All Complete Classes
All Complete Classes
ALCHEMIST
A Definitive Class by
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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
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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.
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.
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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.
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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.
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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
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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.
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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.
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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..
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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
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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.
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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.
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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.
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:
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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).
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Mage Hand Press
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.
20
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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Mage Hand Press
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.
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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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Mage Hand Press
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
24
Complete Alchemist
Complete
Binder
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
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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.
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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.
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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.
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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.
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.
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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
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Bluetongue
1st-Level Vestiges The Trickster
1st-level vestige
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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.
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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.
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.
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Hou Yi Tilo
The Archer The Colossus
2nd-level vestige 2nd-level vestige
2: Vestige Codex 17
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Evocatia
3rd-Level Vestiges The Red
3rd-level vestige
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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.”
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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
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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.
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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.
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Methuselah
6th-Level Vestiges Eldest Dead
6th-level vestige
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
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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
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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.
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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.
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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.”
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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.
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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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 —
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.
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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
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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.
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.
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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.
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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.
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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.
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.
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.
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
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.
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.
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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.
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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
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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.
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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.
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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.
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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:
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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.
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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).
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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.
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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.
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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:
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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.
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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
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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.
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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.
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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 e