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# Felmorn's Guide to Clockwork Creations


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##### *"It stood infront of me, steam being released from
each hole in it's body. It stared at me, then thousands
of metal balls rained from the sky."*
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# Mechlocks
Mechlocks are metal constructs which always have a
creator. Some are designed to guard, some are designed to
protect and others designed to kill. A Mechlock is always
loyal to their creator and will not do anything to harm
them. The majority of these constructs roam hidden cities
and wizards' laboratories, most often never being
revealed to the outside world. Gnomes often find interest
in these creations and aspire to build their own.
### Created from Scraps
Mechlocks are built from any metal their creator could
find, as building a pure Mechlock can be incredibly
expensive. The properties and purpose of each construct
relies heavily on the material it was born from. The
alloys and metals which are too weak, often find the
Mechlock unable to walk or malfunction.
### Gear Purpose
Every Mechlock has a purpose. Nobles and members of Royal
Families often rent a Mechlock to guard a hoard of
treasure, or for them to be their body guard. Some become
security for buildings or assistants for powerful
Artificer and Wizards. When a Mechlock's creater dies, or
when it loses it's purpose, it either shuts down and self
destructs or goes *insane*, in human terms. An insane
Mechlock will strive to find some way to bring back it's
creator or blame everything it it has in sight for their
death, killing them as a product.
### Mechlock Names
Mechlocks do not have gender specific names, and are
given numerical names (Mech Names). However, some
creaters give their Mechlock a nickname.

**Mech Names:** A0742, B1753, C7394, 075C-A26, D4300

**Nicknames:** Tik, Clank, Grinder, Alpha, Beta, Charlie,


Delta, Prime, Tech
> ##### Playing as a Mechlock
> When playing as a Mechlock, you are robotic in nature
and will always choose the path which has the most
probability of success. You are also aware that you are a
construct and will gladly perform a self sacrifice to
protect your Creator or a close ally, if your allignment
agrees with this.
```
```

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### Mechlock Traits
As a Mechlock, you gain the following traits.

***Ability Score Increase:*** Your Intelligence Score


increases by 2.
***Age:*** Most Mechlock meet the end of their battery
life at 800 years of age.

***Allignment:*** Mechlocks usually take on the


Allignment of their creators, wether that be Neutral,
Lawful Good or Chaotic Evil.

***Size:*** Your Size is medium, 4-8 feet tall.

***Speed:*** Your base walking speed is 30 feet.

***Hidden Blade:*** Within one arm of your choice, there


is a secret compartment which holds a natural weapon.
This small blade can slide from your wrist and be swiped
at enemies, which deals 1d4 slashing damage on a hit.

***Enhanced Vision:*** Thanks to your robotic eyes, you


have superior vision in dark and dim Conditions. You can
see in dim light within 60 feet of you as if it were
bright light, and in Darkness as if it were dim light.
You can’t discern color in Darkness, only shades of gray.

***Metal Body:*** Your metal plating gives you a natural


armour equal to 12 + Your Constitution Modifier.

***Stored Memory:*** You can easily rcall past memories


and knowledge which you have learned. You gain
proficiency in the Perception skill. Your Passive
Perception becomes 8 + Your Profficiency Bonus + Your
Intelligence Modifier.
\page

***Loud Presence:*** Because of your metal joints and


gears, you have disadvantage on stealth checks.

***Constructed Being:*** You do not require food or


drink. You are also resitant to necrotic damage and are
immune to being poisoned.

**Self Destruct:** When you die, you explode with gears


and flames reaching everywhere within a 30 foot sphere of
your death. Each creature within that sphere must make a
dexterity saving throw with a DC of 16 or take 2d12 fire
damage and 2d8 piercing damage, or half as much on a
successful one.

***Languages:*** You can speak, read, and write Common


and two other languages of your choice. (Your Creator
must have known these languages).

#### Steel Mechlock


You share the following traits with other Steel
Mechlocks.

***Ability Score Increase:*** Your Constitution Score


increases by 1.

***Iron Fortitude:*** When you level up, you gain an


additional 1d4 permanent hit points.

#### Copper Mechlock


You share the following traits with other Copper
Mechlocks.

***Ability Score Increase:*** Your Strength Score


increases by 1.

***Enhanced Blade:*** Your hidden blade ability now deals


1d8 slashing damage instead of 1d4.

#### Tin Mechlock


You share the following traits with other Tin Mechlocks.

***Ability Score Increase:*** Your Dexterity Score


increases by 1.

***Light Body:*** Your base walking speed is now 40ft,


you also do not apply the Loud Presence feature.

#### Electrum Mechlock


You share the following traits with other Electrum
Mechlocks.
***Ability Score Increase:*** Your Wisdom Score increases
by 1.

***Enhanced Insight:*** You gain proficiency in the


Insight skill and have advantage on Insight checks.

___
> ## Mechlock
>*Medium Construct (Humanoid), Any Allignment*
> ___
> - **Armor Class** 17
> - **Hit Points** 62 (5d10 + 20)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|10 (0)|20 (+5)|18 (+4)|14 (+2)|10 (0)|
>___
> - **Skills** Perception +8
> - **Condition Immunities** Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
> - **Damage Vulnerabilities** Acid
> - **Senses** Darkvison 60ft, Passive Perception 16
> - **Languages** Common and two other languages that
it's creator knew.
> - **Challenge** 2 (450 XP)
> ___
> ***Self Destruct.*** When the Mechlock drops below 0
hit points, it explodes with gears and flames reaching
everywhere within a 30 foot sphere of it's death. Each
creature within that sphere must make a dexterity saving
throw with a DC of 16 or take 2d12 fire damage and 2d8
piercing damage, or half as much on a successful one.
>
> ***Stored Memory.*** The Mechlock has advantage on
perception checks.
>
> ### Actions
> ***Multiattack.*** The Mechlock makes 2 Hidden Blade
attacks.
>
> ***Hidden Blade.*** *Melee Weapon Attack:* +5 to hit,
reach 5ft., one target. *Hit* 5 (2d4 + 3)

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\page
# Time Domain Cleric

Some Gods can control time and space, others seek to


destroy it. When worshipping a diety of this kind, they
grant you a small portion of their power. Wise gods
protect the many timelines of the universe. Clerics which
gain this power are sent to carry out their duties which
are often preventing others from altering the timeline
and ensuring it follows the set path, even if that means
traveling to another dimension.

##### Time Domain Spells


| Cleric Level | Domain Spells |
|:----:|:-------------|
| 1st | Longstrider, Featherfall |
| 3rd | Augury, Hold Person |
| 5th | Haste, Slow |
| 7th | Dimension Door, Banishment |
| 9th | Contact other Plane, Hold Monster |

#### Foreknowledge
When you choose this domain at 1st level, your initiative
bonus is now your Wisdom Modifier. You also become
proficient in the History and Perception skill.
#### Channel Divinity: Time Aberration
Starting at 2nd level, you can use your Channel Divinity,
as an action, to import yourself from another timeline
anywhere within 30 feet of you. This duplicate gets an
initiative roll and has the exact same traits, abilities,
equipment and spells as you, and is capable of performing
any action a normal player character could perform. This
duplicate can not summon anymore Time Aberrations, and
can only cast spells up to a third level spell.

You can control this visage on its turn. The visage lasts
up to 1 minute but has half of your maximum hit points.
When the duplicate drops below 0 hit points, the visage
returns to its original timeline.

When you and your other self are within 5 feet of each
other and attacking the same target, both of you have
advantage on attack rolls.

#### Temporal Thrust


Starting at 6th level, as an action, you can attempt to
send any creature you can see within 120 feet of you 1d6
rounds into the future. That creature must succeed on a
Wisdom Saving Throw against your spell save DC or be sent
into the future. On a success, that creature is not sent
forwards in time.

For the 1d6 rounds, that creature vanishes from existence


and re-appears in the spot it was vanished from once the
rounds are up, as long as the area is unoccupied. If the
area is obstructed then it will re-appear in the closest
empty space near the area it was transported from.

You can use this trait once per long rest at 6th level.
Once you reach 14th level, you can use this trait 3 times
per long rest.
```
```
#### Divine Strike
Starting at 8th level, once on each of your turns when
you hit a creature with a weapon attack, you can cause
the attack to deal an extra 1d8 force damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.

#### Keeper of Time


Starting at 17th level, you may add the spells *Time
Stop* and *Foresight* (See Player's Handbook) to your
list of domain spells. Like your other domain spells,
they are always prepared and count as cleric spells for
you. You also become proficient in the Insight skill. If
you are already proficient in Insights, then you can
double your Insight modifier.

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# Clockwork Constructs

### Clockwork Insects


These insects are brought into existence because of the
mere pleasure that people get watching them move or just
the joy of creating. Some of these creations are used for
aesthetic pleasure or greater purposes such as spying on
enemies.

#### Clockbug Spy


These Clockwork Insects are specifically built to gather
information and report back to the sender. They are most
commonly used by opposing forces to gather information on
the next assault.
#### Clockbug Wasp
These Clockwork Insects are specifically built to
assassinate a high valued target. They do so by injecting
a venom into the targets skin, which is powerful enough
to kill. Very few can afford these deadly assassins but
they usually have a one time use.
___
> ## Clockbug Spy
>*Tiny Construct, Any Allignment*
> ___
> - **Armor Class** 8
> - **Hit Points** 1 (1d4 - 1)
> - **Speed** 10ft, climb 10ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1 (-5)|18 (+4)|6 (-3)|12 (+0)|10 (+4)|3 (-3)|
>___
> - **Skills** Stealth +16, Perception +6
> - **Condition Immunities** Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
> - **Damage Vulnerabilites** Acid
> - **Senses** Darkvision 120ft, Passive Perception 12
> - **Languages** Understands Common and Two Other
languages of it's creator but can not speak them
> - **Challenge** 0 (10 XP)
> ___
> ***Memory.*** The Clockwork Insect never forgets
anything that it has heard or seen happen to it. It also
has advantage on perception checks.
>
> ***Data Transfer.*** The Clockwork Insect can write on
a piece of paper all the information it has gathered.
This is either drawing a building of interest or writing
out an entire conversation in words.
> ### Actions
> ***Bite.*** *Melee Weapon Attack:* -5 to hit, reach
5ft., one target. *Hit* 1

```
```
#### Clockbug Gatherer
These Clockwork Insects are specifically built to hoard
small items and return them to their maker. Wizards use
these small constructs to gather herbs or items for their
work. With enough gatherers, they can carry large objects
such as swords.

___
> ## Clockbug Wasp
>*Tiny Construct, Any Allignment*
> ___
> - **Armor Class** 8
> - **Hit Points** 1 (1d4 - 1)
> - **Speed** 10ft, climb 10ft, fly 40ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|18 (+4)|6 (-3)|12 (+0)|10 (+4)|3 (-3)|
>___
> - **Skills** Stealth +12
> - **Condition Immunities** Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
> - **Damage Vulnerabilites** Acid
> - **Senses** Darkvision 120ft, Passive Perception 12
> - **Languages** Understands Common and Two Other
languages of it's creator but can not speak them
> - **Challenge** 1/8 (25 XP)
> ___
> ***Vanish.*** The Clockwork Insect can take a bonus
action to hide.
> ### Actions
> ***Bite.*** *Melee Weapon Attack:* +2 to hit, reach
5ft., one target. *Hit* 3 (1d4 + 2) piercing damage and
20 (3d10 + 10) poison damage. The Target must succeed on
a DC 16 Constitution Saving throw or be poisoned for a
day.

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___
> ## Clockbug Gatherer
>*Tiny Construct, Any Allignment*
> ___
> - **Armor Class** 8
> - **Hit Points** 1 (1d4 - 1)
> - **Speed** 10ft, climb 10ft, fly 20ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (0)|18 (+4)|6 (-3)|12 (+0)|10 (+4)|3 (-3)|
>___
> - **Condition Immunities** Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
> - **Damage Vulnerabilites** Acid
> - **Senses** Darkvision 120ft, Passive Perception 12
> - **Languages** Understands Common and Two Other
languages of it's creator but can not speak them
> - **Challenge** 0 (10 XP)
> ___
> ***Lift.*** A Clockwork Insect of this kind has the
ability to lift objects such as flowers, herbs, small
stones and other tiny objects.

### Clockwork Guardian


Unlike the Mechlocks, these constructs specialise in
defending wealthy figures. To hire a Clockwork Guardian,
you must know the right person and have a lot of
expendable money.

***Deadly Fighters.*** Unlike any living organism, these


machines have no sense of self preservation and will
fight till the end. They hold no beliefs or opinions and
are trained in the art of killing.

***Feared Public.*** The higher members of society which


hire these constructs do so not only for their own
protection, but to show their citizens the power they
hold. Most city folk find these constructs dangerous and
a threat to their city as on the rare occasion, some
malfunction and find all creatures in their sight a
threat.
***Construct Nature.*** A Clockwork Guardian has no need
for food, drink or sleep. Every month, the Guardian must
make maintenance time otherwise it is no longer usable
and drops to 0 hit points.

***One Purpose.*** A Clockwork Guardians purpose is to


guard what it has been programmed to guard. Nothing can
prevent a Guardian from following this purpose. If a
creature threatens to obstruct or prevent the Guardian
from following it's only purpose, it will do anything it
an to remove that obstacle without mercy.

> ##### Self Destructing


> As an additional option, you can give your Clockwork
Guardian a self destruct option (Read Mechlock). If self
destructing means a guaranteed chance of success at
defending it's purpose, then the Clockwork Guardian will
self destruct.

```
```
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___
> ## Clockwork Guardian
>*Medium Construct (Humanoid), True Neutral*
> ___
> - **Armor Class** 18
> - **Hit Points** 154 (20d8 + 34)
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|16 (+3)|10 (0)|10 (0)|5 (-3)|
>___
> - **Condition Immunities** Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
> - **Damage Immunities** Poison, psychic, necrotic
> - **Damage Vulnerabilites** Acid
> - **Damage Resistances** Slashing, Bludgeoning
> - **Senses** Darkvision 60ft, Passive Perception 12
> - **Languages** Understands Common.
> - **Challenge** 6 (2,3000 XP)
> ___
> ***Regeneration.*** The Clockwork Guardian regains 5
(1d10) Hit Points at the start of its turn if it has at
least 1 hit point.
> ### Actions
> ***Multiattack.*** The Clockwork Guardian makes two
attacks: two with its spear.
>
> ***Spear.*** *Melee Weapon Attack:* +8 to hit, reach
10ft., one target. Hit: 24 (3d12 + 4) Piercing Damage.
>
> ***Spin.*** *Melee Weapon Attack:* +5 to hit, reach
10ft., multiple targets. Each creature within 10ft of the
Guardian must make a dexterity saving throw eqaul to DC
16 or take 14 (2d10 + 4) Slashing Damage.

\page

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### Clockwork Soldier
Clockwork Soldiers are the weakest and cheapest to
manufacture out of all the constructs. Easily disposable,
and have no thinking to rebel against the authority.
Across the Globe, Nobles hire large quantities of these
to defend in the event of an un-announced attack.
***Affordable Bundle.*** These Soldiers come in large
bundles of a package, and at a relatively low price. The
metal they are made from is incredibly cheap and easily
breakable. A regular batch of these soldiers is usually
about 50 for 5,000 gold pieces.

***Swarmers.*** In the battlefield, when these Soldiers


are involved you can expect to be overwhelmed by there
numbers. Despite being weak, they can easily overwhelm
the best of fighters and siege any castle. Once they have
finished one task, usually the slaughtering of a
creature, they move on to the next.

***On call.*** Clockwork Soldiers are held underground in


small facilities where they are repaired by Gnomes,
Wizards or Artificers. In the event of an attack, they
will all be powered on and begin to march the local area
in search of an enemy.

***Friend or Foe.*** With poor judgment, these Soldiers


can easily mistake a friendly civilian for an enemy. They
identify the hostility of creatures by using a basic
image recognition. This works by identifying the clothes
of a creature and comparing it to the most used type of
clothes in the city or town. If they are similar, they
are friendly, if they are not then they are an enemy.

> ##### Purhasing Clockwork Soldiers


> If you want to allow your players to buy these
soldiers, they must first have a high public status, and
be well known among the public. Few people manufacture
these so they will have to find a right seller. The most
common of these sellers are Gnomes who sell their own
Soldiers on the black market. If you decide to allow
this, then use the Clockwork Soldier price table.

___
> ## Clockwork Soldier
>*Medium Construct, True Neutral*
> ___
> - **Armor Class** 10
> - **Hit Points** 26 (2d12 + 4)
> - **Speed** 26ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|8 (-1)|10 (0)|5 (-3)|2 (-4)|5 (-3)|
>___
> - **Condition Immunities** Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
> - **Damage Immunities** Poison, psychic, necrotic
> - **Damage Vulnerabilities** Acid
> - **Senses** Passive Perception 7
> - **Languages** None
> - **Challenge** 1/4 (50 XP)
> ___
> ***Pack Tactics.*** When the Clockwork Soldier is
within 10 feet of another Clockwork Soldier, they have
advantage on attack rolls.
>
> ***Self Destruct.*** When the Clockwork Soldier drops
below 0 hit points, it explodes with gears and flames
reaching everywhere within a 10 foot sphere of it's
death. Each creature within that sphere must make a
dexterity saving throw with a DC of 12 or take 1d8 fire
damage and 1d4 piercing damage, or half as much on a
successful one.
> ### Actions
> ***Shortsword.*** *Melee Weapon Attack:* +1 to hit,
reach 5ft., one target. *Hit* 4 (1d6 + 2) Slashing
damage.

> ##### Variant: Clockwork Archer


> Some Clockwork Soldiers employ special algorithms which
allow them to perform acts of Archery. A Clockwork Archer
gains the following abilities and actions:
> * ***AC.*** AC: 8
> * ***Computer Eye (3/day).*** If the Clockwork Archer
misses an attack with it's bow, it may choose to succeed
instead.
> * ***Bow.*** *Ranged Weapon Attack:* +2 to hit, range
150/600., one target. *Hit* 5 (1d8+2) Piercing
Damage.
> * ***CR.*** CR:1/2 (100 XP)
##### Clockwork Soldier Price
| Ore | AC | Cost per Soldier
|:----:|:-------------|:-------------|
| Tin | 10 | 500gp/1 |
| Copper | 12 | 750gp/1 |
| Steel | 14 | 1000gp/1 |
| Electrum | 16 |2000gp/1 |

\page
### Arachnoids
Warriors may mount on the fast paced killing machine
known as an Arachnoid. These constructs act like spiders
and are used to police cities or wipe out a battle field.
The riders of these constructs even fear what they are
riding, despite the fact that an Arachnoid is incapable
of harming it's rider.

***Tamed Engine.*** Despite being barbaric, these


creatures obey every word that is given to them by their
rider. This makes them the perfect design to perform any
job which organisms such as horses would not do. This can
be charging into a pit of fire or into the enemy
territory

***Bladed Legs.*** The Arachnoid has blades for arms,


which allow it to easily walk through any crowd of people
which can prevent it from reaching it's destination, with
obvious murder, of course. These blades are incredibly
difficult to cut off and will most likely damage you in
the process.

***Needles for Webs.*** Unlike spiders, these are


designed to murder. The Arachnoid has 20 sharp metal
needles on the back of the construct. When ranged combat
is necessary, they will be fired into the air at
tremendous force and impale unlucky ground units. This
comes in handy for stopping criminals and planting bodies
across a bare battlefield.

***Entertained Combat.*** Very few Arachnoids are forced


to fight eachother to the death. This is a common form of
entertainment among civilizations which can get their
hands on or manufacture their own Arachnoids.
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___
___
> ## Arachnoid
>*Large Construct, Unalligned*
> ___
> - **Armor Class** 16
> - **Hit Points** 166 (14d12 + 36)
> - **Speed** 40ft, climb 50ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|17 (+3)|15 (+2)|15 (+2)|12 (+1)|5 (-3)|
>___
> - **Skills** Perception +12, Stealth +10
> - **Condition Immunities** Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
> - **Damage Immunities** Poison, psychic, necrotic
> - **Damage Resistances** Bludgeoning
> - **Damage Vulnerabilities** Acid
> - **Senses** Darkvision 120ft, Passive Perception 18
> - **Languages** Understands Common and two other
languages but can not speak.
> - **Challenge** 8 (3,900 XP)
> ___
> ***Self Destruct.*** When the Arachnoid drops below 0
hit points, it explodes with gears and flames reaching
everywhere within a 30 foot sphere of it's death. Each
creature within that sphere must make a dexterity saving
throw with a DC of 16 or take 4d12 fire damage and 2d8
piercing damage, or half as much on a successful one.
>
> ***Keen Eye.*** The Arachnoid has advantage on
Perception checks.
>
> ***Fixed Mould.*** The Arachnoid is immune to any
effect which may change it's shape.
> ### Actions
> ***Multiattack.*** The Arachnoid makes four attacks:
four with it's legs or two with it's legs and one with
it's spikes.
>
> ***Bladed Leg.*** *Melee Weapon Attack:* +10 to hit,
reach 10ft., one target. *Hit* 18 (4d6 + 6) slashing
damage.
>
> ***Spine Needles.*** *Ranged Weapon Attack:* +8 to hit,
range 5/90 feet., one target. *Hit* 16 (2d12 + 8)
Piercing Damage. The Arachnoid has 20 of these needles.
To regain these needles it must be re-supplied by it's
maker.
>
> ### Legendary Actions
> The Arachnoid can take 2 legendary actions, choosing
from the options below. Only one legendary action option
can be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
actions at the start of its turn.
>
> ***Detect.*** The Arachnoid takes a Wisdom (Perception)
check.
>
> ***Iron Rain (2 Actions).*** The Arachnoid makes two
Spine Needle attacks.

```
```
<img

src='https://cdn.discordapp.com/attachments/3579578164403
24118/582577130651648037/40964494a53e35e7af44e43c5f0b321e
-removebg_1.png'
style='position:absolute; top:1px; right:1px;
width:400px' />

\page
### Clockwork Bruiser
This type of construct is lost to most people. Many
attempt to re-create it but end up blowing themselves up
with the complexity of it's machinery. Bruisers originaly
began as Guardians for the Gnomes, but were all destroyed
by the Drow in an assault to take *The Stopwatch*.

***No Purpose.*** In the Clockwork Era, the Bruisers were


to bodyguard Gnomish cities. Bruisers which survived the
assault are either wandering the world aimlessly, have
been captured by the Drow for slavery or guarding
treasures and relics which they had been designated to,
with no knowledge of the raid.

***Passive Agression.*** If you stumble across a Bruiser


guarding an entry way, it is best to ignore it and walk
along. Bruisers standing infront of a door generally mean
it is guarding a special artifact belonging to the
Gnomes. If you happen to meet a Bruiser in the
wilderness, do not provoke it or it will most likely
attack you back with no remorse.

***Gnomish Bounds.*** If a Bruiser which has been lost


for a long period of time meets a Gnome, it is loyal to
that Gnome for the rest of it's lifetime. A Bruiser would
even sacrifice an artefict it has been guarding in
exchange for the life of it's Gnomish owner.

***Undying Life.*** Bruisers live for an un-naturally


long time, even despite their mechanical origins. The
typical lifespan of a Bruiser is 5000-7500 years.

<img

src='https://cdn.discordapp.com/attachments/3579578164403
24118/582588254113759245/711ac2e6de0d76452d9f7b8bdb82653c
-removebg.png'
style='position:absolute; top:400px; right:350px;
width:500px'/>

```
```
___
> ## Clockwork Bruiser
>*Large Construct, Unalligned*
> ___
> - **Armor Class** 18
> - **Hit Points** 162 (12d12 + 42)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|8 (-1)|18 (+4)|14 (+2)|12 (+1)|10 (0)|
>___
> - **Skills** Perception +5
> - **Damage Vulnerabilities** Acid
> - **Damage Immunities** Poison, psychic, necrotic
> - **Damage Resistances** Slashing, Bludgeoning,
Piercing
> - **Condition Immunities** Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
> - **Senses** Passive Perception 16
> - **Languages** Understands Common, Gnomish and three
other languages but can not speak.
> - **Challenge** 10 (5,900 XP)
> ___
> ***Regeneration:*** The Clockwork Bruiser regains 20
(4d10) Hit Points at the start of its turn if it has at
least 1 hit. point.
>
> ***Fixed Mould.*** The Clockwork Bruiser is immune to
any effect which may change it's shape.
>
> ***Magic Resistance.*** The Clockwork Bruiser has
advantage on saving throws against spells and other
magical effects.
> ### Actions
>
> ***Multiattack.*** The Clockwork Bruiser makes two
attacks: one with its shield and one with slam, or two
slam attacks.
>
> ***Shield.*** *Melee Weapon Attack:* +10 to hit, reach
5ft., one target. *Hit:* 24 (3d12 + 10) Bludgeoning
Damage.
>
> ***Slam.*** *Melee Weapon Attack:* +12 to hit, reach
10ft., one target. *Hit:* 38 (5d12 + 12) Bludgeoning
damage.
> ### Reactions
>
> ***Block (Recharge 5-6).*** Before a creature attacks
the Clockwork Bruiser, it may add +2 to its AC.

\page
<div class='wide'>
<img

src='https://cdn.discordapp.com/attachments/3579578164403
24118/582287126184460298/21924-removebg.png'
style='position:absolute; top:10px; right:50px;
width:600px' />
</div>

<div style='margin-top:140px'></div>
<div style='margin-top:140px'></div>
<div style='margin-top:140px'></div>
<div style='margin-top:135px'></div>

___
___
> ## Clockwork Dragon
>*Huge Construct, Unalligned*
> ___
> - **Armor Class** 18
> - **Hit Points** 214 (16d12 + 80)
> - **Speed** 40ft, climb 40ft, fly 50ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|14 (+2)|20 (+5)|12 (+1)|15 (+3)|13 (+1)|
>___
> - **Saving Throws** Dex +8, Con +11, Str +12
> - **Skills** Perception +12, Stealth +8
> - **Damage Vulnerabilities** Acid
> - **Damage Immunities** Poison, psychic, necrotic
> - **Damage Resistances** Slashing, Bludgeoning
> - **Condition Immunities** Charmed, poisoned,
frightened, paralyzed, exhaustion, petrified
> - **Senses** Darkvision 120ft, Passive Perception 22
> - **Languages** Can understand Common, Draconic and two
other languages but can not speak them.
> - **Challenge** 15 (13,000 XP)
> ___
> ***Legendary Resistance (3/day).*** If the dragon fails
a saving throw, it can choose to succeed instead.
>
> ***Fixed Mould.*** The Clockwork Dragon is immune to
any effect which may change it's shape.
>
> ***Self Destruct.*** Upon death, the Clockwork Dragon's
internal machinery self destructs causing each creature
within 30 feet of it must succed on a DC 18 Dexterity
Saving throw or take 8d8 fire damage and 3d8 piercing
damage, or half as much on a succesful one.
>
> ***Regeneration.*** The Clockwork Dragon regains 10
(2d10) hit points at the start of its turn if it has at
least 1 hit point.
> ***
> ### Actions
>
> ***Multiattack.*** The Clockwork Dragon makes three
attacks: one with its bite and two with its claws, or one
with its tail and one with its claw.
>
> ***Claw.*** *Melee Weapon Attack:* +12 to hit, reach
5ft., one target. Hit: 17 (3d6 + 6) Slashing damage.
>
> ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach
5ft., one target. Hit: 26 (4d10 + 6) Piercing Damage.
>
> ***Tail.*** *Melee Weapon Attack:* +12 to hit, reach
15ft., one target. *Hit* 15 (2d12 + 6) Bludgeoning
Damage.
>
> ***Breath Weapon (Recharge 5-6).*** The Clockwork
Dragon uses one of it's breath weapons.
>
> ***Gas Spray.*** The Clockwork Dragon releases a gas
from it's mouth which poisons creatures (for an hour) in
a 60 foot cone if they fail to succeed on a DC 18
Constitution Saving Throw. If they fail, they also take
10 (2d10) poison damage, or half as much on a successful
one. The creatures are also not poisoned if they succeed.
>
> ***Ignite Gas:*** The Clockwork Dragon releases a
flammable gas which expand up to 120 feet from it's point
of origin. When the Dragon decides to ignite this gas, it
grinds two small pieces of metal together in it's throat
which light the gas. Each creature that is in the gas
must succeed on a DC 18 Dexterity Saving Throw or take 40
(8d10) fire damage, or half as much on a succesful one.
> ### Legendary Actions
The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another
creature's turn. The dragon regains spent legendary
actions at the start of its turn.
>
> ***Detect.*** The Clockwork Dragon takes a Wisdom
(Perception) check with advantage.
>
> ***Tail Attack.*** The Clockwork Dragon makes a tail
attack.
>
> ***Barrage (2 Actions).*** The Clockwork Dragon
releases a series of small grenades which are hidden
within the spine of the Dragon. The Dragon has 20
grenades. The Dragon fires 2d4 of these grenades from
it's back at any creature within 120 feet of the Dragon.
Each creature it affects must make a DC 16 Dexterity
Saving Throw or take 15 (3d10) fire damage and 12 (2d12)
piercing damage, or half as much on a successful one. For
the Dragon to regain the grenades, it must be re-suplied
by it's creator.

\page

# Artifacts and Magic Items


The Gnomes heald multiple artifacts which were guarded
heavily by Clockwork Bruisers. Some of which had lesser
power than others, and some held tremendous power. Some
Gnomes made magic items to acompany their sacred
artifacts.
### The Stopwatch
*Item (Stopwatch), artifact (requires attunement from a
Gnome), legendary*

This plain looking stopwatch holds many secrets and has


seen mnay Gnomes fall for it's abilities. This Artifact
has 1 charge. While you have this Stopwatch on your
person, you gain the following benefits.
* You have a +2 to Wisdom and a +2 to Intelligence.
* You have the ability to cast *Time Stop* without
expending a spell slot, instead you use a charge. You can
also harm one creature while under stopped time, any more
and the spell ends.
* When you attune to this Artifact, you take 10d10
Psychic Damage.

To regain charges with this artifact, you must surround


the Stopwatch in cogs once a week at dawn. By doing this,
you will take 6d10 Psychic Damage. This damage can not be
regained for the day which you recharged the artifact.

### Hammer of Mending


*Item (Hammer), artifact, uncommon*

This simple looking hammer has 5 charged and regains 1d4


charges daily at dawn. By expending a charge, you can tap
an object and mend it. This has the same propertirs of
the *Mending* spell (See Players Handbook).

### Clockwork Dragon Minature


*Item (Figure), artifact, rare*

You can hold this small figure of a Red Dragon at any


creature of your choice. This triggers a chain reaction
within the minature which causes the figure to release a
large 30 foot cone of flames. Each creature within this
cone must make a DC 16 Dexterity Saving Throw or take 6d8
fire damage, or half as much on a successful one. You can
only use this minature once, until a skilled Gnome
repairs it for you.

<img

src='https://cdn.discordapp.com/attachments/3579578164403
24118/582615827153551539/cockwork_hammer_pendant_violet_v
ixen_chain__95413-removebg.png'
style='position:absolute; top:700px; right:400px;
width:400px' />

```
```
<div style='margin-top:140px'></div>
<div style='margin-top:140px'></div>
<div style='margin-top:100px'></div>
### Hammer of Time
*Weapon (Warhammer), very rare*

This Warhammer has 1 charges and grats a +2 attack bonus.


When you successfuly attack a creature you can expend a
charge to make the targeted creature take the amount of
damage that it has taken in the last two rounds of
combat. It also regains health, if it was healed in these
rounds.

To regain a charge with this weapon, you must take 3d10


Psychic damage. Everytime you gain a charge with this
weapon in the same day, the damage dealt increases by
1d10.
<img
src=''
style='position:absolute; top:500px; right:30px;
width:280px' />

### Necklace of the Gnomes


*Item (Necklace), artifact (requires attunement), rare*

While you wear and are attuned to this necklace, you gain
a +1 to your Wisdom Score and can speak, read and write
Gnomish.
### Clockwork Medal
*Item (Medal), artifact (requires attunement), rare*

While you wear and are attuned to this medal, you have
advantage on attack rolls against Constructs and regain 4
hit points at the beggining of your turn.

```
```
<img

src='https://cdn.discordapp.com/attachments/3579578164403
24118/582556438866690058/gnome_trinkets_by_olgadrebas-
dbuq1qn-removebg.png'
style='position:absolute; top:1px; right:-75px;
width:px' />
<style>
.phb#p1{ text-align:center; }
.phb#p1:after{ display:none; }
</style>

<div style='margin-top:450px;'></div>

# Gearforged and Gemborn

<div style='margin-top:25px'></div>
<div class='wide'>
##### Soul Gems and the Creatures Who Inhabit Them
##### Two new player race options
</div>

\page

## Soul Gems
To understand the concept of a soul gem, one must
understand the origins of its separate parts; the gem
itself, and the life energy that dwells within it.

### Life after life

The journey of a soul gem begins in two places. The first


begins at an end, with the death of a creature.

When a creature dies, its soul is released from its body


and can take on a multitude of forms. Some remain on the
ethereal plane, cursed to be bound to the material world
until they are released or vanquished. Others pass
through the shadowfell and into the fugue plane, a
featureless place where naught but the **City of
Judgment** resides.

Souls of the dead that resist the temptations of Baatezu


devils (who attempt to bargain with the deceased in
exchange for new life as a devil), eventually stand
before **Kelemvor**,
the judge of the dead, and **Jergal**, the lord of the
end of everything.

Those who are judged as ‘worthy’ by Kelemvor


are given the opportunity to exist in a greater
state of being, spread among the stars of
the **Astral Sea**.

<div style='margin-right:130px'>

### Astral stars

</div>

The second beginning of a soul gem


is amid the elemental chaos within
the elemental plane of earth.

Among the expanse of tunnels


which permeate the ever-shifting
rock of this domain, resides the
**City of Jewels**, a wondrous place
created by the Dao who inhabit it.

Its buildings are comprised of the


most precious stones and metals.

It is said that magical wards alert


the Dao to the theft of even the
smallest stone, and such a crime is
punishable by death.

Obsessive in their craft, the Dao


will cut and craft a gem until it reaches a
state of perfection. Stones start their life as
dull and smooth, often so large that specialist
equipment is needed to move them. Once cut and
polished to perfection, they end up much smaller, usually
somewhere between the size of an orange and a doorknob.
These gems are then included in a celebration dedicated
to their kahn-deity, which is a dodransbicentennial event
(meaning it occurs once every 175 years).

The ceremony reaches its pinnacle when the perfect gems


are cast into the astral sea and light up the sky over
the surface of the **Great Dismal Delve**. The moment is
fleeting, but said to be among the most beautiful
phenomena to witness.

There, within the astral plane, the gems float for an age
until they are found by the wandering life energy of
those who have passed Kelemvor’s judgment, often the
combination of a great many individuals. The gem is
infused with this life, and is drawn almost inexorably
back to the place where that new life originated: the
material plane.

```
```

<div style='margin-top:95px'>

### Interplanar Intervention

As a matter of note, it can take many years before a soul


gem finds a way to reach the material plane. Within these
years, they can be found by other creatures, very few of
which comprehend the power contained within them. Among
those that do understand it are the denizens of Mechanus,
the plane of absolute law. Most of the creatures that
reside in mechanus are at least part-mechanical, and have
a great understanding of the infusion of life-energy into
such objects. Combined with the ability to travel to
almost any plane they

<div style='margin-left:22px;margin-top:-8px'>choose,
means that their happening upon the first soul
<div style='margin-left:22px;margin-top:-7px'>gem within
the astral plane was an inevitability.
<div style='margin-left:16px;margin-top:-7px'>The
combination of machine and soul brought
<div style='margin-left:8px;margin-top:-7px'>the
**Gearforged** into existence.
<div style='margin-left:8px;margin-top:-7px'>Imbued with
free will and the ability to
<div style='margin-left:8px;margin-top:-7px'>comprehend
and process the chaos that
<div style='margin-left:8px;margin-top:-7px'>surrounds
the plane of mechanus, the
<div style='margin-left:8px;margin-top:-7px'>gearforged
make sense of abstract
<div style='margin-left:8px;margin-top:-7px'>concepts
that a simple modron can not,
<div style='margin-left:8px;margin-top:-7px'>and are a
true expression of life and
<div style='margin-left:8px;margin-top:-7px'>function
working in harmony.

<div style='margin-left:8px;margin-top:-7px'>

### Newfound Existence

</div>

<div style='margin-left:13px'>The soul gems that are not


<div style='margin-left:8px;margin-top:-8px'>recovered by
modrons and other
<div style='margin-left:3px;margin-top:-7px'>such
creatures continue to drift
<div style='margin-left:3px;margin-top:-7px'>through the
astral sea, until they
<div style='margin-left:3px;margin-top:-7px'>eventually
find their way to the
<div style='margin-left:3px;margin-top:-7px'>material
plane through
<div style='margin-left:3px;margin-top:-7px'>various
strange phenomenon.

<div style='margin-top:-7px'> Once a soul-gem appears


on
<div style='margin-left:3px;margin-top:-7px'>the natural
plane, it goes
<div style='margin-left:3px;margin-top:-7px'>through an
‘awakening’,
<div style='margin-left:3px;margin-top:-7px'>taking a
form in accordance
<div style='margin-left:-3px;margin-top:-7px'>with the
creatures which
<div style='margin-left:-3px;margin-top:-7px'>formed the
life energy
<div style='margin-left:-3px;margin-top:-7px'>contained
within its soul gem.
<div style='margin-left:-3px;margin-top:-7px'>These
creatures are known as
<div style='margin-left:-5px;margin-top:-7px'>the
**Gemborn**.

<div style='margin-left:-5px;margin-top:-7px'>These
creatures roam the
<div style='margin-left:-15px;margin-top:-7px'>material
realm without requiring
<div style='margin-left:-15px;margin-top:-7px'>any sense
of purpose or meaning,
<div style='margin-left:-15px;margin-top:-7px'>content to
simply explore and do good
<div style='margin-left:-15px;margin-top:-7px'>wherever
they can.

</div>

</div></div></div></div></div></div></div></div></div></d
iv></div></div></div></div></div></div></div></div></div>
</div></div></div></div></div></div></div></div></div></d
iv></div></div></div>

>##### Variant Rule: Reincarnation


> Having a soul-gem adventurer in the party presents your
players with a unique opportunity. Should you allow it,
if a gearforged PC's body is entirely destroyed, they can
manifest a new body in the form a gemborn. And indeed,
should a gemborn die, the use of ressurection magic and a
gearforged body could have them return as a gearforged.
>
> Remind your players that this is not a 'get out of jail
free" card for death, but instead, a storytelling
opportunity.

<img src='https://i.imgur.com/99AnWfx.png'
style='position:absolute;top:10px;left:-0px;width:816px;'
/>
<img src='https://i.imgur.com/7VwRiLn.png'
style='position:absolute;top:0px;left:-0px;width:816px;'
/>

\page

<img src='https://i.imgur.com/JuEs67B.png'
style='position:absolute;top:-
0px;left:0px;width:816px;filter:opacity(60%);' />
<img src='https://i.imgur.com/Fvft6YB.png'
style='position:absolute;top:-270px;left:0px;width:816px'
/>
<img src='https://i.imgur.com/Hn9Vyjj.png'
style='position:absolute;top:60px;left:-
70px;width:580px;filter:opacity(40%);' />
<img src='https://i.imgur.com/gZTNt0z.png'
style='position:absolute;top:60px;left:-
70px;width:580px;' />
<img src='https://i.imgur.com/ZHGU8VI.png'
style='position:absolute;top:0px;left:-0px;width:816px;'
/>

<div style='margin-top:570px'></div>

<div class='wide'>

<div style='margin-left:320px'>

## Gemborn
Stories of the benevolence of the gemborn has been
recorded in song and folktale alike, and for good reason.

These wandering humanitarians are the amalgamation of


creatures who stood in judgement before the gods of the
dead, and were deemed worthy of another life in a new
form.

### Reborn Souls


The gemborn are humanoid creatures which have bodies
comprised almost entirely of light energy. This energy is
a manifestation of their will to live, projected into the
world.

This form can take many shapes, often mimicing the form
of one or multiple creatures that comprise it's soul
energy. In all cases, gemborn are humanoid in form, but
sometimes retain characteristics from other creatures,
such as horns or other minor vestigial body parts.

Their soul gem can be any variety of precious stone, cut


in any way imaginable, and their body usually reflects
the color of their stone.

Regardless of the gemstone's type, each one is near-


indestructable
<div style='margin-left:22px;margin-top:-8px'>by
conventional means, making a gemborn exceptionally hard
to
<div style='margin-left:10px;margin-top:-6px'>kill. When
a gemborn's physical form is destroyed, only it's soul
<div style='margin-left:10px;margin-top:-6px'>gem remains
until it is able to reconstitute its body.

<div style='margin-left:24px;'>
### A Cut Above
<div style='margin-left:10px;margin-top:-6px'>Often
falsely regarded as invincible, the gemborn are
<div style='margin-left:10px;margin-top:-6px'>hardy
individuals who dedicate their lives to the
<div style='margin-left:10px;margin-top:-6px'>service of
all living creatures. They know nothing of
<div style='margin-left:10px;margin-top:-6px'>the past
lives they might've lead, but they live with
<div style='margin-left:6px;margin-top:-6px'>an
understanding that contained within their
<div style='margin-left:6px;margin-top:-6px'> soul gem is
the life energy of only the most
<div style='margin-top:-6px'>worthy beings that came
before them.

<div style='margin-top:-6px'></div>

Gemborn represent the very best qualities of living


creatures, and their actions usually
<div style='margin-left:-3px;margin-top:-9px'> reflect
this quality. A gemborn that turns away
<div style='margin-left:-4px;margin-top:-7px'> from the
path of good often finds themselves in
<div style='margin-left:-6px;margin-top:-7px'> conflict
with their altruistic nature, making the
<div style='margin-left:-6px;margin-top:-7px'> rare
occurance of a gemborn that turns to evil, a
<div style='margin-left:-11px;margin-top:-5px'> highly
volatile individual.

<div style='margin-left:-12px;margin-top:-6px'> At the


time of their awakening, a gemborn is usually
<div style='margin-left:-14px;margin-top:-6px'> naive to
the darkness that hides in the word around
<div style='margin-left:-12px;margin-top:-7px'> them, and
often learn the natural order of the material
<div style='margin-left:-12px;margin-top:-6px'> plane the
hard way.

</div>

</div></div></div></div></div></div></div></div></div></d
iv></div></div></div></div></div></div></div></div></div>
</div></div>

<div class='footnote'>CHAPTER 2 | RACES</div>


<div class='pageNumber auto'></div>

\page

### Nomadic Individuals


Gemborn awaken with an intrinsic curiosity about the
world around them, and this drives them to a life of
natural exploration. Without any need to eat or sleep,
they are able to survive in the wilderness with relative
ease. The paths they walk may cross with many other
individuals, but they are not compelled to seek out
companionship.

The gemborn see themselves as observers to the natural


order and samaritans to the downtrodden, their journey
dictated by the needs of the world at large. It is a
rarity to find a gemborn that makes their home in any one
place.

### Imposed Divinity


Driven by a instinct to do good, it is expected behaviour
from a gemborn to involve themselves in matters of
dispute and conflict, compelled to intervene for the
betterment of all involved. Some find this attitude
bothersome, but for the disadvantaged, the presence of a
gemborn is widely considered a blessing.

Some mortal races consider the gemborn to be creatures of


divine manifestation, going as far as to dedicate
themselves in service of a gemborn. There are even small
religious sects which attempt to exemplify their
altruism.

By worshiping the gemborn, these sects often make enemies


of other organised religions, condemning their reverence
for the gemborn as blasphemous. For this reason, the
gemborn often have tenuous relationships with religious
fanatics and acolytes through no fault of their own.

```
```
### Gemborn Names

The gemborn are literal in their name, the type of gem


that contains their life energy resembling their
namesake.

It is irregular for a gemborn to replace this name, but


will often solidify their identity as an individual by
adopting a last name, usually given to them as an
honorary family name by those grossly indebted to them.

**Gemborn Names:** Beryl, Bloodstone, Carnelian, Iolite,


Jade, Malachite, Onyx, Rhyolite, Ruby, Topaz, Zircon.

### Gemborn Traits

Gemborn choose their form at the time of their awakening,


and this form stays with them throughout their entire
lifespan. Their gem is located somewhere visible on their
body, and their skin tone tends to match that of their
gem color.

***Ability Score Increase.*** Your Constitution score


increases by 1 and two other ability scores of your
choice increase by 1.

***Age.*** Gemborn are fully mature at the time of their


awakening and can live indefinitely as long as no harm
comes to their soul gem.

***Alignment.*** Gemborn are almost always of good


alignment.

***Size.*** Gemborn are between. 5 - 7 feet tall and


weigh between 180-220 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Living Construct.*** Even though your body is


constructed from light, you are a living creature. You
are immune to disease. You do not need to eat or breathe,
but you can ingest food and drink if you wish.

When you die, your body vanishes, leaving only your soul
gem and equipment behind. Your soul gem counts as your
body for the purposes of ressurection.

***Trance.*** You don’t need to sleep. Instead, you


meditate deeply, remaining semiconscious, for 4 hours a
day. (The Common word for such meditation is “trance.”)
While meditating, you can dream after a fashion; such
dreams are actually mental exercises that have become
reflexive through years of practice. After Resting in
this way, you gain the same benefit that a human does
from 8 hours of sleep.

***Soulbound Weapon.*** As a bonus action, you can summon


your soulbound weapon which appears in your hand. You
choose a type of melee weapon and its appearance at the
time of your awakening. You are proficient with this
weapon, and as long as you are holding it, it is
considered magical for the purpose of overcoming
resistances. You can dismiss this weapon at any time.

***Multi-faceted.*** You gain proficiency in one skill of


your choice.

***Languages.*** You can speak, read and write Common and


one language of your choice.

<img src='https://i.imgur.com/ces1EuT.png'
style='position:absolute;top:10px;left:-0px;width:816px;'
/>
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<br><br><br><br><br><br><br><br><br><br><br><br><br><br><
br><br><br><br><br><br><br><br>
## Gearforged
Forged amongst the gears of
Regulus, the Gearforged are
automatons made of intricate
gears and mechanisms which
form a humanoid body.

They march with pride and


purpose, ready to undertake any
mission or task imaginable.

### Automatons from Mechanus


To understand the Gearforged, one must first
understand their origins. Gearforged are created in
Mechanus, the plane of absolute law.

Specifically, they are forged by the artisans


of the giant gear-city Regulus. The inhabitants of
Regulus are creatures of both flesh and machine called
modrons which adhere to strict hierarchies and
procedures. At the very top of the hierarchy is a deity-
like being of incredible power, Primus.

The gearforged do not adhere to this heirarchy as such,


but still follow the rules and laws of Mechanus. The soul
gem contained within a gearforged's body grants them
freedom of will to make decisions of their own. Their
understanding of this freedom expands with each passing
year of life. Many gearforged worship Primus as a deity,
but those who have develop a heightened awareness
acknowledge that other gods are just as (if not more)
powerful than their beloved leader.

Voicing such an outlandish opinion within Mechanus is


unheard of - in fact, voicing any kind of opinion is a
rarity in itself. The gearforged are unique in that they
have a degree of free agency which modrons do not,
enabling them to develop opinions at all.
### Achieving Self-Awareness
Gearforged are not created with an intrinsic sense of
self, and many of them do not develop emotions or
opinions, nor feel a desire to leave the structured ranks
of Mechanus.

<br><br><br><br><br><br><br><br><br><br><br><br><br><br><
br><br><br><br><br><br><br><br><br><br><br><br><br><br><b
r><br><br><br><br><br><br><br><br><br><br><br><br><br>

It remains a mystery why some achieve true self-


awareness, but regardless of the reasons, each one finds
themself in a unique position - one that does not usually
fit within the grand machine of Mechanus.

At the centre of Regulus is a building known as the


modron cathedral. Amongst it's incredible array of
capabilities, this vastly complex structure is capable of
teleportation to other planes of existence.

Gearforged who resolve to leave Regulus make the journey


to the cathedral to start their lives anew, leaving the
structured order of Mechanus behind in favour of freedom.
The journey often marks the ending of their old life, and
the memory of those times are archived and isolated deep
within their memory gears.

### Made For Purpose


Despite having a will of their own, gearforged require a
purpose, no matter how great or small. The gearforged
apply the one of three skillsets that were granted to
them at their creation to the problems they encounter.

<img src='http://i.imgur.com/EQJTIeq.png'
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x' />

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The 'guardian' gearforged are purpose built for combat


and protection, and often find themselves marching under
the banner of organised military outfits or mercenary
guilds.

'Calculator' gearforged make for phenomenal sources of


information after long sessions in the libraries, and
tend to spend their time in the service of mages and
scholars, often developing magical skills of their own.

Finally, the 'engineer' gearforged have advanced


understanding of modron repair. Due to the nature of
modrons, being made from both flesh and metal, they are
able to apply their understanding to fully organic
organisms with varying degrees of success.

### Integration Into The Mortal Realm


Over time, gearforged have begun to find a new home
amongst the inhabitants of the material plane. Their
presence is usually met with apprehension, but their
machine-like logic and neutral stance on most matters
means that their actions are neither met with strong
feelings one way or another.

Most people prefer not to address them altogether,


finding their lack of understanding social norms to be
unnerving.

Some artisans and tinkerers have dedicated years of study


into understanding the construction of gearforged.

Rudimentary understanding of these constructs and how to


repair them is commonplace amongst artisans and smiths,
but the intricacies of their more complicated parts still
represent decades of further study to fully understand.

### Gearforged Names


Many gearforged name themselves based on their favourite
item, task, process or concept - others adopt names given
to them by people they meet in their travels. A
gearforged will often take great pride in their name, as
in their early life, it is one of the very few decisions
they get to make for themselves.

**Gearforged Names:** Apex, Apothem, Euclid, Helix,


Hyperbola, Omicron, Parabola, Pi, Rho, Sigma, Vector.

**Adopted Names:** Azimov, Klang, Metalbeard, Oritor,


Rusty, Steelback, Sterling, Tungsten.

```
```
### Gearforged Traits
Your gearforged character will have similar traits to
many other gearforged, but each one will have differences
depending on their purpose.

***Ability Score Increase.*** Your Constitution score


increases by 2.

***Age.*** The maximum age of a gearforged has yet to be


determined. A gearforged can theoretically live forever,
assuming proper maintenance of their gears and technical
systems.

***Alignment.*** Gearforged who have not yet broken their


programming are always lawful neutral, however, those who
have broken free of their subroutines are free to write
new programming for themselves at will. For this reason,
most gearforged are neutral. Gearforged that have decided
to live amongst a community may have chosen to program
themselves to adhere to the basic rules and tenets of a
prevalent institution, and this might impact their
alignment.
***Size.*** Gearforged are slightly taller and broader
than an average human. Your size is medium.

***Speed.*** Your base walking speed is 25 feet.

***Living Construct.*** Even though you were constructed,


you are a living creature. You are immune to disease. You
do not need to eat or breathe, but you can ingest food
and drink if you wish. Instead of sleeping, you must
perform maintenance on yourself for 4 hours each day. You
have disadvantage on perception checks whilst performing
this maintenance.

***Pre-loaded Memory Gears.*** Your installed memory


gears at construction included additional information.
You gain proficiency with a skill or language of your
choice.

***Augmentations.*** Your construction includes minor


conveniences. Choose two augments. (These can be found at
the end of the end of the race description.)

***Languages.*** You can speak, read and write Common and


Binary. Binary is a language shared between automatons
and other beings of Mechanus. Gearforged would argue that
binary is the purest form of language. When spoken, it
manifests as a sequence of buzzes and clicks. The written
form adheres to no common script and consists of a
sequence of either zeros and ones, or any applicable
substitute.

<br>

>##### Artificial Resurrection


>Should a gearforged's body become destroyed beyond
repair, recovery of it's soul gem grants hope for a
gearforged to continue their life.
>
>If the soul gem is placed into a new gearforged body and
a *resurrection* spell is used upon it, the gearforged
may resume living in the new body.
>
>If the gearforged's memory gears were not recovered, it
loses it's memory and will only have vague recollections
of its experiences.
>
>The source of the resurrecting magic can come from any
source; however, only a gearforged engineer or master
modron artisan is able to complete the delicate physical
procedure required for this kind of resurrection. A new
gearforged body is valued at 10,000gp.

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<br><br><br><br><br><br><br><br><br><br>

***Subraces.*** Gearforged are usually built for a


purpose, usually either to protect, calculate or repair.
These subraces represent the different kinds of
gearforged

#### Gearforged Guardian


A guardian’s purpose is exactly that. They guard. Usually
free agents of law, these gearforged are made with the
purpose of handling most situations outside of expected
variables. They are equipped to handle any combat
situation imaginable (within the constraints of several
imagination guidelines.)

The wardens of the gate-town, Automata, were amongst the


first gearforged to be made. They were born out of the
requirement to handle the unpredictability of 'visitor'
races.

***Ability Score Increase.*** Your Strength score


increases by 1
***Hydraulic Strength.*** Your unnatural strength is born
of gears and steel, and not limited by the constraints of
flesh. You have advantage on strength checks.

***Powerful Build.*** You count as one size larger when


determining your carrying capacity and the weight you can
push, drag, or lift

#### Gearforged Calculator


Calculators are nothing short of intellectual excellence.
Their complex machinery allows them to make snap
decisions in extreme pressure situations. Their memory
gears are vast and seemingly endless.

Their duties in Regulus include completing the most


complex calculations that fry the synthetic brains of
their lesser modron kin.

***Ability Score Increase.*** Your Intelligence score


increases by 1

***Accelerated Memory Gears.*** You have advantage on


Intelligence (History) checks to recall information.
Additionally, gaining proficiency in a new skill, tool or
language takes half as long as normal.

***Shielded Processor.*** You gain a +1 bonus to


Intelligence, Wisdom and Charisma saving throws.

#### Gearforged Engineer


The engineers of mechanus are entrusted with the task of
repairing the most important modrons as well as other
gearforged. Where most modrons spend their time on simple
maintenance of the gears of regulus, engineer are able to
handle much more complicated procedures. have They have
an advanced understanding of both machinery and flesh,
viewing both as one in the same.

***Ability Score Increase.*** Your Wisdom score increases


by 1
***Medical Engineer.*** You gain proficiency in tinker's
tools, medicine.

***Versatile.*** You can choose one additional minor


gearforged augment.

<br><br><br><br><br><br><br><br><br><br>
___
> ##### Greater than the sum of their parts.
>All gearforged are comprised of many unique parts, but
they each have some parts in common

>***Infinisprings.*** Infinisprings provide energy over


long periods, effectively acting as the power sources for
most of the gearforged’s limbs and fingers.
>
>A broken infinispring results in the loss of function in
that digit or limb.
>
>This is an incredibly rare occurrence as infinisprings
are made to last indefinitely, but should one become
damaged beyond repair, only a modron artisan or
gearforged engineer proficient with smith's tools can
create a new infinispring from raw metals.
>
>***Soul Gems.*** The mind of a gearforged creature is as
sharp as that of any flesh-and-blood soul, but it is far
less fragile. Soul Gems are practically indestructible by
conventional means. The total destruction of this gem is
effectively the true death of a gearforged.
>
>Very little information is actually stored within a soul
gem. Instead, only what is core to a gearforged's
identity and personality is held within its soul gem, and
is what makes each one truely unique.
>
>***Memory Gears.*** Separate from the soul gems are a
gearforged’s memory gears. These are delicate
constructions: scroll-like ribbons pierced with thousands
of pin-sized holes, and others wound about with tiny
enchantments of great complexity. The memory of a
gearforged for all the days after its creation lives in
the memory gears.
>
>Memory gears can be taken from a dead gearforged and
read by others. This is a lengthy process and viewed with
some alarm by most gearforged, since it is akin to
peering into the most private details of a creature’s
life.
>
>Installing an existing, used memory gear in a new
gearforged requires at least one week for the recipient
to remember and understand the results. The process is
dangerous and delicate, and requires an expert artisan or
gearforged engineer to install.

<br><br>

<img src='http://i.imgur.com/jq4l53Q.png'
style='position:absolute;bottom:0px;right:-
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### Gearforged Augments


Each gearforged is built with customised parts depending
on their purpose, these parts are unique to your
construction.

##### Digit Igniter


You have a small device in a fingertip which allows you
to produce a tiny flame. This emits a light in a 5ft
radius around you, and dim light for a further 5ft.
You can use this flame to set a flammable item or liquid
that is not being held or worn by a creature on fire.

##### Illuminated Vision


You can make your eyes shine brightly, allowing you and
your allies to see in dark places.

This augment creates a cone of bright light wherever you


are looking for up to 30ft, and dim light for a further
30ft.

```
```

##### Integrated Tinker's Tools


You have tinker's tools integrated into your wrists. If
you are searched, it is a DC18 investigation check to
find these tools. It is impossible to remove them without
breaking them as they are part of your body.

You can use these tinker's tools to perform medicine


checks on yourself or other constructs to repair, safely
dismantle, or perform other specilist tasks.

##### Liquid Filtration Tanks


You have a two visible storage tanks on your body. You
can fill a liquid tank with 1 gallon of any liquid,
corrosive or not. If you fill a tank with water, the tank
is able to filter the water from foreign contaminants
over the course of 1 hour and becomes safe to drink. A
full tank weighs 10 lbs each. These tanks do not detach
from your body, but you can decant them into other
containers.

##### Phonograph Cylinder


You have an in-built recording mechanism which records
the last 30 seconds of sound you have heard. The cylinder
records everything and you are not able to isolate one
sound from another.
You can choose any section of sound your hear and archive
it to your memory gears. At any time, you can choose to
replicate any archived sound you have heard.

##### Pneumatic Legs


You are able to charge your legs with compressed air for
controlled bursts of kinetic energy.

You do not suffer the penalties imposed when making any


jump without a running start and you are able to use your
kicks as improvised weapons.

##### Specialist Data Bank


Your memory gears include a repository of data about a
specific subject, this data was relevant to your purpose
in Mechanus. Work with your DM and choose a specialist
subject. (Examples of a specialist subject could be a
creature type, a specific race, a time in history, or
another plane of existence)
You gain advantage on ability checks to recall
information regarding your specialist subject.

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## Racial Feats

### Astral Weapon

*Prerequisite: Gemborn*<br><br>

Through practice, meditation or epiphany, you are able to


channel your gem's mystical link to the astral sea
through your gembound weapon.
- The weapon you summon using your ***Soulbound Weapon***
trait gains a bonus to attack and damage rolls equal to
half your proficiency modifer (rounded down) while you
are holding it.
- Whenever you summon your weapon, you can choose a new
melee weapon type for it.

### Overclocked Processor

*Prerequisites: Gearforged, Spellcasting*<br><br>

You tap into reserve power banks, allowing your


processing units to work harder, calculating the most
efficient and potent spellcasting methods.

- Increase your Intelligence, Wisdom or Charisma score by


1, to a maximum of 20
- Once per day, you can overclock your processor. When
you cast a spell, you can choose to impose disadvantage
on any saving throws or grant yourself advantage on any
attack rolls caused by that spell. You must choose to do
so before any roll is made.

### Reconstitute Body

*Prerequisite: Gemborn*<br><br>

You have spent a great deal of time contemplating the


concept of your own body, and come to understand how to
manipulate its form.

- Increase your Constitution, Intelligence, Wisdom or


Charisma score by 1, to a maximum of 20
- You can cast *alter self* on yourself at-will without
expending a spell slot or requiring material components.
The effect only ends when you use this feature again and
it does not require concentration. When changing your
appearance, You cannot change the tone of your skin , but
you can change where your soul gem is located on your
body, and any other physical features. Any attempt to
discern your true form fails, as the form you choose
counts as your new true form until you change it again.

### Restorative Nanites

*Prerequisite: Gearforged*<br><br>

Your body begins production of nanites; robotic micro-


organisms designed to assist with your reconstruction and
maintanence. These nanites only work for you, are not
visible without a microscope, and cannot be removed from
your person.

- Increase your Constitution score by 1, to a maximum of


20
- Whenever you roll hit any hit die to recover hit
points, you are considered to have rolled the maximum
result.

```
```

## Credits

##### Artwork Credits (where possible)


Gem Practice by Liberlibelula
Space Art by Shellz Art
Sorceress by Angevere
Crystal by Victoria Polozhenceva
Crystal Cave by Kevywk
Gear City by Daniel Dociu
Gearforged Templar by Bryan Syme

<div class='descriptive'>
##### Gemborn race by /u/lukemortora01
**version 1.1** - 12/17/2018

<br>

##### Gearforged race by /u/lukemortora01


**version 3.1** - 12/17/2018
</div>

<div style='margin-top:400px'></div>
<style>
.phb#p1{ text-align:center; }
.phb#p1:after{ display:none; }
</style>

<div style='margin-top:0px;'></div>

# Transmutation Alchemist

<div style='margin-top:0px'></div>
<div class='wide'>
##### Using alchemy to change the wold as we know it.
</div>

<img

src='http://68.media.tumblr.com/f07826bc7e8a08d14ca476609
9566a31/tumblr_n87rttQz7t1r8yvsbo1_500.jpg'
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\page

# Transmutation Alchemist

A young human studies a pile of books by candle light,


surrounded by mountains of custom made notes. In a
library surrounded by other like minded individuals
An old elf passes through a ravaged town and rebuilds a
destroyed house caused by a roaming band of barbarians.
Taking time to fix whatever needs it with the materials
given.

A dwarf lights a match and enlarges the flame into a


roaring inferno leaving a mushroom cloud that can be seen
for miles around. The dwarf orders troops deeper into
city walking in behind them.

Transmutation Alchemists are individuals who master the


art of manipulating the physical world around them
through the use of study and practicing alchemy. As the
craft of alchemy requires a full understanding of the
natural world around them and alchemical theory,
alchemists are scientists not magicians, the ability to
perform alchemy is also tied to an inherent talent for
manipulating matter and energy, so not all people can
become competent alchemists by studying alone. Alchemist
dive into the world of science and understanding in order
to reshape the world before them. As such alchemists shun
the worlds of religion and Arcane as their arts defy the
physical world by using powers not originally from this
world. As believed by the alchemist.

Think about why you first started to study alchemy? Did


you grow up with the strong influence of alchemy and
science around you? Were you an apprentice of a master
alchemist? Did you study long hours in your village with
one day dreams of leaving and exploring the world.

### Alcehmy
The ancient metaphysical science/mystical art of
manipulating and altering matter by using natural energy.
This act is known as "Transmutation" and its sequence is
usually described as:

- Comprehension - Understanding the inherent structure


and properties of the atomic or molecular makeup of a
particular material to be transmuted, including the flow
and balance of potential and kinetic energy within.
- Deconstruction - Using energy to break down the
physical structure of the identified material into a more
malleable state so as to be easily reshaped into a new
form.
- Reconstruction - Continuing the flow of energy so as to
reform the material into a new shape.

The proper application of this craft requires not only a


full understanding of chemistry and ancient alchemical
theory, but also a sort of natural talent towards
recognizing and manipulating the physical objects with
energy, which require uncommon levels of intelligence and
aptitude. Those remarkable individuals capable of
studying and practicing alchemy are known as
"Alchemists".
There are many paths by which alchemists can transmute
the various substances of the world, with some alchemists
being said to transmute by way of the Four Classical
Elements (Water, Earth, Fire and Air) and some by way of
the Three Essential Principles (salt, sulfur and
mercury), but the basic tenet at the very foundation of
all alchemy is that of Equivalent Exchange.

### Equivalent Exchange


The mystical practice of alchemy to create objects out of
raw matter or turn one object into another is widely
believed to be capable of anything - indeed alchemy is
often viewed as magical or miraculous by those unfamiliar
with the craft - but it is a science and as such is
subject to certain laws and limitations, all of which
fall under the concept of Equivalent Exchange: "In order
to obtain or create something, something of equal value
must be lost or destroyed."

In standard practice, Equivalent Exchange is separated


into two parts:

- The Law of Conservation of Mass, which states that


energy and matter can neither be created from nothing nor
destroyed to the point of elemental nonexistence. In
other words, to create an object weighing one kilogram,
at least one kilogram of material is necessary and
destroying an object weighing one kilogram would reduce
it to a set of parts, the sum of which would weigh one
kilogram.
- The Law of Natural Providence, which states that an
object or material made of a particular substance or
element can only be transmuted into another object with
the same basic makeup and properties of that initial
material. In other words, an object or material made
mostly of water can only be transmuted into another
object with the attributes of water.

<img
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### Rebound
Since the alchemical forces being manipulated are not
human in origin, but of the world as a whole, the
consequences for attempting to bypass the Law of
Equivalent Exchange in transmutation are not merely
failure and cessation. When too much is attempted out of
too little, what occurs is called a Rebound, in which the
alchemical forces that are thrown out of balance on
either side of the equation fluctuate wildly of their own
accord in order to stabilize themselves - taking or
giving more than was intended in often unpredictable and
catastrophic ways such as accidental mutation, serious
injury, or death.

### Transmutation Circles


Though no machine or equipment is needed to produce the
energy necessary for transmutation, merely understanding
the sequence of transmutation and the limitations of
Equivalent Exchange is not enough.

In order to begin an alchemical transmutation, a symbol


called a Transmutation Circle is necessary. A
Transmutation Circle can either be drawn on the spot when
a transmutation is necessary (in chalk, pencil, ink,
paint, thread, blood or even traced in dirt) or
permanently etched or inscribed beforehand, but without
it, transmutation is generally impossible. All
Transmutation Circles are made up of two parts:

The circle itself is a conduit which focuses and dictates


the flow of power, tapping into the energies that already
exist within the earth and matter. It represents the
cyclical flow of the world's energies and phenomena and
turns that power to manipulable ends.
```
```
Inside the circle are specific alchemical runes. These
runes vary widely based on ancient alchemical studies,
texts and experimentation, but correspond to a different
form of energy, allowing the energy that is focused
within the circle to be released in the way most
conducive to the alchemist's desired effect. In basic
alchemy, these runes will often take the form of
triangles (which, when positioned differently, can
represent the elements of either water, earth, fire or
air), but will often be composed of varying polygons
built from different triangles. For example: the hexagram
is a commonly used base rune in Transmutation Circles
because it creates eight multi-directional triangles when
inscribed and can therefore represent all four classical
elements at once. Other, more esoteric runes (including
astrological symbols, symbolic images and varying lines
of text) are prevalent and represent a multitude of
other, specific functions for the alchemical energy that
is released.

<img
src='http://geekandsundry.com/wp-
content/uploads/2016/03/JPEG-Promo-15.jpg'
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<div class='classTable wide'>


##### The Transmutation Alchemist
| Level | Proficiency Bonus | Features | Alchemy Points |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:---|:---:|:---:|:----:|:---:|:---:|:---:|:-
--:|:---:|:---:|:---:|:---:|
| 1st | +2 | Spellcasting, Transmutation Circles
Alchemical Study | 5 | 2 | — | — | — | — | — | — | — | ─
|
| 2nd | +2 | ─ | 6 | 3 | — | — | — | — | — | — | — | ─ |
| 3rd | +2 | Metamagic | 7 | 4 | 2 | — | — | — | — | — |
— | ─ |
| 4th | +2 | Ability Score Improvement | 8 | 4 | 3 | — |
— | — | — | — | — | ─ |
| 5th | +3 | ─ | 9 | 4 | 3 | 2 | — | — | — | — | — | ─
|
| 6th | +3 | Alchemical Study Feature | 10 | 4 | 3 | 3 |
— | — | — | — | — | ─ |
| 7th | +3 | ─ | 11 | 4 | 3 | 3 | 1 | — | — | — | — | ─
|
| 8th | +3 | Ability Score Improvement | 12 | 4 | 3 | 3 |
2 | — | — | — | — | ─ |
| 9th | +4 | ─ | 13 | 4 | 3 | 3 | 2 | 1 | — | — | — | ─
|
| 10th | +4 | Alchemical Study Feature | 14 | 4 | 3 | 3 |
2 | 2 | — | — | — | ─ |
| 11th | +4 | ─ | 15 | 4 | 3 | 3 | 2 | 3 | 1 | — | — | ─
|
| 12th | +4 | Ability Score Improvement | 16 | 4 | 3 | 3
| 2 | 3 | 1 | — | — | ─ |
| 13th | +5 | ─ | 17 | 4 | 3 | 3 | 2 | 3 | 1| 1 | — | ─
|
| 14th | +5 | ─ | 18 | 4 | 3 | 3 | 2 | 3 | 1 | 1 | — | ─
|
| 15th | +5 | Alchemical Study Feature| 19 | 4 | 3 | 3 |
2 | 3 | 1 | 1 | 1 | ─ |
| 16th | +5 | Ability Score Improvement| 20 | 4 | 3 | 3 |
2 | 3 | 1 | 1 | 1 | ─ |
| 17th | +6 | ─ | 21 | 4 | 3 | 3 | 2 | 3 | 1 | 1 | 1 | 1
|
| 18th | +6 | ─ | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1
|
| 19th | +6 | Ability Score Improvement | 23 | 4 | 3 | 3
| 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Alchemical Study Feature | 24 | 4 | 3 | 3 |
3 | 3 | 2 | 2 | 1 | 1 |
</div>

## Class Features
As a Transmutation Alchemist, you gain the following
class features
#### Hit Points
___
- **Hit Dice:** 1d8 per transmutation alchemist level
- **Hit Points at 1st Level:** 8 + your Constitution
modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your
Constitution modifier per transmutation alchemist level
after 1st

#### Proficiencies
___
- **Armor:** Light Armor
- **Weapons:** Simple weapons
- **Tools:** Alchemist's supplies
- **Saving Throws:** Intelligence, Constitution
- **Skills:** Choose two skills from Arcana, History,
Medicine, Insight, Nature, Perception, and Investigation

#### Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
- a simple weapon
- *(a)* an explorer's pack or *(b)* a scholar's pack
- Leather armor and alchemist's supplies
- *(a)* 2 pieces of chalk, a quill and a vial of ink,
*(b)* transmutation focus (gloves, paper, etc) or *(c)*
components pouch.
- If you are using starting wealth, you have 4d4×10 gp in
funds.

### Alchemy Points


You use Alchemy Points to fuel your transmutation
circles. You must have specified the number of alchemy
points to activate or modify a Transmutation Circle. You
regain Alchemy Points after a long rest.

### Spellcasting

#### Preparing and Casting Spells

The Transumtation Alchemist table shows how many spell


slots you have to cast your spells of 1st level and
higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest.

You prepare the list of alchemist spells that are


available for you to cast. To do so, choose a number of
alchemist spells equal to your Intelligence modifier +
your alchemist level (minimum one spell). The spells must
be of a level for which you have spell slots.
\page

#### Spellcasting Ability

Intelligence is your spellcasting ability for your bard


spells. You use your Intelligence whenever a spell refers
to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC
for a transumtation alchemist spell you cast and when
making an attack roll with one.

- Spell save DC = 8 + your proficiency modifier + your


Intelligence modifier.
- Spell attack modifier = your proficiency modifier +
your Intelligence modifier.

### Alchemic Study


Choose a alchemic study, which describes the study you
with to specialize in: Alkahestry, Forbiden Alchemy,
Transmutation Expertise.

Your choice grants you features when you choose it at 1st


level and again at 6th, 10th, 15th and 20th level.

### Transmutation Circles

Your spells are more effective if you are touching a


transmutation circle. When you create a circle, you
decide what the maximum level of spell slot it can
support, and what it's elemental affinity.
- Minor circles can support cantrips, 1st and 2nd level
alchemist spells. You can create one on the ground in
your space or tattoo one on yourself using your object
interaction, a bonus action or your action.
- Lesser circles can support 3rd, 4th and 5th level
alchemist spells. You can create one on the ground in
your space or tattoo one on yourself using your action or
a bonus action.
- Greater circles can support 6th and 7th level alchemist
spells. You can create one on the ground in your space or
tattoo one on yourself using your action. You can have a
maximum of 1 greater circle tattooed.
- Grand circles can support 8th and 9th level alchemist
spells. You can create one on the ground in your space
using your action.

The affinity of the spell must match the affinity of the


circle (see the spell list for spell affinities.)

Circles created on the ground expire after 1 minute.

#### Spellcasting Focus

You can use a transmutation circle as an arcane focus as


long as its elemental affinity exists in the environment
within 30 feet of it. The range increases to 60 feet at
10th level, and 120 feet at 20th level. The environmental
element must be nonmagical and not a creature, and it is
diminished when used in this way.

For example, if you have created a circle with a fire


affinity, you can use a nearby wall-bracketed torch to
have the circle act as a spellcasting focus, which
extinguishes the torch.
```
```
#### Equivalent Exchange

When you cast an alchemist spell while touching a circle


that has the same elemental affinity, uses a spell slot
of a level supported by the circle, and that is being
used as a spellcasting focus, the spell is said to to
have "equivalence."

#### Tattoos

You can have a maximum of four tattooed circles, with


lesser circles counting as two. You are always considered
to be touching a tattooed circle, and they do not expire
after 1 minute: they last until you remove one during a
short rest or long rest (this can be placed on equiptment
that is non-magical and skin).

#### Circle Concentration

If you cast a spell with equivalence that requires


concentration, you have advantage on concentration checks
while you remain touching the transmutation circle.

### Metamagic

At 3rd level, you gain the ability to enhance your


transmutation circles. You gain two of the following
Metamagic options of your choice.

When you create a circle, you can add one Metamagic


option to it.

#### Alchemic Recycling


When you cast a spell with equivalence with this circle,
you can spend 1 alchemy point to cast a cantrip as a
bonus action.

#### Rapid Transmutation


When you cast a spell with equivalence with this circle,
you can spend 2 alchemy points. If the spell has a
casting time of 1 action, change the casting time to 1
bonus action for this casting.

#### Distant Transmutation


When you cast a spell with equivalence with this circle,
you can spend 1 alchemy point. If the range of the spell
is 5 feet or greater, the range of the spell is doubled.
If the range of the spell is touch, the range becomes 30
feet.

<img
src='https://s-media-cache-
ak0.pinimg.com/564x/ff/de/5a/ffde5addcf989493494f6d37b523
4666.jpg'
style='position:absolute; top:680px; right:-5px;
width:430px; mix-blend-mode: multiply' />

\page

#### Empowered Transmutation


When you cast a spell with equivalence with this circle,
you can spend 1 alchemy point when you roll for damage
with the spell. You can reroll a number of the damage
dice up to your Intelligence modifier. You must use the
new rolls.

#### Transmutation Trap


When you cast a spell with equivalence with this circle,
and the spell targets one or more creatures, you can
spend 1 alchemy point to delay the spell. The spells
effects do not immediately occur. Instead, there is a
delay of 1 minute, after which the spell is triggered
when a creature moves within range of the spell, using
the circle as the source of the spell. This extends the
duration of the circle to 8 hours. This metamagic option
cannot be used with tattooed circles.

#### Shaped Transmutation


When you cast a spell with equivalence with this circle,
and the spell would effect more than one creature, you
can spend 1 stamina point to choose up to two creatures
to automatically pass any saving throws required by the
spell.

<img

src='https://i.pinimg.com/736x/85/a4/06/85a406c038f412f81
82fd04a8f534c54--hiromu-arakawa-roy-mustang.jpg'
style='position:absolute; top:-20px; right:0px;
width:420px; mix-blend-mode: multiply' />

## Alchemic Study
Alchemist usually will devote their lives work to the
service of their people, in doing so many alchemist
specialize in one of three types of alchemy some more
common than others. Such alchemy master their study to go
on to unleash their power in what they deem is necessary.

### Alkahestry

\page

### Forbiden Alchemy


Forbidden alchemy is rare among people but for those who
have passed through "The Gate" know of its true
potential. Forbiden alchemy challenges the gods you
reside under and push the limits to your moral compas.
Individuals who follow this alchemy aren't potentially
evil but seek to harm others either in the name of their
god, for self gain, or to seek "The Truth." You gain the
follow features:

*The knowledge of Truth flows through you*

**Exhausted Temple** Transmutation modifications cost


twice as many points
**Equivalent Exchange** Half of the Alchemist body has
been taken away by the Truth

**Circle-Less** Instant use of transmutation circle that


is caster size or smaller, use of large circles cost an
additional bonus action to cast, Giant circles no longer
require movement to cast

**Ultimate Taboo** Affinity is no longer allowed to be


above greater.

**Extra Toll** Overload actions cost twice as many


points.

**Dark intentions** Use of blood alchemy and without


damage penalty.

**Ancient Knowledge** At 5th level can create a


Philosopher's stone- Flawed. Ritual time is 16 hours,
only one stone is able to be equipped at a time

**Additional Modifications** Modifications only available


for Forbidden Alchemy Modification

#### Human Sacrifice


At level 1 you have unlocked The Gate and seen past it.
With this you understand how to mold the very fabric of
life in your hands. Doing so you can see the flow of life
and can now access forbidden transmutation circles in the
spell list.

#### Human Battery


Activating a transmutation circle requires the use of a
strong electrical burst that an alchemist has trained
over the years to use the natural electrical current in
the human body.

At 1st level spend 2 alchemy points to add 1d6 of


lighting damage when using a melee attack.
At 6th level spend 3 alchemy points to create a burst of
electrical energy in a 5ft radius around you dealing 1d6
lighting damage

At 10th level spend 5 stamina to cast a ranged electrical


attack up to 15 ft with 1d6 lighting damage can be used
to activate circles

Take 1d20 x Alchemist level to use self as stand in for a


Philosopher Stone sacrifice.

#### Blood Rune


Beginning at 10th level you can perform a ritual that
binds a humanoid's soul to a full set of steel or iron
armor. The humanoid must have died no longer than 10 days
ago, and the armor must be nonmagical scale male, half
plate, splint or plate. The ritual requires 10 minutes of
concentration, during which you must be touching the
corpse and the armor.

When the ritual is finished, the armor becomes animated


and you must expend one hit die per hit die that the
humanoid had. If this would reduce you to less than 0 hit
dice, the ritual fails.

The armor has the ability scores and personality of the


dead humanoid, with the following statistics: Medium
construct, 40 hit points, speed 30 feet; immune to poison
damage the poisoned condition, and disease; resistance to
fire damage; darkvision 60 feet. The humanoid retains its
weapon, tool and skill proficiencies, and uses your
proficiency bonus; it does not retain any other racial
traits or class features. Its AC is equal to that of the
armor used in the ritual.

The creature bound to the armor must immediately make a


Wisdom saving throw against your spell save DC. On a
failed save, the creature is charmed by you. The bound
creature remains charmed until you or your companions do
anything harmful to it. While charmed by you, the bound
creature regains all its hit points when it finishes a
long rest.
When the bound creature drops to 0 hit points, or 10 days
elapse, the creature's soul is destroyed and is not
recoverable except through a wish spell.

#### Create Chimera

At 15th level you can forcibly bind a humanoids soul to a


creature willing or not. Both creatures need to be alive
for the combination. To complete this you need to do a
humanoid transmutation ritual and remain concentrated for
10 minutes. Both are put in two different transmutation
circles and both creatures will have to make a DC 20
Constitution saving throw if one suceeds the ritual is
nulled. If both creatures fail to resist they are
combined.

THIS IS IRRIVERSABLE!

If one of animals used in the chimera was trained then


the Chimera will listen to you otherwise the Chimera does
not listen to you. You can train the Chimera afterwords
if you want. The chimera appearance is determined by the
DM and the Alchemist. The stats of the animal are both
stats combined divided by 2. If this route is taken then
your companion will not be able to live throughout a
Alchemical Experimentation.

#### Create Homunculi

*Artificial being created through alchemy*

Starting a level 20th you can create a Homunculus which


will act as a familiar and can be given the same feats as
the animal experiments (Chimera) feats. Stats are all
rolled.

Homunculi can be created using a Philosopher stone as its


core by introducing a Philosopher's Stone into a creature
blood stream. If homunculi is created around a
philosopher stone no need to roll a fortitude save.
Introducing a Philosopher's Stone into a creatures blood
stream before it dies will attempt to stabilize it, and
if it succeeds come back to life with a Scar location
corresponding with their Feat. The scar is a symbol of
the alchemist choosing. In either case, before they
become Homunculi they must succeed a Fortitude save DC 25
or the stone forces itself out and the subject dies. All
Homunculi are no longer able to use any alchemy or magic.
No longer gets exhausted. Once stone Stamina is reduced
to zero at the end of the action the Homunculis dies.

- Flawed stone gives one feat


- Foggy stone gives two feats
- Perfect stone gives 3 feats

\page

Once a Homunculus has survived the ordeal, they may then


start taking Homunculus Feats, and gain the following
racial traits:

**Regeneration:** The round after a Homunculus takes


damage, they heal 3 HP for 1 Stamina Point from their
Philosopher's Stone-Flawed, 5hp for 1 Stamina for
Philosopher Stone-Foggy, 10hp per 1 Stamina for
Philosopher Stone-Perfect. They can heal as many points
as they have Stamina Points left in their Philosopher
Stone. Even if the Homunculus health reach zero they may
still choose to heal self. Once the stone's Stamina is
depleted and the Homunculus health reaches zero then
causes permanent death. Can not be brought back using
alchemical means or another Philosopher Stone. Immune to
all sicknesses and poisons. Scar location is on the heart

**Ultimate Spear:** The Homunculus can extend their


fingers or arms/legs to a max of 20 ft and pierces
anything in their path and treat target's AC as 10
against this attack regardless of targets actual AC
isstrikes deal 4d6 piercing damage. Can spend an extra 2
stamina for + 1 ft. Scar location hands.
**Ultimate Shield:** Natural +3 AC, Can spend 10 Stamina
and add an extra +3 AC. Last up to 6 hours. Shield looks
like a second skin that beings to cover as much of the
skin as the Caster wants. Scar location neck.

**Ultimate Eye:** Passive Perception is 25, add an extra


+5 to perception checks. Has Truesight up to 120ft. Spend
10 Stamina to use and action to study an opponent's
weakness Adding an extra 1d6 to hit and damage and allies
get an extra 1d4. Can spend 5 stamina to reroll any
perception roll under 10. Scar location the eye.

**Ultimate Shapeshift:** Can use a free action to


shapeshift into any being of the castors choosing. Castor
can change body type and height along with
armor,clothing, weapons, and equipment is strictly
cosmetics, If a creature inspects the equipment they will
notice that it is a part of your person and not a real
item. Immune to Truesight. Gets a +15 on disguise checks.
Spend 20 Stamina to gain the attributes of the creature
you shifted into for 3 hrs. Scar location Thigh.

**Enhanced Constitution:** +10 to Constitution and an


added +10 to movement. Spend 1 stamina to gain +10
health, does not recover lost limbs or can be used after
death like regeneration can. Scar location back

**Iron Stomach:** Saliva is acid bite attack that deals


3d6 acid damage and once a day shoot a breath attack with
a 5ft acid cloud in front of you. Can eat anything. 15
stamina to open your body down to your hips and shoot a
25ft line and consume everything in that line, spend an
additional 5 Stamina to keep mouth open per round. Scar
location tongue.

**Super Human Abilities:** add a +5 to all six ability


scores, can spend 5 Stamina to gain an advantage on any
roll of the castors choice expect Death saving throws.
Scar location calf

**Unrivaled strength:** Strength is increased by 10 and


gain an advantage on all strength ability checks. Spend 3
stamina to add +1 to attack rolls or damage rolls. Scar
location Bicep

**Unrivaled Speed:** movement +60ft on top of natural


movement speed. gain 2 extra attacks during attack
actions. Spend 3 stamina to disengage. spend 10 stamina
to use a dash action as your bonus action. Scar location
foot.

**Control Shadows:** Can control shadows around caster


and take an action to control enemy shadow, making an
advantaged weapon attack against the shadows owner. For
upwards of 10 ft in sunlight 40 ft in dim light and 70 ft
in complete darkness. spend 15 stamina to increase shadow
control extra 30 ft.dim light or darkness, pride gains a
shadowy aura that grans him resistance to melee attacks.
Shadows can restrain, attack and defend, grab objects far
away. Anything the castor wants within reason. Darkness
AC 20 and no hit points and does necrotic damage equal to
1d10 + Will bonus. Must use an action to command darkness
to Attack or Defend if choose to. Scar location stomach.

**Elastic Body:** Can stretch a single body part out to a


Max of 20ft. Gain a +10 to escape checks from grapples
and restraint. Spend 5 stamina to extend an additional
body part or spend 3 stamina to add an additional 1 ft to
stretch a single body part. Scar location Clavicle

> ##### Philosopher's Stone Shard


> Can be used to temporarily bring a creature to back to
life and suspend its animation. The creature is only able
to understand simple instructions and can not speak. To
absorb the shard the target must make a DC20 constitution
saving throw, living or dead. If the shard is used on a
living being and is rejected the target takes 1d8 of
damage and the shard is shattered. If the shard is
accepted then add +1 to the targets ability skills. The
shards effects only last 1 hour. Only 3 shards can be
absorbed by a single creature, more than that and the
creature itself is devoured by the shard, instantly
killing it and it creates a level 0 Flawed Philosophers
stone with 10 Stamina.
>
> - To create a shard it requires a one hour ritual with
a creature or humanoid.
> - Can spend additional +1 hours to make shards from
additional humanoids but only a maximum of 3 shards are
created.
> - Can be used to by pass the drawing of a circle, used
a maximum of 3 times per shard, afterwards the shard is
shattered.

<img

src='https://alchimistemetal.files.wordpress.com/2016/02/
2999180765_1_10_wobrzg34.png'
style='position:absolute; top:690px; right:40px;
width:348px; mix-blend-mode: multiply' />

\page

> ##### Philosopher's Stone - Flawed


>Requires attunement.
Beginning at 10th level, over 12 hours ritual you may
create an object of immense alchemical power called a
philosopher's stone. In order to create a philosopher's
stone you must perform a forbidden transmutation in the
presence of 1 or more dead humanoids within 1 hours of
their death. During the ritual the souls of the present
corpses are gathered together and solidified into an
amber colored stone of a size of your choosing. You may
add souls to the stone to increase its power level druing
its creation (1 soul equals 1 stone level). You may affix
this stone to a necklace, earring, ring, or bracelet. For
every stone equipped take 1d8 maximum health drop until
the affixed equipment is removed. Does not stack with
other Philosopher's stone of different purities. Each
stone has its own power level however a stone with a
lower power level can be used to power a higher level
stone by consuming double the stamina required by the
higher level stone. The Philosopher's stone has an
alchemical stamina of 100 and can be recharged by 20 per
soul poured into it. Once the stone is broken it shatters
into 3 shard pieces.
>
> **0 level**
Reroll 1's for a maximum of 3 times then the stone turns
into dust - 0 stamina
>
> **1st level**

>(1)If a transmutation would cause you to take damage,


take half damage. - 5 stamina
>
>(2)If a transmutation would cause you to take damage,
take no damage. - 10 stamina
>
>(3)If a transmutation would cause you to take damage,
gain half health - 15 stamina
>
> **2nd level**
>
>(1) You gain +2 to your alchemy attack mod and alchemy
save dc. - 5 stamina
>
>(2) You gain +4 to your alchemy attack mod and alchemy
save dc. - 10 stamina
>
>(3) You gain +6 to your alchemy attack mod and alchemy
save dc. - 15 stamina
>
> **3rd level**
>
>(1) Half damage taken when activating blood magic - 5
stamina
>
>(2) No damage taken when activating blood magic - 10
stamina
>
>(3) Draw a transmutation circle as a bonus action - 15
stamina
>
> **4th level**
>
>(1) You gain +2 to your alchemy damage - 5 stamina
>
>(2) You gain +4 to your alchemy damage - 10 stamina
>
>(3) You gain +6 to your alchemy damage - 15 stamina
>
> **5th level**
>
>(1) You may reroll any roll except 1's for 20 stamina -
5 stone's stamina
>
>(2) You may reroll any roll except 1's for 15 stamina -
10 stone's stamina
>
>(3) You may reroll any roll except 1's for 10 stamina -
15 stone's stamina

.
> ##### Philosopher's Stone - Foggy

>Beginning at 15th level only created by an alchemist


with Forbidden alchemy origins. require an 8 hours ritual
of a dead humanoid within 2 hours of their death. During
the ritual the present souls are gathered together and
solidified into a light red colored stone of a size of
your choosing. You may add souls to the stone to increase
its power level. Every 2 souls that are poured into the
stone during its creation increase the stones level by 1
(starting at lvl 1). You may affix this stone to a
necklace, earring, ring, or bracelet. Does not stack with
Philosopher's stone of different purities. For every
stone equipped take 1d10 maximum health drop until the
accessory is removed. If a stone of higher purity is
attuned the lesser stones effects are canceled except for
0 level abilities. Each stone has its own power level
however a stone with a lower power level can be used to
power a higher level stone by consuming double the
stamina required by the higher level stone. The
Philosopher's stone has an alchemical stamina of 150 and
can be recharged by 20 per soul poured into it.Once
stamina is depleted breaks into 4 shards.
>
> **0 level**
Reroll 1's for a maximum of 4 times then the stone turns
into dust
>
> **1st level**
>
>(1) You gain +4 to either your alchemy damage or attack
- 10 stamina
>
>(2) You gain +6 to either your alchemy damage or attack
- 15 stamina
>
>(3) You gain +8 to either your alchemy damage or attack
- 20 stamina
>
> **2nd level**
>
>(1) Gain use of Alchemic Touch (See Organic Alchemy) -
10 stamina
>
>(2) Gain use of Transmutation Strike (See Tectonic
Alchemy) - 15 stamina
>
>(3) Gain use of Transmutation Transistor/Transition (See
Organic Alchemy) - 20 stamina
>
> **3rd level**
>
>(1) increase alchemy range by 5 ft - 10 stamina
>
>(2) increase alchemy range by 10 ft - 15 stamina
>
>(3) increase alchemy range by 15 ft - 20 stamina
>
> **4th level**
>
>(1) Overload actions now cost x1.5 stamina. - 10 stamina
>
>(2) Overload actions now cost x1.0 stamina. - 15 stamina
>
>(3) Overload actions now cost x0.5 stamina. - 20 stamina
>
> **5th level**
>
>(1) You may reroll any roll expect 1's for 15 stamina -
10 stamina
>
>(2) You may reroll any roll expect 1's for 10 stamina -
15 stamina
>
>(3) You may reroll any roll expect 1's for 5 stamina -
20 stamina

\page
> ##### Philosopher's Stone - Perfect
>
>Beginning at 20th level only created by an alchemist
with Forbidden alchemy origins. require 4 hours ritual of
5 dead humanoids within 2 hours of their death. During
the ritual the present souls are gathered together and
solidified into a Dark red colored stone of a size of
your choosing. You may add souls to the stone to increase
its power level. Every 5 souls that are poured into the
stone during its creation increase the stones level by 1
(starting at lvl 1) For example to create a level 5
Perfect stone you require at least 30 dead humanoids, amy
more sacrifices beyond that increase the stones stamina
by 10 for each extra soul . You may affix this stone to a
necklace, earring, ring, or bracelet. Only one is allowed
to be attuned at a time and can not be attuned with
stones of a lower quality. Take 3d12 maximum health drop
until the accessory is removed. The Philosopher's stone
has an alchemical stamina of 350 and can be recharged by
5 per soul poured into it. Once its stamina is depleted
the stone breaks into 10 shards.
> **0 level**
>
>Has all the abilities from previous stones - Half
Stamina (Stamina value shown on other stones)
>
> **1st level**
>
>Reroll any roll of your choosing including 1's and death
saving throws - 10 Stamina
>
> **2nd level**
>
>You can choose to succeed on any alchemy check and gain
one overload charge - 15 Stamina
>
> **3rd level**
>
>Use of Alchemic Touch adding one extra die per healing
cost - 10 Stamina
>
> **4th level**
>
>Gain use of any 1 Homunculi Feat for 2 actions - 25
Stamina
>
> **5th level**
>
>By ripping shards from the stone you reach into the
stones core and release pure alchemical might, the shard
manifests the horrors that it was holding within, the
souls that have been trapped within the stone instantly
pierce the targets whole being leaving almost nothing
behind, dealing 2d12 damage for every shard you've
ripped- 100 Stamina

<img

src='https://lh3.googleusercontent.com/SYuvkLiuW6C4Q5Mw_H
lH1ULZIU91NtI1hixTB3-
ybthIBXq5LQtpitx47NMnE2zr2vWuCCZq2hafBVo=w1920-h948'
style='position:absolute; top:730px; right:220px;
width:500px' />

\page
### Transmutation Expertese
Quick Build
You can make a craftsman quickly by following these suggestions. Make Intelligence your highest ability,
followed by Strength or Dexterity. Next, select Athletics and Investigation as your skills.

The Craftsman
Level Proficiency Bonus Features
1st +2 Bonus Proficiencies, Smithy
2nd +2 Masterwork (Apprentice properties), Tool Belt
3rd +2 Guild
4th +2 Ability Score Improvement
5th +3 Extra Attack, Masterwork (Journeyman properties)
6th +3 Folded Steel
7th +3 Guild feature
8th +3 Ability Score Improvement
9th +4 Rapid Modifications
10th +4 Guild feature
11th +4 Masterwork (Master properties)
12th +4 Ability Score Improvement
13th +5 Craftsman’s Strike
14th +5 Guild feature
15th +5 Uncanny Tool Belt
16th +5 Ability Score Improvement
17th +6 Masterwork (Legendary properties)
18th +6 Guild feature
19th +6 Ability Score Improvement
20th +6 Magnum Opus

Class Features
As a craftsman, you gain the following class features.

Hit Points
Hit Dice: 1d10 per craftsman level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per craftsman level after 1st

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons

Saving Throws: Intelligence, Constitution


Skills: Two from: Arcana, Athletics, History, Investigation, Medicine, Perception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
 A set of craftman’s tools
 A shield and (a) chain mail or (b) scale mail
 A dagger and (a) a warhammer or (b) any simple weapon
 (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
 An explorer's pack and one kit you're proficient with

Bonus Proficiencies
Starting at 1st level, you are proficient with exotic weapons, armor, and shields. You are also proficient with
all sets of artisan’s tools.

Smithy
At 1st level, you carry a set of craftsman’s tools, a combined toolkit which covers the essentials of all artisan’s
tools and allows you to add your proficiency bonus to anything you craft. It weighs 20 lb. and can be replaced
for 75 gp.
While using these tools to craft an item, you can make a day’s worth of progress towards crafting in the 8
hours during a long rest. Each day, you can craft items worth a total of 50 gp times your craftsman level. As
normal, you must provide material equal to half the items’ market value.

Masterwork
At 2nd level, you begin to learn the deeper intricacies of weapon and armor craftsmanship.

Masterwork Equipment
As a craftsman, you are capable of creating weapons and armor of the utmost quality; such creations are
known as Masterwork items. By spending an additional 100 gp in materials and 8 hours of work when
crafting a weapon or suit of armor, you can create a masterwork version of that item. In addition, you can
spend 100 gp and 8 hours of time to modify an existing item to be masterwork.

Masterwork Properties
Properties Craftsman Level Cost
Apprentice 2nd —
Journeyman 5th 200 gp
Master 11th 400 gp
Legendary 17th 500 gp

Masterwork Bonus
As you gain levels in this class, the masterwork items you craft will grant a Masterwork bonus when wielded
or worn by a proficient creature. At 5th level, your masterwork weapons have a +1 bonus on attack and
damage rolls and your masterwork suits of armor have a +1 bonus to AC. This bonus increases to +2 at 11th
level, +3 at 17th level.

Masterwork Properties
Masterwork items you craft can be modified with masterwork properties, advanced modifications which
allow you to create truly unique weapons and armor. Masterwork properties are separated into 4 levels:
Apprentice, Journeyman, Master, and Legendary. You can apply a number of Apprentice properties equal to
your Intelligence modifier + your Masterwork Bonus (minimum 1) to a piece of gear, and can apply one each
of Journeyman, Master, and Legendary properties to a masterwork item.
While anyone can use a masterwork version of a weapon or suit of armor if they are proficient with it,
once a piece of masterwork gear has been modified with a Master or Legendary property, it is then fitted to
your exact specifications and can only be used proficiently by you.
You can apply any number of masterwork properties to a single piece of masterwork equipment over a
period of 8 hours, which may be done over the course of a long rest. Each added masterwork property
requires a cost in materials and can only be done by craftsmen of a high enough level, as shown in the
Masterwork Properties table. You can remove or replace masterwork properties on an item in the same
amount of time, though you must still pay the cost of newly added masterwork properties. You can’t remove
a property from an item that is a prerequisite for another of the item's properties.
When you learn a new level of masterwork properties, you can apply a property from that level to two
pieces of masterwork equipment at no cost. Additionally, whenever you apply a masterwork property to a
weapon that deals bludgeoning, piercing, or slashing damage, you can change that weapon’s damage type to
bludgeoning, piercing, or slashing.
Magic weapons and armor can be made masterwork, however, once modified with masterwork
properties, they do not grant a masterwork bonus to attack rolls, damage rolls, or Armor Class.

Crafting Ability
Intelligence is your primary ability when it comes to crafting. In addition, you use your Intelligence modifier
when setting the saving throw DC when an item that you craft calls for one.

Masterwork save DC = 8 + your proficiency bonus + your Intelligence modifier

Tool Belt
While other adventurers may rely on spells, or luck, or brute strength to solve a problem, you believe in
always having the right tool on hand. Starting at 2nd level, you can use your action to retrieve a piece of
nonmagical gear from your belt, apron, pack, cart, or wherever you keep your tools, even if you did not have
it in your inventory before. This item’s price in gp must be no higher than 10 times your craftsman level.
Items retrieved this way become lost in your inventory and vanish you take a long rest. You can use this
ability a number of times equal to your Intelligence modifier and regain all expended uses following a long
rest.

Artisans’ Guild
At 3rd level, you join an Artisans’ Guild. Select one of the Guilds from those listed below; you gain the 3rd
level ability of that guild. You gain an additional Guild ability at 7th, 10th, 14th and 18th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.
Folded Steel
At 6th level, you discover or create new processes for making your masterwork gear even stronger than
before. Masterwork weapons crafted or modified by you count as magical for the purposes of overcoming
damage resistance and immunity.

Rapid Modifications
Starting at 9th level, you gain the ability to quickly reconfigure your equipment. As an action, you can replace
a masterwork property on a single piece of gear with any other masterwork property of the same level. You
can’t replace a property that is a prerequisite for another of the weapon’s properties, and the weapon must
meet all the prerequisites for the new property. You can use this ability a number of times equal to your
Intelligence modifier, and regain all expended uses when you finish a long rest.

Craftsman's Strike
You've learned how to build, but you also know how to destroy. Starting at 13th level, your weapon attacks
deal maximum damage to objects, and an additional 1d8 damage to constructs.

Uncanny Tool Belt


You have a knack for finding the most useful things buried away in your cart. Starting at 15th level, you can
produce a single common or uncommon magic item from your tool belt. The item become lost in your
inventory and vanish when you a long rest. Once you use this ability, you can’t use it again until you finish a
long rest.

Magnum Opus
At 20th level, you complete an object of unparalleled majesty. You can retreat into your forge for a period of
30 days; during this time, you are feverishly working. At the end of the 30 days, you emerge from your forge,
carrying your creation: a single magic item of very rare or legendary rarity. This item is tied to your very soul:
regardless of type, you are always considered attuned to it, and no other creature can attune to it while you
are alive. This item does not count against your maximum number of attuned items, and you ignore all
attunement requirements for the item. As long as you are on the same plane of existence as your item, you
can call it to your hand or onto your body (as appropriate). You can only craft a Magnum Opus once.

Sidebar: Crafting
The ability to forge and create items is central to the craftsman. To craft an item, a character requires three
things: materials, tools, and time:
 In most cases, the raw materials for an item can be obtained for 1/2 the item’s price. This cost can
fluctuate depending on the character's current circumstances, contacts, or access to natural resources.
 A set of the appropriate artisan’s tools and proficiency in their use is generally all that is required to
craft an item, though occasionally use of a larger shop is needed for more complex items, and proper
scaffolding and earth-moving equipment is needed for building structures.
 The time required to craft an item is measured against its market value. Normally, a character makes
progress toward crafting an item equal to 5 gp for each day of downtime, completing their work when this
amount exceeds the item’s price. As a craftsman, you work more much faster, and make progress equal to 50
gp × your craftsman level each day.
Artisans’ Guilds
All master craftsmen individually learn the basics of smithing, leatherworking, woodworking, and other
necessary disciplines on the path to mastery, either on their own or under tutelage of another master artisan.
However, as they hone their skills, they invariably find themselves drawn to gatherings of other like-minded
craftsmen. These groups, formalized as Guilds, provide a means for craftsmen to compare notes and
schematics, acquire resources, and provide a means for craftsmen to ply their trade.

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.

Armor Master
You not only learn to forge powerful armor, but can wear it with skill. At 3rd level, you gain one of the
following fighting styles:
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.

Iconic Emblem
Starting at 7th level, you can emblazon your armor and shield with a personal symbol, one that is known by
many to represent craftsmanship and valor. A creature that sees you can identify you with a DC 12
Intelligence check. Additionally, whenever an ally that can see you makes a saving throw that they are not
proficient in, they can add half your proficiency bonus (rounded up) to the save.

Armiger’s Eye
Starting at 10th level, you can spend 10 minutes to reinforce a suit of armor, or up to 6 following a short or
long rest, which gains one of the following properties of your choice:
Adamant. When a creature wearing this armor takes damage, it reduces the amount it takes by 1d8.
Banded. A creature wearing this armor has a +1 bonus to armor class.
This armor retains its reinforcement until the creature wearing it is hit, after which it is no longer fortified.

Wall of Iron
Starting at 14th level, as a bonus action, you can gain resistance to bludgeoning, piercing, and slashing
damage until the end of your next turn. Once you use this ability, can’t use it again until you finish a short or
long rest.

Master Armorsmith
At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property,
which you can immediately apply to a suit of masterwork armor:
Invincible Plating
Legendary Property
Components Suit of exotic masterwork armor
You learn how to make your steel nigh indestructible to certain forms of strikes. Select either bludgeoning,
piercing, or slashing damage; while wearing this suit of armor, you are immune to that type of damage.

Bladeworkers’ Guild
Blade and bow, axe and mace: these are the tools with which the Bladeworkers try to change the world. They
believe that the right blade, in the right hand can make a warrior unstoppable.

Weapon Master
You not only forge great weapons, you fight with them as well. At 3rd level, you gain one of the following
fighting styles:
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this
benefit.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the
damage of the second attack.

Wicked Blade
By 7th level, your fiendishly clever weapons have earned you a reputation. You can add twice your
proficiency bonus to Charisma (Intimidation) checks you make using one of your masterwork weapons.

Adamant Whetstone
Starting at 10th level, you can spend 10 minutes to fortify a weapon, or up to 6 following a short or long rest,
which gains one of the following properties of your choice:
Honed. This weapon has a +2 bonus on attack rolls.
Sharpened. This weapon deals an 1d8 additional damage on a hit.
This weapon retains its fortification until it hits a target, after which it is no longer fortified.

Sundering Strike
Starting at 14th level, you can use your knowledge of the weak points of weapons and armor to render them
useless. As an action on your turn, you can make a single attack against an enemy, targeting their weapon or
armor in an attempt to sunder it. If you hit, that creature must succeed on a Dexterity saving throw against
your Masterwork save DC. On a failure, the item is broken, unusable until it is fixed. Once you use this ability,
you must finish a short or long rest before you can do so again.

Master Weaponsmith
At 18th level, you reach the peak of your craft. You learn the following Legendary Masterwork Property.
Devastating
Legendary property
Components Masterwork exotic weapon
This weapon scores a critical hit on a roll of 18, 19, or 20.

Filigrist’s Guild
The master artisans of the great fey elf cities are some of the most talented craftspeople anywhere in the
multiverse. While they could make anything, they generally prefer to exhibit their incredible skills by
fashioning decorative items: jewelry, sculptures, and ornaments. The masterpieces forged by a filigrist are
treasures that will be passed down in families for generations, jealously buried in tombs, and unearthed
centuries later, looking every bit as magnificent.

Ornamentation
When you enter this profession at 3rd level, you learn to craft armor and weapons that incorporate
beautification not only as an aesthetic choice, but as an enhancement to the item’s capabilities. By spending
500 gold and 8 hours of work, you can apply the Ornamented property to a masterwork weapon or the
Decorated property to a suit of Masterwork armor.
Decorated
Apprentice property
Components Suit of masterwork armor
As a reaction when you are hit by an attack from a creature you can see, you can cause the attacker to reroll
the attack against you and add your Intelligence modifier to your AC. The attacker must use the new roll.
You can apply this property multiple times, once at each level of Masterwork properties. You can use this
ability once for each time this property has been applied, regaining all expended when you finish a long rest.

Ornamented
Apprentice property
Components Masterwork weapon
Once per turn when you make an attack roll with this weapon and miss, you can reroll the attack, adding your
Intelligence modifier to the roll. You must use the new roll.
You can apply this property multiple times, once at each level of Masterwork properties. You can use this
ability once for each time this property has been applied, regaining all expended when you finish a long rest.

Formidable Finery
At 3rd level, you also learn how to craft jewelry that is both beautiful and remarkably functional. You can
designate a collection of rings, necklaces, bracelets, and other jewelry you have crafted that is worth at least
1,000 gp as a suit of finery. While wearing your finery, your Armor Class is equal to 10 + your Dexterity
modifier + 1 per 1,000 gold your finery is worth (maximum +3). Your finery is treated as a suit of exotic
masterwork light armor. You can continue to invest gold and jewels into your finery, improving the bonus it
provides to your Armor Class, by spending the gold necessary as you work on your finery over a long rest.
While wearing your finery, you can use your Intelligence modifier instead of your Charisma modifier for
Deception, Intimidation, and Persuasion checks.

Alluring Finery
Starting at 7th level, as an action, while wearing your finery, you can force one creature that you can see
within 30 feet of you to make a Wisdom saving throw, opposed by your Masterwork save DC. On a failed
save, the creature is drawn to you, compelled by your glorious accoutrements. For the next minute, it has
disadvantage on attack rolls against creatures other than you.
The effect ends if you attack any other creature, if you cast a spell that targets a hostile creature other
than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end
your turn more than 30 feet away from the target.
You can use this ability a number of times equal to your Intelligence modifier, and regain all expended
uses when you finish a long rest.

Magnificence
When you reach 10th level, you can spend 10 minutes polishing a suit of armor or a weapon until it sparkles,
or up to 6 following a short or long rest. The polished piece of gear gains the following benefits:
Brilliant. The item sheds bright light in a 20-foot radius, and dim light for an additional 20 feet. The item
shines for 8 hours, after which the light fades. While the item is shedding light, if the creature using that item
fails on a saving throw, it can use its reaction to reroll that saving throw; it must take the second roll. Once
this ability is used, the item's light fades. A creature can only benefit from this ability once every 24 hours.

Dazzling Defenses
At 14th level, your weapons shine with the rainbow hues of dozens of gemstones. When you deal damage to
a creature with a weapon that has the Ornamented property, you can use your bonus action to distract the
creature, causing it to have disadvantage on the next attack roll or saving throw it makes.
Once you use this ability, you can’t use it again until you finish a short or long rest.

Master Filigrist
At 18th level, you reach the peak of your craft. You learn the following Legendary property:
Royal
Legendary property
Components Suit of exotic masterwork armor
This armor, fit for a king or emperor, is layered with brilliant gold and gems. While wearing this armor, you
can add your Intelligence modifier to all saving throws you make.
Shugenja
A round pair of spectacles hanging on his nose, a wizened human produces a scrollcase and carefully unfurls
the blank parchment within. He examines it in detail, tracing unseen lines, curves, and markings with his
eyes. Then, with a flick of his wrist, the parchment leaps from his hands, standing bolt upright at his arm's
length, and surges with arcane energy. It burns at the edges, as cryptic symbols and lines flare into and out of
existence, as the energy within them is released.
A female dwarf stands at the edge of a lake peaceably, stretching one arm out in a graceful pose, returning
it to her center, and then stretching out the other. Eyes closed, she repeats these soothing motions to a silent
rhythm. She feels the balance and sway of the elements within her, as the heat of flame sparks to her
fingertips and frost pricks at her heels. She pulls the breeze with the flow of her arms and feels the resistance
of the earth respond underneath her feet. All is harmony with the elements, and all is harmony within the
dwarf.
Shugenja master the esoterica of magic and the raging elements through careful, deliberate calligraphy.
Theirs is the painstaking art of crafting the geometry of spells to evoke the elements themselves, and to
understand the elements in their fullness.

Arcane Scribes
Arcana is, perhaps, expressed most purely through geometry. Rendered through meticulous diagrams and
precise figures, intersections, and angles, a spell scroll hints at the hidden secrets of the multiverse. Depicting
these cryptic formulae is a demanding art, but imparts great power to those who master its subtleties.
Unlike other spellcasters, shugenja dedicate themselves wholly to the crafting of scrolls, traditionally
called ofudas. Perfecting the calligraphy and memorizing the forms of powerful runes, sigils, and glyphs is a
lifelong challenge requiring patience and persistence.
But when complete, a spell scroll is like a loaded spring, containing an abundance of arcane energy,
restrained within the sweeping lines of ink and calculated intersections. Casting it with the right words and
gestures frees the bound energy within, which springs forth suddenly, taking a spell form ordained by its
geometry. This release is violent, always burning the words off its page, and often singeing or disintegrating
the paper itself in the process. A single scroll is disposable; a courier of arcane power. But with enough
scrolls, a shugenja commands arcana itself.

Elements and Balance


To study the universe, its geometry, and its elements is as much an inward search as an outward one. The
universe is a ticking clock erected in harmonious balance; understanding that balance is but one way to attain
harmony within oneself. Shugenja approach the geometrical art of rending magic as a meditative process,
one intended to bring balance within their souls though wisdom and insight.
In their studies, all shugenja become intimately familiar with the elements. Layered, interwoven, and
deeply symmetrical, the elements comprise the fundamental building blocks of all existence. Each element
has an opposite, and as one waxes, the other wanes. These pairs are understood as Dualities. While each
shugenja studies all the elements, they will attain mastery over only one, to better grasp the nature of its
balance.

The Shugenja
Level Proficiency Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Duality, Scrollcasting 3 2 - - - - - - - -
2nd +2 Blank Scrolls, Elementalist 3 2 - - - - - - - -
3rd +2 Words of the Ancients 3 3 1 - - - - - - -
4th +2 Ability Score Improvement 4 3 2 - - - - - - -
5th +3 Share Scroll (1st Level) 4 3 2 1 - - - - - -
6th +3 Duality Feature 4 3 2 2 - - - - - -
7th +3 Elemental Ward 4 3 2 2 1 - - - - -
8th +3 Ability Score Improvement 4 3 2 2 1 - - - - -
9th +4 ─ 4 3 2 2 2 1 - - - -
10th +4 Elemental Substitution 5 3 2 2 2 1 - - - -
11th +4 Share Scroll (2nd Level) 5 3 2 2 2 1 1 - - -
12th +4 Ability Score Improvement 5 3 2 2 2 1 1 - - -
13th +5 ─ 5 3 2 2 2 1 1 1 - -
14th +5 Duality feature 5 3 2 2 2 1 1 1 - -
15th +5 ─ 5 3 2 2 2 1 1 1 1 -
16th +5 Ability Score Improvement 5 3 2 2 2 1 1 1 1 -
17th +6 Share Scroll (3rd Level) 5 3 2 2 2 2 1 1 1 1
18th +6 Duality feature 5 3 2 2 2 2 1 1 1 1
19th +6 Ability Score Improvement 5 3 2 2 2 2 2 1 1 1
20th +6 Master Scribe 5 3 2 2 2 2 2 2 1 1

Creating a Shugenja
Shugenja are scholars: they are not born, they are educated. Because of this, it is important to understand
where you acquired your teachings. Most shugenja have, at the very least, a master who instructs them in
writing, etiquette, the sciences, and other fields of study, and guides them in understanding the universe’s
great mysteries. These masters often establish schools, universities, or temples devoted to both spiritual
understanding and higher learning: obtaining instruction from one of these schools is a great honor. If you
had a master, who was he? What were his specialties? Is he still alive, and are you still in contact? If you went
to a school, what was it called, and who were your masters there?

Conversely, some have no master and no school. These few, through study of a seemingly unrelated topics,
tend to stumble upon an unanswerable question or a gap in their knowledge that cannot be explained, which
leads them to the self-discovery of the great Dualities. If you are self-taught, what did you study before your
epiphany and what epiphany that led you to this path?

Parallel to this is your choice of Duality. Shugenja seek to understand the balance of all things, and by doing
so they gain mastery over one aspect of that balance. What aspect have you chosen to study and pursue, and
what led you to that choice?

Quick Build
You can build a shugenja character quickly by following these suggestions. First, your highest ability score
should be Intelligence, followed by Dexterity or Constitution. Second, select the Duality of Fire and Ice. Lastly,
choose the elemental influence, fire bolt, and shocking grasp cantrips, along with the spells burning
hands, fog cloud, icicle javelin, rumbling charge, snowflake shield, and whispering wind.
Class Features
As a shugenja, you gain the following class features.

Hit Points
Hit Dice: 1d6 per shugenja level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per shugenja level after 1st

Proficiencies
Armor: None
Weapons: Simple weapons, shortswords
Tools: Calligrapher’s supplies
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Medicine, Nature, and Religion.

Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:

 (a) a light crossbow and 20 bolts or (b) any simple weapon


 (a) a scholar's pack or (b) any explorer's pack
 30 sheets of parchment, 4 ounces of ink, and an ink pen
 Calligrapher’s supplies
 A master scroll

Scrollcasting
As a scholar of the elements, you have learned to prepare scrolls charged with magic energies.

Cantrips
At 1st level, you know three cantrips of your choice from the shugenja spell list. You learn additional shugenja
cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shugenja table.

Master Scroll
You have a master scroll, a great piece of parchment upon which you inscribe your spells for permanent use.
This scroll contains four 1st level shugenja spells of your choice. You do not inscribe your cantrips, which are
instilled in your memory.

Sidebar: Your Master Scroll


The spells that you add to your Master Scroll as you gain levels reflect your discoveries about the nature of
the elements. You might also find other spells during your adventures that you can add to your Master Scroll,
strengthening your mastery over the elements.

Copying a Spell onto the Scroll. When you find a shugenja spell of 1st level or higher, you can add it to your
master scroll if it is of a level for which you can prepare scrolls and if you can spare the time to decipher and
copy it.
Copying a spell into your Master Scroll involves reproducing the basic form of the spell, deciphering the
notation used by the caster who wrote it, and transcribing it into your Master Scroll using arcane inks.

For each level of the spell, the process takes 1 hour and costs 25 gp. Once a spell is recorded into your
master scroll, you can prepare spells scrolls of it just like your other spells.

Your master scroll can hold a number of spells equal to 10 + 3 times your level. You can erase a spell of your
choice whenever you copy a new spell into your scroll.

Replacing the Scroll. If your scroll is ever lost or destroyed, you can transcribe a new master scroll from a
copy you have made. You can make a nonmagical copy of a spell by spending 1 hour and 10 gp for each level
of the copied spell, and you can spend the same amount of time and gold to copy it into a new master scroll.
Filling out the remainder of your master scroll requires you to find new spells to do so, as normal. For this
reason, many shugenja keep backup Scrolls in a safe place.

The Scroll’s Appearance. Your master scroll is a unique collection of arcana that represents the depths of
your knowledge and understanding. It might be a magnificent document in an ivory scroll case, a volume of
carefully linked and organized scrolls, or even a burned husk of parchment, salvaged from a fire.

Preparing and Casting Spell Scrolls


The Shugenja table shows how many spell scrolls of 1st level or higher you can have when you finish a long
rest. When you prepare a spell scroll, you choose exactly one shugenja spell that you have in your master
scroll to inscribe on it. The spell scroll upon which you inscribe a spell must be of the same level as the spell
or higher. Preparing a spell on a higher level spell scroll is equivalent to casting that spell using a higher level
spell slot. You can prepare a single spell more than once on different spell scrolls.

When you cast one of the spell scrolls you have prepared, you expend the spell scroll, destroying it in the
process. Unused scrolls become mundane parchment when you finish a long rest.

Spellcasting Ability
Intelligence is your spellcasting ability for your shugenja spells, since you learn your spells by constructing the
intricate geometries of spell scrolls. You use your Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a shugenja spell
you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast a shugenja spell as a ritual if that spell has the ritual tag and you have the spell in your Master
Scroll. You don't need to have the spell prepared.

Spellcasting Focus
Your spell scrolls themselves act as an arcane focus for shugenja spells you cast of 1st level or higher.

Learning Spells of 1st Level or Higher


Each time you gain a shugenja level, you can add one shugenja spell of your choice to your Master Scroll.
Each of these spells must be of a level that you can prepare, as shown on the Shugenja table. On your
adventures, you might find other spells that you can add to your Master Scroll (see the “Your Master Scroll”
sidebar).

Duality
Starting at 1st level, you embrace one of the dualities that give substance and meaning to the universe.
Choose one of the elemental dichotomies: Fire and Ice, or Earth and Wind. Each Duality is detailed at the end
of the class description. Your choice grants you bonus spells known at 1st, 3rd, 5th, 7th, 9th levels, and
features at 1st, 6th, 14th, and 18th levels.

Duality Spells
Each Duality has a list of spells that you add to your Master Scroll at the shugenja levels noted in the Duality
description. These spells do not count against the number of spells you add to your Master Scroll each level,
and they are considered to be shugenja spells for you.

Blank Scrolls
By 2nd level, not all of your spells need to be inscribed in advance. With effort, you can cast a shugenja spell
recorded in your master scroll by writing it in magical energies on blank parchment while the spell is cast. You
have one blank scroll of each level of spell that you can prepare, up to 5th level. For example, at 5th level,
you have 3 blank scrolls, 1 of 1st level, 1 of 2nd level, and 1 of 3rd level. A blank scroll can only be used to
cast spells of its level.

Once per day, you can recover all expended blank scrolls when you finish a short rest. You recover all
expended blank scrolls when you finish a long rest.

Elementalist
By 2nd level, you are an experienced scholar of the elemental planes. You learn the Primordial language and
one other language of your choice. Additionally, you have advantage on all Intelligence checks relating to the
elements, elementals, or the elemental planes.

Words of the Ancients


Starting at 3rd level, you understand any written language that you see, provided you touch the surface on
which the words are written as you read them. It takes about 1 minute to read one page of text. This ability
doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written
language.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.

Share Scrolls
Starting at 5th level, your allies can use 1st level prepared scrolls that you create. When casting one of these
scrolls, your allies use your spell attack bonus and spell save DC for the spell.

At 11th level, your allies can use scrolls of 2nd level that you create, and at 17th level, they can use scrolls of
3rd level that you create.
Elemental Ward
At 7th level, you learn to protect yourself from the elements. When you finish a short or long rest, choose
one of the following damage types: acid, cold, fire, lightning, or thunder damage. You have resistance to that
damage type until you use this feature again.

Elemental Substitution
Starting at 10th level, you can flexibly bend the elements as you see fit. Whenever you cast a spell of 1st level
or higher that deals acid, cold, fire, lightning, or thunder damage, you can replace half the spell’s damage,
rounded down, with another damage type from that list.

Master Scribe
At 20th level, you have mastered the art of scrollcasting. As an action, you can expend any two prepared
scrolls to create a blank scroll. This blank scroll has a level equal to the highest of the prepared scrolls
sacrificed, or 5th level, whichever is lower. This blank scroll lasts until it is used, or until you take a short or
long rest.

Additionally, as an action, you can expend a blank scroll to instantly prepare a number of spell scrolls whose
combined level is equal to that of the blank scroll expended. You choose which spells are prepared on these
scrolls when you create them. These prepared scrolls last until they are used, or until you take a long rest.
Once you create prepared scrolls in this way, you can’t do so again until you finish a short or long rest.

Dualities
Shugenja specialize in manipulating the fundamental building blocks of the universe. Because the universe is
erected in perfect harmony, each elemental force is balanced by its opposite, creating a universal Duality. As
one element of a Duality becomes more powerful, the other becomes weaker; it is this symmetry and tension
that maintains the universe’s balance.

Shugenja each choose a duality as a focus of study, becoming expert in not one element, but also its
opposite. In learning to balance the elemental duality, shugenja also learn to find balance within themselves.

Fire and Ice


Fire and ice are the classically opposed elements, representing the disparity between light and dark, summer
and winter, heat and cold. Fire is destructive and hungry, devouring any food it happens to find, and leaving a
trail of ash in its wake. Cold, too, is destructive, but by means of frigid stillness and cold death. Whereas one
elements grows and consumes, the other restrains and withers.

Masters of this duality learn to manage the tempers of the destructive magics, turning them on their foes.
Their magic is devastating and tinged with elemental fire or ice.

Fire and Ice Spells


Shugenja Level Spells
1st burning hands, icicle javelin
3rd flame blade, water jet
5th fireball, ice claw prison
7th wall of fire, watery tentacles
9th cone of cold, flaming death

Chains of Winter
Starting at 1st level, whenever you deal damage with a spell of 1st level or higher on your turn, you can use
your bonus action to blanket the target in ice. Choose one of the spell’s targets that took damage to make a
Constitution saving throw. On a failed save, the target’s speed is halved until the end of its next turn.

Elemental Attunement
At 6th level, you have gained an affinity for the elements associated with your duality. Whenever you cast a
spell that deals damage, you can deal an additional 1d8 fire or cold damage, your choice, to one of the spell’s
targets.

Mantle of Flame
Starting at 6th level, you can unleash fiery wrath upon those who stand too close. As an action, you can cloak
yourself with an aura of blazing heat that lasts for one minute or until you choose to end it as a bonus action.
Any hostile creature that comes within 5 feet of you or starts its turn there takes fire damage equal to half
your shugenja level.

Once you use this ability, you must finish a short or long rest before using it again.

Arctic Stride
At 14th level, you learn to freeze the very ground you walk upon. Whenever you move, you can choose to
turn the ground you move across into difficult terrain until the start of your next turn. Additionally, you can
move across liquid surfaces using this ability, freezing the liquid behind you.

Frostburn
At 18th level, your magic mingles frigid cold with scorching heat. Spells you cast ignore resistance to damage.

Earth and Wind


Earth and wind are elements separated by physicality and mass. Earth is powerful and immobile, but its great
weight tethers it down and makes mountains slow. By contrast, the wind is free and unburdened, dancing as
high or as low as it pleases. The earth is steady and unmoving, but the wind brings with it great and sudden
turbulence, changes that can destroy.

Shugenja that master this duality learn to balance the immovable force of stone with the swift fury of the
storm. In combat, they wield a sword as nimby as a quill, and stand strong with warriors and mages alike.

Earth and Wind Spells


Shugenja Level Spells
1st fog cloud, rumbling charge
3rd gust of wind, stone bones
5th fly, meld into stone
7th arcing spark, hunger of the earth
9th suffocation, wall of stone

Bonus Proficiencies
When you choose this duality at 1st level, you gain proficiency with light armor and two martial weapons of
your choice.

Displaced Form
At 1st level, you can distort the air around you, concealing your true location. Whenever you cast a spell of
1st level or higher, you can use a bonus action to impose disadvantage on ranged attack rolls against you.
This effect lasts until the beginning of your next turn.

Arcane Strike
At 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Strength of Stone
Starting at 6th level, you can assume the power and durability of earth. When you take a short or long rest,
choose a damage type: bludgeoning, piercing, or slashing. You have resistance to that damage type until you
choose a different one with this feature.

Additionally, you automatically succeed DC 10 Constitution saving throws that you make to maintain your
concentration.

Windwalker
At 14th level, the wind is solid beneath your feet. While you are not wearing heavy armor, you have a flying
speed equal to your current walking speed.

Storm, Quake, Thunder


Starting at 18th level, as an action, make a melee weapon attack against a creature within your reach. On a
hit, lightning strikes the target from above and the earth shatters beneath its feet. The target takes 5d10
thunder damage and 5d10 lightning damage, is knocked prone, and make a Constitution saving throw. On a
failed save, the target is stunned until the beginning of your next turn.

Once you use this ability, you must finish a long rest before using it again.
Action
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of liquorice root)
Duration: 1 round
Choose a willing creature that you can see within range. During its next turn, the target gains an additional
action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or
Use an Object action.

Amanuensis
Transmutation cantrip

Casting Time: 1 action


Range: Touch
Components: V, S, M (a quill or pen, which is animated by the spell)
Duration: 10 minutes

You touch a quill or pen and cause it to copy writing from one source (such as a book) into a blank book,
paper, or parchment. This spell copies up to 2500 words, creating a perfect duplicate of the original. The spell
copies only non-magical text, not illustrations or magical writings (such as the text of a spellbook or a spell
scroll). If the source contains normal and magical writing (such as a letter with explosive runes), only the
normal text is copied, leaving blank space in the copied text where the magical writing would be expected.
Likewise, if the source contains both text and illustrations, only the text is copied. The spell does not translate
the copied writing. If you do not understand the original, you have no additional ability to understand the
copy.
The spell triggers (but does not copy) writing-based magic traps in the material being copied.
Blank paper, parchment, or a book must be provided for the spell to write upon. If more pages in the
source exist than blank pages are available, the spell copies the original until it runs out of blank pages. At
any time during the spell's duration you can redirect the magic to copy from another source, copy onto a
different set of blanks, or resume a duplication that was interrupted by a shortfall of blank pages.

Burst of Speed
2nd-level transmutation
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a shaving of liquorice root)
Duration: 1 round
Choose a willing creature that you can see within range. Until the start of your next turn, the target's speed
increases by 20 feet and it gains a +2 bonus to AC.
Déjà Vu
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small silver mirror)
Duration: Instantaneous
You briefly rewind the thoughts a creature of your choice that you can see within range. The target must
succeed on a Wisdom saving throw. A creature that took no actions on its previous turn automatically
succeeds this saving throw. On a failed save, the target on its next turn must repeat the actions it performed
in its previous turn. It can use its reaction as normal; it is not forced to repeat a reaction it made previously. If
the situation has changed in such a way that the subject can’t take the same actions again, the subject stands
still and takes no actions or bonus actions for 1 round.

Delay
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small crystal)
Duration: Instantaneous
You briefly slow time for a creature of your choice that you can see within range. The target must succeed on
a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round
onwards.

Diamond Edge
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a tiny diamond worth at least 1gp)
Duration: 1 minute
The edge of a slashing or piercing weapon you are holding is magically sharpened. For the duration, you can
use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks
using that weapon, and the weapon deals double damage to objects and structures. The weapon also
becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Dislocation in Time
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (any device capable of telling the time)
Duration: Up to 10 minutes
You step out of the normal flow of time, and remain there for the duration or until you use your action to
dismiss the spell.
While dislocated in time, you can see and be seen by creatures and objects that remain in normal time,
but everything there looks grey to you. You appear blurred and indistinct to them.
You ignore all objects and effects other than those that you are wearing or that originate from within your
person, allowing you to move through objects you perceive on the plane you originated from. Likewise,
nothing you do can have any effect on normal time.

Distort Gravity
4th-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a gyroscope)
Duration: Concentration, up to 1 hour
This spell changes the direction of gravity within a 60-foot square area on surface you touch. The affected
area can wrap around a surface, if its geometry permits. For the duration, creatures and objects within 15
feet of the surface fall toward it as if it were the ground. A creature can walk on this surface as if it were level
ground, even if the surface is perpendicular to the ground or upside down.
When the duration ends, all creatures and objects fall from the surface.

Erase
5th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a quartz crystal worth at least 100 gp)
Duration: Instantaneous
You point your finger and fire a pale blue ray at a Small or smaller nonmangical object that you can see within
range. Make a ranged spell attack against the target. On a hit, the target is erased from time.
No trace remains of the erased object and the memory any creature (except the caster) that knew of its
existence is altered to reflect the fact that the object never existed. If anything else in the world would not
make sense in the absence of the object, history is re-written to explain it. The DM determines the new
version of events. Generally, this spell makes the smallest possible change that would provide a plausible
explanation.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target a medium
object or creature, including magical objects. On a hit, the creature takes 10d10 force damage. If it is reduced
to 0 hit points by this damage, it is erased from time as described above, along with anything it is wearing or
carrying.

Fatal Distraction
2nd-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a cellphone)
Duration: Instantaneous
A subtle but compulsive distraction worms its way into a target's mind. Choose a creature you can see within
range to make a Wisdom saving throw or become distracted until the end of its next turn. A distracted
creature makes attack rolls, ability checks, and saving throws with disadvantage. The creature is no longer
distracted if it takes damage. Additionally, if the creature is performing a mundane activity, such as driving a
vehicle, which doesn't normally require an ability check, they must make an ability check at the beginning of
their turn against your spell save DC or fail in some critical way.
Fimbulwinter
9th-level transmutation
Casting Time: 10 minutes
Range: Self (100-mile radius)
Components: V, S, M (a crystal snowglobe worth at least 1000 gp)
Duration: 180 days
You change the weather to a state of permanent winter, or strengthen winter conditions already present. It
takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The
GM determines the current natural weather conditions You then choose what wintry conditions you want to
manifest; these can include supernatural and extreme conditions such as Arctic Cold Temperatures, hurricane
winds and blanket snowfall. Lakes, rivers, and even seas can be frozen over during a fimbulwinter, and crop
failures and famine are likely.
You control the general tendencies of the weather, such as the direction and intensity of the wind, though
it is always cold and wintry. When you select a certain weather condition to occur, the weather assumes that
condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the
duration, or until you use your action to designate a new kind of weather (which fully manifests itself 10
minutes later).
The snowglobe focus can be smashed by using an action to make a DC 20 Strength check. If successful, the
spell ends, and the weather gradually returns to normal over the next 10 minutes.

Flaming Death
5th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range, which must make a Constitution saving throw. The
target takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The target is also
on fire for the spell’s duration. A creature that is on fire repeats this saving throw at the end of each of its
turns. It takes 2d6 fire damage on a failed save, and the flames go out on a successful one. The flames cannot
be extinguished by nonmagical means.
If a creature within 90 feet of you is on fire due to this spell, you can use a bonus action on your turn to
cause the flames to leap to up to two other creatures within 30 feet of it. Each of these creatures must make
a Constitution saving throw or also catch on fire. A creature that successfully saves against this spell can't be
caught on fire again by the same instance of it again.

Freezing Touch
7th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature and attempt to freeze it in place. Make a melee spell attack against the target. On a hit,
the target takes 8d8 cold damage and is restrained. At the end of each of its turns, the creature makes a
Constitution saving throw. If it fails its saves three times, it is turned to ice and subjected to the petrified
condition for the duration, and if it succeeds three times, the spell ends immediately. The successes and
failures don’t need to be consecutive; keep track of both until the target collects three of a kind. Additionally,
any creature reduced to zero hit points by damage from this spell is immediately frozen (and stable) as if it
had failed three saves against the spell.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its
original state. While petrified, it is immune to cold damage and vulnerable to fire damage.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to
ice until the effect is removed.

Geomantic Discernment
1st-level divination
Casting Time: 1 action
Range: Self (300-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
You gain the ability to sense valuable minerals in a 300-foot radius around you. A glowing aura that only you
can see appears around any valuable gems, ores, native elements, or other resources in that radius for the
spell’s duration. You can see this aura through any amount of nonmagical material.

Glass Blade
2nd-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 10 minutes
You hold out your palm, and cause sand to whirl through the air and transmute roughly into the shape of a
scimitar, whose blade is razor-sharp glass, and which lasts for the duration. If you let go of the blade it
reforms into sand, but you can transmute it back again as a bonus action.
You can use your action to make a melee weapon attack with the blade, as if it had the properties of a
scimitar. On a hit, the target takes 3d6 slashing damage. This damage is magical for the purposes of
overcoming resistance and immunity to nonmagical slashing damage.
The magic of this spell prevents this scimitar from being broken by nonmagical means.
At Higher Levels. When you cast this spell using spell slot of 4th level or higher, the damage increases by
1d6 damage for every two slot levels above 2nd.

Hunger of the Earth


4th-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (any kind of gemstone worth at least 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
The earth opens up beneath a creature you can see within range, and swallows them up. The target must
make a Strength saving throw or be restrained for the duration. Furthermore, if the target fails the save, it
sinks two feet into the ground. Climbing out requires ten feet of movement for every two feet the target has
been dragged down.
While the target remains in the same space (whether it is restrained by the spell or not), it sinks at a rate
of two feet per round. This sinking happens at the start of the caster's turn, and cannot be resisted in any
way. If a target that needs to breathe has all of its airways dragged underground, it begins to suffocate,
unless provided with some kind of magical or mechanical breathing aid.
If a target is restrained by this spell, the target or another creature can attempt to free the target by using
an action to make a Strength check against your spell save DC, freeing the target on a success. The target has
disadvantage on this Strength check.
Creatures with a flying speed are immune to this spell.

Icicle Javelin
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small icicle)
Duration: Instantaneous
You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the
target. On a hit, the target takes 3d8 cold damage. If the target is also adjacent to a wall, or a similar large,
immobile object, it may also be pinned to that surface on its next turn. At the beginning of its turn, the target
can make a Strength saving throw. On a failed save, it has a speed of 0 until the end of its turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.

Impressions of the Past


4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (an hourglass and a glass eye worth at least 100gp)
Duration: Concentration, up to 1 minute
You cast your senses back in time to perceive your current location as it was at some point in the past,
including any events that were happening at that time. You must specify the exact time you wish to see,
which cannot be more than 100 years ago. When viewing the past, it appears dreamlike and shadowy, but
you are able to discern detail and hear conversation as normal, and any special senses you possess (such as
darkvision) also work as normal.
While perceiving the past, you can look in any direction, but you cannot move or speak and are
unable to sense your present surroundings.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may share this spell
with one other creature that you touch. An unwilling target may make a Wisdom saving throw to avoid being
affected. In addition, when you cast this spell using a spell slot of 8th level or higher, you can choose to
perceive a time up to 1,000 years ago.
Improved Haste
6th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a liquorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is tripled, it
gains a +3 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each
of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide,
or Use an Object action.

Improved Slow
6th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bottle of molasses)
Duration: 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must
succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is reduced to a quarter of its base speed, it takes a -3 penalty to AC and
Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action,
not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged
attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On a 16 or higher, the
spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to
complete the spell. If it can’t, the spell is wasted. If the creature uses nonmagical wings to fly, it is unable to
fly while under the influence of this spell. If it is airborne when the spell is cast, it lands safely at the start of
its next turn.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a
successful save, the effect ends for it.

Intensify Gravity
4th-level transmutation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell intensifies gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. Each
creature in this area must spend two feet of movement for every foot moved, including flying, jumping, and
climbing movement. This can be combined with difficult terrain to slow movement to a quarter of normal
speed. If a prone creature wishes to stand up, it must succeed on a Strength check against your spell save DC.
On a failure, it can’t move at all on its turn.
Objects in the area, including those being worn or carried, weigh double their usual weight, and therefore
may cause creatures to become encumbered or cause load-bearing spells like levitate to fail. Any ranged
weapon attacks that pass into, out of, or through the area have disadvantage and any falling damage dealt
within the spell’s area is doubled.
Invisibility Purge
4th-level abjuration

Casting Time: 1 action


Range: Self
Components: V, S, M (powdered silver worth at least 100 gp)
Duration: Instantaneous

You purge magical invisibility effects within 120 feet of you. Any creature, object, location or effect within
120 feet of you that is hidden by magical invisibility is revealed and the effect dispelled.
This spell applies to innate abilities such as an imp’s Invisibility or a faerie dragon’s Superior Invisibility (as
long as they are magical in nature) but it does not affect creatures on other planes (such as the Ethereal
Plane), nor creatures that are naturally invisible. Items that grant magical invisibility (such as a ring of
invisibility) have their effects suppressed for 1 minute.

Lesser Animate Dead


2nd-level necromancy

Casting Time: 1 minute


Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Small or Tiny beast, monstrosity,
or plant within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead
creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse or a plant (the
DM has the creature’s game statistics, which should represent an undead form of whatever creature was
targeted).
On each of your turns, you can use a bonus action to mentally command any creature you made with this
spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of
them at the same time, issuing the same command to each one). You decide what action the creature will
take and where it will move during its next turn, or you can issue a general command, such as to guard a
particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile
creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the creature again
before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures
you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate or reassert
control over two additional undead creatures for each slot level above 2nd. Each of the creatures must come
from a different corpse or pile of bones.
Lesser Time Stop
7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you
take 2 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this
period, affects a creature other than you or an object being worn or carried by someone other than you. In
addition, the spell ends if you move to a place more than 300 feet from the location where you cast it.

Mass Haste
7th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of liquorice root)
Duration: Concentration, up to 1 minute
Choose up to three willing creatures that you can see within range. Until the spell ends, the targets' speeds
are doubled, they gain a +2 bonus to AC, have advantage on Dexterity saving throws, and it gain an additional
action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.
When the spell ends, the targets can’t move or take actions until after their next turn, as a wave of
lethargy sweeps over them.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one
additional creature for each slot level above 7th.

Moment to Think
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 round
You briefly stop the flow of time for everyone but yourself. When you cast this spell, your current turn ends
and no time passes for other creatures, while you take 1 free turn, during which you can use actions and a
bonus action as normal. However, you cannot move from the location where this spell was cast, nor can you
affect any object other than those worn or carried by you (as everything else is frozen in time), make any kind
of attack, or cast any spells. If you let go of an item you were carrying, it also becomes frozen in time. If you
consume a potion during the free turn, it has no effect (though it is consumed). Listed below are a few
examples of what you could do on your free turn:
• Make an Intelligence check to remember information about something.
• Make a Wisdom (Perception) check.
• Take the Hide action.
• Deploy a bag of caltrops.
• Draw or stow weapons and shields.

Power Word: Annihilate


9th-level transmutation

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: Instantaneous

You utter a word of extreme and terrible power that can completely destroy one creature, object or creation
of magical force you can see within range. If the creature or object you choose has 150 hit points or fewer, it
dies or is destroyed. Otherwise, the spell has no effect.
When killed by this spell, a creature and everything it is wearing and carrying, except magic items, are
reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or
a wish spell.
This spell automatically disintegrates a Huge or smaller nonmagical object or a creation of magical force. If
the target is a Gargantuan or larger object or creation of force, this spell disintegrates a 15-foot-cube portion
of it. Magic items are unaffected by this spell.
Regardless of whether this spell has any effect on the target, the amount of energy required to cast it is
immense, and very harmful to the caster. When you cast this spell, you take 10d6 psychic damage, which
cannot be avoided or resisted in any way.

Power Word: Blind


7th-level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it
blind. If the target has 150 hit points or fewer, it is blinded. Otherwise, the spell has no effect.
The blinded target must make a Constitution saving throw at the end of each of its turns. On a successful
save, this effect ends.

Power Word: Deafen


5th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it
deafened. If the target has 150 hit points or fewer, it is deafened. Otherwise, the spell has no effect.
After 1 minute, the deafened target must make a Constitution saving throw at the end of each of its turns.
On a successful save, this effect ends.

Power Word: Distract


6th-level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it
distracted. If the target has 150 hit points or fewer, all attacks against the creature have advantage.
Otherwise, the spell has no effect.
The distracted target must make a Constitution saving throw at the end of each of its turns. On a
successful save, this effect ends.

Power Word: Fatigue


5th-level necromancy

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that drains the body of one creature you can see within range, leaving it tired and
fatigued. The target gains one level of exhaustion, up to a maximum of five levels.

Power Word: Pain


7th-level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of awful power that can overwhelm the mind of one creature you can see within range,
leaving it in intense pain. If the target has 150 hit points or fewer, it is incapacitated. Otherwise, the spell has
no effect.
The incapacitated target must make a Constitution saving throw at the end of each of its turns. On a
successful save, this effect ends.

Power Word: Scan


5th-level divination

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: Instantaneous

You speak a secret word of power that reveals to you details about one creature you can see within range.
Choose one of the following pieces of information: armor class, current hit points, damage immunities,
damage resistances, damage vulnerabilities, enchantments. The DM must share with you the requested
information (enchantments reveals any spells that are currently affecting the target creature, such
as bless or haste).

Power Word: Sicken


6th-level necromancy

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of disgusting power that can overwhelm the body of one creature you can see within
range, leaving it sickened. If the target has 150 hit points or fewer, it is poisoned. Otherwise, the spell has no
effect.
The sickened target must make a Constitution saving throw at the end of each of its turns. On a successful
save, this effect ends.

Power Word: Silence


7th-level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it
silenced. If the target has 150 hit points or fewer, it is unable to speak or perform the verbal components of
spells. Otherwise, the spell has no effect.
After 1 minute, the silenced target must make a Constitution saving throw at the end of each of its turns.
On a successful save, this effect ends.

Rain Squall
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a rag soaked in water)
Duration: Concentration, up to 1 minute
Until the spell ends, heavy rain falls in a 40-foot-tall cylinder with a 60-foot radius centered on a point you
choose within range. The area is heavily obscured, and exposed flames in the area are doused. Creatures in
the area have resistance to fire damage, but suffer disadvantage on ranged attack rolls and Wisdom
(Perception) checks relying on hearing.
On each of your turns after you cast this spell, you can use an action to move the squall 60 feet in any
direction.

Restore Youth
3rd-level transmutation (ritual)
Casting Time: 8 hours
Range: Touch
Components: V, S, M (gold dust worth at least 500gp, which the spell consumes)
Duration: Instantaneous
You perform a long, complex ritual on another creature, reducing its apparent age by 3d10 years, to a
minimum of 13 years. This effect does not extend the creature’s lifespan.

Riptide
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous
You create a forceful blast of water that strikes one creature or object you can see within range. The target
must make a Strength saving throw. On a failure, it takes 4d10 bludgeoning damage and is either knocked
prone or shoved 30 feet away from you (your choice). On a success, the target takes half as much damage
and is not knocked prone or pushed. If the target is on fire, it is immediately extinguished.
Rusting Grasp
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of your acid-soaked hand can corrode metal and burn flesh. Make a melee spell attack against a
creature within your reach. On a hit, the target takes 2d6 acid damage, and any nonmagical armor it is
wearing takes a permanent and cumulative -1 penalty to the AC it offers. On a miss, any shield it is wielding
takes a similar -1 penalty. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.

Shape Metal
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of iron or copper filings)
Duration: Instantaneous
You touch a metal object of Medium size or smaller or a section of metal no more than 5 feet in any
dimension and form it into any shape that suits your purpose. So, for example, you could shape a bar of
metal into a weapon, idol, or tool, or make a small passage through a portcullis, as long as the metal is less
than 5 feet thick. You could also shape a metal door or its frame to seal the door shut. The object you create
can have up to two hinges and a latch, but finer mechanical detail isn’t possible. This spell cannot affect
magical metals such as adamantine and mithral.

Slow Thinking
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of alcohol)
Duration: 1 minute
You slow down the thought processes of a creature of your choice that you can see within range. The target
must succeed on a Constitution saving throw or have disadvantage on all Intelligence checks and saving
throws for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Stone Tell
2nd-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes
You touch a Large or smaller piece of natural rock or worked stone and imbue it with limited sentience and
animation, giving it the ability to communicate with you and follow your simple commands. If you touch a
larger piece of stone, a 10-foot-square section of it is affected. You can question rocks about events in their
area within the past day, gaining information about creatures that have passed, things that have been said,
and other circumstances.
If cast on a stone door or chest, you can use your action to command the object to open, close, lock or
unlock.
If cast on an earth elemental or stone-based construct, you can communicate with it as if you shared a
common language, but you gain no magical ability to influence it.
This spell can cause spikes created by the spike growth spell to recede around a creature you specify,
granting them immunity to that effect.

Suffocate
5th-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 hour
You seal shut the mouths, blowholes or other airways of a creature you can see within range. While the
creature remains within range for the duration, that creature cannot breathe and must hold its breath or
begin suffocating. If a creature takes damage while holding its breath it must make a Constitution saving
throw (DC equal to 10 or half the damage taken, whichever is higher) or be forced to release its held breath
and immediately begin suffocating.

Temporal Bubble
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a diamond hourglass filled with tiny gemstones or pearl dust, worth at least 45,000gp)
Duration: Concentration, up to 1 hour
You create a transparent, spherical demiplane centered on yourself with a radius of 10 feet. Time within this
demiplane passes significantly faster than time outside, allowing you to experience 24 hours of time while
those outside only experience 1 hour.
No material can pass into or out of the demiplane, and no spell or effect created on one side of it can
affect the other side.
If any creatures other than yourself and you familiar (if you have one) would be caught within the area of
this spell, the spell fails.
Temporal Reversion
5th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
The wounds of a creature you touch travel back in time to before they were inflicted. The creature regains hit
points equal to 7d4 + your spellcasting ability modifier. This healing works as normal on undead and
constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by
1d4 for each slot level above 5th.

Transmute Lava
9th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (clay and water)
Duration: Concentration, up to 10 minutes
You choose an area of stone or lava that you can see that fits within a 40-foot cube and that is within range,
and choose one of the following effects.
Transmute Stone to Lava. Nonmagical stone of any sort in the area becomes an equal volume of thick and
flowing lava that remains for the spell’s duration and sets fire to any flammable material it comes into
contact with. If you cast the spell on an area of ground, any creatures in that area begin to sink into it. Each
foot that a creature moves through the lava costs 4 feet of movement, and any creature on the ground when
you cast the spell must make a Strength saving throw. A creature must also make this save the first time it
enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the lava, takes 10d10
fire damage, and is restrained, though it can use an action to end the restrained condition on itself by pulling
itself free of the lava. On a successful save, or when a creature uses its action to pull itself out of the lava, the
creature takes 5d10 fire damage. If you cast the spell on a ceiling, the lava falls. Any creature under lava
when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage and 10d10 fire
damage on a failed save, or half as much damage on a successful one.
Transmute Lava to Stone. Nonmagical lava or magma in the area no more than 10 feet deep transforms
into soft, cool stone for the spell’s duration. Any creature in the lava when it transforms must make a
Dexterity saving throw. On a failed save, a creature becomes restrained by the stone. The restrained creature
can use an action to try to break free by succeeding on a DC 20 Strength check or by dealing 25 damage to
the stone around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.

Undead Lieutenant
3rd-level necromancy

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a symbol of authority such as a badge, scepter, or flag)
Duration: 1 hour

You imbue one undead creature that you control with an enhanced sentience and, if required, the ability to
speak one language of your choice, such that you can delegate some degree of command to it. When you
cast this spell, you may explain an objective or set of objectives for the lieutenant to achieve. These may be
as abstract and complex as you wish, and the spell's power compels the target to understand your orders.
You also designate up to 4 other undead creatures that you control. Those creatures then remain under the
command of the lieutenant for the duration of the spell (even if your own control over them would expire
within that time).
On each of its turns thereafter, the lieutenant can use a bonus action to mentally command any of its
subordinates, as long as they are within 60 feet of it - it will use this ability whenever it can in pursuance of
the objective(s) you set. It can command any or all of them at the same time, issuing the same command to
each one. If it issues no commands (such as if it is incapacitated or out of range), the subordinates only
defend themselves against hostile creatures. Once given an order, a creature continues to follow it until its
task is complete.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration becomes 8
hours and when you cast this spell using a spell slot of 6th level or higher, the duration becomes 24 hours.

Wall of Iron
6th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small bar of iron)
Duration: Concentration, up to 10 minutes
A nonmagical wall of solid iron springs into existence at a point you choose within range. The wall is 6 inches
thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one
other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall
(your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid
surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to
its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t
occupy the same space as a creature or object.
The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be
solidly supported by an existing structure or the ground. Thus, you can use this spell to bridge a chasm or
create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create
supports. You can shape the wall to create crenellations, battlements, arrow loops, windows with bars or
shutters, doors with hinges and locks, and so on. Mechanical detail finer than a lock cannot be created with
this spell.
The wall is an object made of metal that can be damaged and thus breached. Each panel has AC 18 and 60
hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels
to collapse at the GM’s discretion. The wall is immune to slashing and piercing damage from nonmagical
weapons that are not made from adamantine, as well as necrotic, psychic and poison damage.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and
can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Water Jet
2nd-level evocation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a smooth river stone)
Duration: Instantaneous
When you cast this spell, a 30-foot long and 5-foot wide jet of water blasts out from you in a direction you
choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 bludgeoning
damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using spell slot of 3rd level or higher, the damage increases by
1d6 damage for every slot level above 2nd.

Watery Tentacles
4th-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (an octopus tentacle)
Duration: Concentration, up to 1 minute
When you cast this spell, three tentacles made of water appear around your body for the duration. As part of
the action used to cast the spell, and as a bonus action on subsequent turns until the spell ends, you can
command one of these tentacles to grapple a Large or smaller creature that you can see within 30 feet of
you. The target must make a Strength saving throw or be grappled and restrained by the tentacle. At the end
of each of its turns, a restrained target can repeat the saving throw.
You can grapple as many creatures as you have tentacles. You can use an action or bonus action on your
turn to release a grappled creature, or to drag it up to 20 feet in a direction you choose. A watery tentacle
can lift a creature up to 10 feet into the air as part of this move, but the creature must begin and end its
move on solid ground. If it does not, the grapple automatically ends.
You can also use the tentacles to manipulate nonliving objects as an action or a bonus action. Each
tentacle can lift up to 100 lb., and you can command multiple tentacles to work together to lift the same
object as part of the same action or bonus action. Watery tentacles are not capable of detailed control - for
example, they cannot open a chest or uncork a bottle. Burning objects are extinguished when the tentacle
grabs them.
At Higher Levels. When you cast this spell using spell slot of 5th level or higher, you gain an additional
tentacle for every slot level above 4th.

Zone of Altered Time


9th-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pair of hourglasses, worth at least 100gp each)
Duration: 1 hour
You create a transparent magical zone where time flows differently in a 50-foot cube centered on a point of
your choice within range. No material, spell or effect can pass into or out of the zone unless it travels through
another plane of existence to do so (such as by using misty step, etherealness or dimension door.) Choose one
of the following effects for the zone.
Dilated Time. Time passes slower inside the zone, so that any creatures inside it experience 10 minutes for
every hour that passes outside.
Hyperbolic Time. Time passes faster inside the zone, so that any creatures inside it experience 24 hours for
every hour that passes outside.
College of Paint
Bards of the College of Paint, simply called master painters, are more skilled with a paintbrush than a
swordsman is with a blade. Masters of hues and form, their skill is so refined and their portraits so lifelike,
they can call upon the paint itself to assume life and aid their cause.

Bonus Proficiencies
By 3rd level, you are masterful with a pen, paintbrush, and canvas. You can speak, read, and write one
additional language of your choice and you have proficiency with painter's supplies. You also have advantage
on any ability check involving painting or illustration.

Conjure Inkling
At 3rd level, you learn the conjure inkling cantrip, detailed below.

Conjure Inkling
Conjuration Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a bottle of ink)
Duration: Instantaneous
You can imbue a one-ounce bottle of ink with temporary life, creating an inkling. Your inkling acts
independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its
own turn. An inkling can’t attack, but it can take other actions as normal. You can use your action to
communicate with your inkling telepathically. You can only have 1 inkling at a time.
When the inkling drops to 0 hit points, it disappears, leaving a splotch of ink where it died. Your inkling
also dies if it moves more than 60 feet from you, or spends more than 10 minutes outside of its bottle. As a
bonus action, you can dismiss your inkling, returning the ink to its bottle.
Finally, when you cast a spell with a range of touch, your inkling can deliver the spell as if it had cast the
spell. Doing so instantly destroys your inkling.
Inkling
Tiny elemental, unaligned
Armor Class 9
Hit Points 1 (1d4 - 1)
Speed 15 ft.
STR 3 (-4) DEX 3 (-4) CON 3 (-4)
INT 3 (-4) WIS 3 (-4) CHA 3 (-4)
Senses blindsight 30 ft. passive Perception 6
Languages understands Common but can't speak
Challenge 0 (0 XP)
Amorphous. The inkling can move through a space as narrow as 1/8 inch wide without squeezing.
Ink Blot. The inkling can leave messages behind in ink wherever it moves.

Sling Paint
Starting at 6th level, you can fling paint from your brush as a long tendril of vibrant color. You can treat it as a
magic whip dealing 1d8 damage which you are proficient with. You have a +1 bonus to attack and damage
rolls made using this weapon. On a critical hit, the target must make a Constitution saving throw or be
blinded by paint for 1 minute.

Paint Golem
At 14th level, you can conjure life into a bucket of paint, by expending a Bardic Inspiration Die during a 10
minute ritual, transforming it into a paint golem. Your paint golem rolls its own initiative and acts on its own
turn. You can mentally command your golem as a bonus action. You decide what action the creature will take
and where it will move during its next turn (your paint golem is vaguely humanoid and is can perform any
action a normal humanoid can), or you can issue a general command, such as to guard a particular chamber
or corridor. If you issue no commands, the golem only defends itself against hostile creatures. Once given an
order, the golem continues to follow it until its task is complete. You can only have 1 paint golem at a time.
Your paint golem dries out if it remains conjured for 12 hours and can return it to its container as a bonus
action. Your golem can't willingly move more than 100 feet from you.
Finally, when you cast a spell with a range of touch, your paint golem can deliver the spell as if it had cast
the spell.

Paint Golem
Medium ooze, unaligned
Armor Class 15 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 25 ft., climb 25 ft.
STR 16 (+3) DEX 14 (+2) CON 16 (+3)
INT 1 (-5) WIS 6 (-2) CHA 5 (-3)
Damage Resistances acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft., passive Perception 11
Languages -
Challenge 6 (2300 XP)
Amorphous. The paint golem can move through a space as narrow as 1 inch wide without squeezing.
Ink Blot. The paint golem can leave messages behind in paint wherever it moves.
ACTIONS
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit: 10 (2d6+3) bludgeoning damage.
School of Images
Wizards belonging to the School of Images are obsessed with capturing photographic records of everything
they encounter. They carry their cameras everywhere they go, and their offices are filled with pictures of
monsters, copious notes, and overburdened corkboards. Although many give the impression of being half-
crazed maniacs, their research is often deep and penetrating -- and they always have a few tricks up their
sleeves. After all, you can't get the perfect shot without getting close to where the action is!

Monster Album
At 2nd level, you begin to collect the images of monsters you fight. You can use an action to take a picture of
one creature you can see within 30 feet. If the creature has a CR no greater than half your wizard level
(rounded down), you capture its image for your monster album. Once you have a monster's image, you know
all of its game statistics, including its armor class, maximum hit points, ability scores, save proficiencies,
damage resistances, and special abilities.
You can store a number of monster images equal to your wizard level. An image can be removed from the
album as a bonus action; when you do so, the image is permanently destroyed.

Photocopy
Also at 2nd level, when you attempt to copy a spell into your spellbook, the process is much faster. You
require only 1 round per level of the spell (the gp cost is unchanged.) However, you can only conduct this
process in total darkness.

Projector
At 6th level, you gain the ability to summon a copy of any monster in your monster album. As an action, you
summon the creature into an unoccupied space you can see within 30 feet. It remains for up to 1 minute, and
requires your concentration (as if you were concentrating on a spell). The DM has the creature's statistics.
The summoned creature is friendly to you and your companions. Roll initiative for the creature, which has
its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t
issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions.
Once you use this ability, you can't use it again until you finish a long rest.

Telescopic Lens
When you reach 10th level, you can cast spells through your camera, taking advantage of its optical zoom. As
long as you can see the target, you can treat all spells with a range of touch as having a range of 30 feet
instead.
Additionally, if you have a monster's image in your album, all monsters of the same name have
disadvantage on saving throws against spells that you cast.

Blinding Flash
Starting at 14th level, you can trigger a blinding flash when you use your Monster Album feature to capture a
new image. Each creature in a 30-foot cone (directed towards the monster being photographed) must make
a Dexterity saving throw against your spell save DC or be blinded until the start of your next turn.
School of Candles
The School of Candles is an old and oft forgotten discipline of magic, whose practice is among the most
mysterious in all spellcasting. It is based in wax, which is both the base and fuel for flame; a moldable thing,
melted and poured in layers to be fed to the fire. Secrets can be held within wax -- secrets, or spells.
Candle casters, as mages of this school are oft known, fashion candles with stores of arcane energy in the
wax, and a single spell hidden in the wick, which are revealed as the flame ignites. They are apt to carry many
candles with many types of magic, for whatever need might arise, and even a few mundane ones, for when it
is merely dark.

Candle-Casting
Starting at 2nd level, you can cast your spells through the lighting of an arcane candle. You can convert any
number of nonmagical candles into arcane candles for no cost over a long rest by providing a mix of material
components from a material component pouch when you create them.
Whenever you cast a spell that has a somatic and/or a material component without a gp cost, you can
replace those components by lighting a candle instead. Doing so ties the spell's power to the candle. If the
spell has a duration of instantaneous, it burns the candle to its base in a matter of seconds, as the spell's
power is released. If the spell requires your concentration, you automatically succeed ability checks you make
to maintain the concentration, but the spell ends if the candle's flame is extinguished (such is by high winds
or a splash of water), as if you lost concentration on the spell.

Everburning Candles
At 2nd level, when you light a nonmagical candle, it burns twice as brightly, casting bright light in a 10-foot
radius and dim light for an additional 10 feet. Additionally, the candle does not produce heat, consume
oxygen, or burn down. You can quench or smother the candle's flame as an action.
Starting at 6th level, when you light an everburning candle, you can choose for the light to only be visible
only to yourself and creatures you choose. Additionally, this light penetrates magical, as well as nonmagical,
darkness.

Torchling
Starting at 6th level, whenever you cast a spell which deals fire damage or radiant damage or creates a sheds
light in an area, you can use your bonus action to conjure a torchling to your side. The torchling is friendly to
you and your companions and acts on your turn. It obeys any verbal commands that you issue to them (no
action required by you).
The torchling lasts until it is reduced to 0 hit points, or until the spell ends or after a number of rounds
equal to the level of the spell cast (minimum of 1), whichever is longer. At the end of this duration, the
torchling explodes, as per its Death Burst trait. You can only have one torchling at a time.

Torchling
Small elemental
Armor Class 12
Hit Points 4 (1d6 + 1)
Speed 30 ft.
Str 3 (-4) Dex 14 (+2) Con 13 (+1)
Int 5 (-3) Wis 5 (-3) Cha 7 (-2)
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses passive Perception 8
Languages --
Challenge 1/4
Death Burst. When the torchling dies, it explodes in a burst of fire and wax. Each creature within 10 ft. of it
must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much
damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Fire Form. The torchling can move through a space as narrow as 1-inch wide without squeezing. In addition,
the torchling can enter a hostile creature's space and stop there. The first time it enters a creature's space on
a turn, that creature takes 7 (2d6) fire damage.
Illumination. The torchling sheds bright light in a 15-foot radius and dim light in an additional 15 ft.
Water Susceptibility. For every 5 ft. the torchling moves in water, or for every gallon of water splashed on it,
it takes 1 cold damage.

Unfettered Candle
Starting at 10th level, you can create arcane candles containing a portion of your own magic. When you
prepare spells following a long rest, you can create arcane candles of any spell of 5th level or lower you have
prepared, expending spell slots and spell components as if you cast the spell normally.
Any creature with an Intelligence of 10 or higher that lights this candle can cast the spell contained within
it, using your spell attack roll and saving throw DC, as appropriate. Casting the spell by lighting the candle
requires the spell’s normal casting time. Once the spell is cast, the candle burns to its base and can no longer
be lit. If the casting is interrupted, the candle is lost.
You can create a number of candles equal to your Intelligence modifier, and all unused candles become
mundane candles when you finish a long rest.

Invocation
Starting at 14th level, when you finish a long rest, you can create a lesser candle of invocation. You choose
the candle's alignment when you create it. The candle's magic is activated when you light the candle, which
requires an action. The candle is destroyed when it is snuffed, or after it burns for 1 minute.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment
matches that of the candle makes attack rolls, saving throws, and ability checks with advantage.
The candle has none of the other effects of a candle of invocation and becomes a nonmagical candle after
24 hours.
School of Simulacra
Many view the snow as a byproduct of cold weather and a portent of colder times to come, but wizards have
long known the potential of snow and ice as special components for their spells. With the right words and
gestures, a particularly long ritual, and a potent illusion, a mass of snow or ice can be molded into the exact
likeness of a creature, creating a lifelike doppelganger knowns as a simulacrum.
This spell has such versatility and such usefulness, an entire school of magical thinking has sprung up
around its use: the School of Simulacra. Its practitioners are called simulators, and are always, except in rare
circumstances, accompanied by simulacrums of their own creation.

Copycat
Starting at 2nd level, your study of simulacra has taught you the amazing skill of copying almost anything you
watch. When a creature you can see makes an ability check, attack roll, or saving throw, you can use your
reaction to record the result of that roll and the type of roll it was (an ability check or saving throw using a
particular ability score, or a melee, ranged, or spell attack roll). When you make a roll of the same type, you
can replace your roll with this recorded roll. You must choose to do so before the roll, and you can replace a
roll in this way only once per turn.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You
regain all expended uses when you finish a long rest.

Minor Simulacrum
Starting at 6th level, when you finish a long rest, you can create an illusory duplicate of yourself or another
willing creature in your company. The duplicate is a creature, partially real and formed from ice or snow and
lasts for 24 hours before it collapses into a melting heap. It can take actions and otherwise be affected as a
normal creature. It appears to be the same as the original, but it has one-fourth the creature’s hit point
maximum and is formed without any equipment. The duplicate cannot cast spells or make more than one
attack on each of its turns. Otherwise, the illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving
and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the
ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain
expended spell slots.
This simulacrum can't be repaired and reverts to snow if it is reduced to 0 hit points.

Duplicate Spell
By 10th level, you can even copy spells by sight. When you see a wizard spell cast, you can fix its form in your
mind for up to 24 hours. You can only have one such spell memorized at a time. While this spell is in your
mind, you can copy it into your spellbook without having a written copy of the spell. Doing so requires the
same amount of gold, but takes half the amount of time.

Master Simulator
Starting at 14th level, you have become a master of crafting and controlling simulacra. Casting
the simulacrum spell and repairing damaged simulacra requires half as much time and gold. In addition to
your minor simulacrum, you can have up to two active duplicates created by the simulacrum spell at one
time.
Force Missile Mage
Arcane Tradition
Comments from the Finger: Have you ever read the word 'missile' so many times, you doubt it's a real word?
You're about to!
This is one of my favorite prestige classes to come out of 3.5, both for its silliness, and its complete
willingness to pay homage to a spell that has flown without making an attack roll into our hearts. It really
embodies the far limit of how specialized a character can be, while still being a viable addition to a party.

School of Force Missile


Magic missile is a staple wizard spell, well-loved for its versatility and stopping power. Your fondness for it,
however, borders on obsession. You focus your studies on this spell, exploring every rune of the spell's
secrets and pressing its power to the limits, resulting in new augmentations and variations on the spell.

Bonus Missile
Beginning when you select this tradition at 2nd level, you learn the spell magic missile, if you do not know it
already. Additionally, when you cast this spell, you fire 1 additional dart, as if the spell was cast using a higher
level spell slot. The additional number of missiles increases by 1 at 6th level (2 additional missiles), 10th level
(3 additional missiles), and 14th level (4 additional missiles).

Missile Magician
At 2nd level, you can cast magic missile a number of times equal to your Intelligence modifier, or half your
wizard level, whichever is lower, without using a spell slot. You regain all expended uses when you complete
a long rest.
If you choose magic missile for the Spell Mastery feature at 18th level, it is cast as if using a higher level
spell slot (5 additional missiles.)

Shield of Missiles
By 6th level, as an action expending one casting of magic missile, you can cast your missiles around you in a
tight orbit, providing a deadly aegis from your foes. For 1 minute, your armor class equals 10 + the number of
missiles orbiting you, which begins as the number of missiles fired, to a maximum of 8. Whenever an enemy
ends its turn adjacent to you, a single missile strikes it, dealing damage as normal and decreasing the number
of missiles orbiting you, and also decreasing your bonus to armor class. After using this ability, you may not
use it again until you complete a short or long rest.

Energy Missile
By 10th level you have become intimately attuned to the energies that compose the spell magic missile and
may alter them in significant ways. During casting, you may change the damage dealt by your magic
missile to acid, cold, fire, or lightning.

Overpowering Missile
By 14th level, your missiles become especially potent. Your magic missile ignores resistance. If a creature is
immune to your magic missile, or is under the effect of the shield spell, it is treated as only having resistance
against it.
Additionally, your magic missile spell can deal maximum damage. After doing this, you cannot do so again
until completing a long rest.
School of Transmogrification
Perhaps none of the arcane spellcasters mighty powers is as versatile, useful, or spectacular as the ability to
change into something else entirely. The School of Transmogrification specializes in just that – altering one’s
own body as needed with polymorph, and other shapechanging transmutations.

Natural Adaptation
At 2nd level, you add the spell alter self to your spellbook, if it is not there already. You can cast this spell
without expending a spell slot. After doing so, you can’t do so again until you finish a short or long rest,
though you can still cast it normally using an available spell slot.

Favored Shapes
At 6th level, choose three beasts as your favored shapes. A favored shape is a specific kind of creature whose
form you can assume by means of the polymorph spell. Whenever you gain a level in this class, you can
replace one of your favored shapes with another beast of your choice.
You have advantage on Constitution saving throws made to maintain concentration while in one of your
favored shapes.
You choose an additional favored shape at 10th, 14th, and 20th level. Your favored shapes chosen or
replaced at 17th level and beyond can be any creature, not just beasts.

Natural Transmogrification
At 6th level, you add the spell polymorph to your spellbook, if it is not there already. You can cast this spell
without expending a spell slot. When you do so, you can target only yourself and only to become one of your
favored shapes. Once you cast polymorph in this way, you can’t do so again until you finish a short or long
rest, though you can still cast it normally using an available spell slot.

Reflexive Change
At 10th level, when you are attacked or a creature causes you to make a saving throw, you can use your
reaction to cast polymorph (expending a spell slot for a prepared polymorph spell or using the Natural
Transmogrification feature) targeting yourself and only into one of your favored shapes. Beginning at 17th
level, you can instead cast true polymorph in this way.
After using this feature, you must finish a short or long rest before using it again.

Infinite Variety
At 14th level, you gain the ability to create imaginary forms when casting polymorph, true polymorph,
and shapechange on yourself. To create an imaginary form, choose one of your favored shapes as a base
form. You then choose a single aspect of a second monster whose form you can assume with the spell being
cast and add it to the first creature. Available options include the following.

● Replace the base form’s Armor Class with that of the second form.
● Add the second form’s movement modes (i.e. swim speed, climb speed, burrow speed, fly speed).
● Add one of the second form’s natural attacks if the base form doesn’t already have that attack.
● Add one of the second form’s damage resistances, damage immunities, or senses.
● Add one of the second form’s special qualities, besides Spellcasting or Shapechanger.
● Replace one of the base form’s physical ability scores, if both forms are of the same size category.

For example, if the base form was a Tyrannosaurus Rex, and the second form was a Giant Owl, you could add
the fly speed of 60 feet to the Tyrannosaurus Rex, making it a winged T-Rex. If the first form was a Giant
Scorpion, and the second a Giant Octopus, you could add the Octopus’s tentacle attack to the Giant Scorpion,
grappling enemies from afar, then clawing and stinging them.
School of Flesh Sculpting
While other wizards use necromantic magic to gain power over death, you have always been more fascinated
with the workings of unlife. Through years of experimentation, you have learned not only how to make
zombies and bind them to your will, but also to preserve, train, and improve them far beyond the usual,
meager abilities of the run-of-the-mill shambler. Perhaps one day, you will even learn to ignore the scornful
looks and upturned noses of your more... conventional colleagues.

Zombie Minion
Starting when you choose this tradition at 2nd level, you learn to use your magic to create a powerful bond
with a single zombie. With 8 hours of work and the expenditure of 50 gp worth of rare oils and incenses, you
call forth a spirit from beyond the veil to possess the corpse of a medium humanoid. This monster uses the
statistics for a zombie. When complete, your zombie minion awakens and gains all the benefits of your
Minion’s Bond ability. You can have only one zombie minion at a time.
If your zombie minion is ever slain, the magical bond you share allows you to return it to unlife. With 8
hours of work and the expenditure of a further 25 gp worth of material components, you recall your minion’s
spirit and use your magic to create a new body for it. You can return a zombie minion to unlife in this manner
even if you do not possess any part of its corpse.
If you use this ability to return a former zombie minion to unlife while you have a current zombie minion,
your current minion crumbles to dust and is replaced by the restored companion.

Minion's Bond
Your zombie minion gains a variety of benefits while it is linked to you. The minion obeys your commands as
best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes,
and so on. If you are incapacitated or absent, your minion acts on its own.
Your zombie minion has abilities and game statistics determined in part by your level. Your minion uses
your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency
bonus, a zombie minion also adds its proficiency bonus to its damage rolls. The zombie minion is immune to
effects that would turn or destroy undead, thanks to the strength of their connection to you.
Your zombie minion gains proficiency in two skills of your choice. It also becomes proficient with all saving
throws.
For each level you gain after 2nd, your minion gains an additional hit die and increases its hit points
accordingly.
Whenever you gain the Ability Score Improvement class feature, your minion’s abilities also improve. Your
minion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice
by 1. As normal, your minion can’t increase an ability score above 20 using this feature.
Your minion shares your alignment, and you are free to determine its personality traits and flaws. Your
minion shares your ideal and its bond is always: “the wizard who created me is my unquestioned master in all
things.”

Leathery Hide
Beginning at 6th level, your zombie minion's hide becomes tough and leathery. Its AC cannot be less than 14
and it gains resistance to lightning damage.
Additionally, your minion is immune to damage from spells you cast of 3rd level or lower.

Zombie Warrior
At 10th level, your zombie minion gains proficiency with all simple and martial melee weapons and has one
attunement slot that it can use to attune to a magical item.

Ultimate Minion
When you reach 14th level, you begin to tinker with your minion, customizing it to suit your tastes. With 8
hours of work and the expenditure of 50 gp worth of gold dust, you can improve your minion with one of the
following upgrades. A zombie minion can only have one of these at a time, but it can be reconfigured through
another 8 hours of work and 50 gp of materials.
Agile Hunter. The minion's base walking speed is increased to 40 feet and it can take the Disengage action
as a bonus action.
Multiattack. The minion makes two attacks on its turn.
Regeneration. The zombie regains 10 hit points at the start of its turn if it has at least 1 hit point. If the
zombie takes radiant damage or damage from holy water, this trait doesn't function at the start of the
zombie's next turn.
Zombie Mage. The minion gains the Magic Initiate feat. It uses half your wizard level and its own ability
score for spellcasting.
School of Tattooism
Mastering the geometry of arcane diagrams is essential to studying any school of wizardry, for it is in this
manner that spellbooks are written. However, one school of exceptionally specialized study strives to achieve
the complete perfection over these diagrams, and to transcend spellbooks entirely. Tattoo Mages are their
own canvases for arcane diagrams, turning their bodies into a beautiful, yet functional, murals of arcane
spells.

Tattooist
Beginning when you select this tradition at 2nd level, you do not learn or prepare spells as a normal wizard
does. Rather than inscribing arcane diagrams in your spellbook and preparing spells from these each
morning, you tattoo your skin with the arcane figures and require no study to prepare them. This replaces
your normal means of learning and preparing spells, and you create and maintain no spellbook. Tattooed
spells count as spells copied in your spellbook for the purposes of other class features.
There is, however, limited space with which to tattoo your spells, though you can create them smaller and
overlap these diagrams as you become more skilled. You have space for a number of spells of 1st level or
higher equal to your wizard level + twice your Intelligence modifier (minimum 5). You need not prepare
tattooed spells to cast them.
When you find a wizard spell of 1st level or higher, you can craft it into a magical tattoo. For each level of
the spell, the process takes 1 hours and costs 50 gp. The cost represents the material cost of magical inks
required. Once learned, you can remove a spell through a painful process that takes 1 hour per level of the
spell and deals you 1 point of slashing damage per spell level. You learn and can freely tattoo only 1
additional spell when you gain a level in the wizard class.
The use of cantrips is unchanged. You know a number of wizard cantrips of your choice as shown in the
Cantrips Known column of the Wizard table.

Rune Scars
At 2nd level, in addition to your spell tattoos, you permanently mark yourself with powerful symbols called
Rune Scars. Gain two Rune Scars of your choice. Your selection cannot be changed. Unless otherwise noted,
Rune Scars can be selected only once.
Additionally, you can select an additional Rune Scar at 6th, 10th, and 14th level.

Disappearing Ink
By 6th level, as a bonus action you can hide your tattoos, causing them to be invisible so long as you
concentrate on the change.

Scar Ally
Beginning at 10th level, you can inscribe 1 willing creature with a temporary version of a Rune Scar that you
know which last for 1 hour. This process requires 1 minute. Only 1 creature may gain the effects from a
temporary Rune Scar at a time.

Spellglyph
By 14th level, you can inscribe the spell glyph of warding upon your body and are immune to its effects. You
can have 1 such glyph of warding active at a time. Additionally, the glyph does not break if you move 10 feet
from where you cast it.

Rune Scars
Adept. You gain proficiency with one skill or tool set of your choice. You can select this Scar more than once,
choosing a different proficiency or skill set each time.
Aegis. Your armor class while unarmored is equal to is 13 + your Dexterity modifier.
Caestus. Your unarmed strikes deal 1d6 bludgeoning damage.
Crucible. You learn one evocation cantrip of your choice from the Wizard spell list.
Cudgel. You gain proficiency with one weapon of your choice. You can select this Scar more than once,
choosing a different weapon proficiency each time.
Ebon. You gain darkvision with a range of 30 feet. If you already possess darkvision, its range increases by 30
feet.
Marathon. Your movement speed increases by 5 feet.
Nimble. Your Dexterity increases by 1, to a maximum of 20.
Ruse. You learn one illusion cantrip or 1st level spell of your choice from the Wizard spell list.
Titan. Your Strength increases by 1, to a maximum of 20.
Vigor. Your Constitution increases by 1, to a maximum of 20.
Vigil. You add your proficiency bonus to Initiative rolls.
Mechamancer
Mechamancers depart from the traditional realm of the scholarly book-smart mages, in favor of an
hands-on mechanical approach to their magic. Experts in tinker's tools and engineering, practitioners of
the School of Mechamancy use their magic to imbue mundane parts with animation, creating totally
obedient constructs that can be repaired and disassembled. With these constructs under their control,
Mechamancers can reside some distance away from the dangers of adventuring, while their creations
handle the mess.

Engineering Savant
Beginning at 2nd level, you can create constructs that you can command. You gain proficiency in Tinker's
Tools. You also have a total number of Construct points equal to your proficiency modifier. Creating a
construct requires using your Tinker's tools and a supply of mundane parts (kept with your tools) to
build the mechanical body of the construct, investing the required number of construct points in it, and
expending a spell slot to transform it from mundane parts into an obedient construct. Once you have
expended a spell slot to make a construct, you may not regain that slot until the construct is
disassembled or destroyed. You can fully repair all your constructs to full hit points using your Tinker
Tools during a short rest.

Your constructs act on your turn, though they don't take actions unless you command them to. You may
expend your move or action to mentally command one or all of your constructs to move or act in a way
in which they are capable. You may expend your reaction to allow one of your constructs to make a
reaction if is capable.

The connection to your constructs is taxing, and you may not magically summon nor command any
creatures while any of your constructs are active.

Mechanical Spiders
Beginning at 2nd level, you can create mechanical spiders, requiring expending a spell slot. You can
create any number of mechanical spiders in a short rest. Each mechanical spider requires 1 Construct
Point.

When you cast a spell with a range of touch, any one of your spiders can deliver the spell as if it had cast
the spell. Your spider must be within 100 feet of you, and it must use its reaction to deliver the spell
when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.

Mechanical Spiders are spindly and frail, and never sustain more than one hit before requiring repair.
Mechanical Spider
Small Construct, unaligned
Armor Class 10
Hit Points 1
Speed 20ft., climb 20ft.
STR 6 (-2), DEX 10 (+0), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 4 (-3)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive Perception 7
Languages-
Spider Climb. The mechanical spider can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.
Actions
Carry. The spider can pick up and carry or drop a single object weighing no more than 5 pounds.
Automatons
At 6th level, you can create weaponized automatons, requiring 1 hour of work and expending a spell
slot. When you expend a spell slot of 2nd level or higher to create your automaton, its maximum hit
points increase by 10, its armor class increases by 1, and it gains a +2 bonus to damage on its attacks, for
each slot level above 1st. You must supply a simple, mundane, light weapon or a light crossbow to
construct this construct. Each automaton requires 2 Construct Points.

Automatons are short and walk on two stubby legs. They do not have arms capable of manipulating
objects, and have instead a single weapon which takes up the bulk of their form.
Automaton
Small Construct, unaligned
Armor Class 12
Hit Points 12
Speed 20ft.
STR 14 (+2), DEX 10 (+0), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 4 (-3)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive Perception 7
Languages-
Actions
Weapon attack. Melee Weapon Attack: its creator's spell attack bonus to hit, reach 5 ft., one creature.
Hit: damage dice and type as appropriate to the weapon with which the automaton was built + 2.
Construct Empathy
Beginning at 10th level, your connection to machines is second-nature. You gain advantage on
Intelligence checks relating to understanding machines.

Clockwork Knight
At 14th level, you may create a humanoid clockwork knight, which can walk and wield weapons as
humans do, requiring 6 hours of work and expending a spell slot. When you expend a spell slot of 2nd
level or higher to create your clockwork knight, its maximum hit points increase by 10, its armor class
increases by 1, and it gains a +2 bonus to damage on its attacks, for each slot level above 1st. Each
clockwork knight requires 4 Construct Points.

Clockwork knights are tall and powerful masterpieces of machinery, capable of taking damage and
crushing your foes.
Clockwork Knight
Medium construct, unaligned
Armor Class 12
Hit Points 20
Speed 30ft.
STR 18 (+4), DEX 14 (+2), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blind sight 60ft. (blind beyond this radius), passive Perception 14
Languages -
Spell Immunity. The clockwork knight is immune to three spells chosen by its creator. Typical immunities
include fireball, heat metal, and lightning bolt.
ACTIONS
Multiattack. The clockwork knight makes two longsword attacks.
Longsword. Melee Weapon Attack: Its creator's spell attack bonus to hit, reach 5 ft., one target. Hit: 16
(2d10 + 4) slashing damage.
Thunderwave. The clockwork knight can cast thunderwave as a 4th level using its creator's spell save DC.
School of Wands
As a practitioner of the School of Wands, you don't entrust your magic to your own, delicate hand
movements and material components. Wand wizards instead place their faith in magic wands of all varieties,
carefully selecting which to fill with spells and casting them, one in each hand, with reckless abandon.

Wand Apprentice
When you select this school at 2nd level, you learn how to craft temporary wands to channel your arcane
power. You can fashion a number of empty wands equal to your Intelligence modifier.
When you prepare spells following a long rest, you can expend a spell slot to imbue an empty wand with
magic. The wand becomes capable of casting a single 1st level spell from your spellbook for 1 charge. This
wand has a maximum number of charges equal to twice the level of the spell slot expended. For example, a
5th level wand wizard can expend a 3rd level spell slot to craft a burning hands wand with 6 charges. When
you take a long rest, your wands revert to empty wands and lose all unused charges.
Because your wands are powered by your magic, only you can use them. Additionally, a wand can't hold a
spell that requires material components which have a cost. A created wand counts against the number of
spells you can prepare.
At 6th level, you can make wands capable of casting 2nd level spells, which cost 2 charges, if you create it
by expending a spell slot of 2nd level or higher. At 10th level, you can make wands capable of casting 3rd
level spells, which cost 3 charges, if you create it by expending a spell slot of 3rd level or higher.

Wand Recharge
Starting at 6th level, as a bonus action, you can expend a spell slot and convert it into charges for a wand that
you are holding. The wand regains charges equal to the level of the spell expended, up to its charge
maximum.

Dual Wand Wielder


By 10th level, you have learned how to wield a wand in each hand, casting one as an action, and the other as
a bonus action, consuming 2 charges instead of 1. You can only use 1st level wands in this fashion.

Wand Master
Beginning at 14th level, every wand you make gains an additional charge, and spells cast from them are cast
as if using a spell slot 1 higher than normal.
School of the Arcane Order
Wizards of the Arcane Order, better known as Guildmages, are spellcasters that belong to an arcane academy
or guild which serves the same purpose: to educate fledgling mages and advance the understanding of magic
as a whole. To that end, guildmages share arcane magical knowledge through a common nexus known as a
Spellpool, and can prepare spells known by others by attuning to this source.
Guildmages are not known particularly to specialize in a school of magic, but are instead free to generalize
their understanding through the community of the Arcane Order. This makes them some of the most flexible
spellcasters in the world, as they are free to prepare spells from diverse branches of magic with ease.

Guild Membership
At 2nd level, as an established and respected member of the Arcane Order, you can rely on certain benefits
that membership provides. You can board at the Arcane Order campus for free, and browse its library or use
its common laboratory at your leisure. Additionally, you form professional ties with other wizards and
sorcerers in the guild, which may lead to alliances or job opportunities in the future.
You must pay dues of 5 gp per month to the guild. If you miss too many payments, you must make up back
dues to remain in the guild’s good graces and continue to access the Spellpool.

Spellpool
When you join the Arcane Order at 2nd level, you are granted a special arcane focus that allows you to call
spells from the common source of guild members: the Spellpool. When you prepare spells following a long
rest, you can choose to prepare two 1st level wizard spells of your choice from the Spellpool, even if the
spells haven't been copied into your spellbook. These spells do not count against the total number of spells
you can prepare.
The number and level of wizard spells you can prepare from the Spellpool increases as you grow in level
and rank within the Arcane Order, as shown in the Spellpool Table.
If your arcane focus is lost or destroyed, or if you fall out of good standing in the Arcane Order, you cannot
access the Spellpool. You can replace your arcane focus for 100 gp.

Spellpool Table
Wizard Level Spells Prepared Spell Level
2nd 2 1st
6th 3 2nd
10th 4 3rd
14th 5 4th

Community Spellcasting
Starting at 6th level, you can bolster your spellcaster allies. Whenever you cast a spell, each creature you
choose adjacent to you has advantage on the next spell attack roll it makes before the beginning of your next
turn.

Spellpool Recovery
At 10th level, when you recover spell slots using Arcane Recovery on a short rest, you can also re-prepare the
spells you have prepared from your Spellpool.

Guild Regent
At 14th level, you are awarded the title of regent within the Arcane Order. When you prepare your spells
following a long rest, choose one spell you have prepared from your spellpool of 1st or 2nd level. You can
cast this spell without expending a spell slot until you take a long rest again.
School of Black Arcana
Black Mages are known for pointed yellow hats, blue robes, and hidden faces, but they are most prominently
known for their vicious spells that can bring a down a lone target in a matter of seconds. They have a
reputation for tapping into their allies like batteries and for quite literally sharing the injuries they receive.
Because of this, their reputation is rather poor - but you can't argue with the impressive results of their
magic.

Rod Lore
At 2nd level, clubs, maces, and morningstars count as arcane focuses for you. Additionally, you gain
proficiency with these weapons.

Damage Dispersion
At 2nd level, you can disperse damage you take amongst your allies. As a reaction, you may select up to three
willing creatures and divide the damage you would take from a source by the total (including yourself),
rounded up. You and all allies chosen take the reduced damage. This damage can't be reduced or avoided by
damage resistance or immunity.

Black Resonance
Beginning at 6th level, whenever you cast a spell that deals damage to only one target, you can use your
bonus action to deal an additional 1d4 damage to the target for each friendly creature within 5 feet of you,
up to a maximum of 3d4.

Pierce Magical Defense


Starting at 10th level, creatures with the Magic Resistance trait don't have advantage on saving throws
against spells that you cast.
Additionally, you can impose disadvantage on one saving throw against a spell that you cast. Once you use
this ability, you can't use it again until you finish a long rest.

Group-Cast All
At 14th level, when you cast a cantrip that requires a ranged spell attack or saving throw and only targets one
creature, you can cast the spell on up to two other targets within range of the spell.
You can use this feature a number of times equal to your Intelligence modifier. You regain all expended
uses when you finish a long rest.
Cantrips used with this feature still qualify for use with your Black Resonance feature, which applies to
each target.
School of Charade
Spellcasters are distrusted in almost as many places as they're welcome. After all, it's hard to blame people
for being suspicious of those who can summon fire from their fingertips or animate the dead in their graves.
Wizards who adopt the School of Charade, therefore, use illusions and enchantments to disguise their magic
entirely, walking among others as if they were simple mundane folk. These spellcasters can find success
almost anywhere, disguising their magical talent as any number of other useful skills, from craftsmanship, to
trade, and even to sports like siegeball. Only in the direst circumstance to these wizards drop their façade;
the element of surprise is their greatest advantage.

Furtive Spellcaster
Starting when you choose this school at 2nd level, you completely hide your wizardly nature. You gain
proficiency in Deception and you can add your Intelligence modifier, instead of your Charisma modifier, to
Charisma (Deception) checks you make.
You can disguise your spellbook and arcane focus as other objects, if you choose.
Additionally, whenever a humanoid that does not know you are a spellcaster makes a saving throw against
a spell that you cast, you can choose for it to gain disadvantage on the save. If you do so, the target knows
that you are the source of the spell. Once you use this ability, you can't use it again until you finish a long
rest.

Concealed Spell
At 2nd level, you can suppress the visual effects of wizard cantrips you cast. If a cantrip would have a visual
manifestation, such as the spectral hand of a mage hand cantrip or a fire bolt's mote of flame, it is instead
rendered invisible. The effects of the spell on its environment, such as objects moved by mage hand or those
set aflame by fire bolt, are still visible. Other effects of the spells, such as the sound of their casting or
creatures summoned by the effects of the spell, are unaffected.
When you cast a spell in this way, you must still provide material components, but somatic and verbal
components that you provide can be disguised. You can make a Charisma (Deception) check, opposed by the
Wisdom (Perception) check of any creature that watches you cast the spell. If you succeed, the somatic and
verbal components are disguised in any manner that you choose.
As you gain higher levels in this class, you can conceal the effects of higher level wizard spells, as shown on
the table below.

Wizard Level Spells Level


3rd 1st
5th 2nd
9th 3rd
13th 4th
17th 5th

Alibi
Starting at 6th level, you can make a persistent illusory duplicate of yourself that will pretend to perform
mundane tasks while you are elsewhere. This duplicate seems completely real, including sounds, smells, and
temperature appropriate to the task depicted. Physical interaction with the duplicate reveals it to be an
illusion, however, because things can pass through it.
If the duplicate is spoken to, you can hear what is said to it and respond mentally; the duplicate speaks
your response aloud. You can also use your action to command the duplicate to move around, but it
disappears if it moves more than 30 feet from where it is created. This duplicate lasts for 8 hours, or until you
dismiss it (no action required.) Once you create a duplicate, you can't do so again until you finish a long rest.

Subtle Magic
Starting at 10th level, you can cast any wizard spell without providing somatic components or verbal
components (your choice when you cast the spell).

Forgetting Glance
By 14th level, you've mastered a technique to muddle the memories of those who have learned your arcane
secret. As an action, you can glare at a creature you can see within 60 feet of you who can also see you. This
creature must make a Wisdom saving throw against your spell save DC. On a failed save, the target forgets
the events of the last minute, and has disadvantage on attack rolls and ability checks on its next turn, owing
to the vertigo of having one's memories tempered with.
Once you use this ability, you can’t use it again until you finish a short or long rest.
n Curse of Strahd: Sacred Seasons, my players just uncovered an even bigger bad than the vampire will ever be,
along with a secret society of people who solve the real problems of Barovia. They trade messages under the
nose of anyone who might cause destruction or chaos, using pastries. The pastries are delivered via raven or
particular messengers, and the people involved in this ring are spread out everywhere. They currently only know
of “Tatyana”, a woman in the windmill who is initiating them into this code.

I thought I would share it for fun. I worked so hard on this code :D

A folded pastry is delivered when there is a problem, or information to be spread. It’s essentially a strudel.

Drop biscuits, made the quickest with the least amount of ingredients, are used for answers.
A drop biscuit with filling is a yes, along with a filling to signify where the person accepting the quest is located,
and how long it will take them to get there and solve it. (Additional toppings are sometimes added if more
information has to be given.)
A drop biscuit with no filling at all is a simple “no”.
A drop biscuit with a burnt bottom means they have been compromised, and that no further inquiries on the
subject should be made.

Location fillings:
Barovia Village - Plum
Vallaki - Apple
Krezk - Cranberry
Berez - Raspberry
Castle Ravenloft - Blackberry
Amber Temple - Apricot
Winery - Raisin
Bonegrinder / The Windmill - Pear
Tser Pool - Peach
Witches’ Domain - Dates
Werewolf Caverns - Cherries
Yester Hill - Custard
Vistani Hilltop Camp - Minced Meat
Baratok Mountains - Sweet Cheese
Nut layers in a folded pastry represent what the problem is. Sometimes multiple nuts with different chop
styles are present, and must be studied carefully.
A Child = Almonds
Whole - Deceased Child Halved - Child Has Been Sold Chopped - Child Has Been Stolen Paste - Child
Needs To Be Moved
Hags = Walnuts
Whole - They’ve Attacked Halved - They’re On The Run Chopped - Seen in the Area Crushed/Paste -
Dream Pastries Have Been Sold Here
Werewolves = Pecans
Whole - Dead Werewolf Found Halved - Werewolves have Attacked Chopped - They Have Transformed
Someone Crushed - They’ve been Spotted
Strahd = Pine Nuts
Whole - He’s Kidnapped Someone Halved - He’s Attacked Here Chopped - He’s Bitten/Turned
Someone Pasted - He Visited And It Was Weird Uh Oh
Person / Adult = Hazelnuts
Whole - Murderer on the Loose Halved - Dream Pastry Addict Found Chopped - Prisoner Has Been Taken
/Must Be Freed Crushed - Person Needs Assistance/Quest Paste - Person Needs Moved Elsewhere
Outlander = Peanuts
Whole = They’re Dead Halved = They’ve Attacked Us Chopped = Their Help Is Needed Here Paste
= They’ve Been Seen Here

Toppings add another layer onto the code, and sometimes change it’s meaning entirely.
Plain - Take Your Time / Not Urgent
Eggwash - Time Is Precious / Urgent
Sugar - Be Sneaky About It
Fruit on Top - Represents a secondary location, like where someone should be taken, or where someone on the
run is headed.
Icing - Send Someone Who Isn’t You / I’ve Sent Someone Else Instead
Chocolate - There’s a Monetary Reward (only the wealthy have chocolate to use in the first place anyway)
Seeds - The Asker Is Also In Trouble
Spices - THIS IS A DANGEROUS MISSION

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