo the ability
make a saving throw to take only half damage, you
to learn magic normally, instead adopting magic only
instead take no damage if you succeed on the saving
by absorbing the energy of spells that affect them and
throw, and only half damage if you fail. If you succeed
letting the arcana imprint upon their souls.
the saving throw by 10 or more, you can use your
Blue Magic Spells reaction to cast the spell back at the caster, as though it
Beginning at 3rd level, the only way you can learn new originated from you, turning the caster into the target.
spells is to experience them. Unlike other witches, you Once you reflect a spell in this way, you can’t do so
no longer learn new spells as you grow in level (though again until you finish a long rest.
you retain the spells you have already learned). When
a spell is cast on you, you are in the area of a spell’s Fragrant Magic
effect, or you are targeted by the effect of a spell, and Magic based on the swirling smoke of strong-
you experience any effect of the spell, you can use your smelling herbs has been practiced since the time of
reaction to learn that spell. You do not learn a spell if ancient wood elves. Today, the discipline, a mix of
you are required to make a saving throw, you succeed, aromatherapy and mystical arcana, is kept alive by the
and the spell has no effect on you. so-called “perfumed witches”, who can purify the body
The Cantrips Known and the Spells Known and still the mind with their collection of fragrances
columns of the Witch table shows how the maximum and herbal smokes. Their fragrant magic, however,
number of cantrips and spells of 1st level or higher you is not always evident. Sometimes, it would appear
can learn through Blue Magic. The number of spells their magic is more about relaxation and meditation,
of 1st level or higher that you can learn increases by while other times, they summon foul clouds which
an additional 4 at 3rd level (8 spells known), and an disorientate and kill.
additional 2 at 5th level (12 spells known), 7th (16 Fragrant Magic Bonus Spells
spells known), and 9th level (20 spells known).
The spells learned need not be from the Witch Spell Level Spells
spell list. You can use your action to forget a spell you 1st color spray, fog cloud
know.
2nd calm emotions, enhance ability
Hex: Arcane Awareness 3rd gaseous form, stinking cloud
At 3rd level, you have a second-sense for ambient 4th compulsion, hallucinatory terrain
magical energy. You can use your action to cast the
spell detect magic without using a spell slot. The effects 5th cloudkill, hallow
of this spell last until the end of your next turn. In
addition, while this spell is active, you can use an Hex: Fragrant Aura
action or bonus action to detect if a creature you can When you choose this craft at 3rd level, you master a
see within 60 feet has the Spellcasting feature, Innate hex that generates aromatic scents. As an action, you
Spellcasting trait, or any other ability that allows the can emanate a fragrant aura in a 30-foot radius sphere
creature to cast a spell. centered on yourself, which lasts until the end of your
next turn. This hex has no effect on creatures that don’t
Turquoise Efficiency breathe. When you create the aura, choose one of the
By 6th level, you have learned to be frugal with the following scents:
magical energy you absorb from spells. You have Frankincense. Each creature you choose within
advantage on saving throws you make against spells the aura has advantage on Wisdom checks and saving
that you know. throws. Additionally, fiends and undead creatures
In addition, if you succeed a saving throw against within the area within the aura have disadvantage on
a spell that you know, you can regain an expended attack rolls and saving throws.
spell slot of the same level. Once you regain a spell slot Smelling Salts. Each unconscious creature you
in this manner, you can’t do so again until you finish a choose within the area is aroused from slumber if it
long rest. has at least one hit point. Additionally, each creature
Copycat within the area has advantage on saving throws against
being charmed or magically put to sleep.
At 10th level, you can copy a creature’s skills, in
Sulfur. Each creature you choose within the aura
addition to their magic. When you see another
has disadvantage on Constitution checks and saving
creature make an ability check using a skill in which it
throws.
is proficient, you can gain proficiency with that skill,
if you are not already proficient, until you take a long
rest. Once you use this ability, you must finish a long
rest before using it again.

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Mage Hand Press
Smoke Rings saving throws. Any creature that is immune to being
Also at 3rd level, whenever you create smoke, such as stunned is also immune to being dazed. An affected
when you burn herbs or incense, you can shape it in creature can repeat its saving throw at the end of each
any manner you choose in the brief moments before it of its turns, ending the effect on itself on a success.
floats away. Once you use this ability, you can’t use it again until
you finish a short or long rest.
Aromatherapy
At 6th level, you can replace the verbal, somatic, and
Olfactory Aurora
material components for a witch spell that you cast When you reach 14th level, you are constantly
by burning a stick of incense. When you do so, the surrounded by a flowery fog that puts your allies into
incense is always consumed by the spell, and if the a positive state of mind. Whenever a friendly creature
spell would normally require material components within 30 feet of you makes an attack roll, ability
with a gp value, you must use an equal value of check, or saving throw, they can add a d4 to the roll.
incense.
A block of incense is worth 2 gp and contains
Gingerbread Magic
10 sticks of incense, each worth 2 sp. More exotic Witches that learn the fine details of Gingerbread
or valuable varieties of incense exist, and can be Magic become masters in all things confectionery.
purchased to replace more expensive material Some witches, particularly those with a sweet tooth of
components. their own, use their magic to bring joy to others: for
example, turning pebbles into gumdrops, and giving
Dizzying Fog them to children. Evil gingerbread witches, however,
Beginning at 10th level, as an action, you can release a have a penchant for cruelty, and use their delectable
20-foot radius cloud of multi-hued smoke centered on powers to tempt others into traps, or to transform their
yourself. The area of the smoke is heavily obscured, but valuables into sweet treats.
dissipates fully at the end of your turn. Each creature
you choose within the area must make a Wisdom
Gingerbread Magic Bonus Spells
saving throw or be dazed for up to 1 minute. A dazed Spell Level Spells
creature has disadvantage on attack rolls and Dexterity 1st hideous laughter, sleep
2nd arcane lock, protection from poison
3rd create food and water, tiny hut
4th confusion, hallucinatory terrain
5th animate objects, dream

Hex: Sweet Tooth


Starting when you choose this craft at 3rd level, your
touch can make anything sweet. As an action, you can
touch a nonmagical object that isn’t being worn or
carried by another creature that can fit within a 1-foot
cube and transform it into an edible candy replica. You
choose the type of candy it is made out of, whether it
be gingerbread, candy cane, licorice, or a combination
of various candies. If the candy is not eaten by the end
of your next turn, it reverts to its original material.
Gingerbread Familiar
Also at 3rd level, when you summon your familiar,
you can conjure a version of it made from gingerbread.
Your gingerbread familiar has the same statistics as it
normally would, but it has blindsight with a range of
10 feet and the following traits:
Distracting Aroma. A hostile creature that is
within 5 feet of the familiar has disadvantage on attack
rolls against creatures other than it.
False Appearance. While the familiar remains
motionless, it is indistinguishable from an ordinary
gingerbread construction.
Fragile. Your familiar only adds your witch level,
instead of twice your witch level, to its maximum hit
points.

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Complete Witch
Sugar Rush
By 6th level, as a bonus action, you can
give an ally you touch a burst of quickly-
fading energy. The creature can take the
Dash action or Disengage action as a bonus
action on its next turn.
Candied Decoy
Starting at 10th level, you can use
your action to conjure an identical
duplicate of yourself, created from
chocolate, candy, and other sweet treats,
in an empty space within 5 feet of you.
You can choose to swap places with the
decoy when you conjure it. The decoy is a
construct with AC 10 and 20 HP, and ability
scores equal to yours. It is immune to poison
and psychic damage. It appears at first to be
indistinguishable from you, but cracks in its
candy shell appear when it takes damage.
The decoy moves with your walking speed to
a location that you choose when you move,
but can’t speak or take actions, bonus actions,
or reactions. The decoy collapses into an
inanimate pile of candy when it is reduced to 0
HP, or after 1 minute. Once you use this ability,
you can’t use it again until you finish a long
rest.
Candy Land
By 14th level, as an action, you can transform a whole
area into a field of confectionary delights. Choose a
point you can see within 120 feet. For the next minute,
a 30-foot radius sphere of magic centered on that
point transforms every nonmagical object entirely
within the area that isn’t being worn or carried into an
edible candy replica. Structures become gingerbread
houses, trees are made of chocolate, and so on. The
GM decides the type of candy into which objects are Green Magic Bonus Spells
transformed. Candy objects have no damage threshold
Spell Level Spells
and vulnerability to all damage. If a candy object is
not eaten by the end of the duration, it reverts to its 1st entangle, goodberry
original material. 2nd barkskin, beast sense
Additionally, inside this area, everything appears
3rd conjure animals, plant growth
to be joyous and colorful; the grass is made of licorice
and the clouds are made of candy floss. Whenever you 4th conjure woodland beings, stoneskin
begin your turn in the area, you and your familiar each 5th awaken, tree stride
regain 5 hit points. You don’t gain this benefit if you
have 0 hit points, and your familiar doesn’t gain this Hex: Elder Tongue
benefit if it is at 0 hit points or is dismissed.
Starting when you choose this craft at 3rd level, you
Once you use this ability, you can’t use it again
know the speech of the forest. As a bonus action, you
until you finish a long rest.
can attune yourself to the forest, granting you the
Green Magic ability to speak with beasts and plants in a limited
manner until the end of your next turn. Most beasts
Plants, nature, and things that grow are the domain of and plants lack the intelligence to convey or understand
green magic. Normally a type of arcana championed sophisticated concepts, but could relay what they have
by druids, some witches have a close tie to the powers seen or heard in the recent past. While you can speak
of green magic, and can coax plants and animals into with them, you have advantage on all Charisma checks
their bidding. you make to influence beasts and plants.

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Primal Ally Hex: Lunacy
Also at 3rd level, whenever you summon your familiar, When you join this craft at 3rd level, you gain the
you conjure one that is hardier and more primal than ability to drive people mad. As an action, choose
you would normally. Add three times your witch level, one creature you can see within 60 feet to make a
instead of twice your witch level, to your familiar’s Charisma saving throw. On a failed save, the creature
maximum hit points. suffers from one long-term madness effect, selected at
random, until the end of your next turn.
Twin Familiar
By 6th level, when you summon your familiar, you Under Cover of Darkness
can divide its spirit into two bodies. When summoned By 6th level, you have developed a supernatural affinity
this way, your familiar is two identical creatures which for shadows. When you are in an area of dim light or
share a single pool of hit points. Your twin familiars darkness, you can use your bonus action to take the
roll only once for initiative and act on subsequent Hide action.
turns. You can use your bonus action to command one
twin to attack and your action to command the other Everlasting Night
to attack. A spell or feature which targets or dismisses At 10th level, you can use your accursed powers to
your familiar affects both twins. suppress light around you. As an action, you can cause
all areas of direct sunlight within 300 feet of yourself
Great Oak to become bright light, bright light to become dim and
Beginning at 10th level, you can use your action to dim light to become total darkness for ten minutes.
plant a seed at your feet and grow a fully-grown tree Sources of light are still visible; only the illumination
in mere seconds. At the end of your turn, a tree shoots they provide is reduced.
forth from the soil, rapidly rising to a height of 20 After using this ability, you must take a short or
feet and thickening to a 5-foot diameter trunk. The long rest before using it again.
tree’s growth avoids fixed objects, and so can’t destroy
fixed structures, but can shove any creature of Large Moonsight
size or smaller high up into its branches. If a creature At 14th level, you can see through illusions with ease.
doesn’t expect the sudden tree growth, it must make a You have truesight out to a range of 60 feet and you
Dexterity saving throw against your spell save DC or perceive a shimmering halo of moonlight around any
take 6d6 bludgeoning damage, or half as much on a creature you can see that has the shapechanger subtype.
successful save.
Once you use this ability, you can’t use it again Purple Magic
until you finish a short or long rest. Purple magic holds sway over the domains of illusions
and enchantments that take hold over people’s minds,
Sacrificial Familiar and anything that is not quite as it seems. Practitioners
At 14th level, whenever you are targeted by a melee of this form of magic are puppet masters, shaping
attack while your familiar is within 5 feet of you, you the apparent reality of those around them to their
can use your reaction to command it to dive in the way advantage.
of the attack. This attack targets the familiar instead.
You can use this feature a number of times equal Purple Magic Bonus Spells
to your Charisma modifier (a minimum of once). You Spell Level Spells
regain all expended uses when you finish a long rest.
1st charm person, silent image
Lunar Magic 2nd enthrall, invisibility
The moon is a potent symbol for many witches— 3rd hypnotic pattern, major image
especially those who are forced to practice their art 4th confusion, private sanctum
incognito. To them it represents a guiding light in the
5th modify memory, seeming
darkness, a confidant or keeper of secrets, and a link to
the powerful natural forces that govern time and tide.
Lunar witches are the masters of the night: shadowy, Hex: Hallucination
quiet, and exceptionally difficult to pin down. Starting at 3rd level, you can infect the minds of
other creatures. As an action, choose one creature
Lunar Magic Bonus Spells you can see within 60 feet to make a Wisdom saving
Spell Level Spells throw. A creature that is immune to being charmed
1st faerie fire, sleep automatically succeeds on this saving throw. On a
failed save, the target’s perspective of the world distorts
2nd darkvision, moonbeam into a horrific and alien place. The creature has a -1
3rd hypnotic pattern, nondetection penalty on all attack rolls and ability checks it makes.
4th confusion, private sanctum Whenever the creature begins its turn, the penalty on
all attack rolls and ability checks increases by 1, up to a
5th dream, seeming maximum penalty of -5. This effect lasts until the end
of your next turn.

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Complete Witch
False Authority Red Magic
By 6th level, as an action, you can wrap yourself in an
Arcane magic tied to channeling the elements is
illusory air of expectation. Any creature which sees
deemed red magic, and is extremely hazardous when
you perceives you as a figure of authority. A blacksmith
used. Witches that specialize in red magic are among
might see you as a guild master, whereas a soldier
the deadliest spellcasters in existence, channeling their
might see you as a captain. The changes perceived by
curse into unhindered arcane wrath.
a viewer fail to hold up to physical inspection. This
illusion lasts for 1 hour or until you end it on your turn Red Magic Bonus Spells
(no action required).
Spell Level Spells
To discern that you are disguised, a creature can
use its action to inspect your appearance and must 1st burning hands, magic missile
succeed on an Intelligence (Investigation) check 2nd acid arrow, scorching ray
against your spell save DC. 3rd fireball, protection from energy
Once you use this ability, you can’t use it again
until you finish a short or long rest. 4th ice storm, wall of fire
5th cone of cold, telekinesis
Deceitful Transposition
Starting at 10th level, you can use your bonus action to
create an illusory disguise over two creatures within 60
Hex: Imperil
feet of you, making it seem as if they have teleported Starting at 3rd level, you know how to strip away
and switched places. The disguise makes it seem that your foes’ magical defenses. As an action, choose
the creatures are in one another’s spaces, moving one creature you can see within 60 feet to make a
all sounds, smells, and other effects caused by each Constitution saving throw, and choose any one damage
creature to their correct points of origin. Creatures type. On a failed save, the creature loses resistance to
under the effect of the disguise do not perceive any the given damage type until the end of your next turn,
part of the illusion. or is treated as having only resistance, if it is immune.
A creature can use its action to examine a Convolute Energy
magically disguised creature and make an Intelligence At 6th level, whenever you cast a spell that deals acid,
(Investigation) check against your spell save DC. On a cold, fire, lightning, poison, or thunder damage, you
success, the creature can see both illusory creatures for can gain resistance to that damage type until the end of
what they are. your next turn.
This illusion lasts for 1 minute, and ends early
when one of the illusory creatures takes damage, or if Invulnerability
one of the creatures performs any physical interaction Beginning at 10th level, when an attacker that you can
which reveals itself to be an illusion. see hits you with an attack, you can use your reaction
Once you use this ability, you can’t use it again to briefly become invulnerable. Subtract 50 from the
until you finish a short or long rest. damage dealt, to a minimum of 0.
Once you use this ability, you can’t use it again
Waking Nightmare until you finish a long rest.
By 14th level, you can warp everything a creature
sees into a hellscape, full of terrible creatures that Elemental Annihilation
wish them harm. When a creature fails its saving Starting at 14th level, when you cast a witch spell
throw against your Hallucination hex, you can which deals acid, cold, fire, lightning, or thunder
further distort its mind, causing it to lose the ability damage, you can expend another spell slot of equal or
to distinguish friend from foe, regarding all creatures higher level to maximize the damage dealt.
it sees as enemies until the hex ends. Whenever the Once you use this ability, you can’t use it again until
hexed creature chooses a target for an attack, spell, you finish a long rest.
or other ability, it must choose the target at random
from among the creatures it can see within range. The Sky Magic
hexed creature must always use its reaction to make an Although all witches appreciate the value of a good
opportunity attack, if a creature provokes one. broom of flying, the Sky Magic craft takes things to
This effect ends after 1 minute. Once you use this another level. Known colloquially as “cloud witches”,
ability, you can’t use it again until you finish a long they spend as much time aloft as they do on the
rest. ground, claiming that the thrill of flight is the only
thing that helps them forget the pain and loneliness
that comes with a witch’s curse.

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Sky Magic Bonus Spells Hex: Vortex
Spell Level Spells At 10th level, you can tangle the winds into a howling
vortex. As an action, you can create a 5-foot radius
1st feather fall, fog cloud sphere of twisting wind, centered on yourself. This area
2nd gust of wind, misty step is difficult terrain for creatures other than yourself. The
3rd call lightning, fly winds force fog, cloud, and other gases out of the area,
as well as Small or smaller flying creatures or objects,
4th hallucinatory terrain, ice storm which are directed upwards, above the sphere of wind.
5th cloudkill, commune with nature Attacks through this area using arrows, bolts, or other
projectiles have disadvantage. Heavy projectiles, such
Hex: Light Heels as boulders and ballista bolts, are unaffected.
When you adopt this craft at 3rd level, you can twist Cloud Dancer
a hex to hold you aloft. As an action, you can gain
When you reach 14th level, your affinity for the
a flight speed equal to your base movement speed.
skies grants you a supernatural grace while airborne.
However, you must end your movement on solid
Whenever you are flying, falling, or levitating and are
ground, otherwise you fall. This effect lasts until the
hit by an attack, you can roll a d4. On a 4, the attack
end of your next turn.
misses.
Corvid Familiar
At 6th level, your witch’s familiar becomes a monstrous Steel Magic
hybrid, with black feathers and beady eyes. It gains a Secret covens throughout the Material Plane practice
flying speed of 50 feet (unless it already has a faster their magic by drawing spells into their blades.
flying speed), the ability to speak Common and the Maniacally cackling and whirling their way across
following traits: the battlefield, these witches weave their curses into a
Aerial Agility. While the familiar is flying, it has a bloody tapestry whenever they bring their steel to bear.
+2 bonus to its AC.
Keen Sight. The familiar has advantage on
Wisdom (Perception) checks that rely on sight.

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Complete Witch
Steel Magic Bonus Spells Tea Magic
Spell Level Spells Tea witches are among the calmest and friendliest of
1st heroism, shield witches, radiating warmth and contentment despite
2nd heat metal, magic weapon
their hideous faces and hollow souls. At their very
worst, they can be cranky (if forced to drink their tea
3rd blink, haste in a hurry), or twitchy (after too much tea), but even
4th death ward, freedom of movement then, they are likely to look for peaceful solutions to
5th flame strike, telekinesis their problems.
Tea Magic Bonus Spells
Bonus Proficiencies Spell Level Spells
Beginning when you choose this craft at 3rd level, you
1st hideous laughter, sanctuary
gain proficiency with battleaxes, flails, longswords,
morningstars, rapiers, scimitars, tridents, and 2nd augury, calm emotions
warhammers. 3rd clairvoyance, sending
Hex: Malevolence 4th divination, private sanctum
Also at 3rd level, you have learned a secret hex 5th legend lore, scrying
associated with the profane rites of long-forgotten
covens. You can use your bonus action to shroud Hex: Tasseography
yourself with an evil smog. Until the end of your next Starting when you choose this craft at 3rd level, you
turn, you gain the following benefits: can see glimpses of the future in your tea leaves. As an
• Your Armor Class equals 12 + your Dexterity action, choose a friendly creature you can see within
modifier + your Charisma modifier, as long as you 60 feet, roll a d20, and record the number rolled.
are not holding a shield. Until the end of your next turn, you can replace any
• When you make an attack with a melee weapon attack roll, saving throw, or ability check made by the
that lacks the Heavy property, you can use creature with this foretelling roll. You must choose to
your Charisma modifier, instead of Strength or do so before the roll. Once you replace a roll in this
Dexterity, for its attack and damage rolls. way, this hex ends.
• If you take damage from a creature you can see
within 5 feet of you, you can use your reaction to Tea Ceremony
make a melee weapon attack against that creature. Also at 3rd level, you can magically conjure enough
tea for you and your allies whenever you take a short
Cackling Killer or long rest. A creature who drinks this tea loses one
At 6th level, when you use your Cackle feature, you additional level of exhaustion during that rest period.
can attack twice, instead of once, whenever you take
the Attack action on your turn. Shapes and Omens
By 6th level, you can see deeper glimpses into the
Soulsword Familiar future through your tea leaves. When you finish a long
Starting at 10th level, as a bonus action, you can rest, you can examine the shape of your tea leaves.
draw the essence of your familiar into your weapon, The GM tells you a shape which hints at future events.
manifesting in a cloak of green flame. Your familiar is For example, if you see a tower in your tea leaves, you
dismissed, and can’t be resummoned until you finish a might encounter a wizard on the following day. If you
short or long rest. Until your familiar is resummoned, see a serpent, you might encounter a liar or a monster.
this weapon deals an additional 1d8 fire damage on a
hit. Herbal Remedy
At 10th level, you can cast the spell greater restoration
Shrieking Strike without expending a spell slot or material components.
Starting at 14th level, your accursed magic has seeped Once you use this ability, you must finish a short or
into your weapon. Once per turn, when you hit long rest before using it again.
another creature with a melee weapon attack, you can
perform a shrieking strike. The target must succeed a Invigorate
Wisdom saving throw against your spell save DC or be By 14th level, as a bonus action, you can give yourself
frightened of you until the end of your next turn. or a friendly creature you can see within 5 feet of you
You can use this feature a number of times equal a temporary rush of energy by drinking an energizing
to your Charisma modifier (a minimum of once). You cup of tea. On the target’s next turn, the target can take
regain all expended uses when you finish a long rest. one additional action on top of its regular action and a
possible bonus action.
Once you use this ability, you must finish a long
rest before using it again.

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Technicolor Magic Redemptive Arc
Beginning at 14th level, you can redeem your foes,
Technicolor Magic witches draw their power from
instead of slaying them. When a hostile creature you
the friendships they find around them. They have a
can see is reduced to 0 hit points, you can use your
penchant for collecting adorable animals of all shapes
reaction to protect the creature from harm, causing
and sizes, which they will never endanger, no matter
it to fall unconscious. When the creature awakens,
how dire the situation. Above all, Technicolor witches
it is freed of any magical effect which would charm,
are defined by their relentlessly positive outlook, which
curse, frighten, or possess it. Furthermore, the creature
empowers their arcana and spurs on their allies.
loses one of its Bonds or Flaws which inspired it to be
Technicolor Magic Bonus Spells hostile towards you.
Once you use this ability, you can’t use it again
Spell Level Spells
until you finish a long rest.
1st color spray, speak with animals
2nd animal messenger, enhance ability White Magic
3rd fly, speak with plants White magic is fundamentally good and benevolent for
all living things. Witches that adopt this craft, in spite
4th freedom of movement, locate creature
of the hateful curse that infects them, often dedicate
5th animate objects, telepathic bond themselves to healing and caretaking, with the intent
of bettering the world.
Animal Friends White Magic Bonus Spells
Starting when you choose this craft at 3rd level, you
have advantage on all Wisdom (Animal Handling) Spell Level Spells
checks you make to befriend beasts. You can use 1st bless, cure wounds
your Charisma, instead of Wisdom, on these checks 2nd lesser restoration, prayer of healing
if the creature is Small or smaller. If you adopt a
beast as a pet, you can temporarily dismiss it into an 3rd beacon of hope, revivify
extradimensional space, as you would a familiar. 4th death ward, guardian of faith
Hex: Musical Interlude 5th hallow, raise dead
At 3rd level, you gain a hex which inspires your allies
with an uplifting speech or an encouraging musical Hex: Remedy
number. As an action, you can grant each willing At 3rd level, you learn a hex which closes wounds and
creature you can see which can see you within 30 eases pain. As an action, choose one creature you can
feet a number of temporary hit points equal to your see within 60 feet. This creature regains a number of
Charisma modifier plus half your witch level. These hit points equal to 1d10 + your witch level. A creature
temporary hit points last until the end of your next which regains hit points from this hex can’t be affected
turn. by it again until it finishes a short or long rest.
Friendship Bracelet Talisman of Protection
Beginning at 6th level, as an action, you can weave At 6th level, you can craft a talisman which wards off
a small bracelet of string, beads, or some other harm. Creating a talisman takes one hour of work,
inexpensive material. You can always determine the which can be performed over the course of a short rest.
location of a creature wearing one of these bracelets, as You can only have one of these talismans at a time;
long as you and it are on the same plane of existence. crafting a new talisman causes the previous talisman to
You can target the creature with spells and effects as if become mundane. Any creature that wears a talisman
you could see it, even if an obstacle or environmental can add a d4 to all saving throws it makes.
effect obscures the target from your view.
Benevolent Surge
Positivity At 10th level, when you, your familiar, or one of your
Starting at 10th level, you can leverage your bonds allies you can see within 30 feet takes damage, you can
of friendship for protection. As a reaction, when a use your reaction to cause that creature to regain hit
creature you can see attacks you, you gain a bonus points equal to 1d10 + your Charisma modifier. Once
to your Armor Class equal to the number of friendly you use this ability, you must finish a short or long rest
creatures within 5 feet of you. before using it again.
Once you use this ability, you can’t use it again
until you finish a short or long rest. Witch’s Gift
Starting at 14th level, when you cast a spell or hex
which restores a creature’s hit points, that creature
gains a +3 bonus to its Armor Class until the end of
your next turn.

18
Complete Witch
Chapter 2: Familiars
The idea of a witch is inseparable from their familiar. focus while conjuring to bring forth creatures from
The fluidity and ease by which they command a the furthest reaches of the multiverse or to bestow
summoned companion makes it almost an extension sentience on an inanimate object.
of the witch’s self; a second set of eyes and a willing
set of claws for any dangerous situation. And while Brass Dragon Wyrmling
many witches opt to summon inconspicuous familiars, Even the smallest of dragons are loathed to be
like cats, frogs, and owls, even more gather their summoned by mortal spellcasters, with the exception
of brass dragons, which crave adventure and
interaction outside of their lonesome lairs. Therefore,
brass dragon wyrmlings can be conjured as familiars
Brass Dragon Wyrmling by witches seeking a powerful companion.
Medium dragon, chaotic good
Armor Class 16 (natural armor)
Death Snail
Hit Points 16 (3d8 + 3) A death snail is formed from a vile concoction of
Speed 30 ft., burrow 15 ft., fly 60 ft. forest troll bone meal, giant eagle blood, and goblin
bone meal, sealed up in a hollowed-out efreet horn,
STR DEX CON INT WIS CHA and sealed shut with an ettercap tongue. The resulting
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1) monstrosity possesses a dull intelligence, but its only
impulse is to slay all creatures other than its master.
Saving Throws Dex +2, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +2
Damage Immunities fire
Senses blindsight 10 ft., darkvision 60 ft., passive Flying Book
Perception 14 Tiny construct, unaligned
Languages Draconic
Challenge 1 (200 XP) Armor Class 13 (natural armor)
Hit Points 2 (1d4)
Actions Speed 0 ft., fly 30 ft. (hover)

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., STR DEX CON INT WIS CHA
one target. Hit: 7 (1d10 + 2) piercing damage. 3 (–4) 15 (+2) 11 (+0) 1 (–5) 4 (–3) 1 (–5)
Damage Immunities poison, psychic
Damage Vulnerabilities fire
Condition Immunities blinded, charmed,
Death Snail deafened, frightened, paralyzed, petrified,
Tiny monstrosity, neutral evil poisoned
Senses blindsight 60 ft. (blind beyond this radius),
Armor Class 14 (natural armor) passive Perception 7
Hit Points 11 (2d4 + 6) Languages —
Speed 10 ft., climb 10 ft. Challenge 0 (10 XP)
STR DEX CON INT WIS CHA Antimagic Susceptibility. The flying book is
14 (+2) 6 (–2) 16 (+3) 10 (+0) 11 (+0) 6 (–2) incapacitated while in the area of an antimagic
field. If targeted by dispel magic, the flying
Damage Resistance fire
books must succeed on a Constitution saving
Senses blindsight 30 ft. (blind beyond this radius),
throw against the caster’s spell save DC or fall
passive Perception 10
unconscious for 1 minute.
Languages —
Challenge 1/4 (50 XP) False Appearance. While the flying book remains
motionless, it is indistinguishable from a normal
Actions book.
Leech. Melee Weapon Attack: +4 to hit, reach 5 Actions
ft., one target. Hit: 4 (1d4 + 2) piercing damage
Slam. Melee Weapon Attack: +0 to hit, reach 5 ft.,
plus 4 (1d8) poison damage. The target must
one target. Hit: 1 bludgeoning damage.
succeed on a DC 13 Constitution saving throw or
be poisoned for 1 minute. The creature can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.

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Fright Flying Book
Small undead, chaotic neutral Little can be said about the flying book that is not
readily apparent. Though it is indistinguishable from
Armor Class 12 an arcanist’s spellbook while motionless, this animated
Hit Points 14 (4d6) arcane tome can flutter through the air at a moment’s
Speed 0 ft., fly 40 ft. (hover) notice, using its cover as rudimentary wings. Flying
books are playful, and enjoy the sensation of being
STR DEX CON INT WIS CHA written in.
1 (–5) 14 (+2) 10 (+0) 10 (+0) 9 (–1) 13 (+1)
Fright
Damage Resistances acid, cold, fire, lightning,
necrotic, thunder; bludgeoning, piercing, and Hauntings can usually be attributed to the usual
slashing from nonmagical weapons spectral suspects: ghosts, specters, shadows, and
Damage Immunities poison poltergeists. But benign hauntings, where the restless
Condition Immunities charmed, exhaustion, spirit merely plays tricks on the living, is usually caused
grappled, paralyzed, petrified, poisoned, prone, by a fright. These spirits are usually the artifacts of
restrained, unconscious children or entertainers, clinging to the afterlife for
Senses darkvision 60 ft., passive Perception 9 company and a semblance of affection, and are as such
Languages understands all languages it knew in preoccupied with fun. They never willingly harm others
life but can’t speak when they haunt a house, and will serve any master
Challenge 1 (200 XP) that conjures them, if only for the sake of inclusion.

Incorporeal Movement. The fright can move Grep


through other creatures and objects as if they were A grep is an underground scavenger, known for using
difficult terrain. It takes 5 (1d10) force damage if it its keen vision, acute hearing, and silent flight to trick
ends its turn inside an object. and steal from travelers, hoarding its possessions in
Actions well-hidden troves. Arcanists use greps as messengers
and scouts, but they excel as retrievers; a grep can be
Life Drain. Melee Spell Attack: +4 to hit, reach
5 ft., one creature. Hit: 9 (2d8) necrotic damage.
The target must succeed on a DC 10 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
Grep
Tiny monstrosity, neutral
reduction lasts until the creature finishes a long
rest. The target dies if this effect reduces its hit Armor Class 15 (natural armor)
point maximum to 0. Hit Points 19 (6d4 + 4)
Speed 15 ft., fly 50 ft.

STR DEX CON INT WIS CHA


3 (–4) 18 (+4) 13 (+1) 13 (+1) 15 (+2) 10 (+0)
Skills Perception +4, Sleight of Hand +6, Stealth +6
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Understands Common and
Undercommon but can’t speak
Challenge 1 (200 XP)
Ambusher. The grep has advantage on attack rolls
against any creature it has surprised.
Keen Hearing and Smell. The grep has advantage
on Wisdom (Perception) checks that rely on
hearing or smell.
Mimicry. The grep can mimic animal sounds and
humanoid voices. A creature that hears the sounds
can tell they are imitations with a successful DC 14
Wisdom (Insight) check.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d4 + 4) slashing damage.

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Complete Witch
given the name of an important object and sent to find
it, returning a short time later with its prize. Imp
Tiny fiend (devil, shapechanger), lawful evil
Homunculus Armor Class 13
A homunculus is an alchemical creation fashioned Hit Points 10 (3d4 + 3)
by spellcasters to act as a servant, emissary, and Speed 20 ft., fly 40 ft.
messenger. Because they are telepathically bonded to
their masters, homunculi can share in their master’s STR DEX CON INT WIS CHA
knowledge, and communicate with them at extreme 6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
distances.
Skills Deception +4, Insight +3, Persuasion +4,
Imp Stealth +5
Vile, manipulative, and capricious, imps are among Damage Resistances cold; bludgeoning, piercing,
the lesser devils, and will proudly serve any master and slashing from nonmagical weapons that
which summons them. With the ability to transform aren’t silvered
into small beasts, an imp might make a capable spy Damage Immunities fire, poison
or informant, but can never be relied upon for more Condition Immunities poisoned
substantial tasks. Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Mock Challenge 1 (200 XP)
The diminutive relative of the mimic, the mock is Shapechanger. The imp can use its action to
a tiny shapechanger that replicates small, valuable polymorph into a beast form that resembles a rat
objects to lure in its victims. In the desert, a mock (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider
might take the form of a canteen of precious water, (20 ft., climb 20 ft.), or back into its true form. Its
and in a dungeon, it may replicate a sizeable jewel or a statistics are the same in each form, except for the
spare gold piece. If an adventurer is caught by surprise, speed changes noted. Any equipment it is wearing
a mock is just as dangerous as its larger relatives, for or carrying isn’t transformed. It reverts to its true
can hide in far less conspicuous places. form if it dies.
Devil’s Sight. Magical darkness doesn’t impede
the imp’s darkvision.
Homunculus Magic Resistance. The imp has advantage on
Tiny construct, neutral saving throws against spells and other magical
effects.
Armor Class 13 (natural armor)
Hit Points 5 (2d4) Actions
Speed 20 ft., fly 40 ft. Sting (Bite in Beast Form). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4
STR DEX CON INT WIS CHA
+ 3) piercing damage, and the target must make
4 (–3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (–2) on a DC 11 Constitution saving throw, taking 10
Damage Immunities poison (3d6) poison damage on a failed save, or half as
Damage Vulnerabilities fire much damage on a successful one.
Condition Immunities charmed, poisoned Invisibility. The imp magically turns invisible
Senses darkvision 60 ft., passive Perception 10 until it attacks or until its concentration ends (as if
Languages understands the languages of its concentrating on a spell). Any equipment the imp
creator but can’t speak wears or carries is invisible with it.
Challenge 0 (10 XP)
Telepathic Bond. While the homunculus is on
the same plane of existence as its master, it can Moon Jelly
magically convey what it senses to its master, and
Though incapable of surviving on land, moon jellies
the two can communicate telepathically.
are favored for their bioluminescence by witches that
Actions intend to explore deep underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 1 piercing damage, and the
Pet Rock
target must succeed on a DC 10 Constitution Widely considered to be the perfect familiar, requiring
saving throw or be poisoned for 1 minute. If no food or water and possessing extremely high
the saving throw fails by 5 or more, the target natural defenses, a pet rock can be conjured by
is instead poisoned for 5 (1d10) minutes and most spellcasters. Though it does not act with any
unconscious while poisoned in this way. agility (indeed, it does not move at all), it can make a
formidable weapon when thrown.
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Moon Jelly
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 – 1)
Speed 0 ft., swim 25 ft.

STR DEX CON INT WIS CHA


1 (–5) 13 (+1) 8 (–1) 2 (–4) 11 (+0) 3 (–4)
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 0 (10 XP)
Bioluminescence. The moon jelly sheds dim light
in a 10-foot radius.
Water Breathing. The moon jelly can only breathe
underwater.

Mock
Tiny monstrosity (shapechanger), neutral
Armor Class 11
Hit Points 9 (2d4 + 4)
Speed 15 ft.

STR DEX CON INT WIS CHA


9 (–1) 11 (+0) 14 (+2) 4 (–3) 13 (+1) 6 (–2)
Skills Stealth +4
Damage Resistances acid
Condition Immunities prone Pet Rock
Senses darkvision 60 ft., passive Perception 11 Tiny elemental, unaligned
Languages —
Challenge 1/2 (100 XP) Armor Class 15 (natural armor)
Hit Points 5 (1d4 + 3)
Shapechanger. The mimic can use its action to Speed 0 ft.
polymorph into an object or back into its true,
amorphous form. It can only take the appearance STR DEX CON INT WIS CHA
of Tiny objects and prefers the form of gold coins 1 (–5) 1 (–5) 16 (+3) 1 (–5) 5 (–3) 1 (–5)
and jewels. Its statistics are the same in each
form. Any equipment it is wearing or carrying isn’t Damage Vulnerability thunder
transformed. It reverts to its true form if it dies. Damage Immunities necrotic, poison, psychic
Damage Resistances fire, lightning, radiant;
Adhesive (Object Form Only). The mimic adheres bludgeoning, piercing, and slashing from
to anything that touches it. A creature which picks nonmagical weapons
up the mimic can’t drop it unless it succeeds a DC Condition Immunities charmed, exhausted,
9 Strength check, made with disadvantage. The frightened, paralyzed, petrified, poisoned, prone,
mimic can only adhere to one creature at a time. unconscious
The mimic has advantage on attack rolls against Senses passive Perception 5
any creature adhered to it. Languages —
False Appearance (Object Form Only). While the Challenge 0 (10 XP)
mimic remains motionless, it is indistinguishable
False Appearance. The pet rock is
from an ordinary object.
indistinguishable from an ordinary rock with a face
Actions drawn on it.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., Just a Rock. The pet rock counts as an object
one target. Hit: 2 (1d6 − 1) piercing damage plus 3 for the purposes of spells and magical effects.
(1d6) acid damage. If the mimic is in object form, Additionally, the rock cannot take actions that are
the target is subjected to its Adhesive trait. not specified in its statistics.

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Complete Witch
Pseudodragon Quasit
It’s generally inadvisable to confuse a true dragon for Tiny fiend (demon, shapechanger), chaotic evil
their pseudodragon cousins. Whereas all true dragons
can summon forth a destructive breath from their Armor Class 13
fundamentum, pseudodragons are merely equipped Hit Points 7 (3d4)
with a stinger of sleep-inducing poison and grow only Speed 40 ft.
as large as cats.
STR DEX CON INT WIS CHA
Quasit 5 (–3) 17 (+3) 10 (+0) 7 (–2) 10 (+0) 10 (+0)
Cowardly and deceptive, a quasit is one of the lowliest Skills Stealth +5
of demons, and will serve any evil master, albeit Damage Resistances cold, fire, lightning;
unwillingly. When they actually perform their duties, bludgeoning, piercing, and slashing from
instead of procrastinating or shirking responsibility, nonmagical weapons
quasits are exceptional familiars, capable of taking the Damage Immunities poison
form of beasts, turning invisible, and poisoning their Condition Immunities poisoned
victims. Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Pseudodragon Shapechanger. The quasit can use its action to
Tiny dragon, neutral good polymorph into a beast form that resembles a
Armor Class 13 (natural armor) bat (speed 10 ft. fly 40 ft.), a centipede (40 ft.,
Hit Points 7 (2d4 + 2) climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back
Speed 15 ft., fly 60 ft. into its true form. Its statistics are the same in
each form, except for the speed changes noted.
STR DEX CON INT WIS CHA Any equipment it is wearing or carrying isn’t
6 (–2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0) transformed. It reverts to its true form if it dies.
Magic Resistance. The quasit has advantage on
Skills Perception +3, Stealth +4
saving throws against spells and other magical
Senses blindsight 10 ft., darkvision 60 ft., passive
effects.
Perception 13
Languages understands Common and Draconic Actions
but can’t speak
Claws (Bite in Beast Form). Melee Weapon
Challenge 1/4 (50 XP)
Attack: +4 to hit, reach 5 ft., one target. Hit: 5
Keen Senses. The pseudodragon has advantage (1d4 + 3) piercing damage, and the target must
on Wisdom (Perception) checks that rely on sight, succeed on a DC 10 Constitution saving throw
hearing, or smell. or take 5 (2d4) poison damage and become
poisoned for 1 minute. The target can repeat the
Magic Resistance. The pseudodragon has saving throw at the end of each of its turns, ending
advantage on saving throws against spells and the effect on itself on a success.
other magical effects.
Scare (1/Day). One creature of the quasit’s
Limited Telepathy. The pseudodragon can choice within 20 feet of it must succeed on a DC
magically communicate simple ideas, emotions, 10 Wisdom saving throw or be frightened for 1
and images telepathically with any creature within minute. The target can repeat the saving throw at
100 feet of it that can understand a language. the end of each of its turns, with disadvantage if
Actions the quasit is within line of sight, ending the effect
on itself on a success.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage. Invisibility. The quasit magically turns invisible
until it attacks or uses Scare, or until its
Sting. Melee Weapon Attack: +4 to hit, reach
concentration ends (as if concentrating on a spell).
5 ft., one creature. Hit: 4 (1d4 + 2) piercing
Any equipment the quasit wears or carries is
damage, and the target must succeed on a DC 11
invisible with it.
Constitution saving throw or become poisoned for
1 hour. If the saving throw fails by 5 or more, the
target falls unconscious for the same duration, or
until it takes damage or another creature uses an
action to shake it awake.

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Rag Dolls Sprite
Crudely constructed, but oddly endearing, rag dolls Tiny fey, neutral good
are constructs formed from children’s toys, stuffed with
soft material and adorned with smiling faces. Besides Armor Class 15 (leather armor)
being generally comforting to have around, spellcasters Hit Points 2 (1d4)
favor rag dolls as familiars for their fairly durable Speed 10 ft., fly 40 ft.
construction and inconspicuous nature; nobody
questions a discarded doll, after all. STR DEX CON INT WIS CHA
3 (–4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
Sprite
Skills Perception +3, Stealth +8
In stark contrast to the capricious and fun-loving Senses passive Perception 13
pixies, spites are tiny, but hearty warriors of the fey, Languages Common, Elvish, Sylvan
which protect the forest with their lives. If conjured, a Challenge 1/4 (50 XP)
sprite will serve any master that honors their ways, but
will abandon any master they deem cowardly. Actions
Tin Soldier Longsword. Melee Weapon Attack: +2 to hit,
reach 5 ft., one target. Hit: 1 slashing damage.
Full of ticking clockwork and mechanical gizmos,
tin soldiers are mechanical creations fashioned by Shortbow. Ranged Weapon Attack: +6 to hit,
arcanists as servants and messengers. With some range 40/160 ft., one target. Hit: 1 piercing
patience and skill, almost anyone can build a tin damage, and the target must succeed on a DC 10
soldier, but spellcasters have long devised methods to Constitution saving throw or become poisoned
conjure them wholesale from the Plane of Law’s excess for 1 minute. If its saving throw result is 5 or lower,
energies. the poisoned target falls unconscious for the
same duration, or until it takes damage or another
creature takes an action to shake it awake.

Rag Doll Heart Sight. The sprite touches a creature and


magically knows the creature’s current emotional
Tiny construct, neutral good
state. If the target fails a DC 10 Charisma saving
Armor Class 11 throw, the sprite also knows the creature’s
Hit Points 2 (1d4) alignment. Celestials, fiends, and undead
Speed 20 ft. automatically fail the saving throw.

STR DEX CON INT WIS CHA Invisibility. The sprite magically turns invisible until
it attacks or casts a spell, or until its concentration
4 (–3) 12 (+1) 10 (+0) 3 (–4) 5 (–3) 16 (+3)
ends (as if concentrating on a spell). Any
Skills Persuasion +5, Stealth +5 equipment the sprite wears or carries is invisible
Damage Immunities poison, bludgeoning from with it.
nonmagical weapons
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 7
Languages — Winter Wolf Pup
Challenge 0 (10 XP) When fully grown, a winter wolf is an apex predator
of the snow, a terror of teeth and fur, stalking the
False Appearance. While the rag doll remains
tundra in packs. But before they develop their fearsome
motionless, it is indistinguishable from a normal
freezing breath, winter wolf pups are far more amicable
stuffed toy.
(perhaps because they have yet to realize the scope of
Mimicry. The rag doll can mimic simple sounds their own might), and will dutifully follow a master that
it has heard, such as a person whispering, a baby feeds them well and treats them with respect.
crying, or an animal chittering. A creature that
hears the sounds can tell they are imitations with a Yarn Golem
successful DC 10 Wisdom (Insight) check. The greatest of golems are formed of iron, stone, and
Actions clay, but the least of them are constructed of yarn.
Balled and sewn into a vaguely humanoid shape,
Headbutt. Melee Weapon Attack: +0 to hit, reach
yarn golems are among the first animated objects
5 ft., one target. Hit: 1 bludgeoning damage.
that arcanists learn to create, practicing with them
obsessively until they master the basics and move onto
more rigid materials. Yarn golems are friendly and
playful, but risk foolishly unraveling themselves if they
catch on sharp objects.

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Complete Witch
Tin Soldier Winter Wolf Pup
Tiny construct, lawful neutral Tiny monstrosity, neutral evil
Armor Class 14 (natural armor) Armor Class 13 (natural armor)
Hit Points 3 (1d4 + 1) Hit Points 2 (1d4)
Speed 30 ft. Speed 45 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (–2) 12 (+1) 12 (+1) 5 (–3) 10 (+0) 10 (+0) 5 (–3) 12 (+1) 11 (+0) 4 (–3) 12 (+1) 7 (–2)
Skills Perception +2 Damage Resistance cold
Damage Immunities poison Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 12 Senses passive Perception 13
Languages — Languages —
Challenge 0 (10 XP) Challenge 0 (10 XP)
False Appearance. While the tin soldier remains Snow Camouflage. The pup has advantage on
motionless, it is indistinguishable from a normal Dexterity (Stealth) checks made to hide in snowy
toy. terrain.
Formation. The tin soldier has advantage on Actions
attack rolls when it is within 5 feet of another tin
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
soldier.
one target. Hit: 1 piercing damage.
Actions
Bayonet. Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 piercing damage.
Rifle (Recharge 6). Ranged Weapon Attack: +3 Yarn Golem
to hit, range 20/60 ft., one target. Hit: 2 (1d4) Tiny construct, chaotic neutral
piercing damage.
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (–1) 15 (+2) 10 (+0) 1 (–5) 10 (+0) 8 (–1)
Damage Resistance piercing
Senses passive Perception 10
Languages —
Challenge 0 (10 XP)
False Appearance. While the golem remains
motionless, it is indistinguishable from a normal
ball of yarn.
Mutable Form. Whenever a spell or effect would
alter the golem’s form, the effect works as normal,
except that the new form is always made out of a
tangle of yarn.
Actions
Tangle. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: The target is restrained (escape
DC 12).

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Mage Hand Press
Chapter 3: Spells
A witch’s magic is dark, rooted in the agony of a soul bond*
sinister curse. But darkness begets darkness, and a
5th Level
witch’s curse begets even greater curses.
The chapter begins with the witch’s spell list. New contagion
spells on this spell list are marked with an asterisk. curse weapon*
Following the spell list are descriptions for new spells dispel evil and good
and a collection of powerful, story-oriented spells dominate person
called Dark Rituals. dream
geas
Witch Spells hold monster
insect plague
Cantrips (0 Level) darkness mislead
detect thoughts modify memory
acid splash pharaoh’s curse*
candyblast* enthrall
hold person planar binding
chill touch scrying
dancing lights intrusive thought*
invisibility seeming
eldritch orb* telekinesis
hocuspocus* levitate
mage hand protect threshold* 6th Level
message knock
corruption curse*
minor illusion misty step
demand*
minor lifesteal* ray of enfeeblement
elemental curse*
prestidigitation shatter
eyebite
produce flame suggestion
flesh to stone
resistance 3rd Level frenzy*
spare the dying bestow curse guards and wards
true strike clairvoyance mass suggestion
1st Level counterspell programmed illusion
curse of blades* true seeing
animal friendship
accursed act* dispel magic 7th Level
bane fear curse of binding*
charm person fly etherealness
comprehend languages hypnotic pattern mirage arcane
curse of chains* magic circle project image
curse of tomes* major image plane shift
detect magic nondetection sequester
disguise self remove curse
symbol
expeditious retreat restore youth*
teleport
face swap* ruby-eye curse*
faerie fire sending 8th Level
flawed reconstruction* slow antipathy/sympathy
hellish rebuke speak with dead dominate monster
hideous laughter speak with plants feeblemind
hollowing curse* stinking cloud glibness
prehensile hair* tongues mind blank
protection from evil and 4th Level power word stun
good arcane eye 9th Level
psychedelics banishment astral projection
silent image black tentacles foresight
sleep compulsion identity curse*
thunderwave confusion imprisonment
unseen servant curse of aging* secret enclave*
2nd Level dimension door true polymorph
animal messenger greater invisibility weird
blindness/deafness hallucinatory terrain
calm emotions locate creature
curse ward* phantasmal killer
polymorph
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Complete Witch
to gather up the fallen candy. The candy produced by
Spell Descriptions this spell is edible, but has no nutritional value.
This spell’s damage increases by 1d8 when you reach
The following spells are represented in alphabetical
order. 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Accursed Act Corruption Curse


1st-level enchantment 6th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, M (incense and a black candle) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
Lighting a candle, you speak dark curses in a lost With a piercing glare and sinister gesture, you send a
tongue, directed at one creature you can see within ribbon of dark magic into a target’s body. A creature
range. That creature must make a Wisdom saving you can see within range is cursed for the duration and
throw or be cursed for the duration. While cursed, suffers from one of the following effects of your choice
whenever that creature takes the Attack or Cast a Spell while cursed:
action, it takes psychic damage equal to 1d8 + your Dull Reflexes. The target has disadvantage on
spellcasting modifier. The creature can repeat their Dexterity checks and saving throws.
saving throw at the end of their turn, ending the effect Feeble Fortitude. The target has disadvantage on
on a success. Constitution saving throws and can’t regain hit points.
A remove curse spell ends this curse early. Weak Will. The target has disadvantage on Wisdom
At Higher Levels. When you cast this spell using a saving throws as well as spell attack rolls.
spell slot of 2nd-level or higher, you deal an additional A remove curse spell ends this curse early.
1d8 psychic damage for each slot level above 1st.
Candyblast Curse of Aging
4th-level transmutation
Conjuration cantrip
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 60 feet Components: V, S
Components: V, S Duration: Until dispelled
Duration: Instantaneous
A creature you touch must succeed on a Wisdom
You summon a handful of hard candy—boiled sweets, saving throw or become cursed to age and wither.
mints, jelly beans, etc.—and hurl them at a target you While cursed, the target ages at twice their normal
can see within range. Make a ranged spell attack roll. rate, becoming two days older for every day that
On a hit, the target takes 1d8 bludgeoning damage, passes. In addition, it has disadvantage on all Strength
and the space it is standing in, up to a 5-foot square, checks and saving throws.
becomes difficult terrain until a creature uses an action A remove curse spell ends this curse.

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Mage Hand Press
Curse of Blades saving throw. On a failed save, a target is cursed for the
3rd-level necromancy duration. If only one target is cursed by this spell, you
can use your action or bonus action on a subsequent
Casting Time: 1 action turn to choose another target within 30 feet of the
Range: 60 feet cursed creature to make a saving throw. While two
Components: V, S creatures are cursed by this spell, they are unable to
Duration: Concentration, up to 1 minute willingly move further away from each other.
Unholy bands of black energy tie a creature to its A remove curse spell ends this curse early.
weapon. Choose a creature you can see that is holding
a weapon within range to make a Wisdom saving Curse of Tomes
throw. On a failed save, the creature is cursed for the 1st-level enchantment
duration. A cursed target can’t willingly drop or stow Casting Time: 1 action
its weapon. Additionally, whenever it takes the Attack Range: 60 feet
action on its turn, it makes one additional attack using Components: V, S
its weapon targeting itself, against its own AC, dealing Duration: 24 hours
damage as normal on a hit. You speak the backward words of a dead language,
A remove curse spell ends this curse early. scrambling the letters in a target’s mind. Choose one
Curse of Binding creature within range to make a Wisdom saving throw.
7th-level enchantment (ritual) On a failed save, the target is cursed for the duration.
A cursed target can’t read or write any language for
Casting Time: 1 action the duration, prepare spells from a spellbook, perform
Range: 60 feet rituals, or cast any spells that involve writing runes or
Components: V, S, M (a body part from the intended sigils. At the end of each hour, the target can repeat
target, such as a fingernail, a lock of hair, or a drop this save, ending the effects early on a success.
of blood) A remove curse spell ends this curse early.
Duration: Until dispelled
You bind one creature or object to a location, cursing Curse Ward
it so that it may never leave. Choose a target and a 2nd-level abjuration
location within range, both of which you must be Casting Time: 1 action
able to see. If the target is a creature, it must make a Range: Touch
Charisma saving throw (a willing creature may choose Components: V, S
to fail this save), or be cursed to be permanently Duration: 1 hour
bound to the chosen location. While cursed, the target You reach out your hand and touch a willing target
can act and move around freely, as long as it remains within your reach, raising a smoke-like barrier
within 20 feet of the point it is bound to. If the target around it. For the duration, the target has resistance
begins its turn outside of this area, it must make a to necrotic damage and can’t be cursed, possessed, or
Strength saving throw against your spell save DC or be targeted by a hex. Also, its maximum hit points can’t
dragged 60 feet towards the point it was bound to. be lowered. If the target is already affected by one of
In addition, if the creature attempts to teleport these effects, the effect is suspended until the spell
or use any other means of extraplanar travel, it must ends.
make another Charisma saving throw. On a failure, the
travel attempt fails and any resources used are wasted. Curse Weapon
On a success, the curse is suppressed until the creature 5th-level transmutation
returns to the plane on which it was bound, at which
Casting Time: 1 action
point the dragging effect resumes.
Range: Touch
A remove curse spell ends this curse.
Components: V, S
Curse of Chains Duration: Until dispelled
1st-level necromancy You touch a weapon. Until the spell ends, the weapon
Casting Time: 1 action becomes magical (if it wasn’t already) and gains the
Range: 120 feet following property in addition to any others it has:
Components: V, S Curse. This weapon is cursed, and touching it
Duration: Concentration, up to 1 minute extends this curse to you, unless you are a fey creature,
in which case you suffer no ill effect. As long as you
A black brand resembling iron shackles darkens the remain cursed, you are unwilling to part with the
ankles of two creatures you can see. Choose two weapon, keeping it within reach at all times.
creatures you can see within range of the spell and Whenever you roll a 1 on an attack roll with this
within 30 feet of each other to make a Constitution weapon, roll a d6 and apply the result from the table
saving throw. A willing creature can choose to fail this below.

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Complete Witch
d6 Effect Elemental Curse
1 You fall prone and your turn ends immediately. 6th-level evocation
2 You are blinded until the end of your next turn. Casting Time: 1 action
Range: Touch
3 You are deafened until the end of your next turn.
Components: V, S,
4 You are immediately teleported 20 feet in a random Duration: Concentration, up to 1 minute
direction. If you would end up within a solid
obstacle, you take 2d6 bludgeoning damage and A spark leaps from your finger to a creature you
end up as close to the destination as possible. touch, spreading in bright cracks across its skin. The
5 All food items within ten feet of you immediately target must make a Constitution saving throw or
spoil, becoming completely inedible. be cursed for the duration. While cursed, the target
6 The weapon transforms into a live goose (or another has vulnerability to your choice of acid, cold, fire,
animal chosen by the GM), which is magically lightning, or thunder damage. If creature has resistance
bound to your hand and cannot be removed by any to the chosen damage type, it instead only loses that
means (except by ending the curse). It reverts to its resistance. If the target has immunity to the chosen
original form after one minute. damage type, it is treated as having only resistance to
A remove curse spell ends this curse. that damage.
A remove curse spell also ends this curse early.
Demand
6th-level enchantment Face Swap
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Unlimited Casting Time: 1 bonus action
Components: V, S, M (a snake’s tongue and a piece of Range: 30 feet
copper wire) Components: V, S, M (a shrunken head)
Duration: Concentration, up to 8 hours Duration: 1 hour
You send a short message of twenty-five words or You place an invisible mark a Large or smaller beast
fewer to a creature with which you are familiar. The or a willing humanoid you can see within 60 feet with
creature hears the message in its mind, recognizes a special sigil. This sigil lasts for 1 hour, or until you
you as the sender if it knows you, and can answer in a mark another creature.
like manner immediately. The spell enables creatures For the duration of the spell, you can use your
with Intelligence scores of at least 1 to understand the action to trade faces with the marked creature. For the
meaning of your message. next minute, or until the target dies or you choose to
You can send the message across any distance and end this spell on your turn (no action required), you
even to other planes of existence, but if the target is on are deaf and blind with regard to your own senses, and
a different plane than you, there is a 5 percent chance you cannot move, as your own body has a foreign face.
that the message doesn’t arrive. During that time, your face replaces that of the marked
You can use this message to suggest a reasonable- creature, and you can see through its eyes, hear what it
sounding course of activity to the target, in which case hears, and speak to those nearby. You gain none of the
the target must make a Wisdom saving throw or be target’s special senses. You can also control where the
compelled to follow your instructions for the duration, target moves, but you can’t compel it to move into an
as per the suggestion spell. obviously deadly hazard.

Eldritch Orb Flawed Reconstruction


Evocation cantrip 1st-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S Components: V, S, M (a needle and thread)
Duration: Instantaneous Duration: Instantaneous
You fling a ball of eldritch energy at a creature or You stitch together the wounds of a willing creature
object within range. Make a ranged spell attack against you touch, which regains 4d6 hit points. However, the
the target. On a hit, the target takes 1d8 force damage, mending is imperfect, and the target’s maximum hit
and each other creature within 5 feet of the target must points is decreased by the same amount until it finishes
make a Dexterity saving throw. On a failed save, a a long rest. A creature that regains hit points due to
creature takes half as much damage. this spell will be left with some permanent scars.
This spell’s damage increases by 1d8 when you reach At Higher Levels. When you cast this spell using a
5th level (2d8), 11th level (3d8), and 17th level (4d8). spell slot of 2nd level or higher, the healing increases
by 1d6 for each slot level above 1st.

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Mage Hand Press
Frenzy Hollowing Curse
6th-level enchantment 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S, M (a drop of fresh blood) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
With a gesture, you reduce a crowd to base instinct Tendrils of black mist extend from your fingertips,
and violence. Choose a point you can see within range. latching onto a creature and draining its vitality.
Each creature within 20 feet of that point must make Choose a creature you can see within range to make
a Wisdom saving throw. On a failed save, a creature is a Dexterity saving throw. On a failed save, the target
frenzied for the duration. takes 1d12 necrotic damage and is cursed for up
When a creature is frenzied, it draws a melee to one minute. While the target is cursed, you can
weapon, if it has one. If it does not have a melee use your action to deal 1d12 necrotic damage to it
weapon, the creature must use an improvised weapon automatically. The curse ends early if you use your
or unarmed strikes for attacks. action to do anything else, or if the target is ever
A frenzied creature must use its action at the outside the spell’s range or if it has total cover from
beginning of its turn to attack a creature within its you. A remove curse spell also ends this curse.
reach. It uses a melee weapon, if it has one, or an At Higher Levels. When you cast this spell using
improvised weapon or unarmed strike, if it does not. a spell slot of 2nd level or higher, the initial damage
If multiple targets are within the creature’s reach, it increases by 1d12 for each slot level above 1st.
chooses its target randomly. If there is no target within
the creature’s reach, it attacks itself, and automatically Identity Curse
succeeds such an attack roll. 9th-level enchantment
At the end of its turn, a frenzied creature can repeat Casting Time: 1 action
its saving throw, ending the effect on it early on a Range: Touch
success. Components: V, S
Duration: Until dispelled
Hocuspocus
Conjuration cantrip You extend a finger to a creature’s temple, who then
forgets its own name. Choose one creature you can
Casting Time: 1 action touch to make a Wisdom saving throw. On a failed
Range: 30 feet save, the target falls unconscious for 1 hour and is
Components: V, S cursed to forget its identity. When the target awakes,
Duration: 1 minute it loses all its personal memories, though the target
You conjure minor paranormal phenomena and retains all of its general knowledge, proficiencies,
other ominous effects. You create one of the following and other statistics. The target will not realize it has
magical effects within range for 1 minute: any class features or special abilities, and so does not
• You cause all candles, torches, and other open willingly make use of them. If left to its own devices,
flames to darken and flicker. the target will quickly adopt a new name and begin to
• You create a quiet sound that originates from a build a new identity.
point of your choice within range, such as ominous A remove curse spell ends this curse. When this
whispers, the drone of insects, or the sound of curse ends, the target regains all its past memories.
crying. Intrusive Thought
• You create up to four torch-sized spectral, glowing 2nd-level transmutation
orbs, which float around within range. The orbs do
not provide light, apart from a dim glow. Casting Time: 1 reaction, which you take when you
• You can chill or warm the air in a 10-foot cube by see a creature within 60 feet of you taking an action
10 degrees. Range: 60 feet
• Cause small, unattended objects to rattle or levitate Components: V, S
an inch off the ground. Duration: Instantaneous
If you cast this spell multiple times, you can have up to As a reaction when a creature you can see within range
three of its effects active at a time, and you can dismiss takes the Attack, Dash, Dodge, or Disengage action,
such an effect as an action. you can attempt to distort its thinking. The target
makes a Wisdom saving throw. On a failed save, the
creature instead takes your choice of those actions.

30
Complete Witch
Minor Lifesteal Opening your palm, you release a puff of dust, the
Necromancy cantrip pestilence of mummy rot. Choose one creature within
Casting Time: 1 action range to make a Constitution saving throw. On a
Range: 60 feet failed save, the target is cursed with mummy rot. The
Components: S cursed target can’t regain hit points, and its hit point
Duration: Instantaneous maximum decreases by 10 (3d6) for every 24 hours
that elapse. If the curse reduces the target’s hit point
You drain life energy from a creature you can maximum to 0, the target dies, and its body turns to
see within range. The target must succeed on a dust.
Constitution saving throw or take 1d4 necrotic The curse lasts until removed by the remove curse
damage. You then gain temporary hit points equal to spell or any other spell or magical effect that cures
the amount of damage dealt. This spell has no effect on mummy rot.
undead or constructs.
This spell’s damage increases by 1d4 when you reach Prehensile Hair
5th level (2d4), 11th level (3d4), and 17th level (4d4). 1st-level transmutation
Pharaoh’s Curse Casting Time: 1 action
5th-level necromancy Range: Self
Components: V, S, M (a braided rope)
Casting Time: 1 action Duration: 1 hour
Range: 10 feet
Components: V, S You grow unduly long and tough hair (even from your
Duration: Until dispelled eyebrows) which you can manipulate at will. You can
use your hair to perform simple tasks within 10 feet

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Mage Hand Press
of you, such as manipulating an object, opening an A red haze clouds the eyes of a creature that meets
unlocked door or container, stowing or retrieving an your gaze. Choose one creature you can see within
item from an open container, or pouring the contents range to make a Constitution saving throw. On a failed
out of a vial. You can cast spells with a range of Touch save, the creature is cursed for the duration. A cursed
using your hair, out to a range of 10 feet. Your hair target can see normally out to 5 feet, but is blind
returns to its normal length when this spell ends. beyond this radius.
A remove curse spell ends this curse early.
Protect Threshold
2nd-level abjuration (ritual) Secret Enclave
Casting Time: 1 action 9th-level conjuration
Range: Touch Casting Time: 1 action
Components: V, S, M (an ounce of salt for each foot of Range: 60 feet
the warded portal’s perimeter) Components: V, S, M (a tiny, silver bell)
Duration: 10 minutes Duration: 10 minutes
Tracing arcane sigils along its boundary, you can ward You conjure a shimmering, multicolored portal,
a doorway, window, or other portal from entry. For large enough to admit Large or smaller creatures,
the duration, an invisible eldritch creature stalks the which connects to a pocket dimension, much like the
warded portal. Any creature that attempts to pass demiplane spell. The enclave is a cube with 900 foot
through the portal must make a Wisdom saving throw sides and behaves as if it were part of the Feywild.
or take 4d6 psychic damage, or half as much on a The floor is made of earth that is fertile but cannot be
successful save. burrowed through. When the spell ends, the portal
At Higher Levels. When you cast this spell using a into the enclave disappears, but the portal exiting it
spell slot of 3rd level or higher, the damage increases remains, appearing as an ornate gateway that cannot
by 1d6 for each slot level above 2nd. be destroyed by any means.
As long as you are within an enclave that you
Psychedelics originally created, you can freely control the weather
1st-level illusion inside it, as per the control weather spell.
Casting Time: 1 action You or anyone else can create another portal
Range: Self (60-foot radius) leading back to the enclave by casting this spell
Components: V, S, M (a mushroom) again. However, once an enclave has been created, its
Duration: 1 hour location is fixed, and the portal can only be opened
from that same location (or from within the enclave).
For a moment, the colors around you shift in a
The location of a secret enclave cannot be detected by
rainbow swirl, before coming to rest far from their
divination magic of any kind, though a wish spell can
original hues. The colors of all creatures and objects
reveal the location of the nearest enclave.
you choose within range change randomly and remain
You can create secret enclaves within secret enclaves,
brightly and unnaturally colored for the duration.
but only if the original enclave was created by you.
Additionally, each affected creature you choose must
make a Dexterity saving throw. On a failed save, a Soul Bond
creature has disadvantage on attack rolls until the end 4th-level necromancy (ritual)
of its next turn.
Casting Time: 1 minute
Restore Youth Range: Touch
3rd-level transmutation (ritual) Components: V, S, M (two nails from a coffin)
Duration: 24 hours
Casting Time: 8 hours
Range: Touch This spell forges a mortal connection between
Components: V, S, M (gold dust worth at least 500 gp, yourself and a humanoid creature that you touch. A
which the spell consumes) target creature must be present for the entire time of
Duration: Instantaneous casting. If the creature is unwilling, it must make a
Constitution saving throw to resist the spell’s effects.
You perform a long, complex ritual on another
For the duration, if you are reduced to 0 hit points,
creature, reducing its apparent age by 3d10 years, to a
the target is also reduced to 0 hit points, and vice
minimum of 13 years. This effect does not extend the
versa. This spell ends if you cast it again, or if you
creature’s lifespan.
choose to dismiss it as an action.
Ruby-Eye Curse
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes

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Complete Witch
You call upon the vilest forces to decimate the
Dark Rituals landscape, razing entire cities, leveling forests, and
reducing mountains to rubble. When this ritual is
Not all rituals are performed in the daylight, and not
all magic was meant to be known. Dark rituals provide completed, each participating spellcaster dies instantly
a way to replicate potent magic effects that stretch far and their souls are destroyed; a creature that has cast
beyond the reach and control of a single spellcaster. this ritual can only be returned to life by means of a
Often taking an hour or longer to perform, dark rituals true resurrection or wish spell.
are conducted with a number of spellcasters at once, The sky becomes blood red and fiery rocks rain
and require grisly material components. down from it. Each creature within a 100-mile radius
Deeply sinister, and carrying dire risks and of the location this spell was cast takes 12d10 force
consequences, dark rituals are forbidden to nearly all damage at the beginning of each of its turns for the
spellcasters. Cabals of witches and loose associations duration. Nonmagical structures and objects in the
of warlocks preserve a handful of these spells, but spell’s area destroyed, and flammable objects, such as
the most powerful are remembered only in dusty, trees and grass, are burned to ash.
forgotten tomes. Uncovering one might open doors to Beckon the Dark One
unspeakable power or portend your very doom. Dark ritual conjuration
Dark rituals might be welcome in your campaign
as plot devices for heroes and villains alike, much like Casting Time: 24 hours
artifacts. Uncovering a ritual provides a tantalizing Spellcasters: 7 of 15th level or higher
boon to be fought over, and such a ritual falling into Range: Self
enemy hands creates a ticking clock for the action. Components: V, S, M (a sacrifice of a willing
The most powerful rituals even create convincing spellcaster, ancient scrolls containing the Words of
doomsday scenarios to serve as a failure state, should Creation, written backwards, and at least 7 abyssal
the heroes’ quest go awry. black diamonds, worth at least 10,000 gp, which the
Certain dark rituals, like beckon the dark one, spell consumes)
earthrend, and apocalypse, can fundamentally change Duration: Instantaneous
campaigns, and should be employed with caution. This ritual prods awake a slumbering terror, which
Spell Slots. All dark rituals can effectively be comes to unmake all things. To complete it, one
considered 10th level spells. Instead of requiring a spellcaster must be willingly sacrificed and forfeit its
single spell slot, a dark ritual drains all participating soul to travel the Void in search of Erebus, the Dark
spellcasters of all their spell slots. If a spellcaster does One. This spellcaster cannot be returned to life by any
not have all of its spell slots when it begins a dark means.
ritual, the ritual fails just before it would be completed, The sign of Erebus is then fixed in the sky above
consuming material components as normal. where the spell was completed, and all spellcasters
Spellcasters. In addition to the other attributes of a are burned darkly over their entire bodies with the
spell, a dark ritual might require multiple spellcasters sign’s shape, much like a tattoo. During the next week,
to be present for the entire duration of casting. All the sign in the sky grows and becomes ever more
participating spellcasters must be in a spellcasting elaborate, and gloomy mists swell around the world as
circle, which is typically no larger than 5 feet in Erebus draws near.
diameter for each spellcaster involved. The number After seven days, Erebus descends from its sign and
of spellcasters is detailed in the Spellcasters entry comes crashing to the earth, beginning an onslaught of
along with the level that all the spellcasters must be to destruction that results either in its death, or the end
perform the ritual. of the world itself.
Ending a Ritual. Though dark rituals are fraught Statistics for Erebus are at the end of this chapter.
with peril, they are exceptionally difficult to end once
completed; a simple dispel magic or even a wish spell Black Sun
can’t stop their effects. Most rituals, however, have Dark ritual transmutation
some special means of being ended early, knowledge Casting Time: 8 hours
of which intrepid adventurers should hope to learn Spellcasters: 3 of 13th level or higher
should a dark ritual go awry. Range: Unlimited
Components: V, S, M (Powdered black diamond,
Apocalypse obsidian, and onyx, with a total value of at least
Dark ritual evocation
1,000 gp, which the spell consumes)
Casting Time: 24 hours Duration: Concentration, until dispelled
Spellcasters: 10 of 11th level or higher
Leaving only a ring of dim light in the sky, this spell
Range: Self (100-mile radius)
blots out the sun and blankets the Material Plane in
Components: V, S, M (a sacrifice of 10 intelligent,
darkness, which brings with it plagues and dark omens.
pure-hearted humanoids and 10 gemstones with a
Grasses and trees begin to wither within 1 day, crops
total value of 10,000 gp, which the spell consumes)
and livestock begin to die after 7 days, and natural
Duration: 1 minute
sources of water become poisonous after 30 days (each
creature drinking poisoned water must make a DC 18
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Mage Hand Press
Constitution saving throw or take 1d6 poison damage A demon of challenge rating 20 or lower, selected by
and be poisoned for a minute). If the sun remains dark the GM, appears in an unoccupied space that you can
for a year, every humanoid on the Material Plane takes see within range. This demon disappears only when
1d4 necrotic damage each day at dawn and the recently you or it are reduced to 0 hit points, even if a spell
dead have a chance of rising from their graves. When a would otherwise banish it to its home plane.
creature dies, there is a 10% chance of it reanimating as The demon is bound to wreak vengeance for one
a zombie 24 hours after its death. act or upon one individual that has wronged you.
You and the other two spellcasters must share When it is summoned, you describe the events or the
concentration on this spell; if all three break their individual that you seek vengeance against. Though the
concentration on this spell, the spell ends and each demon is friendly to you, it is not obligated to follow
spellcaster takes 10d10 + 50 necrotic damage. A any of your commands and can choose any course
spellcaster can resume concentrating on this spell as an the GM deems appropriate to seek vengeance on your
action and can break its concentration at any time (no behalf. The demon leaves when its task is completed.
action required.)
Earthrend
Deluge of Legend Dark ritual transmutation
Dark ritual conjuration Casting Time: 24 hours
Casting Time: 8 hours Spellcasters: 3 of 15th level or higher
Spellcasters: 2 of 15th level or higher Range: Self
Range: Unlimited Components: V, S, M (An onyx stake, worth at least
Components: V, S, M (A sacrifice of 100 animals, in 15,000 gp, which the spell consumes)
pairs of male and female, and 5,000 gold pieces, Duration: Until dispelled
which the spell consumes) Jamming a stake into the earth at a fault line, you
Duration: Concentration, up to 40 days cause earthquakes and open great rifts in the earth
This spell throws open the floodgates of the Plane of to reshape the land. A wave of geologic devastation
Water, causing interminable rain and rising sea levels spreads out in a direction that you choose (north,
across the Material Plane. As this ritual is cast, dark south, east, or west), beginning along the geologic fault
storm clouds gather across the world and rains begins at which this spell is cast and affecting a 500-mile wide
to fall, continuing for the spell’s duration, swelling area. This wave moves at a rate of 10 miles per hour
from a squall to a torrential downpour. Sea, lakes, and and continues indefinitely until it completes a cycle
ocean levels rise, overflowing streams and ponds after around the world.
1 day, and rivers and lakes after 7 days, until all but An affected region experiences incredible
the peaks of mountains are submerged underwater. earthquakes, sinkholes, fissures, and other immense
Nonmagical structures that are not carved from stone geological disturbances which reshape the landscape.
are destroyed completely by the water, and creatures A creature in the spell’s area takes 1d8 bludgeoning
that do not escape to high ground or otherwise secure damage each hour for 24 hours. The GM may also
a boat which can weather the storm are almost certain introduce additional hazards, such as collapsing
to drown. buildings, sinkholes, and falling trees.
You and the other spellcaster must share Following one day of the spell’s effects, earthquakes
concentration on this spell; if both of you break their cease and the area is unrecognizable; its elevation has
concentration on this spell, the spell ends. After the shifted, its rivers have moved completely, its mountains
spell is ends, the rain stops and sea levels retreat at have vanished and new mountains have emerged
twice the rate at which they grew, restoring sea levels elsewhere. All structures rooted in the ground have
in time equal to half of the spell’s duration. been destroyed. All other aspects of the landscape,
from the coastlines, to the islands, forests, and hills,
Demon of Vengeance have also changed in a manner decided by the GM.
Dark ritual conjuration This spell can be ended early if an ivory stake is
Casting Time: 4 hours rooted in the earth at the fault line where the spell was
Spellcasters: 1 of 5th level or higher cast.
Range: 20 feet
Components: V, S, M (An arcane circle made with a Hateful Curse
pint of human blood and a gemstone worth at least Dark ritual necromancy
5,000 gp, which the spell consumes) Casting Time: 4 hours
Duration: Until dispelled Spellcasters: 1 of 11th level or higher
The instant you complete this blood curse, a demon Range: 1 mile
ascends to your side from the arcane circle, ready to Components: V, S, M (A pint of human blood and
wreak vengeance on your behalf. This spell can be poisons worth at least 500 gp, which the spell
cast by any spellcaster of 5th level or higher, but a consumes)
spellcaster of 15th level or lower will be killed by the Duration: Until dispelled
demon after a number of days equal to the spellcaster’s
level.
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Complete Witch
Spitting curses into a boiling cauldron, you bring forth Rite of Lichdom
the foulest hex that can be placed upon a mortal soul. Dark ritual necromancy
The entire ritual must be completed while the target
remains within the spell’s area; if the target leaves that Casting Time: 10 days
area, the spell fails. Spellcasters: 1 of 17th level or higher
The target is cursed. While cursed, all of the target’s Range: Self
ability scores are reduced by 4, to a minimum of 6. Components: V, S, M (an object worth at least 5,000
In addition, the target’s hit point maximum is halved. gp that will become your phylactery, and an elixir
This curse can only be ended by a wish spell, or if the of defilation worth 100,000 gp, which the spell
target dies, and returns to life via a resurrection spell. consumes)
This spell draws its sinister power from your life Duration: Instantaneous
force. Once you cast it, you die of old age 10 years This vile rite, which involves creating and consuming
earlier than a normal member of your race. an elixir of defilation, binds your soul to a phylactery,
granting you corrupt immortality as a lich. You can
Miasma only conduct this ritual under the light of a full moon,
Dark ritual necromancy while holding your phylactery. Once you prepared
Casting Time: 8 hours your body for transformation and spoken a long
Spellcasters: 1 of 15th level or higher incantation, you drink the elixir and immediately die;
Range: Self (100-mile radius) no spell or effect can prevent this death.
Components: V, S, M (500 or more corpses that have Make a DC 20 Wisdom saving throw. If you fail the
been rotting for at least 1 week, and a carved stone saving throw, the ritual fails and your soul becomes a
altar worth at least 5,000 gp, placed at the center of wraith under the GM’s control. Otherwise, you begin
the gathered corpses) transforming into a lich. For the next 10 days, your
Duration: Special soul is considered to be concentrating on the ritual;
Upon completion of this ritual, the gathered corpses if your body or phylactery are disturbed in any way
begin emitting an inky, noxious vapor that burns the during the casting time, the ritual fails and your soul is
eyes and throat. This cloud of vapor spreads at a rate of forever trapped outside the planes of existence.
30 feet per round, stopping when it reaches the spell’s If the transformation is successfully completed, you
radius, and rising up to 40 feet above the ground. The become a lich. Your statistics change in the following
radius is extended by 5 miles for each additional 50 ways:
corpses gathered over the 500-corpse minimum. The • You are now an undead creature.
area within the vapor is considered lightly obscured. • Your alignment changes to evil if it was not already.
The deadly miasma feeds on the caster’s life force. • Your AC when not wearing armor is equal to 14 +
Your maximum hit points decrease by 1 each day of your Dexterity modifier.
the spell’s duration, and you can’t restore your hit point • You have resistance to cold, lightning, and necrotic
maximum by any means short of a wish spell. You can damage, and immunity to poison damage as well as
end the effect of the spell by concentrating on it for bludgeoning, piercing and slashing damage from
1 minute. If your hit point maximum drops to 0, the nonmagical weapons.
spells ends and you die, instantly withering to ash. • You are immune to being charmed, exhausted,
Each creature that inhales the vapor must succeed frightened, paralyzed, and poisoned.
on a Constitution saving throw each hour or become • You have truesight with a range of 120 feet.
afflicted with a fast-acting magical disease that decays • You gain the Legendary Resistance, Rejuvenation,
flesh and saps strength. A diseased creature is poisoned Turn Resistance, and Paralyzing Touch traits from
and its hit point maximum decreases by 1 each hour the lich stat block.
that it remains diseased. The disease lasts for as long • You learn the spell imprisonment if you do not
as the creature remains in the spell’s area. A diseased know it already. You can cast this spell without
creature that leaves the area can fight the disease by using a spell slot or spell components while holding
making a Constitution saving throw once every hour.
After succeeding on three saving throws, the creature
recovers from the disease.
A remove curse spell cures the disease, as do magical Elixir of Defilation
effects which cure magical disease. When a creature is Potion, legendary
cured of the disease, its hit point maximum is restored
and it automatically succeeds on saving throws against The formula for this elixir is one of the most
the disease for the next 24 hours. sought-after secrets ever conceived. It is
contained in legendarily evil tomes and,
of course, it is known to every lich in the
Realm. Creation of this elixir is a difficult
process that requires numerous acts of evil:
one of its main ingredients is the blood of
a human infant, slain by the would-be lich’s
own hand.
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Mage Hand Press
Phylactery your phylactery.
Wondrous item, legendary (requires • You no longer require air, food, drink, or sleep.
attunement by a lich) • You are immortal and can only be killed if your
phylactery is destroyed.
A phylactery is a small object, usually a
locket or box, that houses a lich’s soul. If a You otherwise retain the ability scores, class levels,
lich is reduced to 0 hit points, their body features, traits, abilities, memories and proficiencies
crumbles to dust, but their will and mind that you had in life. You can continue to gain class
escape to the phylactery. After 1d4 + 1 days, levels and learn new skills as normal.
a new body for the lich coalesces as near to
the phylactery as possible. The new body is
Temporal Loop
Dark ritual transmutation
identical in every way to the one that was
destroyed. Casting Time: 1 week
However, the lich must feed souls to its Spellcasters: 1 of 17th level or higher
phylactery to sustain the magic preserving Range: Self (10-mile radius)
its body and consciousness. It does this Components: V, S, M (Rare temporal crystal worth at
using the imprisonment spell to magically least 10,000 gp, which the spell consumes)
trap the target’s body and soul inside its Duration: Special
phylactery. The phylactery must be on You twist the fabric of time into a torus, causing events
the same plane as the lich for the spell to to repeat indefinitely.
work. A lich’s phylactery can hold only one This spell requires 1 week of preparation to gather
creature at a time, and a dispel magic spell enough arcane energy to distort time, during which
cast as a 9th-level spell upon the phylactery time you expend the spell’s material components. Once
releases any creature imprisoned within it is prepared, you can cast this spell as an action. If it
it. A creature imprisoned in the phylactery is not cast within 1 week, it must be prepared again.
for 24 hours is consumed and destroyed During preparation, you must specify a circumstance
utterly, whereupon nothing short of divine that causes time to repeat or a circumstance that
intervention can restore it to life. causes time to stop repeating.
A lich that fails or forgets to maintain When you cast this spell, time rewinds one hour,
its body with sacrificed souls (at least one and events play out as normal within the area of the
soul every ten days) begins to physically fall spell. When time reaches the present, time again
apart, becoming unable to recover hit points rewinds. This hour of time continues repeating until
until a soul is fed to the phylactery and you die or the specified circumstance causes time to
taking 10d10 radiant damage at the end of stop repeating. Alternatively, time may only repeat if a
the tenth day. Such a lich might eventually circumstance you specified occurs.
become a demilich if it does not feed its Creatures within the area of the spell do not age
phylactery for a year and a day. when time rewinds, though other creatures outside the
Every phylactery has a unique weakness area of the spell continue to age normally. Creatures
that allows it to be destroyed. Determine that die or are injured during the hour are restored to
this weakness by rolling on the table below their original condition when time repeats. Spells, the
or choosing your own. uses of class features, magic item charges, and other
d10 The phylactery can be destroyed by abilities also restore to their original state when time
1 Casting it into an active volcano repeats. Creatures other than you that are within the
area of the spell when it is cast also forget the events of
2 Submerging it in holy water for 24 hours the hour, as well as the fact that time is looping, when
3 Smashing it with a legendary weapon times repeats.
4 Opening it with a specific key The area affected by the spell is sealed off from the
rest of the world by an invisible dome of force. No
5 Taking it to the upper planes creature or object can exit the dome by any means
6 Solving a puzzle-lock on the item short of a wish spell, though creatures can enter the
7 Performing a 1-hour ritual known only to dome at the beginning of a cycle using teleportation
the creator magic. Any creature that looks through the dome can
8 Reciting a secret passphrase
see the area beyond, frozen in time at the moment the
spell was cast. Time outside the dome continues as
9 Playing it a certain song normal, even as time within the dome repeats.
10 Bathing it in the blood of a demon

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Complete Witch
Deadlight. Ranged Spell Attack: +12 to hit, range 120
Erebus ft., one target. Hit: 27 (6d6 + 6) radiant damage.
Gargantuan aberration (titan), chaotic evil
Frightful Presence. Each creature of the Erebus’s
Armor Class 25 (natural armor) choice within 120 feet of it and aware of it must
Hit Points 553 (27d20 + 270) succeed on a DC 21 Wisdom saving throw or become
Speed burrow 60 ft., fly 60 ft. (hover) frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, with
STR DEX CON INT WIS CHA disadvantage if Erebus is within line of sight, ending
18 (+4) 22 (+6) 30 (+10) 14 (+2) 16 (+3) 12 (+1) the effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the creature
Saving Throws Int +14, Wis +16, Cha +12 is immune to Erebus’s Frightful Presence for the next
Damage Immunities cold, fire, poison; bludgeoning, 24 hours.
piercing, and slashing from nonmagical weapons
Condition Immunities blinded, charmed, deafened, Doom Burst. Each creature within 60 feet of Erebus
exhaustion, frightened, prone must make a DC 21 Constitution saving throw or take
Senses truesight 120 ft., passive Perception 17 39 (6d12) force damage and be knocked prone.
Languages — Obliterate. Melee Spell Attack: +12 to hit, reach 15 ft.,
Challenge 30 (155,000 XP) one target. Hit: The target is restrained as it is pulled
Legendary Resistance (3/Day). If Erebus fails a saving into Erebus’s teeth, and risks plunging into the Void
throw, it can choose to succeed instead. beyond. At the beginning of each of the creature’s
turns, it must make a DC 21 Dexterity saving throw
Annihilator. Erebus obliterates any nonmagical object or take 21 (6d6) necrotic damage. On a successful
that touches it. If an object is larger than Erebus save, the creature escapes the teeth and is no longer
touches it, only parts of it within 5 feet of the point of restrained. If the creature falls unconscious or fails
contact are disintegrated. Any creature that directly three successive saves, it falls to its death and is
touches it takes 8d10 force damage. disintegrated in the Void. No means, short of a wish
Magic Resistance. Erebus has advantage on saving spell, can return to life a creature slain by this ability.
throws against spells and other magical effects. Legendary Actions
Limited Magic Immunity. When Erebus is targeted by Erebus can take 3 legendary actions, choosing from
a spell, roll a d4. On a 1, Erebus is unaffected. the options below. Only one legendary action option
Regeneration. Erebus regains 50 hit points at the can be used at a time and only at the end of another
start of its turn. If a wish spell is used to stop Erebus’s creature’s turn. Erebus regains spent legendary actions
regeneration, this trait doesn’t function for 10 minutes. at the start of its turn.
Erebus only dies if it starts its turn with 0 hit points and Deadlight. Erebus makes one deadlight attack with
doesn’t regenerate. advantage.
Actions Move. Erebus moves up to half its movement speed.
Multiattack. Erebus can use its Frightful Presence Obliterate (Costs 2 Actions). Erebus uses its
and its Doom Burst. It then makes four attacks using Obliterate ability against one a creature within 15 feet.
Deadlight. Erebus can either gain advantage on two of
its Deadlight attacks, or it can use its Obliterate ability.

Undead Plague When you cast this spell, each humanoid corpse
Dark ritual necromancy within the spell’s area that died in the last 30 days
becomes undead. These humanoids can’t be returned
Casting Time: 1 week to life by any means short of a resurrection or wish
Spellcasters: 3 of 13th level or higher spell. Corpses animate into a randomly-selected or
Range: Self (100-mile radius) GM-selected ghast, ghoul, shadow, skeleton, wight, or
Components: V, S, M (a sacrifice of 1,000 humanoid zombie, based on how the individual lived and died.
corpses, dead for less than 30 days, and 13 specially- For the spell’s duration, those slain by the undead
carved rubies with a total value of 1,300 gp, which created by this spell also become undead 24 hours
the spell consumes) later, if not sooner returned to life.
Duration: 1 year This spell ends early if all undead created by this
By your curse, the dead rise from their graves, and spell are slain. It also ends early if a special ritual
those slain by undead also join their ranks. You and requiring 1 hour, powdered rubies with a total value of
the other two spellcasters which cast this spell die and 1,000 gp, and the corpses of the spellcasters which cast
are reanimated instantly as zombies upon completing this spell, is conducted.
the ritual.

37
Mage Hand Press
strangely enticing Void, from which escapes no light.
Erebus At its edges, space warps in strange ways, giving it
the appearance that everything somehow is perched
Erebus has many names: The Dark One, the Shadow
Interminable, Firstborn of Chaos, and the Last precariously, ready to fall into its gaping mouth.
Primordial. His appearance shall certainly spell doom Its outer skin—if it can be called that—is stretched
for the world and bring a reckoning to the gods. relief of tortured faces, whose mouths are frozen
Firstborn of Chaos. From Chaos the world was in an eternal scream, exposing pinpoints of the
born, and once again to Chaos shall it return. abyss underneath. The skin, and its impressions of
Before the primeval gods laid the universe’s anguishing vestiges, appears to be paper-thin, but
foundations, a groundwork upon which they could extraordinarily tough; there is nothing underneath it,
shape and form the interminable Chaos, they devised for Erebus’s true substance is the Void.
a failsafe to ensure their success. Before all else, they
drew forth Erebus, a being of unmaking, from the
Chaos to unravel and destroy their creations. For the
gods, in their infinite wisdom, realized that not even
they could forge a perfect world on the first try—
indeed, countless universes were created and discarded
before the gods settled for the current one, with its
particular compromises and imperfections. Erebus was
the tool for erasure, made to consume flawed universes
and return them to the Chaos so that the gods might
try again.
Shadow Interminable. Erebus is absent in the
universe today; the gods could not abide a being with
the power to destroy them, and indeed, all of creation.
Where Erebus has gone is another matter entirely.
Most speculate that Erebus is in the Void, the plane
between all other planes, devoid of existence; the
destination of dead gods.
Occult scholars claim that Erebus is a vestige, a
fragment persisting in Void, slumbering and waiting
for the end of time. His sigil is that of great power to
binders, but none can say if the vestige is Erebus itself.
But legends of the primordial gods paint a stranger
picture—in ancient languages, the word Erebus means
Darkness, and is used both as the name of the Dark
One, and the name for the Void itself. This implies
either the ancients saw no reason to distinguish
between the two, or that they simply believed the two
were one and the same.
Last Primordial. Erebus appears as a thing of
nightmares, an embodiment of the Void itself.
Hundreds of feet long and dozens wide, without
appendages of any sort, Erebus most resembles a
serpent or worm, though it is not always cylindrical
down its length. It is always accompanied by a
haunting drone, and a rush of winds surging toward it.
Its most striking characteristic, however, is its
incredible maw. Occupying the entirety of what might
otherwise be considered a face, Erebus’s mouth is
always open, ever-consuming, and lined with rows
of sharp teeth. Even seeing into it pushes the mind
to its breaking point: inside is the deepest black, a

38
Complete Witch

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