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Part 1: Artificer Specialiations
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Runelayer
- Runes
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Gunsmith
- Arcane Armaments
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Spellsmith
- Spellsmith Upgrades
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Inventor
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Archivist
- Archivist Network Entries
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Engineer
- Engineer's Devices
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Part 2: Artificer Infusions
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2nd Level Infusions
- Wrist-Mounted Launcher
- Hidden Blade
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6th Level Infusions
- Bell of Silence
- Unison Weapons
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10th Level Infusions
- Spiderchair
- Chests of Holding
- Arcane Wall
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14th Level Infusions
- Haydn's Forgeblade
- Deploying Shield
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Part 3: Mundane Items
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Part 4: Magic Items
- Book of Skulls
- Coop's Masterkey
- Clorophyte Shotbow
- Fierre's Cooking Pot
- Marcelle's Guitaraxe
- Dubois's Brewer
- Fishing Shotgun
- Galeforce Longbow
- Malevolence
- Last Prism
- Stormbow
- Stormsurge
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Part 5: Races
- Harpy
- Arachne
- Merfolk
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Part 6: Feats
- Revised Artificer Initiate
- Alchemist
- Expert Poisoner
- Iron Constitution
- Medic
- Master Herbalist
- Naturalist
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Part 7: Glossary
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Conditions
- Nauseated
- Sundered
- Burning
- Bleeding
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Weapon Properties
- Swift
PART 1
Artificer Specializations
Runelayer
Trappers and Hunters
Some Artificers decide to focus on traps, learning and understanding various types of runes to help, heal , and harm creatures who wander too close to the Artificer's traps. As such, these types of Artificers are called Runelayers.
Rune Languages
Different Artificers work in different scripts for their own runes. Many artificers prefer their own native scripts, though some Artificers prefer to work in dead or non-native scripts.
Example Rune Scripts
Language | Script | Common Runes |
---|---|---|
Daelkyr | Daelkyr | Expel, Shatter, Cage |
Draconic | Draconic | Empoison, Napalm, Smog |
Giant | Dwarvish | Maim, Bastion, Fortify |
Sylvan | Elvish | Mend, Lethargy, Haste |
Infernal | Infernal | Shatter, Shine, Napalm |
Primordial | Primordial | Bastion, Haste, Restore |
Runelayer Features
Artificer Level | Feature Name |
---|---|
3rd | Rune Set, Rune Options |
5th | Activation Modes |
9th | Imbuing Runes |
15th | Superior Rune Set |
Runelayer Spells
Artificer Level | Spell Names |
---|---|
3rd | Bless, Colour Spray |
5th | Magic Aura, Darkness |
9th | Enemies Abound, Magic Circle |
13th | Confusion, Hallucinatory Terrain |
17th | Antilife Shell, Planar Binding |
Rune Set
Starting when you take this subclass at 3rd level, you gain the ability to create and lay various Runes as a Bonus Action. At the end of a long rest, you can prepare a number of Runes equal to twice your Intelligence Modifier (minimum of 2), including duplicates of the same Rune.
Each Rune is considered Tiny in size and has 1 hit point. When being placed, the Rune has a throwing range of 30ft and can be placed underfoot or on a vertical surface. Each Rune has three charges and is destroyed after all charges are depleted or 24 hours has passed, whichever comes first.
A Rune's effect is activated if a creature moves within 10ft of it. If a creature is targeted by a placed Rune’s effect, the creature must succeed on a Dexterity Saving Throw against your Spell Save DC. If the Rune deals damage and the creature saves, the target takes half damage. If the Rune affects with a condition or magical effect, then the creature is immune to the condition for 24 hours, otherwise the creature can repeat the saving throw at the end of each of the creature’s turns.
A rune that deals damage or restores hit points starts as a number of d6s equal to your proficiency bonus. This increases to d8s, d10s, and d12s at 5th, 9th, and 15th levels respectively.
Rapid Deployment
Upon reaching 5th level, you can deploy two Runes at once using your bonus action. Additionally, you can remotely activate your Rune as a reaction, given the Rune has not been destroyed.
User Switch
Additionally at 5th level, you can have a friendly creature operate one of your Runes. If you do so, the friendly creature can plant one Rune that you give them. The Rune uses your Save DC, Die, and duration.
Superior Rune Set
When you reach 15th level, you gain the ability to overcharge your Runes. As an action, you can choose to empower one rune that is placed within 15ft of you, given it has not been destroyed. You can use this feature twice per short rest. If you do so, choose from one of the following options:
- Deepen Engraving. Increase the Rune's effect range up to a 30ft radius.
- Empowered Engraving. Double the Rune effect's dice.
- Bound Engraving. Increase the Rune's Lifespan to ten charges or 1 week, whichever comes first.
Activation Modes
Upon reaching 5th level, you can choose to modify your runes when you create them at the end of a long rest. For each rune, you have the option to modify each individual rune with one of the following three options:
- Remote Trigger. You can remotely activate the Rune as a reaction, given the Rune has not already activated or been destroyed and you are within 30ft of the Rune
- Autodeploy. When you place a Rune, said Rune immediately activates and its effect immediately is cast.
- Power Switch. You can hand the Rune to a friendly creature, letting them plant or use the Rune. The Rune’s Save DC and turns that the Rune is able to be planted for stays the same.
Empowering Runes
When you reach 9th Level, you gain the ability to empower a piece of armour or weapon with benefits granted by your magic. These effects can be used three times per short rest. As such, you can grant one of the following benefits to the piece of gear:
- Regeneration. As an action, the wielder can heal a number of d8s equal to half of your artificer level.
- Ward. As a reaction, the wearer can cast shield.
- Shocking. As a bonus action, the wearer can add an extra 2d8 thunder damage on a weapon attack.
You can empower a number of pieces of equipment equal to your intelligence modifier.
Superior Rune Set
When you reach 15th Level, you gain the ability to overcharge your Runes. As an action, you can consume up to 3 Runes in order to empower a currently placed Rune within 15ft of you, given that it has not discharged and is not destroyed. You can use this feature a number of times per long rest equal to your Intelligence modifier. If you do this, you can choose from the following options:
- Deepen Engraving. You can increase the Rune’s effect to a 15ft radius.
- Empowered Engraving. You can switch the Rune’s damage to one of your choice between heat, cold, lightning, thunder, poison, or acid.
- Bound Engraving. You can increase the Rune’s lifespan to twice your Int modifier (minimum of 1).
Runes
3rd Level Runes
Rune Name | Effect |
---|---|
Maim | When a hostile creature starts their turn within the effect area, the creature must save or take 3d6 piercing damage |
Mend | When a friendly creature starts their turn in the Rune's effect area, the creature restores 4d6 hit points |
Lethargy | When a creature starts their turn within the Rune's effect area, the creature must save or become lethargic and have their movement speed halved for 1 minute |
Expel | When a creature enters the Rune effect area, the creature must save or be repelled 20ft in a straight line in a direction opposite of the Rune |
Bastion | Creatures cannot enter within 5ft of the Rune in any direction unless said creature uses their action to enter the space |
5th Level Runes
Rune Name | Effect |
---|---|
Empoison | When a creature starts their turn within the Rune's effect area, they must save or take 6d8 poison damage |
Haste | When a friendly creature enters the effect area for the first time on their turn, they gain double walking speed until the start of their next turn |
Cleanse | When a creature ends their turn within the Rune's effect area, the creature has one disease or condition removed as if under the effects of Lesser Restoration |
Cover | When a creature ends their turn within 5ft of the Rune, the creature is granted half-cover |
Fortify | When a creature ends their turn within the Rune's effect area, they gain +1 in AC until the start of their next turn |
9th Level Runes
Rune Name | Effect |
---|---|
Restrain | When a hostile creature starts their turn within the Rune's effect area, they must save or become restrained for the next minute |
Shatter | When a hostile creature ends their turn within the Rune's effect area, the creature must save or have their AC reduced by 2 until the beginning of their next turn |
Restore | When a friendly creature ends their turn within the Rune's effect area, the creature gains 3d10 temporary hit points |
Inspirit | When a creature starts their turn within the rune effect area, the creature must save or be under the charmed condition for 1 minute |
Shine | When a creature enters within 5ft of the Rune for the first time, the creature must save or be blinded until the end of their turn and has their movement speed reduced to zero |
15th Level Runes
Rune Name | Effect |
---|---|
Cage | When a hostile creature moves within Rune's effect area for the first time that turn, said creature must save or have their movement reduced to zero for one minute. This Rune can only "cage" one creature at a time |
Napalm | When a creature ends their turn within the Rune effect area, all creatures within the effect area must save or take 8d12 Fire Damage |
Smog | When a creature moves within the Rune's effect area, all creatures that are in 30ft of the Rune must succeed on a save or take 5d12 Poison damage and have disadvantage on all attack rolls. On a success, the creature does not have disadvantage and takes half damage |
Gunsmith
Gunsmith Features
Bonus Proficiencies
Starting at 3rd level, you gain proficiency in tinker’s tools and one other artisan’s tool of your choice. Additionally, you gain proficiency in firearms if you don't have proficiency in firearms already.
Arcane Armaments
Starting at 3rd level, you create a firearm that projects arcane energy as a form of ranged projectile. Additionally, your arcane armament acts as an arcane focus for you. You can choose between three basic forms for your Arcane Armament: Hand Cannon, Rifle, or Sentry. Depending on your choice, it also affects the Arcane Armament’s weapon stats.
Arcane Armament
Hand Cannon. Ranged Weapon. Light. 20/60 Range. 2d4 piercing Damage. Jams on 6.
Rifle. Ranged Weapon. Two-handed, Loading, Heavy. 60/180 Range. 2d6 piercing Damage. Jams on 5-6.
Sentry. Ranged Weapon. Placeable Object, Two-handed, Loading Heavy. 15ft Cone. Dex Save against your Spell Save DC or take 4d8 piercing Damage. Jams on 4-6.
Augmentation
Starting at 3rd level, you can start upgrading your Arcane Armaments with Arcane Augments. At 3rd, 5th, 9th, and 15th levels, you can choose two augments that you craft. Additionally, during the course of a short rest, you can spend that time replacing one Augmentation with something different.
Lock-On
Starting at 5th level, you can target a creature with your bonus action and dedicate your focus to taking that creature down. If you do so, you gain a +5 bonus on weapon attacks with your Arcane Armament to hit the affected creature while taking a -5 bonus to hit other creatures with your Arcane Armament.
Exhaust
At 9th level, you can use an action to deplete your Armament’s arcane reserves. Target a number of creatures that you can see up to your Intelligence modifier and make a ranged weapon attack against each creature you target. On a successful hit, deal your Armament’s damage plus an extra 4d6 against each creature you hit.
If you do so, this feature cannot be used until next dawn.
Armour Piercer
At 15th level, you can use an action to enhance your arcane armament to pierce through the armour of your enemies. For the next minute, you can use your bonus action to give your Arcane Armament’s damage an extra 1d10 Force damage on one attack per turn.
This feature can be used a number of times equal to your intelligence modifier per long rest.
Arcane Augments
Rifling
When attached to an arcane armament, the weapon gains an additional 10ft to its maximum range.
Buckshot
Requires: Hand Cannon or Rifle Armament
When attached to an arcane armament, the weapon gains the “buckshot” property. Creatures within 5ft of the target must succeed on a Dexterity save of 10 + half of the damage the target took. On a failure, the creature is dealt half of the damage the original target received.
Magnum Capacitor
Requires: Hand Cannon or Sentry Armament
When attached to an Arcane Armament, the weapon deals an extra damage die.
Full Metal Shot
When attached to an Arcane Armament, the weapon's damage is considered magical for the purpose of overcoming resistances.
Swift Loading
Requires: Rifle armament, Lv5
When attached to an arcane armament, the weapon ignores the loading feature.
Phantom Cannon
Requires: Hand Cannon armament, Lv5
When attached to an arcane armament, you can use your bonus action to create a phantom hand cannon in your off hand. This phantom cannon functions as a base hand cannon armament and you are proficient with it. The phantom cannon lasts for 10 minutes.
While you wield two hand cannons in this fashion, it meets the requirements for dual wielding.
Six Shooter
Requires: Hand Cannon, Lv5
This Augment allows for rapid firing the Hand Cannon, letting you make two ranged attacks with the Hand Cannon as part of the same Action. The second attack does not add your dexterity as part of the damage calculation.
Mounted Artillery
Requires: Sentry Armament, Lv5
You can place your Sentry as a "mounted artillery", taking up a 5ft square. Designate up to 5ft creatures who can use the Sentry, any creature who you don't designate takes 1d8 lightning damage if they attempt to use the Sentry.
This damage increases to 2d8 at 9th level and 3d8 at 15th level.
Twin Armaments
Requires: Lv5
Choose one more Arcane Armament and add it to your arsenal.
Lesser Elemental Armament
Requires: Lv5
Add 1d6 of either Fire, Cold, Lightning, or Poison to your Armament’s damage.
Eagle Scope
Requires: Rifle Armament, Lv9
Attaching this augment to the Armament allows for you to see targets from far away. You can use an action to focus your sights, increasing your minimum and maximum range to double its normal distance. If you do so, you can dismiss the effect as a bonus action.
High Caliber
Requires: Hand Cannon or Rifle, Lv9
Using this augment increases the power of the Arcane Armament. When making an attack roll with a High Caliber armament, you make a critical strike on a 19 or 20 on the dice.
Shatterbox
Requires: Hand Cannon, Lv9
Your Hand Cannon gains a small explosive chamber that you can detonate, releasing a shockwave out to 5ft from you.
As an action, you can detonate the Shatterbox and target a creature that is within 5ft of you. Force that creature to make a constitution saving throw against your spell save DC or take 3d10 thunder damage and be stunned until the end of their next turn.
Heavy Artillery
Requires: Sentry Armament, Lv9
Choose one of the following effects
- Increase the range of the Sentry
- Increase the damage by one die size
- Change the area of effect to a 30ft long 5ft wide line
Greater Elemental Armament
Requires: Lv15
Replace your armament’s d8s of force damage with one of the following:
- d6s of Radiant or Necrotic
- d8s of Psychic, Acid, or Poison
- d10s of Fire, Cold, Lightning, or Thunder
Radar Targeting
Requires: Sentry Armament, mounted artillery, Lv15
Your Sentry gains the ability to fully automate its defenses. When you gain the augment, you can use an action to command the Sentry to fire at any creature at the start of initiative that is within 15ft of the sentry. If you do this, you are not able to use the Sentry Armament until you dismiss the effect as an action.
Spellsmith
Spellsmith Features
Spellsmith Additional Spells
Level | Spell Name |
---|---|
3 | Armor of Agathys, Mage Armor |
5 | Flame Blade, Shadow Blade |
9 | Conjure Barrage, Lightning Arrow |
13 | Fire Shield, Stone Skin |
17 | Skill Empowerment, Steel Wind Strike |
Tools of the Trade
When you choose this specialization at 3rd level, you gain proficiency with your choice of either jeweler's tools or calligrapher's supplies.
Your knowledge of infusion magic gives you a natural affinity for scribing spell scrolls. Creating a magic spell scroll only takes you half the time and material cost it would normally take.
Spellsmith Armaments
Starting at 3rd level, you can infuse a powerful armament to take into battle. At the end of a long rest, select one of the Armaments below. The infusion lasts until the end of your next long rest.
Additionally, you gain the following benefits:
- You gain proficiency with martial weapons
- When you attack with a Spellsmith Armament, you can use your Intelligence modifier instead of Strength or Dexterity for the attack and damage rolls.
Animated Blade
You touch a melee weapon, causing it to spring to life with your arcane energy. This weapon can be carried or stowed, but while readied it floats beside you. This armament has the benefits of a common +1 melee weapon.
Blasting Rod
You touch a nonmagical wand-blank, stick, staff, or rod, storing the arcane energy to cast a singular cantrip. Select one evocation cantrip from the wizard spell list that does not require concentration. Thereafter, as an action, you can use this armament to cast that cantrip.
Aegis Shield
You touch a shield that you have proficiency with, storing the arcane energy inside to protect you while you don it. While you have the shield equipped, you can add your intelligence to your Armor Class.
Spellsmith Upgrades
Starting at 3rd level, at the end of a long rest, you can create one Upgrade. You can have a total number of Upgrades equal to your proficiency bonus.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Armaments
Starting at 9th level, your potential for Spellsmithing grows more powerful. You can choose an additional choice from the spellsmith armament list.
Infused Focus
Starting at 15th level, you can anchor a powerful spell into an item. When you cast a concentration spell, you can anchor it to an item (such as a staff, wand or weapon), and do not need to maintain concentration. The spell lasts a number of rounds equal to your intelligence modifier, after which the spell ends.
Once you use this ability, you must complete a short or long rest before using it again.
Spellsmith Upgrades
3rd Level Upgrades
Animated Archer
Prerequisite: a ranged weapon
You touch a ranged weapon, causing it to spring to life with your arcane energy. This weapon can be carried or stowed, but while readied it floats beside you. This armament has the benefits of a common +1 ranged weapon.
Sweeping Blade
Prerequisite: Animated Blade
When you make a melee attack with your animated blade, you can force creatures within five feet of your target to succeed on a Dexterity saving throw against your spell save DC or take damage equal to half of what you just dealt.
Arcane Armor
Prerequisite: a suit of armour
As an action, you enchant your armor with pure arcane energy. If you do this, you can add your Intelligence to your Armor Class for one minute or until ended early as an action and resistance to force damage. You can do this once per long rest. Additionally, you learn the spell mage armor.
This does not stack with Aegis Shield's bonus.
5th Level Upgrades
Animated Fighting Style
Prerequisite: Animated Blade or Animated Archer
You gain the ability to choose your fighting style for an animated blade or Animated Archer that you wield. You can choose between the following:
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.
Casting Ring
Prerequisite: at least one 1st level Evocation or Abjuration spell, a brass ring
You imbue a brass ring with the conduits to store and cast minor spells. During the course of a short rest, you can use the time to store one 1st level spell from the artificer spell list that is of the Evocation or Abjuration school. You can cast the spell from the Casting Ring while you are wearing it with an action.
Elemental Weapon
Prerequisite: Animated Blade or Animated Archer
Imbuing the animated weapon with elemental magic, your animated weapon deals an extra 1d6 damage of your choice from fire, cold, lightning, or poison.
You can take this upgrade multiple times, but you must use a different animated weapon each time.
Mirror Shield
Prerequisite: aegis shield
Imbuing your Aegis Shield with warding enchantments, your shield is able to reflect low level magic. If you are targeted with a spell that does not require you to make a save, you can use your reaction to increase your AC by 2. If doing this causes the spell to miss, you can use the same reaction to send the spell back at the caster.
9th Level Upgrades
Necrotic Weapon
You touch a weapon, granting it an addtitional 2d6 necrotic damage. This bonus increases to 3d6 at 15th level.
Detonate Arcane Armor
Prerequisite: Arcane Armor
If you end Arcane Armor as an action, you can cast Thunder Step as part of that same action. Additionally, you learn the spell Thunder Step.
Spellsmith Technique
Prerequisite: Animated Blade or Animated Archer
If you cast a spell as an action, you can attack with an animated blade or animated archer as a bonus action.
Second Animated Fighting Style
Prerequisite: Animated Fighting Style
You gain the ability to choose your fighting style for an animated blade or Animated Archer that you wield. You can choose between the following:
Animated Weapon Fighting
You gain a +1 bonus to attack and damage rolls when you wield more than one animated blade or animated archer and no other weapons
Defense
When you make a Dexterity Saving Throw against an Area of Effect, you can add your shield's bonus to your roll as a reaction.
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
15th Level Upgrades
Third Animated Weapon
Prerequisite: two of either Animated Blade and/or Animated Archer
You touch a third weapon and gain your choice of animated blade or animated archer.
Additionally, after you make an attack with two of your animated weapons, you can make a third attack with your third animated weapon as a bonus action.
Third Animated Fighting Style
Prerequisite: Second Animated Fighting Style
Animated Weapon Fighting
You gain a +1 bonus to attack and damage rolls when you wield more than one animated blade or animated archer and no other weapons
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
When you make a Dexterity Saving Throw against an Area of Effect, you can add your shield's bonus to your roll as a reaction.
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.
Three Weapon Fighting
When you engage in three-weapon fighting, you can add your ability modifier to the damage of the third attack.
Inventor
Inventor Features
Inventor Additional Spells
Additional Proficiencies
When you choose this specialization at 3rd level, you gain proficiency with light crossbows, nets, rapiers, longswords, and whips. Additionally, you gain proficiency in sleight of hand (dexterity).
Inventor’s Focus
Starting at 3rd level, you begin to delve into a particular field of inventing, called the “Inventor’s Focus”. Your Inventor’s Field affects the rest of the Inventor Features, however you can change your inventor’s field whenever you level up.
- Innovator. Innovators focus on renovating and recycling everything around them.
- Gadgeteer. Gadgeteers focus on creating various small gadgets, providing utility.
- Grenadier. Grenadiers focus on causing stuff to explode. Good luck.
Essential Gadget
At 3rd level, you create a gadget that you always have on you. You can choose from one of the following. At the end of a long rest, you can spend ten minutes exchanging your current Essential Gadget for a different one.
If you are an innovator, you can change your Essential Gadget during a short rest. A Gadgeteer can choose two Essential Gadgets instead of one. Grenadiers can choose to get two stones that explode, dealing 4d4 force damage in a 5ft radius instead of choosing an Essential Gadget.
Essential Gadgets
Grappling Launcher
As an action, you can target one creature, surface, or object within a range of 30ft. If the target is small or smaller in size, you can make a contested Strength (athletics) or Dexterity (acrobatics) check to pull the target towards you. If the object is medium or larger, you can choose to be pulled towards the target and forfeit any grappling condition.
Smoke Grenade
As a bonus action, you can toss this small 1-inch pellet onto the ground underfoot and cause a 5ft radius sphere of gas and irritants to surround the area. Any creatures that are caught in this cloud must succeed on a DC12 Constitution saving throw or be blinded for one minute. Any creatures that fail this save can reroll until they succeed at the beginning on each of their turns.
Lightning Baton
You create a baton that channels lightning, creating a magic weapon. You have proficiency in this weapon. It has the Finesse and Light properties. It deals 1d4 bludgeoning damage and 1d4 lightning damage on hit. On an attack roll of 20 with this weapon, the target must succeed aConstitution saving throw against your Spell Save DC or become stunned until the start of your next turn.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Inventor’s Perk
Additionally at 5th level, you gain one of the following depending on your Inventor’s Focus.
Innovator: Magic Fusion
Once per long rest, you can perform an hour-long process to extract magical effects from a common magic item and transfer them into a different vessel. At 9th level, this increases to uncommon items, and at 15th level, this increases to rare items.
Gadgeteer: Ring of Various Perks
At 5th level, you create a ring that allows you to cast detect magic, minor illusion, or faery fire once per short rest. Additionally, you can cast prestidigitation or thaumaturgy at will through the ring.
Grenadier: Short Circuit
At 5th level, you can cause things that you invent to short circuit and cause mayhem at the flip of a switch. When you craft an item through magical tinkering, artisan tools, crafting, etc, you can specify an event that would cause the device to short circuit. If this happens, a 10ft radius explosion occurs that would be heard up to 100ft away, centering on the device. Creatures caught in the explosion must succeed on a dexterity saving throw against your Spell Save DC or take 4d8 force damage. On a success, the creature takes half damage. This increases to 4d10 at 9th level and 4d12 at 15th level.
Plan B
Beginning at 9th level, you've devised a way to have a failsafe backup. Once per long rest, you can use your reaction when you were to drop to zero hit points and instead destroy one of your Essential Gadgets in your stead.
Combat Gadgets
Beginning at the 15th level, when you take the Attack action, you can replace one attack with using any gadget that requires an action to use.
Goblin Grenadier Inventor
Archivist
Archivist Features
Archivist Additional Spells
Level | Spell Name |
---|---|
3 | Identify, Dissonant Whispers |
5 | Mind Spike, Calm Emotions |
9 | Clairvoyance, Sending |
13 | Arcane Eye, Dominate Beast |
17 | Dominate Person, Scrying |
Additional Proficiencies
When you choose this specialization at 3rd level, you gain proficiency in Calligrapher’s Supplies, and a Forgery Kit. Additionally, you gain proficiency in investigation (Intelligence) and sleight of hand (Dexterity).
Archivist's Network
Starting at 3rd level, you create a device that allows you to access and store information within the device. This device is called an Archivist’s Network. Many Archivists use it as a personal library or database while others use it to manipulate or listen to the minds of those around them.
All features in the Archivist Specialization that casts spells or cause magical effects use this device as the arcane focus or centering point unless specified otherwise.
Additionally, you can use the Archivist’s Network as an arcane focus in place of artisan tools or other types of foci.
Network Entries
At 3rd level, you can input entries to increase the power of your skills and the Archivist’s Network. You can have a total number of entries equal to your Intelligence modifier plus proficiency bonus. At the end of a long rest, you can choose the entries you wish to input and/or choose which entries you want to replace.
Invasive Knowledge
Starting at 3rd level, you can quickly analyze the magic that is being cast and attempt to sabotage it. As a reaction, you can target a spell within 120ft that you can see being cast that has an area of effect and force the creature to make an Intelligence saving throw. On a failure, the spell is sabotaged and can only target one creature that would have been targeted by the area of effect instead.
You can do this once per short rest.
Information Overload
Additionally at 3rd level, you can use your archivist magic and knowledge to cause an overflow of knowledge to cause a target to suffer. As an action, you can target one creature within 60ft of you that you can see and force that creature to make an Intelligence saving throw against your Spell Save DC. Unless the target succeeds, the target takes 2d6 Psychic damage, the target has disadvantage on their next attack roll.
The damage from this feature increases by 2d6 when you reach 5th (4d6), 9th (6d6), and 15th (8d6) level for this class.
Additionally, when you deal damage with this feature, you can consume a spell slot to deal extra damage to the target. The extra damage is 2d4 for a 1st level spell slot, plus 2d4 for each spell level higher than 1st.
Mind’s Library
Starting at 5th level, you have learned how to connect and access the minds of creatures other than yourself.
As an action, you can create a telepathic connection between you and one other creature. Both creatures must be able to speak one language that the other understands in order for the telepathic connection to be successful. Additionally, the connection breaks if either creature is more than 1 mile away or is on a different plane.
You can connect up to a number of creatures via Mind’s Library equal to your Intelligence modifier. All creatures connected by this feature can communicate to all or just one creature of their choice in the Mind’s Library at any time.
Dark Knowledge
Additionally at 5th level, you learn the spells Detect Thoughts and Mind Spike.
As an action, while you are connected to a mind via Mind’s Library, you can attempt either an arcana check or investigation check in order to probe past the creature’s surface thoughts. If you do so and are successful, you gain benefits akin to Detect Thoughts.
Mind Database
Starting at 9th level, the amount of minds you can connect via Mind’s Library increases to twice your Intelligence Modifier.
Mind Palace
Starting at 15th level, you have memorized almost everything thanks to your Archivist’s Network. As an action, you can choose between the following effects to channel through the Archivist’s Network.
- Store. Creatures within the Mind Database gain a resistance to psychic damage in addition to one type of damage of your choosing from Fire, Cold, Lightning, Thunder, Poison, or Acid. This resistance lasts for 10 minutes and the creature can choose to end the effect with no action required.
- Recall. Creatures within the Mind Database gain advantage on the first attack roll they make on their turn for the next minute.
- Query. Creatures within the Mind Database gain half of their proficiency bonus on all skills that the creatures are not proficient in. This effect lasts for 8 hours.
Archivist Network Entries
3rd Level Entries
Firewall
Using your Archivist’s Network, creatures linked to the Network gain a mental shield against attempts to break into their mnd.
Creatures that are connected to either the Mind’s Library or Mind Database have advantage against spells that try to probe their mind. Additionally, they gain resistance to psychic damage.
Brute Force Entry
You can attempt to force a mind dive into a creature of your choice that is not part of the Mind’s Library or Mind Database. As an action, you can force an unwilling creature to make an Intelligence saving throw or take 4d4 psychic damage as you probe its thoughts below surface level. You learn one desire, fear, and insecurity of your choice from this action. The creature knows that you have done this in either outcome.
The damage increases to d8s at 9th level and the number of items you learn increases to three at 9th level as well.
Archive Knowledge
You can store a piece of information and grant yourself the knowledge at a moment's notice later. During the course of a short rest, roll one skill check that you have proficiency in and mark down the result. Until your next long rest, you can replace the rolls you make with the number you have written down. The number of rolls you can replace is equal to your proficiency modifier.
When you reach 9th level, you can use this feature with two skills instead of one.
5th Level Entries
Obsession
As a bonus action, you can call upon previous knowledge to assist your unskilled actions.
Doing so, you gain obsessive knowledge of the actions you’re performing, letting you add your intelligence modifier to one skill of your choice for the next hour. This includes skills that you already are proficient in as well as intelligence skills. Below is an example of a lv5 Artificer with 15 Intelligence and proficiency in Arcana
Arcana (Intelligence): +5
Arcana (Obsessive Knowledge): +7
Aphantasia
As an action, you can temporarily delete the imagination of those linked to the Archivist's Network. As such the creatures connected to the Network have resistance against the charmed condition and are resistant to magical effects or spells that force the creatures to dream.
At 15th levels, creatures that are linked to the Archivist's Network are granted immunity to the charmed condition and magical effects or spells that force the creature to dream.
9th Level Entries
Mind's Eye
As an action, you can link the senses of two willing creatures that are connected to the Mind's Library. If you do so, choose one of the effects from the following:
Visions of the Past. The sight of each creature is melded with the other, allowing the creatures to have line of sight of any target within either creature's field of vision.
Sounds of the Future. The hearing of each creature expands from the bilateral senses, allowing audio perception to increase in range by the distance between each creature.
Synesthesia
When you make a perception check, you can use your reaction in order to add your proficiency bonus to the perception roll. If you do so, roll on the table below to see the synesthetic effect that you'll endure afterwards for the next minute.
Synesthesia Table
1d6 | Primary Sense | Effect |
---|---|---|
1-2 | Sight | You now see sound. When a sound occurs within your line of sight, you see a sort of wave of colour related to the pitch of the sound. Effects that produce a loud or cacophonous sound have a chance to blind or stun you |
3-4 | Sight | You now see smells. Smells can be overwhelming to your sight as scents show up similar to trails of smoke |
5-6 | Smell | You can now smell colours, with various colours being associated with respective smells. (e.g. red to strawberries, blue to saltwater, etc.) |
15th Level Entries
Psychic Pursuit
When you're targeted by a spell or magical effect that deals psychic damage, you can use your reaction to deflect and pursue the attacker. When you do so, the damage you take is reduced by a number of d10s equal to your proficiency bonus + your intelligence modifier.
If you reduce the damage to 0, you can reflect the damage back to the attacker. As part of the same reaction, make a spell attack using your Artificer Spell Attack bonus against the target, dealing the same amount of damage that you would have taken.
PART 2
Artificer Infusions
2nd Level Infusions
Wrist-Mounted Launcher
Requires: A glove or gauntlet
This tiny magical launcher can be loaded with a Tiny object of your choice, including but not limited to; ball bearings, caltrops, a vial of acid, alchemist's fire, holy water, or oil.
As a bonus action the wearer can activate the launcher and make a ranged attack at a target within 20 feet. The launcher requires an action to reload with another object.
10th Level Infusions
Spiderchair
Requires: 10th level, chair (requires attunement)
This Medium chair has spider-like legs, and can be ridden as if it were a normal mount. While sitting in it, you can strap into it and command it to move. It has a speed of 20 feet per round and spider climb. It can be ridden by any Small or Medium creature, though certain creatures, such as centaurs, may have trouble riding it unless it was made to accommodate them. You cannot be dismounted from the Spiderchair against your will.
Chests of Holding
Prerequisite: 10th level, one or more chests.
Infusing a chest with this infusion allows for the chest to act similarly to a bag of holding. However, if you infuse multiple chests with this feature (costing no extra infusion slots), those chests all access the same demiplane.
Arcane Wall
Prerequisite: 10th-level, a shield
Infusing a shield with this effect grants an arcane effect that projects a warding wall. As an action, you can project an arcane ward that wards an area that is 1ft in front of you and 15ft wide (5ft to each side of your space). If you do so, grant creatures that are targeted through the Arcane Wall resistance to spell damage.
14th Level Infusions
Haydn's Forgeblade
Prerequisite: 14th-level, a melee weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and deals an additional 1d6 fire damage on a hit. The weapon's wielder also has advantage on attacks against constructs when striking with this weapon.
Deploying Shield
Prerequisite: 14th-level, a shield
This infusion extends a shield to grant full cover to creatures directly behind it. As an action, you can deploy your shield in one cardinal direction on your square. When you do so, creatures in a line from the shield in the direction you choose to deploy it are granted full cover. This effect applies to direct projectiles or line-based area of effects.
PART 3
Mundane Items
Weapon Table
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Dagger | 2sp | 1d4 Piercing | 1 lb. | Finesse, light, swift |
Gauntlet | 5sp | 1d4 Bludgeoning | 1 lb. | light, unarmed |
Kunai | 1cp | 1d4 Piercing | 1/8 lb. | light, finesse, swift, multitool |
Simple Ranged Weapons | ||||
Throwing Knife | 25sp | 1d4 Slashing | 1/8 lb. | light, finesse, thrown (range 20/60) |
Shuriken | 5cp | 1d4 Slashing | 1/4 lb. | light, finesse, thrown (range 20/60), multitool |
Martial Melee Weapons | ||||
Trident | 5gp | 1d8(1d10) Piercing | 4 lb. | thrown (20/60), versatile |
Guandao | 15gp | 1d8 Slashing | 10 lb. | Heavy, reach, two-handed, swift |
Martial Ranged Weapons | ||||
Bola | 5sp | 1d4 Bludgeoning | 5 lb. | light, thrown (range 10/30), Special |
Daikyu | 25sp | 2d6 Piercing | 20 lb. | heavy, two-handed, ammunition (range 200/800), loading |
Dagger (revised)
Simple melee weapon, finesse, light, swift
The dagger is the go-to for any rogue or street thug. However, in the right user's hands, it can be just as deadly as any other weapon.
Gauntlet
Unarmed weapon, light.
The gauntlet is a rather unconventional weapon. Standard in any full-body armour set, the gauntlet is not typically thought of as a melee weapon, but it can still hurt nonetheless.
Kunai
Simple melee weapon, finesse, light, swift, multitool
The Kunai is a classic weapon of the Shadow Monk or the Phantom Rogue. Made of steel for durability and lgihtweight for fast travel, the kunai is a trademark tool. However, the Kunai shall not be thrown, but stabbed as it is not designed for aerial flight.
Multitool (Kunai) The Kunai is not just designed to be stabbed, but also as a digging tool. If you were to make survival or sleight of hand checks with the Kunai, add a +1 to those checks.
Shuriken
Simple thrown weapon, light, finesse, multitool, thrown (20/80)
The shuriken (commonly known as the throwing star) is a classic weapon of the Shadow Monk or the Phantom Rogue. Made of steel or copper for durability and lightweight for fast travel, the shuriken is a trademark tool for anyone wanting to kill from the shadows.
Multitool (Shuriken). Commonly used as a trapping and distracting mechanism, the shuriken were a monk's multitool. If you spend 10 minutes and use one full pouch of Shuriken, you can cover an a 15ft square with your shuriken and force creatures to treat it as difficult terrain or take 1d4 piercing damage for each 5ft square they walk through.
PART 4
Magic Items
Magic Items
Book of Skulls
Wondrous Item, rare (requires attunement by a wizard)
With covers sewn from sinew and tanned leather, this spellbook appears empty when found. When attuned, the following spells appear in the book: Arms of Hadar, Blight, Enervation, Inflict Wounds, and Spirit Guardians. These spells count as wizard spells for you and use Intelligence as your spellcasting modifier.
Coop's Masterkey
Ranged weapon, very rare, ranged (20/60), requires attunement.
This item is a +1 firearm that appears to be made of warped wood and metal. As an action, the wielder of the Masterkey can target a creature to fire a bolt of lightning at, dealing 1d10 lightning damage. The Masterkey has three charges that replenish at dawn. The wielder can expend charges to do one of the following:
- Firebomb (1 Charge). As an action, the wielder can expend one charge to send a ball of fire out from underneath the barrel of the Masterkey. This firebomb has a range of 30ft and affects a 10ft radius. Creatures in the area must make a DC Dexterity save or take 3d6 Fire damage.
- Lock-on (1 Charge). As an action, the wielder can expend one charge to fire an electrical dart at a creature. This dart deals 1d4 lightning damage and gives advantage to the next creature that makes an attack roll against the creature.
- Overcharge (3 Charges). As an action, the wielder can expend all charges in order to emit a wave of fire and sparks in a 15ft cone from the barrel. Creatures within the area must make a DC 15 Dexterity save or take 2d6 fire and 1d10 lightning damage
Clorophyte Shotbow
Ranged weapon, rare, ranged (30/120), requires attunement.
This crossbow appears to be made purely out of plant matter. The Clorophyte shotbow is a +1 heavy crossbow ignores the loading property and deals magical piercing damage for the purposes of overcoming resistances and immunities.
As an action, you can target a 30ft cone in front of you and force the creatures to make a dexterity saving throw or take 3d10 magical piercing damage.
Fierre's Cooking Pot
Wonderous Item, rare (requires attunement by a Gastronomist Artificer)
When using this cooking pot, you can make a straight intelligence check with a DC of 15 in order to create two servings of a recipe that you're cooking instead of the normal one. This effect can only be triggered once per day and resets at dawn.
Marcelle's Guitaraxe
Wondrous Item, very rare (requires attunement by a bard)
This item functions as both guitar and battle axe. It is a unique +1 weapon that is fitted for battle on the stage and the field. When used as a weapon, this guitaraxe is counted as versatile and deals 1d8(1d10) slashing damage. When used as an instrument, the user can add double their proficiency into Charisma (performance) checks that use the guitaraxe.
Dubois's Brewer
Wondrous item, uncommon
This brewer appears to be a normal keg, but upon closer inspection it would show to have curious magical properties. When an alcohol is brewed in this keg, the alcohol that is tapped from the brewer gives 1d4 temporary hit points to anyone who drinks it.
Fishing Shotgun
Wondrous item, uncommon
Legend says that the fishing shotgun was created by a fisherman who was tired of having to wait for his fish, so he created the first ever fishing shotgun. This fishing shotgun has seven lures in it and can be used as either a "normal" fishing rod or as a ranged weapon with a range of 60ft.
When used as a ranged weapon, you can target a creature within range and force them to make a Dexerity Saving Throw with a DC of 15. On a failure, that creature is restrained for one minute and takes 2d6 damage at the beginning on each of their turn. The restrained creature can repeat their saving throw at the end of subsequent turns. On a success, the creature takes half damage and is not restrained.
Galeforce Longbow
Longbow, common (requires attunement)
The Galeforce Longbow appears to be made in the image of wind elementals. The handle is made from blue and white iron and decorated with white iron wings. While you wield this, your ranged attacks with the Galeforce Longbow ignore the loading property.
Galeforce Longbow
Malevolence
+1 Longbow, very rare (requires attunement)
This longbow glows a sickly green and just holding it makes you want to throw up. When you attune to Malevolence, you gain resistance to poison damage and become immune to the poisoned condition along with becoming immune to disease.
While you wield Malevolence, you can use a bonus action to choose one poison from the following list and have its effects replace the damage you'd deal with your arrows.
Malevolence Table
d4 | Name | Effect |
---|---|---|
1 | Wrath | Deal 1d10 Poison damage on your shots for one minute instead of your standard damage, the target must make a DC10 Constitution save or be poisoned |
2 | Malice | Deal 1d4 Necrotic damage on your next called shot and the target has disadvantage on attack rolls and ability checks using that limb |
3 | Greed | Take a -5 Penalty to your attack rolls for the next minute and deal 1d10+10 Piercing damage instead of your normal damage |
4 | Plague | Take 1d10 Poison damage and 1d10 Necrotic damage. For the next minute, you can use a bonus action to deal an extra 1d6 necrotic and 1d6 poison damage on all ranged attacks with Malevolence and unarmed attacks for that turn |
Last Prism
Wondrous Item, legendary (requires attunement by a spellcaster)
This item appears to be a glass prism that shines in a rainbow of colours when struck by light. When attuned to this object, you can make the Last Prism your spellcasting focus.
The Last Prism has a maximum of 1d4 charges and starts with zero charges. At the end of a short rest, you can forgo rolling hit dice and have the Last Prism gain a number of charges equal to the number of hit dice that you sacrifice. These charges reset to zero at the end of a long rest.
While you are holding the Last Prism, you can speak a command word and have the last prism float beside you. The Last Prism is immune to damage while activated in this way. As an action, target a 60ft long line in front of you that's five feet wide. Creatures in that area must succeed on a DC16 Dexterity saving throw.
When you do so, consume a number of charges up to its current amount then roll a number of d8s equal to the number of charges that you have consumed to determine the effects.
1-Red. The target takes 6d8 fire damage, taking half damage on a successful save.
2-Orange. The target takes 6d8 acid damage damage, or half on a successful save.
3-Yellow. The target takes 6d8 lightning damage, taking half damage on a successful save.
4-Green. The target takes 6d8 poison damage, taking half damage on a successful save.
5-Blue. The target takes 6d8 cold damage, taking half damage on a successful save.
6-Indigo. The target takes 6d8 psychic damage, taking half damage on a successful save.
7-Violet. The target takes 6d8 necrotic damage, taking half damage on a successful save.
8-White. The target takes 6d8 radiant damage, taking half damage on a successful save.
Stormbow
Longbow, uncommon
This bow appears to be decorated with harpy feathers and inscribed with giant runes. This longbow has three charges and regains 1d4-1 charges at dawn.
As a bonus action, you can expend one charge and cast hail of thorns.
Plague Doctor's Helm
Wondrous Item, rare. Requires attunement
This helm appears to be made of rose steel and gold-plated iron, shaped into a form of crow's beak. You feel your fingertips become cold as you hold it in your hands.
Once attuned, you become immune to the nauseated condition and immune to disease. Additionally, you can use an action to gain add your intelligence or wisdom score to all of your medicine checks for one minute.
Stormsurge
Wondrous Item, uncommon.
This firearm appears to be made out of handcarved wood and brass, coursing with thunderous energy. There appears to be three glowing holes right in front of the handle, surging with blue energy. The Storm surge has three charges and gains 1d4-1 charges each dawn.
As an action, you can pull the trigger and consume one charge. If you do so, target a 15ft cube within 5ft of you. Creatures in that area must succeed on a constitution saving throw or take 3d6 thunder damage and be pushed back 15ft. On a success, the creature takes half damage and is not pushed back.
Stormsurge
Dryades' Wrath
longsword, requires attunement by a druid or ranger
These blades appear to be golden and glows in dim greens and blues. The guard is molded into the shape of one half of a butterfly. When you attune to these weapons, they are +1 longswords and you gain the benefit of dual wielding.
As an action, you can cast hunters mark at will through these blades and you learn the spells Ensnaring Strike and Entangle and they count as druid or ranger spells for you.
Dryades' Wrath
PART 5
Races
Harpy
Creatures of Prey
Most harpies dwell in nests in treetops and mountains, many Harpies preying on wandering creatures or adventurers that happen to go into Harpy territory. They are in more ways than one a crafty hunters and talented vocalists, agile and stealthy.
Harpy Traits
Ability Scores: Dex+2
Speed: 30ft
Age. Harpies tend to live up to 40 years of age and reach sexual maturity at around 3 years old.
Alignment. Harpies tend to live in nests of around 20 to 30 members, living off of wandering creatures. Due to this, Harpies lean towards Chaotic alignments.
Size. Harpies stand around 4 to 6 feet tall on average. Your size is medium.
Keen Senses. You gain proficiency with the Wisdom(perception) and Dexterity(acrobatics) skills. Additionally, you can gain advantage when making Wisdom(perception) checks related to flying while flying when.
Natural Flight. Starting at 3rd level, you gain a hover speed equal to your walking speed and can use a bonus action to dash while hovering.
Avian Build. You are light enough to not activate traps that require weight to be put on, such as pressure plates, however you are missing a set of arms. As such, you must manipulate objects with the claws on your feet.
Languages. You can read, write, and speak Common and one other language of your choice.
Subrace. You can choose between a number of subraces as listed below.
Random Height and Weight
Base Height | Base Weight | Height Modifier | Weight Modifier |
---|---|---|---|
4'3" | 25lb. | +2d4 | +2d4 lb. |
Phoenixkin
Phoenixkin are borne with the blood of the legendary phoenix. Phoenikin are known for their multicoloured plumage, with a variety of greens, yellows, oranges, and reds.
Ability Score Increase. Your Charisma score increases by 1.
Rise from the Ashes. When you go down to zero hit points, you turn to ash pile that takes up a 3ft cubic area. If this happens, you can choose to return to life one hour later with one hit point and half of your hit dice in a blazing fire.
You can use this feature once per long rest.
Cruxborne
Cruxborne are decended from the stars, borne with a form of divine nature.
Ability Score Increase. Your Constitution score increases by 1
Crux's Curse. You can use an action to strengthen yourself with the gifts and curses of the stars. For the next minute, you can temporarily switch one physical modiier with one mental modifier (e.g. switching your strength with your intelligence). You can use this feature once per short rest.
This feature increases to twice, thrice, and four times per short rest at 5th, 10th, and 15th levels respectively.
Nightingale
Nightingale are harpies that descended from a lineage of the legendary rainbow crow. Their feathers grow in a variety of colours during the day while appearing to being jet black during the night.
Ability Score Increase. Choose one ability score to increase between Wisdom or Dexterity by 1.
Nightingale Shimmer. You gain proficiency in the Charisma(performance) skill. Additionally, you gain advantage on Charisma(performance) checks during the day.
Nightingale Stealth. You gain proficiency in the Deterity(stealth) skill. Additionally, you gain advantage on Deterity(stealth) checks during the night.
Arachne
Cavernous Homes
Arachne tend to reside in caverns and caves on their own, thrust from the mother's web once the child reaches puberty (around 20 years of age). As such, an Arachne may move to a nearby cavern to their mother while many Arachne venture for hundreds of miles before deciding on a natural cave to live inside.
When an Arachne decides on a cave, the creature may spend decades if not centuries manipulating the cave to become their perfect lair. As such, it is not uncommon for an Arachne to pass while in the middle of perfecting their cavernous lair.
Arachne Traits
Ability Scores: Dexterity +2, Strength +1
Speed: 40ft
Age. Arachne tend to live well over 100 years, with some reaching almost 500 years old before passing, although it is rare. Arachne tend to reach sexual maturity in their mid to late 50s.
Alignment. Arache tend to be solitary creatures, fending for themselves. As such, most arachne tend to be in the chaotic or neutral alignments
Fey. Your creature type is Fey rather than humanoid.
Size. Arachne range from around 7ft-8ft in height. Your size is medium.
Darkvision. Accustomed to twilit forests and the night sky, 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.
Keen Senses. You have proficiency in the Perception skill.
Spider Climb. The Arachne can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Arachnid Build. You count as a large creature for pulling, pushing, or carrying carrying capacity. Additionally, you ignore movement restrictions caused by webbing.
Sunlight Sensitivity. While in sunlight, Arachne have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Languages. You can read, write, and speak Common and one other language of your choice.
Drider
Driders gain their reputation as evil creatures due to the tendancy to worship Lolth akin to the drow.
Natural Weapons. Your teeth and chitin legs count as natural weapons, dealing 1d4 + your strength modifier.
Drider Weapon Training. You gain proficiency with the Longsword and Longbow.
Extra Language. You can read, write, and speak Undercommon and Elvish.
Jorogumo
Jorogumo, according to bard tales, are reknowned as the arachne equivalent of succubi. Due to this, there are many people who avoid Jorogumo at all costs while others risk everything to join the Jorogumo.
Seductive Gaze. You gain proficiency in Charisma (persuasion) checks.
Web Walker. Jorogumo can walk on webs as if it were normal terrain.
Jorogumo Magic. You know the Thorn Whip cantrip and Beast Bond 1st level spell. When you reach 3rd level, you can cast the Web spell once with this trait and regain the ability to do so after a long rest. When you reach 5th level, youcan cast the Calm Emotions spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is Charisma.
Merfolk
Merfolk Traits
Ability Scores: Dexterity +2
Speed: 25ft
Age. Merfolk live up to 60 years of age and reach sexual maturity at around 20 years. Merfolk tend to not consider their kind adults until they have hunted their first creature.
Alignment. Merfolk tend to prefer freedom and lean towards chaotic alignment.
Size. Merfolk stand at around 6 to 8 feet in length and and stand at 4 to 6 feet in height. Your size is medium.
Amphibious. You are able to breath underwater and on land. Additionally, you gain a swimming speed of 40ft.
Languages. You can read, write, and speak Common and Aquan.
Subrace. You can choose between a number of subraces as listed below.
Siren
Ability Score Increase. Charisma +1
Siren's Charm. You have advantage on Charisma(persuasion) checks.
Siren's Song. You can spend up to ten minutes to sing a beautiful, enchanting song. Target up to five creatures and force them to make a Wisdom saving throw or be charmed to you. While the creature is charmed, the creature's movement is reduced to zero during the charmed effect. The creature can repeat the saving throw at the end of each of their turns.
Starting at 9th level, creatures that are charmed by the Siren's Song have disadvantage on their attack rolls as well.
Melusine
Ability Score Increase. Wisdom +1
Melusine's Grace. While you are in at least 15ft of water, your movement speed increases by 5ft for every 15ft of water.
Familiar Form. Starting at 5th level, you gain the ability to take a beast-like form. As an action, you can take the form of a piscine creature. This form is that of a small or smaller, nonhostile, aquatic beast of your choosing. This form lasts 1 hour and can be dismissed as a bonus action.
You can perform the transformation once a short rest.
PART 6
Feats
Revised Artificer Initiate
You've learned some of an artificer's inventiveness:
- You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
- You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
- You learn one artificer infusion from the artificer infusions list. If the infusion has prerequisites, you must meet those as well.
Alchemist
You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with alchemist's supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them.
- As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
- Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore.
Expert Poisoner
You have studied the ignoble art of poisoning and your degree of mastery of it has granted you the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with the poisoner's kit.
- You are able to disguise the poisons you make to appear innocuous. Anyone attempting to identify your poisons must roll with disadvantage.
- The DC for you to learn formulae for poisons is lessened by 2.
Iron Constitution
Prerequisite: Constitution 13, proficiency in the Medicine skill and the poisoner's kit
Your time in the laboratory, surrounded by dangerous substances and vapors, has hardened you. You are immune to the poisoned condition and have proficiency in Constitution saving throws.
Medic
You master the physician's arts, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Medicine check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Master Herbalist
Prerequisite: Intelligence 13, proficiency in the Nature skill and the herbalism kit
Your knowledge of medicines and their effects on the body is such that you can easily detect and identify illness and poisons wherever you see them. Treat as though you have detect poison and disease permanently cast though this trait isn't itself magical.
Naturalist
Your extensive study of nature rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
PART 7
Glossary
Conditions
Nauseated
While a character is nauseated, their movement speed is halved and have disadvantage on all Constitution saving throws.
Sundered
While a character is sundered, their Armour Class is reduced by 1. This effect lasts for one hour or until the creature patches the armour with the Mending spell or by some other means.
Burning
While a character is burning, the creature takes 1d4 fire damage at the start of their turn for one minute. This can be put out by taking an action to pat out the flames, dousing themselves in water, or extinguished by prestidigitation.
Bleeding
While a creature is bleeding, the creature takes slashing or piercing damage at the end of each of their turns for one minute. A creature can end this effect by making a DC10 medicine check or by the effects of magical healing (such as cure wounds).
Weapon Properties
Swift
When you make an attack action with a weapon with the swift property, you can make an attack as a bonus action with the same weapon. This attack does not add your strength or dexterity damage bonus. Making a bonus action attack with this property deals 1d4 damage of the weapon's damage type.
PART 8
Image Credits
Cover Image. High Tinker Mekkatorque by Bigball Gao
Runelayer Image. Rune Mage by The Odd Corner
Spellsmith Image. poltergeist by JeeHyung lee
Harpy Image. Mobius Final Fantasy by anotherwanderer
Nightingale Image. Harpy by Vezonia Lithium
Drider Image. 小蜘蛛 by shouqiang lin
Merfolk Image. Nami by shouqiang lin
Melusine Image. Combine Guildmage by Yeong Hao Han
Galeforce Bow Image. Bow that Carries the Wind by dogyeong lee
Stormsurge Image. Wheellock Hand Mortar by Sathish Manoharan
Gunslinger Image. Gunslinger by kerembeyit
Spiderchair Image. Machina Arcana illustration by Jakub Bazyluk
Synesthesia Image. Hallelujah - Jeff Buckley/KD Lang (2015) by Melissa McCracken
Archivist Image. Citadel Archivist by Aleksander Karcz
Unison Blades Image. GODFALL DUAL BLADE SHIMMER by Victoria Passariello
Dryades' Wrath Image. Butterfly sword (free stock) by Rittik-Designs
Dryades' Wrath Image. Butterfly sword (free stock) by Rittik-Designs
Update Notes
Version 0.1
- Published v0.1
Version 0.2
- Added Harpy, Arachne, and Merfolk Races
Version 0.3
- Added Magic Weapons & Mundane Weapons
Version 0.5
- Made Searchable in GMBinder
Version 0.5.5
- Fixed Formatting
Version 0.5.6
- Fixed Footnote Formatting
- Fixed Grammatical Errors
- Affixed Glossary as Part 7 and Image Credits as Part 8