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top:0px; left:0px; width:100%; transform:scaleX(1);'> <style>/* pokeball image */</style> <img src='https://www.gmbinder.com/images/KRoneZH.png' style='position:absolute; top:485px; left:175px; width:40%; transform:rotate(70deg); filter:opacity(60%);'> <img src='https://www.gmbinder.com/images/O4avDjO.jpg' class='cover-image' style='position:absolute; top:px; right:0px; width:820px; height: 1100px' /> <div class='cover-diamond'></div> <div class='cover-header'>Gun Hexen</div> <div class='cover-splotch'></div> <div class='cover-footer'>Blasts your foes with arcane infused firearms </div> \pagebreakNum <div style='margin-top:150px;'></div> \columnbreak <br> <br> ## Gun Hexen An averial soars lazily through the sky, wind in their face when the sound of a motor is heard. Bursting through a cloud is a ship with men at the rails leveling rifles. With a quick incantation, dense fog coalesces around the averial removing her from sight and in that moment a loud bang rings out, a flaming projectile splits the fog that shrouded her only moments ago, before the fog moves to fill the hole you can see her sighting down the smoking barrel of a rifle. An Orochi sitting atop a horse drawn card laden with goods crosses a bridge. The horse startles and stops as a group of rough looking dwarves emerge from beneath the bridge. They hold out their hands expecting a toll while a few circle round back to begin taking the Orochis goods. Before they can move more then a few paces the orochi pulls out four pistols and in a blur of movement fires off two quick shots sending the would be bandits scampering away through wind and fire. ### Times Are Changing Gun Hexens are witches born into a world of technology. With new and powerful weapons available to the people , the power of the arcane must adapt or become obsolete. Gun hexens have set aside the traditional manipulation of magic which could take years to master and only some were capable of doing so to begin with, and injected the destructive tools of the modern era into their teachings, the firearm. Creating pact guns a gun hexen is able to channel their arcane powers in new ways never before dreamed of. ### Magic Augmentation A Gun Hexen augments their innate magic potential by channeling it through their firearms and crafting charms. While they have forgone traditional methods of magic, they intern lack the ability to create truly destructive displays of raw magic often associated with wizards and witches. However, they have taken and mastered simple magics with the help of charms, their skill in channeling the aether through modern guns makes up for this by taking something already deadly and making it even more so. They are effectivly a new breed of witches. ### Memories of Old While a gun hexen does not practice magic in its traditional methods they have not completely washed their hands of it, but rather have made their self less reliant on it. They are still capable of bringing to bear bolts of lightning and creating thick miasma, but the level on which they can do so has waned. Most often this “old magic” is used to confound enemies so that they are easier targets for a well placed shot. <img src='https://www.gmbinder.com/images/sEmWamS.png' style='position:absolute; top:0px; right:140px; width:680px; height: 1000px' /> <img src='https://www.gmbinder.com/images/QjdrW57.png' style='position:absolute;bottom:50px;right:340px;width:510px;height:700px' /> \pagebreakNum <img src='https://www.gmbinder.com/images/zr93PaD.png' style='position:absolute; top:0px; right:534px; width:280px' /> <div class='classTable'> ##### The Gun Hexen | Level | Proficiency Bonus | Features | Blasts| Cantrips | Charms | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Pact Gun, Æther Sling, Charms | ─ | 3 | ─ | 2nd | +2 | Charms, Mysterious Wanderer | ─ | 3 | 1 | 3rd | +2 | Archetype, Blasts | 1 | 3 | 1 | 4th | +2 | Ability Score Improvement | 2 | 4 | 2 | 5th | +3 | Aether Shot | 2 | 4 | 2 | 6th | +3 | Charged Shot, Empathy | 2 | 4 | 3 | 7th | +3 | Archetype Feature | 3 | 4 | 3 | 8th | +3 | Ability Score Improvement | 3 | 5 | 3 | 9th | +4 | Dead Eye | 3 | 5 | 3 | 10th | +4 | Archetype Feature | 3 | 5 | 4 | 11th | +4 | Kip Up | 4 | 5 | 4 | 12th | +4 | Ability Score Improvement | 4 | 6 | 4 | 13th | +5 | Blast Zone | 4 | 6 | 4 | 14th | +5 | Ricochet | 4 | 6 | 5 | 15th | +5 | Archetype Feature | 5 | 6 | 5 | 16th | +5 | Ability Score Improvement| 5 | 7 | 5 | 17th | +6 | Hip Shooter | 5 | 7 | 5 | 18th | +6 | Archetype Feature | 6 | 7 | 5 | 19th | +6 | Ability Score Improvement | 6 | 8 | 6 | 20th | +6 | Master Blaster | 6 | 8 | 6 </div> ___ ## Class Features As a Gun Hexen you gain the following features #### Hit Points ___ - **Hit Dice:** 1d8 per gun hexen level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per gun hexen level after 1st \columnbreak #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple Weapons, Martial Weapon - **Tools:** Gunsmith Tools ___ - **Saving Throws:** Dexterity, Charisma - **Skills:** Arcana, History, Insight ___ #### Equipment You start with the following equipment (or 3d4x10 gp), in addition to the equipment granted by your background: • An adventurers pack • Leather Armor • Any simple firearm • A dagger ### Pact Gun You learn a ritual that imbues your firearm with a spark of the arcane, creating a Pact Gun. Choose a simple firearm and choose a damage type from acid, cold, fire, and lightning. Your pact guns damage dice is that of the chosen firearm and its damage type is the one you selected upon it`s creation. You can have no more the two pact guns at a given time. You can perform the ritual over the course of 1 hour, which can be done during a short rest. Additionally you can transform up to two magic firearms into your pact gun by performing a special ritual while you hold the weapon over the course of 1 hour. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand, but may only summon one at a time. If you attempt to bond with a third weapon, you must break the bond with one of the other two. ### Aethersling Your studies into manipulating the arcane for enhancing your firearms has allowed you to learn unique magics meant to be channeled through your firearm. You learn two cantrips from the Gun Hexen spell list and gain additional cantrip as you level up, detailed in the class block. Your spellcasting ability for these cantrips is Wisdom. ### Charms Starting at 2nd level you learn to craft small charms imbued with magic, the first step to mastering blasts. You learn to craft a number of charms indicated in the charm section of the class table. When you gain a level inn this class you can choose to replace an existing charm for a new one. The list of charms is detailed at the end of the class. ### Mysterious Wanderer You are shrouded in mystery, making it hard for people to track you down. You don't usually raise suspicion, and others have disadvantage on Intelligence checks to recall information about you. <img src='https://www.gmbinder.com/images/AHl5IE4.png' style='position:absolute; top:420px; right:-99px; width:430px' /> \pagebreakNum <div class='note flavor greeting sig'style='font-family:Caveat;font-size:20px'> Dear Brother, I could hardly believe it the first time I saw it! A woman pulled out a firearm, took aim and BAM! Torrents of brimstone just exploded from the barrel! I was not expecting that. It was incredible, though I doubt the hobgoblins thought as much. They seemed busy trying to put themselves out and all. -Breya </div> ### Blasts Starting at 3rd level you learn the pinnacle of the gun hexens art, blasts. Devistating mannipulations of magic meant to be channeled through a firearm. You learn a number of blasts as indicated in the blast column of the class table. When you gain a level in this class you can replace a blast you know with a new one. The list of blasts is detailed at the end of the class ### Hexen Archetype At 3rd level, you choose an archetype that you strive <br> to emulate in your combat styles and aether <br> weaving. Choose Spell Shot or Arcane Slinger, <br> all detailed at the end of the class description. <br> The archetype you choose grants <br> you features at 3rd level and <br> again at 7th, 10th, 15th, and 18th <br> level. ### Ability Score Improvement W hen you reach 4th level, and <br> again at 8th, 12th, 16th, and 19th <br>level, you can increase one ability score <br> of your choice by 2, or you can increase two <br> ability scores of your choice by 1. As normal, you <br> can’t increase an ability score above 20 using <br>this feature. ### Aether Shot Beginning at 5th level, when you use your <br> action to cast a cantrip, you can make one <br> weapon attack as a bonus action. ### Charged Blast At 6th level you learn to improve your <br> blasts. When you apply a blast to an <br> attack you may use a bonus action to <br> charge it, granting the charged effect <br> in addition to any other effects. If you <br> charge a blast you may not use that blast <br> again until you complete a short or long rest. ### Empathy You have learned how to use empathy to read <br> people, and respond with what they want to <br> hear instead of trying to weave an argument. \columnbreak You may use Wisdom in place of Charisma for Persuasion checks. ### Dead Eye Beginning at 9th level, you can use your reaction to deflect a ranged attack when you or another creature within 30 feet is hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your gun hexen leveI. If you reduce the damage to 0,you can bounce the missile if it is smalI enough for you to hold in one hand at another target within the missiles minimum range, making an attack against them as part of the reaction. You make this attack with proficiency, regardless of your weapon proficiencies and deal the weapons damage. ### Kip Up Starting at 11th level you may quickly put yourself back on your feet. When you are prone, standing up uses only 5 feet of your movement. ### Blast Zone Beginning at 13th level, your blast is available whenever battle starts. If you roll initiative and have no uses of Blasts remaining, you regain one use of it. ### Hip Shooter Beginning at 17th level, you do not suffer disadvantage when making ranged attacks in melee. In addition, the first time you hit a creature with a ranged attack who is no more then 5 feet away you deal extra damage equal to your proficiency bonus. <div style='margin-top:120px;'></div> <div style="margin-left:30px;"> ### Master Blaster At 20th level you may choose one blast that you know. Whenever you charge this blast you do not lose the use of it </div> <img src='https://www.gmbinder.com/images/tsHh9Xy.png' style='position:absolute;z-index:+1;top:400px; right:180px; width:430px' /> \pagebreakNum <img src='https://www.gmbinder.com/images/pPK7UN8.png' style='position:absolute; top:0px; right:0px; width:460px; height:1061px' /> ## Hexen Archetype All Gun Hexens pursue a path to hone their skills too different ends. Your choice determines what direction best suites your Gun Hexen style. Will you delve into more traditional magics, or become a master marksman. ### Arcane Slinger The Arcane Slinger combines the martial mastery common to all gun hexen with careful study of magic. Gun Hexen use technoques similar to their forbearers but learn a smaller number of spells, committing them to memory. The Arcane Slinger uses their magic for additional protection in combat and to hamper their foes. #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells like witches and wizards of old. **Spell Slots.** The Arcane Slinger Spellcasting 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. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, youcan cast shield using either slot. **Spells Known of 1st-Level and Higher.** You know three 1st-level spells of your choice. You may choose spells from any class, but may only choose abjuration and enchantment The Spells Known column of the Arcane Slinger Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of your spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots **Spellcasting Ability.** Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 w izard spell you cast and when making an attack roll with one. <div align='center'> **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier <br> **Spell attack modifier** = your proficiency bonus + your Wonstitution modifier</div> <div style='margin-top:10px'></div> \pagebreakNum ##### Arcane Slinger Spellcasting | Gun Hexan <br>Level | | Spells<br> Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 3rd | | 3 | 2 | — |— |— | | | 4th | | 4 | 3 | — |— |— | | | 5th | | 4 | 3 | — |— |— | | | 6th | | 4 | 3 | — |— |— | | | 7th | | 5 | 4 | 2 |— |— | | | 8th | | 6 | 4 | 2 |— |— | | | 9th | | 6 | 4 | 2 |— |— | | | 10th | | 7 | 4 | 3 |— |— | | | 11th | | 8 | 4 | 3 |— |— | | | 12th | | 8 | 4 | 3 |— |— | | | 13th | | 9 | 4 | 3 | 2 |— | | | 14th | | 10 | 4 | 3 | 2 |— | | | 15th | | 10 | 4 | 3 | 2 |— | | | 16th | | 11 | 4 | 3 | 3 |— | | | 17th | | 11 | 4 | 3 | 3 |— | | | 18th | | 11 | 4 | 3 | 3 |— | | | 19th | | 12 | 4 | 3 | 3 |1 | | | 20th | | 13 | 4 | 3 | 3 |1 | | #### Sixth Sense Starting at 3rd level your training has honed your combat instincts, allowing you to react with uncanny speed and accuracy. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of the recorded rolls rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each recorded roll can be used only once. When you finish a long rest, you lose any unused recorded rolls. #### Aether Shield Starting at 7th level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your Gun Hexen + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. \columnbreak #### Witches Sight Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest. ___ - **Darkvision.** You gain darkvision out to a range of 60 feet, as described in chapter 8. - **Ethereal Sight.** You can see into the Ethereal Plane within 60 feet of you. - **Greater Comprehension.** You can read any language. - **See Invisibility.** You can see invisible creatures and objects within 10 feet of you that are within line of sight. #### Phase Rush Starting at 14th leveI, you can use your action to teleport up to 60 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If the creature is not willing then it must make an Intelligence saving throw. On a failed save you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a short or long rest or you cast an abjuration spell of 1st levei or higher. <img src='https://www.gmbinder.com/images/TVxoHcu.png' style='position:absolute; top:340px; right:1px; width:580px' /> \pagebreakNum ## Marksman The aim of your training has been to deliver death from a distance, as great a distance as you can. But snipers are as diverse as they are dangerous. They are Tinkers’ who create new inventions, guardians of nature who defend ancient woods, and scouts who stalk the far edges of a battlefield. Snipers are more than just their tools: patience, preparation, and strategy are key to every successful operation. ### Long Shot Starting at 3rd level you no longer suffer disadvantage when making a ranged attack at its long range. Additionley as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn ### High Ground Starting at 7th level, when you are on higher elevation then your target your shots become more deadly. For every 10 feet of elevation you have above the target of your attack, you deal an additional 1d8 damage up to a maximum of 5d8. In addition you do not suffer disadvantage with your ranged attacks from being prone \columnbreak ### The Roost At 10th level, when you make a Ranged Weapon Attack while hidden you make a Dexterity (Stealth) check contested by highest Wisdom (Perception) of present enemies, if you win the contest your position is not revealed. If you spend 10 minutes you can set up a defensive firing position. While in this position you have half Cover against Ranged attacks, if you are Prone then this bonus increases to three quarters cover. ### Overwatch Starting at 15th level, you can use a reaction to make a ranged attack against an enemy that moves 5 feet or more within your range. ### Rail Gun Starting at 18th, your attacks hit with such force that they can pierce through multiple creatures. After making a successful weapon attack, the weapon or ammunition can pierce through to hit other creatures, as long as the other creature are within range and in a direct line from you and the initial target to get hit. You must make a new attack roll against each creature to see if the attack hits it, but it does not count as a new attack action. <div class='note flavor greeting sig wide' style='transform:rotate(-4deg);color:#eb3434;font-family:Bilbo swash caps;font-size:26px;position:absolute;bottom:418px;left:80px;width:600px;color:blue;'> I wait in the shadows for you to appear, looking down my barrel I see my target clear. One moment a soldier with heart and head, the next just a corpse on the field of the dead. -A Marksmans Poem </div <img src='https://www.gmbinder.com/images/a52scYs.png' style='position:absolute; bottom:78px; right:1px; width:990px' /> \pagebreakNum <div class='partpage-dmg'> # Spells ##### </div> <div style='margin-top:300px;'></div> <div class='spellList'> ##### Cantrips (0 Level) - Aaero Shot - Acid Spray - Air Lift - Blade Ward - Conjure Mist - Control Flames - Create Bonfire - Dancing Lights - Decomppose - Diablism - Encode Thoughts - Flame Gout - Friends - Gust - Interposing Force - Kinetic Blast - Light - Mage Hand - Mending - Minor Divination - Minor Illusion - Mold Earth - Origami - Prestidigitation - Pyre Retreat - Resistance - Rime Shot - Shape Water - Shooting Star - Silence Shot - Soul Shackle - Spark Rain - Tracer - Thunderclap - True Strike - Warp - Whirlwind Dennial </div> <div class='note flavor greeting sig wide' style='transform:rotate(-2deg);color:#eb3434;font-family:Merienda;font-size:20px;position:absolute;bottom:548px;left:80px;width:600px;color:indigo;'> Meager Minds Manifest Minor Magics -Gun Hexen Proverb </div <img src='https://www.gmbinder.com/images/vEMs9pH.png' style='position:absolute; bottom:0px; right:0px; width:820px; height:1200px' /> \pagebreakNum #### Aaero Shot *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** as weapon - **Components:** V, S - **Duration:** Instantaneous ___ You launch a bolt of compressed air towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage. A target hit by a bolt must make a Strength saving throw or be pushed back 5 feet. The spell creates more than one bolt when you reach higher levels: two boltss at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt. #### Acid Spray *Evocation cantrip* ___ **Casting Time:** 1 action **Range:** As Weapon **Components:** V, M (a weapon) **Duration:** Instantaneous ___ As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green ichor splashes onto the creature. The creature takes an additional 1d8 acid damage at the beginning of it`s next turn. This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 acid damage to the target and 1d8 at 11th level and 17th level. #### Adhere *Transmutation Cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 minute ___ You reach out your hand and touch two objects with your thumb and pinky finger. This spell causes an object no larger than 1 foot in any dimension that you are holding to stick to another object of your choice that it is touching. The adhesion can support no more than 25lbs, otherwise the objects become unstuck and the spell ends. The weight the adhesion can support increases with caster level: 50lbs (5th level), 100lbs (11th level), and 200lbs (17th level). #### Airlift *Conjuration Cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ You place your hand upon an object no heavier than 500lbs. A frictionless cushion of air forms under the object allowing it to freely move when given a push/pull. \columnbreak #### Conjure Mist *Conjuration Cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** concentration ___ A sudden mystical fog fills a 10 foot radius around the caster. This fog billows out from the caster’s body and lightly obscures all visibility within that radius, granting partial cover to all within. #### Diablism *Necromancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** S - **Duration:** 1 hour ___ This spell channels a small amount of necrotic energy to the users finger tips, that novice necromancers use for practicing the dark arts in a safer, controlled way. You create one of the following magical effects within range: - Touch an object. Centering on that object, in a 20 foot radius, bright light becomes dim light, and dim light becomes darkness for 1 minute. - An object you touch lightly decays. Wood rots, glass cracks, flowers wilt. This effect isn't strong enough to effect creatures, but it can effect the things they wear, such as causing a leather belt to rot and fall away. - You can reanimate a small or tiny 0 CR creature for 24 hours. It is undead and obeys all of your commands to the best of it's abilities. You cannot use this effect again until the reanimated creature dies, or the effect ends. You can dismiss either of the non-instantaneous effects as an action. <div class='note flavor greeting sig'style='font-family:Merienda;font-size:14px'> Dear Sister, That sounds incredible! I heard another mysterious gunslinger wielding strange looking pistols of crystal was seen in the next kingdom. With the news of beasts becoming more active, it seems these 'Gun Hexens' too are roused, for better or worse. -William </div> \pagebreakNum #### Flame Gout *Evocation cantrip* ___ **Casting Time:** 1 action **Range:** As weapon **Components:** V, M (a weapon) **Duration:** Instantaneous ___ As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails .Make an attack roll and compare the result to each creature in a 15 foot cone originating from your position. Each hit creatures takes 2d4 fire damage and you are pushed back 5 feet. This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 fire damage, and increase by 1d4 at 11th level and 17th level. #### Interposing Force *Abjuration Cantrip* ___ - **Casting Time:** reaction - **Range:** 1 creature within 60 feet - **Components:** V, S - **Duration:** Instant ___ When a creature within 60 feet of you, including yourself, is the target of an attack you may, as a reaction, use this cantrip to generate an unstable field of force between the attack and the target. The beneficiary of this spell effect may add 1d4 to its armor class for the duration of that attack roll. After that attack roll is completed the force shield dissolves. This spell offers no protection against further attack rolls this round. #### Kinetic Blast *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** As Weapon - **Components:** V - **Duration:** Instantaneous ___ As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails. On a hit, the target suffers the attack's normal effects and the target is pushed back 5 feet. This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 thunder damage to the target. The damage increase by 1d8 at 11th level and 17th level. #### Minor Divination *Divination Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instananeous ___ This spell is a minor magical trick that novice diviners use for practice, drawing benign pieces of information out of a willing target's mind. You discern one of the following pieces of information about a willing creature within range: - You discern the target's name (the one it prefers to go by at that moment). - You discern the target's age in years. - You discern the target's birth month (or season). - You discern the target's exact height and weight. - You discern the target's placement within an arbitrary but astrologically generated system you are both familiar with, such as the target's astrological sign, affiliated element, or tribal animal. - You discern a single piece of information about the target, such as the target's handedness, favorite food or color, or a number the target is currently thinking of. The target must consider the information—and its dissemination—inconsequential. Because the information is generated by the target's own mind, any faulty information believed by the target will be passed along by the spell. While this spell is primarily used to entertain, an unscrupulous diviner could use the confidence and trust they build with a willing creature to coerce or manipulate them. #### Minor Invisibility *Illusion Cantrip* ___ - **Casting Time:** 1 actionn - **Range:** Touch - **Components:** V, S - **Duration:** 1 Minute ___ This spell is a minor magical trick that illusion enthusiasts use for practice. Your touch creates one of the following magical effects, which lasts for 1 minute unless otherwise stated: - You make an object become invisible. The object can’t be larger than 3 feet on a side, can't weight more than 10 pounds. - You make a creature's appendage become invisible (e.g. arm, leg, wing, tail, head). The creature must be Large or smaller. - You make a nonmagical mark, symbol, blemish, tattoo, scribble, or up to 300 words (about one page of text) disappear from a surface. - Your body becomes blurred, shifting and wavering to all that can see it. While you are blurred this way, creatures that rely on sight have disadvantage on attack rolls against you, and you make Dexterity saving throws with advantage against spells and effects that target only you. This illusion is a flavorful variant of the Dodge action and it lasts until the start of your next turn. Physical interaction with an invisible object (or appendage) reveals the illusion for the creature interacting with it. A creature that suspects an illusion can also see through the illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusory effect for what it is, the invisible object becomes faint to the creature. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. \pagebreakNum #### Origami **Transmutation Cantrip** ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V,S - **Duration:** Concentration 1 hour ___ You magically fold and animate a Tiny piece of paper or similiar material, such as a leaf, within range. You can fold it into one of the following shapes: **Boat:** The boat floats on and is not destroyed by water. When placed in water, you can mentally direct the boat to move in any direction along the water's surface, at a speed of 5 feet per round. The boat is able to carry a single Tiny object that weighs 1 pound or less. **Crane:** The crane has a fly speed of 10 feet. You can mentally direct the crane to move, or name a location within 1 mile that you know of. The crane will fly to the location and land, becoming inert. **Dog:** The dog has a movement speed of 10 feet. You can mentally direct the dog to move. If a creature hostile to you moves to within 10 feet of the dog, the dog moves up to its speed towards it and gives off a loud barking noise. Afterwards, the dog unfolds itself and becomes inert. **Flower:** The flower is controlled by the time of day. It is open during the day and closed during the night. During sunrise and sunset, the flower slowly opens and closes respectively. **Samurai:** The samurai has a movement speed of 5 feet. You can mentally direct the samurai to move. The samurai always points his sword in the direction of the nearest castle or fort. You can have up to 5 pieces of origami active at once. #### Soul Shackle *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** As Weapon - **Components:** V - **Duration:** Instantaneous ___ As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and must make a Dextarity saving throw. On a failed save the targets movement speed is reduced by 5 feet until the end of its next turn. At 5th level, the attack deals an extra 1d8 psychic damage and increase by 1d8 at 11th level and 17th level. #### Spark Rain *Evocation cantrip* ___ **Casting Time:** 1 action **Range:** As weapon **Components:** V, M (a weapon) **Duration:** Instantaneous As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and blue sparks leap from the target showering all creatures within 5 feet of it. The adjacent creatures take lightning damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 lightning damage to the main target, and increase by 1d8 at 11th level and 17th level. #### Rime Shot *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** As weapon - **Components:** V, M (a weapon) - **Duration:** Instantaneous ___ As part of the action used to cast this spell, you must make an attack with a weapon against one creature otherwise the spell fails. On a hit the target suffers the attacks normal effect, and each creature in a 15 foot line behind the hit target takes cold damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 cold damage damage, and the secondary targets take 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. #### Shooting Star *Conjuration cantrip* ___ - **Casting Time:** 1 action (part of a ranged attack) - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You fire your weapon and two silvery motes fall from the heavens. You can direct them at one or two targets. Make a ranged spell attack for each star. On a hit, the target takes 1d4 radiant damage and it sheds dim light in a 5-foot radius until the end of your next turn. The target gains no benefit from cover for these attack rolls. The spells damage increases by 1d4 when you reach 5th level (2s4), 11th level (3d4(, and 17th level (4d4) #### Silence Shot *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** As weapon - **Components:** V - **Duration:** 1 round ___ As part of the action used to cast this spell you must make a weapon attack against one creature within the spells range, otherwise the spell fails. On a hit, the target suffers the attacks noraml effects, and its mouth is covered by a violet veil until the start of your next turn. If the target willingly speaks before then, it immediatly takes psychic damage equal to your spellcasting ability modifier, and the spell ends. This spells damage increases when you reach higher levels/ At 5th level the weapon attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for speaking increases to 1d8+ your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. \pagebreakNum #### Tracer *Divination Cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Until dispelled ___ You create an invisible Arcane Mark on anything within range. Unless someone uses the detect magic spell or have a similar ability they won't know of it's existence. As long as the mark exists you know of its general direction. At any given time you may have up five Æther Marks active. If you create a sixth the first one vanishes. At any time you can choose to dispel the marks as a free action. #### Warp *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** S - **Duration:** Instantaneous ___ You teleport to a point you can see within range. **At Higher Levels.** The spell’s range increases by 10 feet when you reach 11th level. #### Whirlwind Denial *Abjuration Cantrip* ___ - **Casting Time:** 1 reaction - **Range:** Self - **Components:** V - **Duration:** Instantenous ___ When you are selected as the target of a ranged attack, you utter a quick word to the air around you and wake it, compelling it to protect you against flying objects. As a result of this effect, you gain +1 to your AC against missile weapons until the start of your next turn. **At Higher Levels:** The AC bonus increases by 1 when you reach 5th level (+2), 11th level (+3), and 17th level (+4). \pagebreakNum <div class='partpage-dmg'> # Blasts ##### </div> <div style='margin-top:200px;'></div> ### Blasts By channeling the the aether through your gun you can create powerful effects called blasts. Beginning at 2nd level you know two blasts and learn more at the indicated levels in the blast column. when you hit a creature with a ranged weapon Attack, you can expend one blast to apply a blasts effects to the attack, in addition to the weapon's damage. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest. <div align='center'> **Blast save DC** = 8 + your proficiency bonus + your Wisdom modifier </div> #### Booming Blast The target creature must make a Dexterity saving throw. On a failed save the target is blinded until the beginning of your next turn. **Charged**: The target and any creature within 15 feet able to see the hit target are blind for 1 minute. Additionally if any creature subjected to this blasts fails their saving throw by 5 or more are stunned until the beggining of their next turn. At the end of each of its turns, it can make another Constitution saving throw to end the effect. #### Briar Blast When this blasts strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the blast takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Blast save DC. Otherwise, the brambles last for 1 minute or until you use this option again. **Charged:** This blasts effects every creature in a line 5 feet wide and 60 feet long. Additionaly the damage goes from a d6 to a d8. #### Heavy Blast After a successful attack the target creature must make a Strength saving throw. On a failed save they are knocked prone. **Charge**: On a failed save the target is also pushed back 15 feet and takes 2d6 damage for each 5 feet they were pushed if the target collides with a terrain feature. \columnbreak <div style='margin-top:220px;'></div> #### Hunter Blast You fire four magical darts of force. Each on hits a creature you can see within range. These darts deal 1d6 + 1 force damage. The darts all strike simultaneously, and you can direct them to hit one creature or several. **Charged** You instead fire eight darts. #### Purgitory Blast The creature hit by the blast must succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. **Charged:** The creature hit by this blasts continues to blink in and out of reality. Once the effected creature reappeares it must repeat the saving throw. On a failure it is once again shunted into purgitory at the beggining of its next turn. On a success it remains anchored to this plain. After two successes or 1 minute has passed the effects end. #### Poison Blast After a successful attack the target creature must make a Constitution saving throw. On a failed save they become poisoned for 1 minute and suffers 3d4 poison damage at the start of each of its turns. At the end of each of its turns, it can make another Constitution saving throw to end the effect. **Charge**: On a failed save the target takes 3d6 poison damage instead at the beginning of their turn for 1 minute or until the effect ends, and a cloud of poison billows out in a 10 foot sphere from the target which remain for 1 minute. Any creature that enters the sphere or starts its turn within the sphere must make a Constitution saving throw or become poisoned and take 3d6 points of poison damage. #### Rupture Blast A spire of jagged rock erupts from the ground in a square adjacent to the target dealing 3d6 slashing damage. The target must make a strength saving throw or be pushed back 5 feet. This spire remains and provides half cover. **Charged:** Up to seven spires erupt from the ground in locations of your choosing within 30 feet of your initial target. These spires deal damage to creatures they erupt by except the damage increases to 5d6, and they remain providing half cover. \pagebreakNum #### Stitching Blast After a successful attack, the target takes 2d6 necrotic damage and must make a Dexterity saving throw. On a failed save the target becomes pierced with barbed shadows that errupt from the ground reducing its movement speed to 0 until the end of its next turn. The target or any creature that can reach it can use its action to remove the viscouse shadow stuff with a successful Strength (Athletics) check against your Blast save DC. **Charge:** The damage is increased to 4d6 and each creature in a 15 foot burst centered on the target must also make a Dextertiy saving throw, or suffer the normal effects. #### Storm Blast As part of your ranged attack, a bolt of lightning flashes down and strikes the target. Each creature within 5 feet of the target must make a Dexterity saving throw. Each creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. **Charged:** A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius. Bolts flash down and strike each target you hit with a ranged attack for 1 minute within the area of the storm cloud. #### Terrifying Blast After a successful attack, the target takes 2d8 psychic damage and must make a Charisma saving throw. On a failed save the target becomes frightened of you until the beginning of your next turn. **Charge**: The target becomes frightened for 1 minute and must use its reaction to move away from you. At the end of each of its turns, it can make another Charisma saving throw to end the effect. #### Toxic Blast As part of your ranged attack each creature that target of your attack and each creature adjacent to the target must make a dexterity saving throw, taking 3d6 acid damage or half damage on a successful save. **Charged:** Toxic acid rain falls in an area for 1 minute A sizzling torrent of toxic rain falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range for . Each creature in the Cylinder must make a Dexterity saving throw. A creature takes 2d8 poison damage and 4d6 acid damage on a failed save, or half as much damage on a successful one. #### Volcanic Blast An explosion of flame erupts vertically from your target. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on your target must make a Dexterity saving throw. A target takes 3d12 fire damage on a failed save, or half as much damage on a successful one. **Charged:** The pillar remains for 1 minute and deals its damage to each creature that ends its turn within 10 feet of the pillar. Additionally it expels molten magma at a random enemie within 30 feet each turn. This magam deals 3d12 damage and leaves a pool of burning ground where it struck for the duration of the blast dealing this damage again to anyone who starts or ends its turn in the burning ground \columnbreak #### Warp Blast After a successful attack the target creature takes 2d6 force damage and must make a Charisma saving throw. On a failed save you may teleport the creature or yourself up to 20 feet in any direction from its origin. **Charge:** You may teleport both yourself and the creature up to 30 feet, and you both deal 2d6 additional force damage to creatures adjacent to your new location. #### Wind Blast A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose that lasts until the end of your next turn. Each creature in the line must succeed on a Strength saving throw or be pushed 20 feet away from you in a direction following the line and must repeat this saving throw the first time they enter or start their turn in this line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. **Charged:** A whirlwind erupts from your blasts point of impact that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. For 1 minute, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make <br> a Strength or Dexterity check against your Blast <br> save DC. If successful, the creature is <br> no longer restrained by the whirlwind <br> and is hurled 3d6 × 10 feet away <br> from it in a random direction. <img src='https://www.gmbinder.com/images/SIw2SAW.png' style='position:absolute; bottom:0px; right:-10px; width:480px; height:400px' /> \pagebreakNum <div style='margin-top:100px;'></div> \columnbreak #### Winter Blast Normal: A burst of cold air swirls around the target dealing 3d6 cold damage and reducing the movement speed of each creature adjacent to it by 5ft. **Charged:** A whirlwind of freezing wind and sleet spreads around the target leaving an icy are. It lingers and spreads another 5 feet out from origin point each round for 1 minute. Creatures who enter or begin their turn in the area takes 3d6 cold damage and have their movement speed reduced by 5 feet. if their movement speed is reduced to 0 their are frozen solid and considered stunned until they succeed on a saving throw, at which time they break free from the ice and regain their normal movement speed #### Gravity Blast As an action you fire a blast that creates a floating melon sized ball of blackness at a point within range that floats 5 feet off the ground. Each creature within 30 feet of it is considered to be in difficult terrain, additionally each creature that starts its turn within 30 feet of it must make a Strength saving throw or be pulled 15 feet closer to the orb. The orb persists for a number of rounds equal to your proficiency bonus. **Charged:** The orb grows rapidly in size after landing to that of a small cart and hovers 10 feet from the ground. Each creature within 40 feet is considered to be in difficult terrain and if they enter or start their turn within the area must make a strength saving throw or be pulled 20 feet towards the orb. Each creature that starts or ends its turn within 20 feet of the orb takes 4d6 force damage. <img src='https://www.gmbinder.com/images/h9dMhIO.png' style='position:absolute; top:-0px; left:-50px; width:500px; height:1000px' /> \pagebreakNum <div class='partpage-dmg'> # Charms ##### </div> <img src='https://www.gmbinder.com/images/i7VdlFc.png' style='position:absolute; bottom:0px; right:220px; width:220px; height:200px' /> <img src='https://www.gmbinder.com/images/AsMhUjY.png?1' style='position:absolute; bottom:0px; right:0px; width:320px; height:300px' /> <div style='margin-top:200px;'></div> #### Acorn Charm You can cast *Speak with Animals* at will #### Bone Charm You can cast *Find Familiar* for free. Once you do so you must complete a short or long rest to do so again. #### Book Charm You can cast the *sending* spell. Once you use this charm you must complete a short or long rest to do so again. #### Cloak Charm When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. #### Compass Charm You always know true north. In addition you can perfectly recall any path you have traveled. #### Eye Charm As an action, you gain the ability to see through solid objects to a range of 15 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this charm, you can’t use it again until you finish a short or long rest. #### Feather Charm This charm has 6 feather and recharges fully at dawn. You have a flying speed equal to 5 multiplied by the number of remaining charges in feet. As a bonus action, you can speak the command word to make the wings appear or disappear. As an action while the wings are present, you can expend 1 feather to hurl a flurry of razor-sharp feathers in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 6d4 slashing damage on a failed save or half as much damage on a successful one. The damage decreases by 1 die for each feather used. So 4 remaining feathers would deal 4d4, 3 would do 3d4 and so on. #### Frog Charm Your jump distance is doubled. Additionally you gain a swimming speed of 30 feet and can hold your breath for up to 10 minutes at a time. \columnbreak <div style='margin-top:200px;'></div> #### Ghost Charm You can cast *Blink* and *Misty Step* for free. Once you use this charm you must complete a long rest to do so again. #### Harlequin Charm As an action your appearance magically changes to become a jester. At the same time, 8 perfect illusions of jesters that are identical to you appear in random unoccupied spaces within 30 feet of you. When the jesters appear, each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or be charmed by you as if you had cast the **enthrall** spell (no concentration required). Each jester is indistinguishable from you and shares your AC, initiative, speed, and bonuses to saving throws. On your turn, you can mentally command each jester where to move (no action required). You can choose to see through a jester's eyes, hear what it hears, or speak through it in your own voice. A creature with truesight can determine which jester is you. The jesters remain as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute. A jester disappears early in a plume of confetti if it takes any damage, if it's more than 120 feet away from you, or if you choose to expend it in order to create one of the following effects: As an action, you can expend 1 or more jesters to cast one of the following spells (save DC 15, no concentration required): *charm person* (1 jester), *color spray* (1 jester), *confusion* (4 jesters), *greater invisibility* (4 jesters), *hideous laughter* (1 jester), *hypnotic pattern* (3 jesters), *levitate* (2 jesters), or *major image* (3 jesters). When you cast a spell in this way, you can cause the spell to originate from you or from a jester that you can see. As a bonus action or as a reaction when you take damage, you can expend 1 jester to immediately and imperceptibly teleport, swapping places with it. The jester disappears after it arrives in your original space. When the last jester disappears, any effects or spells created by the scroll or its jesters end. \pagebreakNum <img src='https://www.gmbinder.com/images/Q9FszxQ.png' style='position:absolute; bottom:330px; right:0px; width:520px; height:600px' /> #### Horn Charm As an action a deepp, rumblinng tone bursts from the charm, audible up to 200 feet. 1d2 wolves magically appear for up too 10 minutes. They obey your commands and act immediatly after you in the innitiatvie order. Once you use this charm you must complete a long rest to do so again. #### Icicle Charm As a reaction when you take damage, you can entomb yourself in ice, which melts away at the start of your next turn. You gain 10 temporary hit points per gun hexen level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this charm, you can’t use it again until you finish a short or long rest. #### Mask Charm You gain proficiency in Persuasion and Decpetion #### Key Charm You gain a +2 bonus to Dexterity(Sleight of hand) checks. Additionaly you can cast the *knock* spell once a day. #### Loupe Charm You can use an action to cast the *comprehend languages* or *locate object*. Once you do so you cannot do so again until the next dawn. #### Raven Charm You can use a bonus action to disappear, releasing up to three ravens from your location under your control that scatter into the air. Each raven has AC 12, 1 hit point, and can fly up to 40 feet as part of this bonus action without provoking opportunity attacks. At the start of your next turn, the ravens vanish, and you reappear in the space of one of the ravens (your choice). If all the ravens are reduced to 0 hit points, you reappear early in the same space as the last one that died. When you do, any excess damage dealt to the raven carries over to your normal form. Once you use this feature you must take a long rest to do so again. #### Wand Charm You learn one 1st-level spell of your choice from the wizard spell list. You can cast the spell once for free. Once you use this feature you must complete a long rest to do so again. \pagebreakNum