Documente Academic
Documente Profesional
Documente Cultură
OBSCUREDINTHETHICKUNDERBRUSH
ofthef orest,e verymus cl
ei nMoi ra
sbodywas
screami ng .Shehadbeenc rouched, compl etel
y
sti
ll,f
orhal fada y,wai t
ingf orherquar ryto
FURRYANDNIMBLE
emer g efrom i t
sden. Thickmudc l
umpedand
Reac hingal ittleov er2f eett all,theMous efolk
mat t
edherdar kf ur,
ins ul
at ingherf rom thehi gh
oftengounnot icedi nt hei rda ytoda yac ti
v it
ies .
sun. Herl arger oundear stwi tched, f
oc us
ingon Thei rdi mi nut ives t atur eandqui etdemeanor
afaints cratchingc omi ngf rom t hec ave.Her maket heMous efol ki noens ivet omos t,
preywasa wake. Moi radr ewherbowanddef t
ly grant ingac ertaindet achmentf rom t hemaj or
nockedanar rowwi t
houtas ound. Shewai ted. coni c t
sands trif
eoft heage. Thei rfas t
met abol is
msandqui ckf eetgi v etheMous ef
ol k
Soont hemi g htyowl bearl umber edoutoft he as lenderbui ld, usual l
ywei ghi ngbet ween20- 30
cave.Adr ys ummerhadf orc editc l
oserto pounds .
ci
vili
z ati
on, andi thadbegunpr ey i
ngont rade Mous efolkf urc ol orr angesf rom whi tet ot an
caravans .Moi rat ookai m, andl etyherar row. tobr ownorbl ack, wi thv ariouspat ter nspas sed
throughher edi ty
. The yt akec ar et ogr oom
TheBar bedTr ailwoul dbes afet otravelonc e
andc leant hei rfur, asi tr epr es ent st heirf ami ly
mor e. andc ommuni ty.AMous efol kse yec ol orisei ther
redorbl ac k.Mous ef olkl iket owearc omf ortable
Thel i
feoft heMous efolkisones pentc l
oseto dar kc olor edc lothest hatal lowf ordi scretionand
theground. Wi thnogr eatempi resor awi der angeofmov ement .
kingdomst oc allhome, theMous efolks pend Thec onc eptofper sonalweal thorgl or y
theirl
ivesc arvingapl acef orthems e l
v esinthe does ntper vadet hr oughMous efolkc ulture, mos t
cit
iesofthel ar gerracesori ntheunt amed actionst akenar ef ort hegoodoft hec ommuni ty
wilds.The yfor mt i
ght-knitcommuni t
ieswher e rathert hant hes elf.Anyweal thorr es ourc es
everymemberi sexpectedt ocontr i
but etothe gainedar eut ilizedf ort hebet t
er mentoft he
successoft hewhol e.SomeMous efolks t
udy group. SomeMous efolk, howe ver, us ethei r
atrades kil
ltos upporttheirfamilies ,
whi le natur alabi li
tiesf orper sonalgai n. Thes e
othersus ethei rnaturalagilit
yandi ntell
ect indiv i
dual st endt obeout c as tsorbl ac ks heepof
forcontracts erv i
ces. thec l
ans .
VIRTUOUS AND HEADSTRONG
HOME AND HEARTH Despite their generally flighty appearance, mousefolk are
a very honorable people. They believe strongly in personal
The Mousefolk are a resourceful and tenacious honor, less so in the idea that the actions of others can
race. Mousefolk settlements can be found in impugn that honor. When a mousefolk makes a mistake,
the most unlikely and inhospitable of places. especially one that causes harm to others, they will work
hard and at long lengths to correct that mistake.
They tend to build homes in the dark shadows
and forgotten corners of the world, such as city
slums, deep forests, scorching deserts, arctic esoteric knowledge, training as defenders,
tundras, or port cities in exotic lands. The spiritual leaders, rangers, covert agents, or they
Mousefolk aren't typically farmers, instead might even travel the world as an
preferring hunting, trade, and craft to meet adventurer-for-hire.
their needs. Mousefolk caravans are not an
easy target for bandits, guarded by skilled MousEFOLK NAMES
archers within and a bristling wall of oak and
steel without. When a Mousefolk is old enough to read, they
Mousefolk families extend beyond blood are taken by an elder to the clan's archives to
ties, an individual's entire community is study the lore and histories of their people. After
treated as kin. Mousefolk settlers will seek out several years, the individual is allowed to pick
other colonies, and new warrens will arise their own name, either adopting the name of a
within close proximity to each other. These past hero, or inventing a new name for
communities will eventually grow and merge, themselves.
the members of each becoming kin to the other.
Male Names: Aengus, Ashwin, Aynselle, Boris,
ARTISANS AND ADVENTURERS Byrnstan, Celanawe, Colin, Demitri, Elric,
Esegar, Finn, Gregory, Joseph, Luke, Martin,
The Mousefolk have a deep love of art, literature, Matthias, Mattimeo, Odric, Seyth, Thom,
song, and craft, and will often spend a lifetime Waldwin
perfecting their trade. True masterworks are Female Names: Baeylie, Caley, Clove, Daewn,
rarely seen by the outside world, instead they Dalla, Eda, Elis, Gale, Ingrid, Kearra, Mariel,
are preserved and passed through the Millicent, Moira, Nola, Rona, Rosalee, Sayble,
generations. To be a keeper of lore and heritage Serra, Sylvia, Veira
is among the highest honors and greatest Historical Names: Abershaw, Bluebell, Dalgill,
responsibilities in Mousefolk culture. Faolan, Garrow, Gamilon, Grimwold, Hannidy,
The Mousefolk who do not end up learning a Larkin, Sloan, Taryn, Tenny, Tinble, Toller,
trade will often put their skills to use pursuing Vidar, Walmond
MousEFOLK TRAITS SoFTPAW
Your Mousefolk character has a number of traits As a Softpaw Mousefolk, you avoid the dangers
in common with all other Mousefolk. of the untamed wilds for the security of
Ability Score Increase. Your Dexterity score civilization. Your bookish nature gives you an
increases by 2. edge in the arcane studies and a knack for
Age. A Mousefolk reaches adulthood at the trade skills and craft. The mark of the Softpaw
age of 5 and lives to be about 40 years old. is a seal of the utmost quality. A Softpaw's
Alignment. Most Mousefolk are neutral, and natural dexterity and keen intellect make them
tend towards good. They try to keep the desirable contract thieves and infiltrators.
conflicts of the other races at arm's length, but Ability Score Increase. Your Intelligence
display remarkable ferocity when their friends, score increases by 1.
families, or communities are threatened. A Artistry. You gain proficiency with one type
reverence for nature and life is close to the of artisan's tools or one musical instrument
heart of Mousefolk, and they are loath to take Squirm. You can move through tiny sized
a life if it can be avoided. They prefer to live quiet spaces as if you were tiny size.
and unassuming lives, giving honest work for
honest pay. MEADOWGARD
Size. Mousefolk grow between 2 and 2 1/ 2
feet tall and weigh about 25 pounds. Your size is As a Meadowgard Mousefolk, you make your
Small. living in the wilds. You have keen senses, deep
Speed. Your base walking speed is 25 feet. intuition, and a connection with nature that few
Keen Senses. You have proficiency in the other races can boast. The Meadowgard stand
Perception skill. staunchly at the edge of civilization, knowing
Mousefolk Weapon Training. You have that their eyes are the first alarm and their body
proficiency with the rapier, shortsword, shortbow, and blade are the last bulwark of countless
and handaxe. others. They have an unwavering sense of duty
Nimble Dodge. When attacked by an Attack of and a lifetime of experience which keeps them
Opportunity, you may use your reaction to impose sharp against the dangers of the world. With an
disadvantage on that attack. Eider's blessing some Meadowgard leave the
Languages. You can speak, read, and write service of their clans to travel the world and
Common and Squeak Speak. Mousefolk place record their journeys.
great value on the written accounts of their Ability Score Increase. Your Wisdom score
legends and histories, and encourage everyone increases by 1.
to keep journals and records of their deeds. Brave. You have advantage on saving throws
Almost all Mousefolk speak Common to against being frightened.
converse with the people on whose lands they Speak With Small Beasts. Through sounds
dwell or through which they are traveling. and gestures, you can communicate simple
Subrace. The two main kinds of Mousefolk, ideas with Small or smaller beasts.
Softpaw and Meadowgard, are more like closely
related families than true subraces. Choose one
of these subraces.
ARTCREDI NORDEROFAPPEARANCE
TSI
AMOUSEGUARDBYCHICHAPIE
UNTITLEDFORESTBYJ
.DICKENSON
BYMARY
LEGENDSOFTHEGUARDBYDAVIDPETERSON
LEGENDSOFTHEGUARD#4BYRYANLANG
ADEPT
Ahumangener alc l
adi n
gleami ngar mors tudi est he
mapont het ablei nf rontof
him, lledwi thgur inest hat
repr es entuni tsofhi ss oldier sandt he
invadi ngor cs.Hec ons ultsal eat herj our nal
lledwi thnot eshe
smadeont heenemy
st ribe,
theirc us tomsandbat tletac tics, andhemov est wo
piecesc ondent l
yf or war d.
Awi ld-hai reddwar fstandsatt heheadofal ong
car avan. Shes urv eyst hev al l
e ybe lowandpl otst heir
cour s et hr ought heunt amedwi l ds. Shes ketchesamap
andmot ionsf ort hec aravant of ol l
ow, l
eadi ngt hem
deeperi nt ounknownt erritoryi ns ear choft r
eas ur e
andknowl edge.
Knee lingatt hes ideofaf allenc omr ade, agnome
has tilyappl i
esat inctur eandbandage. Heral ly
se yes
ut t
eropenands hehe lpshi m bac kt ohisf eetbef ore
turni ngherat tentiont oanear byt roll.Ane l
abor ate
twirlofherquar t
er stabef uddl esherf oe, andas harp,
uns eenbl owt othebac kofi tsheadl eavesi ts t
unned.
As mi rkpul l
satt hec orneroft hehal f-
e lf
smout has
hes ur v ey stheov ergr ownr uinsont hehi llt
op. Though
nodoubtl l
edwi tht rapsanddanger ousbeas t
s, t
he
promi s eofl os ttr
eas ureandf or got tenknowl edgepul ls
him onwar d.Not rinketors ec ret ,nomat terhowol d,
coul de vadehi sthor oughi nv es tigation.
EXPERTSINTHEORDINARY
Wher emanys cholarsandac ademi csdedi c at
et hei r
greatmi ndst ounr avelingthemy ster iesoft hedi vineor
thear cane, adeptsf oc ustheirintellec tualeor tsont he
mundane, t
hephy sicalwor ldar oundt hem andal lthe
wonder sithol ds.
Thisc uri
os it
ymani festindier entwa ys,Some
adeptsar emos ti
nt erestedint hewor kingsoft hebody ,
learninghowe verypar tservesthewhol esothatt hey
canbet terunder st
andandheali t.Ot her sbecomel i
fe-
longs tudent softhear tofwar ,de vi
s ingwa ysto
domi natet hebat tl
ee ldwi thsuper iort act
icsrat her
handsonexper
ienc
e.Thewor
ldi
sful
lofdi
scov
eri
es
thans uper i
orbr a
wn. Ands omear emor econc erned
wait
ingt
obemade.
withthewor l
di tsel
f,keent os ee koute ver
yc ornerof
ev
di
er
sc
yr
ov
ui
ere
n,
x
toc
oti
ommunewi
cbeas t
sandt
t
hf or
hewi
ei
l
gnpeopl
dl andst
es,and
hathol d CREATINGAN ADEPT
them. Asy ouc reatey ouradeptc har acter, c
ons i
dery our
mot i
vationf orbec omingas c holaroft hewor ldas
WORLDLYSCHOLARS oppos edtoas tudentoft hes o-calledhi ghermy steries.
Didy ougr owuphear ingtalesofe xplor erschar ti
ngt he
Fort het rulycurious,theadv enturinglif
ei stheonl y
unknown ?Per hapsas kil
ledheal ermanagedt oc ur e
wa ytoe xpandoneshor izonsofknowl edgeandbui l
d
afami lymemberofat erri
bledi seas ewhent heloc al
oness kill
s.Anyadeptwor t
hhiss altwi l
lquicklyagree
priestcouldnot ?Wer eyour aisedt hec hildofgr eat
thatbooksandl aboratoriesmakee xcell
enta venues
war r
iorsandl ackedthebr awnt of ollowi ntheir
forlear ning,butnobookandnobeakerc ontainsthe
footst
eps ,buthadt hebrainst omakeupt hedi erence?
knowl edges t
il
lwai ti
ngt obedi scoveredbe y
ondt he
Wher edidy ourpat htol ear ningbegi n ?Didy ouha ve
frontierori nthec rucibl
eofbat tle.
abr i
lli
antment orwhopas sedal onghi sknowl edge ?Di d
Theadeptbe lievesthate v
erys cholarr eachesapoi nt
yous neaki ntot heroyallibrar yt opor eov erthicktomes
wher et hemos teec t
ivepatht ohigherl earningis
THEADEPT
Pr
oci
ency I
nsi
ght
Level Bonus Di
e Fe
atur
es
1st +2 d4 Experti
se,Comba tInsight
2nd +2 d4 Fi
e l
dRe search,Pursui
t
3r d +2 d4 StudyFoe
4t h +2 d4 Abil
ityScoreI mproveme nt
5t h +3 d4 Extr
aAt tack
,Pur s
uitFe a
ture
6t h +3 d6 Abil
ityScoreI mproveme nt
7t h +3 d6 Experti
se
8th +3 d6 Abil
ityScoreI mproveme nt
9th +4 d6 PursuitFeature
10th +4 d6 ShrewdI mpr ovi
ser
1 1
th +4 d8 Psychologic
a lPr
o l
e
12th +4 d8 Abil
ityScoreI mproveme nt
13th +5 d8 PursuitFeature
14th +5 d8 Abil
ityScoreI mproveme nt
15th +5 d8 Analyti
calMi nd
16th +5 d1
0 Abil
ityScoreI mproveme nt
17th +6 d1
0 Wor dsofWi sdom
18th +6 d1
0 PursuitFeature
19th +6 d1
0 Abil
ityScoreI mproveme nt
20th +6 d1
0 TrueGe nius
rec ounti
nganc ienthi s
tory
?Ma ybeyoubec amea Languages
:Choos
eanyt
wo
studentatapr esti
giousuniversi
tydevotedt oexpanding
knowl edgeofal lkinds? EQUI
PMENT
Whatpr ompt edy out ol
eaveyouroldl i
febe hi
ndand
Youstar
twi
ththefol
lowi
ngequipment,i
naddi
ti
ont
o
bec omeanadv entur er
?Arey ouhavetroubl eadjust
ing
theequi
pmentgr
antedbyyourbackgr
ound:
afteral i
feinac ademi a?Ordoy ounallyfeelas enseof
freedom?Whatki ndofknowl edgeareyouhopi ngto
(
a)scalemailor(
b)leat
herarmor
disc ov
eriny ourtrave l
s?
(
a)as i
mpleweaponandas hi
eldor(b)twosi
mpl
e
weapons
QUI
CK BUI
LD (
a)as c
holar
spackor(b)anexplor
erspac
k
Youc anmakeanadeptqui c
klybyf ol
lowingt hese Ali
ghtc r
oss
bowand20bol ts
suggesti
ons .First,
makeI nt
e l
li
gencey ourhighes t
abi
foc
li
tyscor
usonme
e,
l
fol
eec
l
owedbyDe xt
er
ombatmakeSt
i
r
t
y.(Someadept
engthhighert
swho
han
EXPERTISE
Dexteri
ty.)Sec ond,choos
ethes agebac kgr
ound. At1stleve
l,youchoos etwoofyourskil
lproci
enc i
es.
Yourprociencybonusisdoubledforanyabil
it
yc heck
youmaket hatusesanyoft hechosenproci
encies.
CLASSFEATURES pr
At7t
oci
hl
enc
e
i
vel
est
,
youc
ogai
anc
nthi
hooseanot
sbenet.
hertwoskil
l
Asanadepty
ougai
nthef
oll
owi
ngc
las
sfeat
ures
.
HI
TPOI
NTS COMBATI
NSI
GHT
Hi
tDice:1d8peradeptle
vel Begi nningat1s tleve
l, youknowhowt ous ey our
Hi
tPointsat1stLevel
:8+y ourConsti
tut
ionmodi
er intell
ecttoadaptt othebat tleeldande xploityour
Hi
tPointsatHigherLevels
:1d8(or5)+y our enemi es weaknes ses. Wheny our ollfori nit
iati
ve,you
Consti
tut
ionmodierperadeptl
evelaft
er1st gainanumberofi nsightpoi ntsequalt oy our
Intell
igenc emodi er.
PROFI
CIENCI
ES Youc ans pendt hesepoi ntst ofue lvariousadept
Armor :Lightarmor,medi um armor,andshie
lds features.Yous t
artknowi ngv es uchf eatures :Agit
ati
ng
Weapons :Simpl eweapons ,handcrossbows,and Attack,Def ens i
vePos ture,Ex oti
cTec hnique, Foil
ing
heavycrossbows Strike,andUns ti
ckytheSi tuat i
on. Youl earnmor e
Tools:Choos eanytwo featuresfue ledbyi nsightpoi ntsasy ougai nle v
elsin
Sav i
ngThr ows :Int
ell
igence,Dext
erity thisc l
ass.
Skill
s:Choos efourfrom AnimalHandl i
ng,Histor
y, Yougai noneaddi t
ionalins ightpoi ntatt heendof
Insi
ght,Invest
igat
ion,Medi ci
ne,Nature,
Perception, eachofy ourt urns,unles syouar es ur prisedor
andSur v i
val incapac it
ated. Otherc lassfeaturespr ovideaddi ti
onal
opportuniti
estogaininsightpoi ntsincombat . i
nfer
iort
otheref
erencecreatur
einregar
dtot
wooft
he
Somec ombatinsightfeatureswi llhavey our ollan f
oll
owingchar
act
erist
icsofyourchoi
ce:
insi
ghtdie.Thet ypeofdi eyouus eisdet ermi nedby
youradeptl ev
elass howni ntheI nsightDi ec olumnof Str
engt hscore
theAdeptt abl
e. Dexteri
tyscore
Someofy ourcombati ns i
ghtfeaturesr equirey our Constit
uti
ons core
tar
gettomakeas avi
ngt hrowt or esi
stthef eatures Int
ell
igencescore
eects
. Thes avi
ngthr owDCi sc alc
ulatedasf oll
ows : ArmorCl ass
Maximum hi tpoi
nts
CombatI
nsightSaveDC=8+y ourpr
ocie
ncy Tot
alc l
asslevel
s(ifany
)
bonus+y ourInt
ell
i
genc
emodi er
AGI NG ATTACK
TATI STUDYFOE
Wheny ouhitac reaturewit
haweaponat tack,youcan At3r dlevel,y
ouc anspend2i nsi
ghtpoi ntsandus ea
spend2i nsi
ghtpoi ntstoatt
emptt oforcethecreatur
e bonusac tiontobegi nc l
oselystudyinganenemy . You
tolosefocus.Your ollanins
ightdi eandaddi ttothe analyzeitsmov ement s,demeanor ,andght ings tylein
ordert oavoidtheirattacks.Thes tudiedc reaturehas
att
ac k
sdamager oll
,andthetar getmus tmakea
disadvantageonat t
ackr ol
lsthattargetonl yy ou.You
Wis dom sav
ingt hrow. Onafaileds ave,
thetargethas mus tbeabl etoseet heenemyt otakeadv antageoft hi
s
disadvant
ageoni tsnextInt
ell
igenc e,Wisdom, or feature.
Char is
mas avingthrow. Thi seectendsi fyouar eincapac i
tated, whent he
creaturediesorf all
sunc onscious,ori fyouus et his
featureonadi er entenemy .Youc anus et hisfeatur et
o
DEFENSI
VEPOSTURE
studyonlyoneenemyatat ime.
Youc anspend1i nsightpointandtaketheDodge
acti
on. I
facr eat
uremi ssesyouwi t
hanat t
ackbefor e
thestartofyournextt ur
n,youc anuseyourr eac
tionto PURSUIT
makeaweaponat t
ac kagainstanenemyi nrange.Ifyou Alsoat2ndlevel,youc hoos eyourintell
ec utalpursui
ton
havee xt
raattacks,
youc anf orgooneofthem tous ethe whichyouwi l
lfocusy oureor ts.ChooseTac tic
ian,
Dodgeac ti
on. Physici
an,orExplor er,detai
ledattheendoft heclas
s
descri
pti
on.Thedi sc i
plineyouc hoosegr antsy ou
feat
uresat2ndl e
ve landagai nat5t h,9th, 13th,and
EXOTI
CTECHNI
QUE 18thlevel
.
Youc anspend1i nsightpoi ntstostunac r
eatur
ewi th
somet hi
ngi
andaddani
t
sne
nsi
vers
ghtdi
eenbef
et ot
or
heat
e.
t
Makeaweaponat
ackroll.I
ftheatt
ack
tac
k
ABILITYSCOREI
MPROVEMENT
hit
s ,t
hetargetmus tus eit
sr eacti
ont omakeaDe xteri
ty Wheny our each4thlev
elandagainat6t h,8th,12th,
14th,16th,and19thlevel
,youcanincreas eonabili
ty
savingthrow.Onaf aileds ave,thetargetisst
unned
scoreofyourchoiceby2,oryoucani ncreasetwoabi li
ty
untilt
heendofy ourne xtturn.Thet argethas scoresofyourchoiceby1.Asnormal ,y
ouc an
tinc
r ease
disadvant
ageont hes a vi
ngt hrowifitdoesnotha vea anabili
tyscoreabove20us i
ngthi
sf eat
ur e.
reacti
ona vai
lable.
FOI
LING STRI
KE
EXTRAATTACK
Whenanal l
ytakesanac t
iont hatf
orcesac reatureto Beginni
ngat5t
hl e
vel,y
ouc anatt
ackt
wice,
ins
teadof
once,whene
veryoutaketheAttac
kact
iononyourtur
n.
makeaSt r
ength,De xteri
ty
, orCons t
it
ut i
ons a
v i
ng
t
hrow,youcans pend2i nsightpointandus ey our
r
eacti
ontomakeaweaponat tackagainstthec r
eature SHREWDI
MPROVI
SER
i
fiti
sinrange.Addani nsi
ghtdi etotheat t
ackroll.
If
By10t hlevel
,youarealwa y
sanaly
zingallas
pect
sof
t
heattackhi
ts,t
het argethasdi sdvantageont hesaving yoursurroundings
,ndingwa yst
ous eyour
t
hrow. envir
onmentandwhat ev erisc
los
eathandi ncombat.
Yougainpr oci
encywit
hi mprovi
sedweaponsandhalf
UNSTI
CKYTHESI
TUATI
ON coverfuncti
onsaswe l
lforyouasthree-
quart
erscov
er.
Wheny oufailasav
ingthr
ow,youcanspend2ins
ight
poi
ntst
or ollanins
ightdi
eandadditt
hes a
vingt
hrow, PSYCHOLOGICALPROFILE
pot
enti
all
ytur ni
ngiti
ntoasuc
c es
s. At11t hlev el,youcananal yzeac reatur e
sspeec hand
bodyl anguaget odeterminehowbes ttoi nt
erac twi t
hit
FIELDRESEARCH inor
mi
dert
nutec
oac
onv er
hi
s
e
v
i
ey
ngwi
ourai
tht
ms
hec
.
r
Ify
eat
ous
ur
pendatl
eorobs erv
eas
ingi
tone
tina
Start
ingat2ndl evel,i
fy ous pendatleast1mi nute soc i
alsit
uat ion,theDM t ell
sy ouwhet herDec ept i
on,
observi
ngori nt
eractingwi thanotherc r
eatureoutside Intimidation, orPers uasi
onwi llgiv eyout hebes tchance
combat ,
youc anlearnc er t
aininf
ormationabouti t
s ataf avorableout come. Youar ec ons i
der edpr oc i
ent
capabil
it
ies.Choosear ef erencecreat
ureoft hesame witht hedes ignateds kil
lwhiles peaki ngwi ththe
typethatyouhaves een, andt heDM tell
sy ouifthe creature,andi tmus tpassaWi sdom s avi
ngt hrowequal
creat
urey ouareresearc hingisequal,superi
or,or toar ollofy ourinsightdie+y ourI ntelli
gencemodi er
oryouha veadvant
ageonthechecksaswe ll
.Thiseec
t FORCEMULTI
PLI
ER
endsifyougo24hour swit
houtspeakingtothe Star t
ingat5thlevel
,youc anspend3i ns i
ghtpointsand
creat
ure,oryouusetheabi
li
tyonadi erentcr
eatur
e.
useabonusac ti
ontor ollanumberofi nsightdiceequal
toy ourInte
lli
gencemodi er(minimum of1)and
ANALYTICALMIND distri
butethem asyous eettoy ourall
ies.Thesedice
canbec onsumedasar eact
iontomakeanat t
ack.
At15thlevel
,youc ans ubst
it
uteyourIntell
igencescor
e
andmodi erf
ory ourWi sdom sc
oreandmodi erfor Attacksmadei nthiswa yaddthenumberont hedieto
purposesofsavi
ngt hrowsandabi l
it
yc hecks.Ify
ouare theat tac
kroll
.Whenc ombatends ,anyunus eddiceare
proci
entinInte
lligencesavi
ngthrows ,youare l
os t.
consi
deredprocientinWi sdom savi
ngt hrows.
I
MPROVED STUDYFOE
WORDSOFWISDOM Begi
nni
ngat9t
hlev
el,t
heSt
udyFoef
eat
urei
mpr
oves
f
oryoui
nsever
always
:
Beginningat17t hlevel,
whenanal lyispr eparingt o
makeas ki l
lchecky oucanus eyouractiont oanal yze Ifyouar eal readys t
udy i
nganenemyory ours tudied
thesituationandadv i
sehi m basedony our foedr opst o0hi tpoints,y ouc anus eabonusac t
ion
observations .Rol
lani nsightdieandaddhal ft
he tobegi ns t
udy ingadi erentf oewi t
houts pendi ngany
insi
ghtpoi nt s .
numberoft hedi e(orthef ul
lamountoft hedi eifit
sa
Youc anlear nc ert
aini nformat i
onaboutas t udied
skil
lchec ky ouarepr ocientin)andaddi ttohisr oll
.If
enemyasi fy ouwer eus ingt heFi e l
dRes ear chf eature.
mul t
ipleal l
ieswillbeattempt i
ngthes amef eat(for
Onc eoneac hofy ourt urns, youc anc ompar ea
exampl e,apar typreparingtos cal
eac lif ace)
,the y
studiedfoeandar eferencec reatureoft hes amet ype
ma yeac haddt hi
sbonust othei
rskillchec kswi t
hout
thaty ouha v es een, andt heDM t ell
syoui ftheenemy
usingaddi ti
onalac ti
ons.
isequal ,super i
or ,
ori nferi
ort ot her ef
er enc ec reatur e
inregar dtoonec harac t
eristicofy ourc hoi cet hatis
TRUEGENIUS l
t
i
stedundert
her efer
enc
heFi
ec reat
el
dRes
ur e,y
ear
ouc
chf
anc
eat ur
hoos
e. I
eCur
fy
r
ouc ans
entHPas
ee
At20thl evel
,youembodyt r
uegeni us.
YourIntel
li
gence thec haract eristic.
scorei
nc reasesby4andy ourmaxi mum Intel
li
gence Ifyours tudi edf oemi ssesy ouwi thanat tac k,yougai n
i
nc r
easest o24. onei nsi
ghtpoi nt.Youc anonl ybenetf r om t his
Youar ealsocapableofmoment sofperf
ectinsi
ght, featureonc eperr ound.
wherei
nt hepathtosuc c
essbec omesc l
earevenwhen
t
heoddsar es t
ackedagainstyou.Onaf ail
edabili
ty At18thl
evel
,St
udyFoef
urt
heri
mpr
ovesi
nthe
check,
y ouc antreatthed20asa20. f
ollowi
ngwa y
s:
Oncey ouus ethisfeat
ure,youcantuseitagai
nuntil
Youc ans tudymorethanonef oeatat ime.When
younishal ongr est
.
usingabonusac t
iontoselectorc hangeyourst
udi
ed
foe,youc anspend2addi t
ionalins i
ghtpoi
nts
Dierentadeptschoos
edier
entdi
sci
plinestochanne
l Intel
ligencemodier.
t
heirintel
lect
ualprowess
.Thepurs
uityouc hoos
e
reec
tsthisfocus
.
TACTICIAN
AdeptsoftheTacti
cianpursuithav
efocusedtheirmi
nds
ontheartands ki
llofcombat.Byhoningtheir
tec
hniquesands t
udy i
ngtheirenemies
,Tac t
ici
ans
becomeformidablepresencesonanybattleel
d.
BONUSPROFI
CIENCY
Whenyouchooset
hispursuitat2ndl
eve
l,yougai
n
pr
oci
encywit
hmar t
ialweaponsandheavyarmor
.
FI NG STYLE
GHTI
Alsoat2ndlevel
,youadoptapart
icul
arghti
ngsty
leas
yourspeci
alt
y.Chooseoneoftheopti
onsfr
om thos
e
avail
abl
etotheFightercl
ass.
Youcantt
akeaghti
ng
styl
emorethanonc e,ev
enifyoul
atergett
ochoose
again.
Youhaveadvant
ageonat
tac
ksmadeagai
nsty
our rest
orehitpointstoyours
e l
foranal l
ywithin5feet.The
st
udiedfoes
. numberofhi tpointsyourest
oreisequaltotwoins i
ght
dice+yourIntell
igencemodier.Ac r
eaturecan
tregain
I
NCI
SIVESTRI
KES hitpoi
ntsinthiswa yagai
nunt i
litnis
hesas hortor
Start
ingat13thlev
el,wheny ouhitacreaturewit
ha l
ongr est
.
weaponat t
ack,y
ouc anspend1i nsi
ghtpointtodeal
addit
ionaldamagetothetarget
.Rollanins i
ghtdi
eand RESTAND MEND
addittothedamager ol
l.I
fyouar est
udyingthetarget At5thl e
v el
,youcantendt oanumberofy ourpart
y
withthestudi
edfoefeat
ure,rol
ltwoinsightdice. member sequalt oyourIntel
li
gencemodi erduri
nga
shortrest,i
nadditi
ontoy oursel
f.Anycr
eat uresy
ou
t
endt or egainhi
tpoint
sequalt ooneinspirat
iondie+
PHYSICIAN yourIntelli
gencemodier.
ThePhy si
cianpur suiti
schosenbyadeptswhomake RESOURCEFULHEALER
thestudyofbiologytheirf
ocus.The
yus ethei
rext
ensi
ve Alsoat5t hl evel
,youc angett wi ceasmuc hus eoutofa
knowledgetoac compl i
shfeat
sofheal
ingand healerskit.Theyha vet went yc hargeswheny ouus e
rest
orati
onus uall
yonl ymadepossi
blebydr a
wingupon them.
thepowerofthedi vine. Addi ti
onal l
y,i
ftherear esuitablemat eri
alsathand
(l
ea v
es ,twine,spiri
ts,tornbi tsofc lot
hi ng,etc.)youc an
BONUSPROFI
CIENCY uset heLear nedHeal erf eaturee venify oudonotha v e
Wheny ouc hoosethi
spur s
uitat2ndlevel,yougain acces stoaheal er
skit. Youonl yhealhal fasmuc hwhen
prociencyande xpert
iseintheMedicines kil
l.I
fyouare usingLear nedHeal erwi thoutaheal erskit.
alr
eadyha vet hi
sprociency,y
oucans el
ec tadierent Fur thermor e,e
xpendi ngac har gefrom y ourheal ers
skil
lfr
om t headeptskil
llis
ttobecomepr oc i
entin.If kitwhi leinc ombatgr ant syou1addi tionalins ightpoint.
youalreadyha veexpert
iseinMedicine,youma ychoose
anotherskillyouareprocientint
ogaint hisbonus.
ANTI TI
DOTES, NCTURESAND COLDWATER
Startingat9t hle v
el,y
ouc anus eanac t
ionande xpend
LEARNED HEALER onec hargeofaheal er
ski ttoremov eoneofthe
Begi
nningat2ndlev
el,
youcanuseahealer
ski
ttotend fol
lowi ngc ondit
ionsfrom anal l
ywi t
hin5feet:blinded,
toacreat
ure
swoundsandhurt
s,i
ncl
udingyourown.As charmed, deafened,diseased, pet
r i
ed,orpoi
soned.
anact
ionyoucanspendoneuseofahealer
ski
tto Onc eac ondi t
onhasbeenr emo
m v edfrom acreatur ei
n
thiswa y,itcannotbes or emov edagainuntilt
he
creatureni shesas hortorl ongr est
.
Addi ti
onally,yourfr
equente xposuretoharmf ul
substanc esandai ct
edpat ientshasgivenyou
immuni t
yt opoisonanddi sease.
EXPERTHEALI
NG
At13thl
evel
,wheny ouus et
heLear nedHealerfeatur
e
rol
laWisdom (Medici
ne)check.Addtheresultt
ot he
tot
alamounthealed.
Thisnumberi shalv
edif
perf
ormi
ngLear nedHealerwithoutahealer
ski
t.
MALPRACTI
CE
Beginningat18thle
v e
l,wheny ouhi
tac r
eaturewi t
han
att
acky oucanspend3i nsi
ghtpoint
stousey our
medi c
alknowledgetode bi
li
tat
eyourtar
get.Thet ar
get
mus tmakeaCons ti
tuti
ons avi
ngthr
ow.Onaf ai
ledsave,
thetargets
uersaneec tbasedonitsc
urrenthitpoints
:
60hi
tpoi
ntsorf
ewer
:bli
ndedfor10mi nutes
.
50hi
tpoi
ntsorf
ewer
:paral
yzedfor1hour.
40hi
tpoi
ntsorf
ewer
:paral
yzedandunc onsci
ousf
or1hour
.
30hi
tpoi
ntsorf
ewer
:kil
ledi
nstantl
y.
Youcans pendaddi ti
onalins i
ghtpoi
ntsto
incr
easethehi tpointthresholdforeac
heec t
by10hi tpoint
sf oreveryinsightpoi
ntspent.
Thisabil
ityhasnoeec tonc onst
ruct
s
orundead.
EXPLORER si
Li
mpl
ngui
ei
s t.Youc
deasandc
anc
onc
ommuni
eptswhens
cateandunder
peaki ngt oc
st
r
and
eat ur es
Adeptswhoc hoosetheExpl
orerpursui
texempl i
fy thatha v eanI ntelli
genc es cor eof8orhi ghere v eni fyou
adaptabil
it
y.Whet herpl
umbingthedepthsofadungeon, donots har eal anguage. Youc anal sogl eanbas ic
makingc ontactwithanunknownpeople,orleapingi
nto informat ionf rom wr ittens ampl esofl anguagesy oudo
batt
le,theExpl or
ercomesarmedwi t
hthewor ldl
y notknow. TheDM ma yha vey our ol lanI ntell
igenc e
wisdom tobes thandlet
hesit
uati
on. chec ki fy ouat t
emptr or ead, communi c ate, or
under s tandmor ecompl exi deasi nanunknown
language.
BONUSPROFI
CIENCY RoughandRumbl e.Yourunar meds trikesdealan
Wheny ouc hoosethispursui
tat2ndl evel
,yougai
na addi ti
onal1d4damageandy ouc anaddy ourf ul l
prociencywi t
hc art
ographer
stools,na
vigator
st
ool
s, proc ienc ybonust oSt rengt h( Athlet ics )andDe xter i
ty
landve hi
cles,andwat erve
hicl
es. Youal
solearnone (Ac robat ics)c hec kst oi niti
at e, mai nt ain, ores c apea
addit
ionallanguageofy ourchoice. grappl e.
ToughandTumbl e.Youc anaddy ourf ullpr oc ienc y
J
ACKOFALLTRADES bonust oSt r
engt h( At hletics)andDe xter ity(Ac robat i
c s
)
Alsoat2ndlevel,
youcanaddhalfyourpr oci
ency chec kst hatar enotc ont estedbyanot herc reatur e.
bonus,roundeddown,toanyabil
it
yc heckyoumake Tr ai lMedi c.Asanac t
ion, y ouc ane xpendonec harge
thatdoesn
talr
eadyi
ncludeyourprociencybonus. ofaheal erski ttogr antawi ll
ingc r eat ur et empor ar yhi t
point sequalt ohal fy ouradeptl e velr oundeddown. I
f
ADAPTABLE thec reat ur ehasl esst hanhal fofi tsmaxi mum hi tpoi nts
At5t hlevel,youcanr ecali
brat eandrefocusyours ki
ll
s remai ni ng ,youc angr antanumberoft empor ar yhi t
toadaptt othet askandenv i
ronmentathand. Wheny ou point sequalt oy ourf ul ladeptl evel. Tempor aryhi t
compl eteas hortorlongr est,youcangai nthebenets point sgai nedi nt hiswa yarel ostwhenni shi
ngas hort
ofoneadapt ati
onofy ourc hoice,whicharelist
edunder orl ongr es t.
Adaptationsbe l
ow. Vi gil ant .Youc antbes urpr isedwhi ley ouar e
At9thlevelyouc anc hooset woadapt at
ionstobenet cons c iousandy ouc anc hoos etoappl yy ourI nte ll
igenc e
from atonc e,andat18t hle velyoucanc hoosethree. modi eri ns teadofy ourDe xt eritymodi ert oini tiative
rolls.
RAPI
D ADJ
USTMENT
At13thleve
l,youcanuseabonusact
iontoswitchout
anyoneacti
v eadapt
ati
onforani
nact
iveone.Youcan
t
usethi
sfeatureagai
nunti
lyouni
shas hor
trest.
ADAPTI
ONS
Theadapt ationsar epr esent edi nal phabet icalor der.
Dogged.Whene xhaus ted, yous uert heeec t
sasif
yourl ev elofe xhaus t
ioni sonel ower .Yous uerno
negat iv eeec tsf rom l eve l1e xhaus tion. Addi tionall
y,
youc annotbes tunned.
DungeonRai der .Youha veadv ant ageonWi sdom
(Per cept ion)andI nt elli
genc e( Inves tigation)c hecksto
ndt rapsorhi ddendoor s ,
andy ouc anper fectlyrecal
l
anypat hy ouha vet rav e
lleds incey ouac tivatedt his
adapt ation.
Expedi tionMas ter .Wheny ouac tivatet his
adapt ation, choos eonet ypeoft er rain: ar ctic,coast,
des ert ,for es t,gr ass l
and, mount ai n,s wamp, the
Under dar k, ort hes ea. Whi l
et rave ll
ingf oranhouror
mor ei nt hi st er rai
ny ougai nt hef ol lowi ngbenet s:
dic ul tt er raindoes ntslowy ourgr oup st ravel,your
groupc an tbec omel oste xceptbymagi c almeans ,e
ven
wheny ouar eengagedi nanot herac tivi
tywhi le
traveling( s uc hasf or aging ,nav i
gat ing ,ort rac king),
your emai nal er ttodanger ,andwheny ouf oragey ou
ndt wi ceasmuc hf oodasy ounor mal l
ywoul d.
Ni mbl e.Yourmov ements peedi nc reas esby10
feetandy ouc anDas hasabonusac tion. Mov ing
throughnonmagi caldi c ultterrai nc ostsy ouno
extramov ement .
Har dy.Youc ani gnor etheeec tsofpoi s onand
diseas e.I fy oubec omepoi sonedordi seas edand
thisadapt at ioni sdeac t
ivatedbef oret hec ondi tion
isr m v
emo ed, y oui mmedi atelybegi nt os ueri ts
eec ts .
Home
bre
wcl
assc
reat
edby/
u/wdal
ri
ght
.Iha
venoal
iat
ionwi
thWi
zar
dsoft
heCoas
torHas
broorany
thi
ng.
Ar
tSour
ces
:
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Artificer
A hammer falls, shaping the gold ore that will be
known in legends. An elf recites the words to
enchant the rings that were built from the wood of
an ancient tree, using its magic to release the curse
on his beloved son.
LEGENDARY LORE your character first come into contact with magic
and the office. How your character became crafty?
Not every blacksmith or a wizard is an artificer. Who taught you? Is it formal knowledge? Is your
Some wizards who actually create items like scrolls character a poor but crafty person or a rich one
and wands are not qualified enough to the with many resources?
standards of an Artificer. What led you to adventuring? Was it the crave of
No inventor is called to a simple life since they must new knowledge or perhaps an antique machinery
always deal with the extraordinary, but only an reactivating again? Or maybe some strange material
Artificer takes the adventuring path to gather either only found in far lands?
the materials or the knowledge to make things that
seems to be taken from legends and defy even the
QUICK BUILD
gods.
You can make an Artificer quickly by following these
suggestions. First, Intelligence should be your
CREATING AN ARTIFICER highest score, followed by Constitution or Dexterity.
Creating an Artificer demands attention on what Second, choose the Guild Artisan background.
it will be creating. Their backgrounds usually come Third, choose the Mage Hand, Mending and
with some event revolving around an Artificer Shocking Grasp cantrips, along with the following
experimentations. What you must think is how did 1st-Level spells Identify and Magic Missile.
CLASS FEATURES Additionally, when you gain a level in this class, you
can choose one of the Artificer spells you know and
As an Artificer, you gain the following class features.
replace it with another spell from the Artificer spell
list, which also must be of a level for which you
HIT POINTS have spell slots.
Hit Dice: 1d8 per Artificer level.
Hit Points at 1st Level: 8 + your constitution
SPELLCASTING ABILITY
modifier.
Intelligence is your spellcasting ability for your
Hit Points at Higher Levels: 1d8 (or 5) + your
Artificer spells. You use your Intelligence whenever
constitution modifier per Artificer level after 1st
a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier when
PROFICIENCIES setting the saving throw DC for a Artificer spell you
Armor: Light Armor
cast and when making an attack roll with one.
Weapons: Simple Weapons
Tools: Choose one Artisans Tool
Saving Throws: Constitution, Intelligence Spell save DC = 8 + your proficiency bonus + your
Skills: Choose Two between Arcana, History, Intelligence modifier
Insight, Investigation, Medicine and Nature. Spell attack modier = your proficiency bonus +
your Intelligence modifier
EQUIPMENT
You start with the following equipment, in addition SPELLCASTING FOCUS
to the equipment granted by your background: You can use an arcane focus(found in chapter 5)
Any simple weapon and leather armor. or one of your creations as a spellcasting focus for
(a) a component pouch or (b) an arcane focus your Artificer spells.
(a) a dungeoneer pack or (b) an explorers pack
ARCANE RECOVERY
SPELLCASTING You have learned to regain some of your magical
Your talent with magic resides in its uses to create energy. Once per day when you finish a short rest,
and transform. As a student of the Arcane, you you can choose expended spell slots to recover.
draw your true power from your creations, fueling The spell slots can have a combined level that is
your magic. See chapter 10 of the PHB for the equal to or less than half your Artificer level
general rules of spellcasting and the end of this (Rounded up) and none of the slots can be of 6th
document for the Artificer spell list. level or higher.
For example, if youre a 4-th level Artificer, you can
recover up to two levels worth of spell slots. You
CANTRIPS
can recover either a 2nd-level spell slot or two
At 1st level, you know three cantrips of your choice
1st-level spell slots.
from the Artificer spell list. You learn additional
Artificer cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the ARCANE IMBUER
Artificer table. At 2nd level, when you use your action to cast a
spell you can choose instead to imbue by touch it
SPELL SLOTS into a nonmagical object no larger than a 5-foot
The Artificer table shows how many spell slots you cube and set a condition to trigger the spell.
have to cast your spells of 1st level and higher. To If the object is being worn or carried by an unwilling
cast one of these spells, you must expend a slot of creature you must first succeed a melee attack as
the spells level or higher. You regain all expended if you were attempting to disarm (See Dungeon's
spell slots when you finish a long rest. Master Guide p.271).
SPELLS KNOWN OF 1ST LEVEL AND HIGHER The spell slot used to imbue the spell remains used
You know two 1st-level spells of your choice from until its triggered or dismissed. The spell remains
the Artificer spell list. imbued by a number of hours equal to your
The Spells Known column of the Artificer table constitution modifier (minimum 1). Once that time
shows when you learn more Artificer spells of your expires, the objects loses the effect without
choice. Each of these spells must be of a level for triggering. While used, you cant regain that spell
which you have spell slots. For instance, when you slot with long or short rest.
reach 3rd level in this class, you can learn one new Imbuing an object requires concentration since
spell of 1st or 2nd level. youre linked magically with the imbued object.
When it takes effect, the object becomes the point
of origin of the spell. You can activate the effect or
dismiss it with either a bonus action or a reaction
if the condition for the triggering is met.
ARTIFICER ARCHETYPES
When you reach 3rd level you choose one of these
wonders, which represent your field of studies.
Choose Gear Wonders or Gadget Wonders, both
detailed at the end of the class description. Your
choice grants you features at 3rd level and again
at 7th, 11th and 15th levels.
ENCHANTER HARMONY
At 10th level you can attune to 4 magical objects
instead of 3.
EFFICIENT CASTING
At 20th level, you can cast a number of spells equal
to your constitution modifier while keeping
concentration. If you receive damage and fail the
saving throw all the spells in effect end.
ARTIFICER WONDERS
The ideal artificer has two expressions: which are
defined by the things it creates: Gear Wonders and
Gadget Wonder.
GEAR WONDERS If you exceed that number, the first item that was
made magical breaks and loses its properties and
For some casters magic is the result of art. Gear
the new item gains the benefits instead.
Wonders is the path for those Artificers who
To make the item magical, you need to spend a
specializes in creating items, not only swords and
long rest and imbue a spell no higher than 4th-level
armors but cloth, jewelry and many wondrous item
permanently on the item.
which are the adventurers best friend.
The item requires attunement to use its magical
properties and becomes the origin of the spell,
TALENTED ENCHANTER which can be activated each day a number of times
At 3rd level, whenever youre crafting an item (See
equal to your intelligence modifier. If the spell needs
Page 187 of PHB) every day of work of yours counts
concentration, the duration becomes 1 minute per
as 25GP instead of 5GP.
activation.
Additionally, you can spend a long rest to make an
Additionally, the limit of items that you can make
item counts as magical with the only effect of being
with the Arcane Forger feature is doubled.
magical. You can do this with a number of items
equal to your Constitution ability modifier, since
its requires part of your magical essence. If you GADGET WONDERS
exceed that number, the first item that was made Some artificers are not so much interested in
magical breaks and loses its properties and the creating items as theyre interested in delving in
new item gains the benefits instead. the intricacies of building constructs and mocking
life itself. It experiments helps to advance further
ARCANE FORGER in the fields of magic and technology, becoming the
At 7th level whenever youre crafting an item (See threat for those who want to avoid such growth.
Page 187 of PHB) every day of work of yours counts For these artificers, their automatons are the way
as 50GP instead of 5GP. they discover the truth about the world and most
Additionally you can imbue permanently with magic frequently it ends in a peculiar relationship between
a number of items equal to your Constitution ability master and creation.
modifier. This doesnt counts against the items
made with Talented Enchanter feature. AUTOMATON COMPANION
If you exceed that number, the first item that was At 3rd Level, you build a construct that
made magical breaks and loses its properties and accompanies you on your adventures and is
the new item gains the benefits instead. designed to fight alongside you. When you first
To make the item magical, you need to spend a reach 3rd level, you must a spend a whole day
long rest and imbue a spell no higher than 1st-level building it and require a whole day every time you
permanently on the item. make a new one. At third level, you can do only one
The item requires attunement to use its magical automaton (See the appendix A at the end of the
properties and becomes the origin of the spell, document to see an example).
which can be activated each day a number of times
equal to your intelligence modifier. If the spell needs Shaping the Automaton
concentration, the duration becomes 1 minute per Choose a creature that youve seen that has a
activation. challenge rating of or lower and change its
type for construct.
EXPERT CRAFTER If it has CHA or INT of 12 or more, change to
At 11th level whenever youre crafting an item (See 11 instead.
Page 187 of PHB) every day of work of yours counts It uses the attacks of the based creature, but
as 75GP instead of 5GP. doesnt have any passive abilities (Such as Keen
Additionally, the limit of items that you can make Senses or Magical Resistance)
with the Talented Enchanter feature is doubled. If the creature has the MultiAttack feature, it
cant attack more than twice, it gains its total
ENCHANTER SAVANT attacks when you reach 17th level on this class.
At 15th level whenever youre crafting an item (See
Page 187 of PHB) every day of work of yours counts Characteristics
as 100GP instead of 5GP. It has your prociency bonus to its attack rolls
Additionally you can imbue permanently with magic and damage rolls.
a number of items equal to your Constitution ability Its Hit Point Maximum equals its normal
modifier. This doesnt counts against the items maximum or four times your artificer level,
made with Talented Enchanter or Arcane Forger whichever is higher. Every time you achieve a new
feature. level in this class, the HP increases accordingly.
You can equip it with swords, armor and shields SCHEMA DESIGNER
that youre proficient with. When adding more than Also at 11th level the based creature used to make
one of these it uses only the highest modifier. the construct can be any of challenge rating of 1.
You can use your bonus action to verbally
command it to take the Attack, Dash, Disengage, BONDED AUTOMATON
Dodge, Help or Ready an Action against a creature. At 15th level, when you cast a spell targeting
If it doesnt have any command, it will only defend yourself you can also affect a construct if its within
itself against hostile actions. 30 feet of you. Your constructs automatically
If it reaches to 0 hit points, you must spend a succeeds on its saving throws against the spells
short rest to repair it. You dont gain other benefits you cast on them if you choose to do so.
of the short rest.
REFINED AUTOMATON
Features Additionally at 15th level, the based creature used
Whenever you take an Ability Score to make the construct can be any of challenge rating
Improvement, you can choose instead to improve of 2.
one of the abilities of your construct and one of
yours.
If you take a feat instead of an ability score MULTICLASSING
improvement, you can choose instead one of your Prerequisites: Intelligence 13
constructs gain it. Proficiencies gained: One Artisans Tool
If its score in Intelligence or Charisma becomes
equal or bigger than 12, its develops consciousness
and acts on its own, being initially friendly to you
as its creator. While conscious it can attune to a
single magical item.
UPGRADE
Starting at 7th level you can create up to your
intelligence modifier constructs. You achieve its
creation after 1d4 days for each one you make.
You can transfer any benefit your automaton gained
by Ability Score Improvement, Feat or Fighting
Style to another construct bonded to you as long
as you have the automaton or parts of it. You do so
by spending a long rest without losing the benefits
of resting.
COMPLEX THINKER
At 7th level the base creature used to make the
construct can be any of challenge rating of .
TRAINED AUTOMATON
At 7th level one of your constructs gains a fighting
style between Archery, Defense, Dueling and
Protection. You decide which one of your
automatons gains this feature.
Additionally, when you take a feat you can choose
instead to give it to one of your constructs.
LINKED AUTOMATON
Starting at 11th level, you can use your action to
teleport up to 30 feet to a space that you can see
occupied by your construct, swapping places.
Once you use this feature you cant use it again
until you finish a long rest or cast a spell of 1st
level or higher.
ARTIFICER SPELLS Mordenkainens Private
Sanctum
Symbol
Teleport
Cantrips Locate Object Otilukes Resilient Whirlwind
Blade Ward Magic Mouth Sphere
Light Magic Weapon Polymorph 8th Level
Mage Hand Melfs Acid Arrow Staggering Smite Antimagic Field
Mending Pyrotechnics Stoneskin Demiplane
Mold Earth Scorching Ray Storm Sphere Earthquake
Produce Flame See Invisibility Vitriolic Sphere Incendiary Cloud
Thunderclap Shatter Wall of Fire Maze
Shape Water Silence Watery Sphere Sunburst
Shocking Grasp Skywrite Trap the Soul
Snillocs Snowball 5th Level
1st Level Swarm Animate Objects 9th Level
Absorb Elements Spider Climb Bigby Hand Foresight
Alarm Warding Wind Cloudkill Gate
Burning Hands Web Cone of Cold Prismatic Wall
Catapult Control Winds Shapechange
Chromatic Orb 3rd Level Planar Binding Time Stop
Color Spray Blinding Smite Scrying True Polymorph
Comprehend Blink Seeming Wish
Languages Clairvoyance Telekinesis
Detect Magic Counterspell Teleportation Circle
Expeditious Retreat Create Food and Water Transmute Rock
False Life Daylight Wall of Force
Feather Fall Dispel Magic
Fog Cloud Elemental Weapon 6th Level
Grease Erupting Earth Arcane Gate
Ice Knife Fireball Blade Barrier
Identify Flame Arrows Chain Lightning
Illusory Script Fly Contingency
Jump Gaseous Form Disintegrate
Mage Armor Glyph of Warding Eyebite
Magic Missile Haste Globe of Invulnerability
Sanctuary Leomunds Tiny Hut Guards and Wards
Shield Lightning Bolt Investiture of Flame
Silent Image Magic Circle Investiture of Ice
Sleep Melfs Minute Meteors Investiture of Stone
Tensers Floating Disc Nondetection Investiture of Wind
Thunderous Smite Sending Magic Jar
Thunderwave Slow Move Earth
Stinking Cloud Otilukes Freezing
2nd Level Tongues Sphere
Aganazzars Scorcher Wall of Sand Programmed Illusion
Arcane Lock Wall of Water True Seeing
Blindness/Deafness Water Breathing Wall of Ice
Brading Smite
Cloud of Daggers 4th Level 7th Level
Darkness Arcane Eye Delayed Blast Fireball
Earthbind Blight Etherealness
Enlarge/Reduce Dimension Door Fire Storm
Find Traps Elemental Bane Forcecage
Flaming Sphere Fabricate Mordenkainens
Gust of Wind Fire Shield Magnificent Mansion
Heat Metal Greater Invisibility Mordenkainens Sword
Invisibility Leomunds Secret Planar Shift
Knock Chest Prismatic Spray
Levitate Locate Creature Reverse Gravity
APPENDIX A: EXAMPLE OF AUTOMATON
This Artificer picked a Flumph as its based creature to make its automaton. Notice how the type is now
construct and that its intelligence is now 11 instead of 14. While it retains its damage immunities to
psychic damage, it doesnt have any psychic abilities since theyre part of its passive abilities. Such
things are at discretion of the Dungeon Master, but a good rule of thumb is to avoid any magic-like
ability. In this case, the attack that has the venom is included since its not magical. The DM should rule
how it gets that venom or if the Artificer can load any venom it has.
As a last note, remember that its attacks uses the proficiency bonus from the Artificer.
Automaton FLUMPH
Small construct
Armor Class 12
Hit Points 12 (or 4x Artificer Level)
Speed 5ft Fly 30ft
A CTIONS
Tendrils Melee Weapon Attack: reach 5 ft., one creature. Hit: 4 (1d4
+ 2) piercing damage plus 2 (1d4) acid damage. At the end of
each of its turns, the target must make a DC 10 Constitution
saving throw, taking 2 (1d4) acid damage on a failure or ending
the recurring acid damage on a success. A lesser restoration spell
cast on the target also ends the recurring acid damage.
Art by
kurunya for Until Dark, k-atrina and chasestone. (Users from Deviant Art)
There is also other artists I dont know the name, but not any piece of art belongs to
me, and its uses belongs to the original artist as per usual.
Dungeons and Dragons, D&D, Wizards of the Coast and all other Wizards of the
Coast product are trademarks of Wizard of The Coast.
5E
THE ENGINEER
Engineer
A small, round object falls down through the cavern from a
ledge above and lands at the feet of the orc chieftain. The orc
barely has time to wonder what the object is when it erupts,
spewing black smoke around him. Through the smoke the orc
can almost make out a shadowy form gliding down from the
ledge above. The shadow lands, pulls a small metallic object
from her belt and icks it toward the chieftain. As the object
moves forward it unspools into a scourge made of sharp
interlocked links of chain. The orc is no match for the whirling
shadow. As the chieftain falls, the shadow icks her wrist again
and the weapon is once again safely and unobtrusively stowed
on her belt. Now, time to nd that treasure
The gnome pulls his goggles down over his greasy hair to
cover his eyes and presses a button on the back of his gauntlet. City Outskirts by Sergey Skachkov
He feels the hot, acrid breath of the gigantic purple worm as the Cross the Artificer by MatesLaurentiu
maw of the creature lunges hungrily down toward him. Steam Applied Sciences
shoots out of nozzles on the back of his boots. The wrenches
and gears that adorn his outt rattle and clank as he is propelled Not every scholar or inventor has the skills it takes to become
forward with a burst of speed, safely out of the creatures grasp. an engineer. Engineers are not only students of science, but they
He turns back toward the sandy behemoth, punches another are masters of turning scientic principles into new technology
button on his wrist, and a bright green ray of energy res from that has practical applications in the real world.
an emitter on his ngertips. The worm roars in pain as the beam Most have some education, though for many this education
strikes. is the result of years of experimentation and tinkering rather
A dusty half-elf touches the handle of the pistol hanging than formal study. An engineer might be a member of a guild of
on his belt as he ducks down an alley in an attempt to evade like-minded craftspeople, or more likely, could simply be a self-
the group of bandits that are in pursuit of him. The cold metal taught loner with a talent for working with machinery.
gives him comfort, but he knowns that in addition to superior Engineers can do a little bit of everything. Whatever the
repower, he literally has some tricks up his sleeve. The alley challenge, they can invent, build, and adapt their gadgets to be
ends in a high stone wall a dead end! The bandits round the the right tools for the job.
corner and advance on him, certain that he has no way to escape.
The gunslinger ips a lever on his belt as the bandits near him.
In a ash, he disappears. The thugs freeze, looking confused, Mechanical Affinity
unsure where their prey has gone. The sound of a rearm round
being chambered behind them is the last thing that they hear. Few engineers come from uncivilized lands, but that doesnt
Though their motivations and tactics might be dierent, each mean that they are comfortable in social situations. In fact,
of these engineers employs their superior skill with machinery most engineers nd that mechanical devices make more sense
and technology to overcome the various obstacles that stand than people. Clockworks and steam engines are innitely more
between them and their goals. Their resourcefulness allows predictable than the average person could ever be. For this
them to invent and build devices which help them enhance their reason, engineers are sometimes seen as aloof or awkward, and
abilities and augment their weaknesses. some can even be downright abrasive.
Version 1.12
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For the latest version of this file visit: The EN World.com downloads section
Part 1 | The Engineer
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The Engineer
Proficiency Schematics Gadget Slots per Complexity Level
Level Bonus Features Known Trivial Simple Advanced Intricate
1st +2 Gadget Use, Mechanically Inclined 8 4 2
2nd +2 Expertise, Master Crafter 10 4 2
3rd +2 Junkyard Hero, Sub-discipline 11 4 3
4th +2 Ability Score Improvement 12 5 3
5th +3 Fast Activation 13 5 4
6th +3 Mana-Powered Attacks 15 5 4
7th +3 Sub-discipline feature 16 5 4 1
8th +3 Ability Score Improvement 17 5 5 2
9th +4 Rapid Reconfiguration (3) 18 6 5 2
10th +4 Sub-discipline feature 19 6 5 3
11th +4 Academic Literacy 21 6 5 3
12th +4 Ability Score Improvement 23 6 5 3
13th +5 Rapid Reconfiguration (5) 24 6 6 4
14th +5 Sub-discipline feature 26 6 6 4
15th +5 27 6 6 4 1
16th +6 Ability Score Improvement 28 6 6 5 1
17th +6 Rapid Reconfiguration (7) 29 6 6 5 2
18th +6 Indomitable Mind 30 6 6 5 2
19th +6 Ability Score Improvement 31 6 6 5 3
20th +6 Machine Mastery 33 6 6 5 3
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Tinkers tools.
Saving Throws: Dexterity, Intelligence
Skills: Choose four from History, Insight, Investigation,
MAGE: every-angle-wrench by frappuu
Medicine, Perception or Sleight of Hand
Starting Equipment
You start with the following equipment, in addition to the
Creating an Engineer equipment granted by your background:
Gadget Use
Equipped Gadgets
You are skilled at building mechanical gadgets that perform It takes time and eort to build and maintain your gadgets in
various functions and incorporating them into your clothing, working order. Repairs and preventive maintenance must be
armor, weapons and other gear. performed: sprockets greased, springs wound, coolant relled,
capacitors recharged, etc. For this reason, you can only maintain
Gadget Schematics a limited number of equipped gadgets at any one time, as shown
Gadgets are built using schematics which show the design on the engineer table. As you level up, you become more skilled
parameters and intended operation of the device. Each at building and maintaining these gadgets and are able to keep
schematic has a level of complexity that is classied as trivial, more of them functional at any one time.
simple, advanced or intricate. Each equipped gadget is integrated into one of your items of
You know 5 trivial schematics and 3 simple schematics of clothing or equipment as specied in the schematic description.
your choice from the list of gadget schematics presented in Part Multiple gadgets using dierent schematics can each be
2 of this supplement. The Schematics Known column of the integrated into the same piece of equipment. Each equipped
engineer table shows when you learn additional schematics. gadget increases the weight of the item it is integrated into by 2
Additionally, when you gain a level in the engineer class, you pounds.
can choose one of the schematics that you know and replace You prepare your list of equipped gadgets from the list of
it with a dierent schematic from the schematic list. Any new schematics that you know, up to the maximum number shown
schematic that you learn must be of a level of complexity which on the engineer table. In order to equip a gadget you must have
you are able to equip. an available gadget slot of the same or higher level of complexity
Learning a schematic and turning the schematic into a as the schematic for the gadget.
working gadget costs an amount of money and time depending Because of the expertise required to operate these gadgets
on the level of complexity. These costs include the parts and and amount of personal customizations that each engineer
components needed to build the device as well the time spent makes to their gadgets, only the engineer that built it can use a
prototyping, testing and troubleshooting the gadget to perfect gadget and benet from its eects.
its operation. The costs and time required for learning a new Whenever you complete a long rest you can recongure your
schematic are: list of active gadgets, changing which gadgets you have equipped
from among the schematics that you know. You can also remove
Cost to Learn New Gadgets a gadget from a single piece of equipment and install it onto
a dierent piece of equipment whenever you recongure your
Complexity gadgets. You must have access to your tinkers tools in order to
Level Cost to Learn Time to Learn recongure your equipped gadgets.
Trivial 10 gp 1 hour
Simple 50 gp 2 hours
Advanced 250 gp 8 hours Activating Gadgets
Intricate 1,250 gp 40 hours Some gadgets provide a continuous benet as long as the
gadget is equipped. Other gadgets have an eect that requires
you to take an action in order to activate it. The type of action
required to activate the eect will be listed in the description of
Gears - Stock by by Mezzochan the gadget.
Object Interactions. Most gadgets are easy to activate,
requiring you only to ip a switch or twist a dial. A gadget with
an eect of this type can be activated at the same time you either
move or take another action (such as an attack action). Some
gadgets which can be used as weapons may require you take
both an object interaction and an attack action at the same time.
You can activate a second gadget eect that requires an
object interaction on your turn by taking the Use an Object
action. (See PHB pages 190 and 193 for more information
about what sorts of actions can be combined with other actions.)
Actions. A gadget eect with an activation time of 1 action
requires that you focus your attention on the device in order to
use it.
Reactions. Some gadget eects can be activated as
reactions. These eects are activated in response to some
event. If a gadget can be activated as a reaction, the schematic
description will tell you exactly when you can use it.
Part 1 | The Engineer
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Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Making Gadgets Feel Unique
The list of engineer schematics and a full explanation of their
eects can be found in Part 2 of this supplement. While the
descriptions explain what the gadgets do, exactly how the
gadgets achieve these eects has been left up to you. You should
work with your DM to describe exactly how each of your gadgets
operate, tailoring the descriptions to best t your character and
campaign world. For example, a Headlamp might be powered
by a chemical battery or could harness the power of a rare type of
crystal only found deep underground. Describing your gadgets
can help to make your character unique and memorable, since
no two engineers will necessarily do things the same way.
steam gunzz by Sidxartxa
Master Crafter
You are a master crafter, capable of producing excellent work
under budget and on time. Starting at 2nd level, when you craft
Stacking Gadget Activations an item using artisans tools that you have prociency with, you
You cannot activate two gadget eects that both require 1 must only expend raw materials worth one-third of the items
action during the same turn. You can activate both a gadget total market value. You make progress every day you spend
that requires 1 action and another gadget that requires only an crafting in increments equal to 5 plus your engineer level in gp
object interaction by combining both activations into one action until you reach the market value of the item.
or by using the bonus action granted by your Fast Activation
feature.
Junkyard Hero
Gadget Attack Rolls and Saving Throws
Beginning at 3rd level, you can use your downtime to scavenge
Some gadgets can be used as weapons, allowing you to make
spare parts, useful chemicals, and raw materials which you can
an attack roll. The ability score bonus added to this attack roll
use to build your gadgets or to craft items. In order to do so,
is listed in the text for the schematic for that particular gadget.
you must be in a city, junkyard, or another location where such
items might be found. Your DM may limit the availability of
Gadget attack modifier = your proficiency bonus +
certain types of materials depending on the location where you
the ability score modifier listed in the gadget description
are scavenging. For each hour that you spend scavenging, you
can locate 5 gp plus your engineer level worth of such materials.
Your Intelligence modier sets the DC for saving throws against
You can use the resources you collect while scavenging to
eects created by the use of your gadgets.
pay the material cost of learning new gadget schematics, creating
or repairing a clockwork companion, or as raw materials for
Gadget save DC = 8 + your proficiency bonus +
crafting with artisans tools with which you have prociency.
your Intelligence modifier
Arnz by GuzBoroda
Violatile Overload
When you reach 14th level you gain the capability to overload
your tickers. An overloaded ticker has its damage and splash
damage both reduced by one die, but has an additional eect
based on the type of damage that the ticker deals. You chose
to overload a ticker before you make an attack with or activate
a countdown timer for that ticker. Once you have overloaded a
ticker you cannot overload another until you nish a short or a
long rest.
Gas. Any target damaged by the ticker that fails their saving
throw is poisoned. At the end of each of its turns, a creature
poisoned by the ticker can make another saving throw. The
condition ends if the saving throw succeeds.
Incendiary. Thick, black smoke lls a 20 foot sphere around
the point where the ticker detonates. The smoke blocks line-of-
sight and anything inside of this area is heavily obscured. This
smoke lasts for 1d4 rounds unless dispersed by a moderate or
greater speed wind.
Frag. Any target damaged by the ticker that fails their saving
throw is deafened. At the end of each of its turns, a creature
deafened by the ticker can make another saving throw. The
condition ends if the saving throw succeeds.
Frost. Any target damaged by the ticker that fails their
saving throw has their movement speed reduced by half until
the beginning of your next turn.
Concussion. Any target damaged by the ticker that fails
their saving throw is stunned until the start of your next turn.
Corrosive. Any target damaged by the ticker that fails their
saving throw takes additional 1d8 acid damage at the start of
each of its turns. A creature can end this damage by using its
action to wash the acid o of themselves using a vial water or
another suitable liquid.
Thermal. Any target damaged by the ticker that fails their
saving throw is blinded until the start of your next turn.
Kinetics
Kinetic engineers study the science of motion and the release
of energy and apply this knowledge using specialized weapons
called rearms. These exotic ranged weapons use a small,
controlled explosive charge to propel metal projectiles (known
as slugs) toward their target at a very high rate of speed,
unleashing a devastating amount of kinetic energy.
Steampunk by NoName-Face
Bonus Proficiencies
At 3rd level, you gain prociency with rearms weapons and
medium armor.
Part 1 | The Engineer
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Again at 7th level you gain access to another bonus
schematic of your choice. You may choose between either
the Ammunition Clip or Targeting Scope gadgets. Learning
the schematic does not count against your normal number of
schematics known. Once you gain access to this schematic,
you always have it equipped and it does not count against your Massacre cannon
maximum number of equipped gadgets. by WarGodDarkWolf
Fighting Style: Archery bonus action to make a second attack with the same rearm.
Starting at 7th level you gain a +2 bonus to attack rolls you make The second attack may be made against the same target as the
with ranged weapons. rst attack or against another target that is within 10 feet of the
rst target. The rearm must be loaded with at least 2 pieces
Engineer Firearms (Ranged) Weapons of ammunition since both the initial attack action and bonus
Hand-Gun. Cost: 150 gp, Damage: 1d8 piercing, Weight: 4 lbs., action consume ammunition.
Properties: Ammunition (range 30/80), reload (1 shot), light,
loud. A slug-throwing pistol that is meant to be used in one-hand.
Scatter-Gun. Cost: 600 gp, Damage: 1d8 piercing, Weight: 8
Technomancy
lbs., Properties: Ammunition (range 20/40), reload (1 shot), A technomancer understands that magic is merely a form
scatter, loud. A short-barreled gun that shatters the slug, of science that has not yet been completely understood.
scattering fragments of shrapnel to inict maximum damage at Technomancers commit themselves to the study of both magic
close range. and technology and seek to integrate the two into a potent
Long-Gun. Cost: 300 gp, Damage: 1d10 piercing, Weight: 10 whole.
lbs., Properties: Ammunition (range 50/150), reload (2 shots),
two-handed, loud. A gun with a longer barrel for increased
Bonus Proficiencies
range and velocity.
Beginning at 3rd level, you gain prociency in the arcana skill if
Heavy-Gun. Cost: 500 gp, Damage: 1d12 piercing, Weight: 15
you do not already have such prociency
lbs., Properties: Ammunition (range 30/100), reload (2 shots),
heavy, two-handed, loud. Smaller but weightier than the long-
gun, this rearm packs superior punch but has shorter range. Bonus Schematics Known
When you reach 3rd level you learn 2 extra Schematics Known
in addition to the number shown on the engineer table. You
Ammunition
may choose an additional two bonus Schematics Known when
Slugs (10). Cost: 2 gp, Weight: 1 lb. Up to 50 slugs can be
you reach 7th level (+4 Schematics Known), 10th level (+6
carried in a typical pouch.
Schematics Known) and again at 14th level (+8 Schematics
Known). These schematics must be of a level that you can equip.
Weapon Properties
Reload. See page 267 of the Dungeon Masters Guide. Techno Magic
Loud. This weapon makes a loud noise whenever it is used When you reach 3rd level, you augment your technological
to attack. This noise can be heard over long distances and can expertise with the ability to cast wizard spells. See chapter 10
give away the location of its wielder. of the Players Handbook for the general rules of spellcasting
Scatter. This weapon deals an extra 1d8 piercing damage and chapter 11 for the wizard spell list.
on a successful hit if the target is not at long range. Technomancers focus their magical study on two dierent
schools of magic: Divination and Transmutation. Divination
Uncanny Dodge spells allow the technomancer to nd objects and information
Starting at 10th level, when an attacker that you can see hits you through arcane means in addition to using more conventional
with an attack, you can use your reaction to halve the attacks methods of study; while transmutation spells allow them to
damage against you. change the state and nature of materials. Technomancers
learn a relatively small number of spells, which they commit to
Multiattack memory rather than writing them down in a spell book.
At 14th level chose one of the following three features: Cantrips. You learn two cantrips of your choice from the
Guns Akimbo. When you take the Attack action and attack wizard spell list. You learn an additional wizard cantrip of your
with a rearm that youre holding in one hand, you can use choice at 10th level.
a bonus action to attack with a dierent rearm that youre Spell slots. The technomancer spellcasting table shows
holding in the other hand. You dont add your ability modier to how many spell slots you have. The table also shows what the
the damage of the bonus attack, unless that modier is negative. level of those slots is; all of your spell slots are the same level.
Slugger. When you use the attack action to attack with To cast one of your wizard spells of 1st level or higher, you must
a one-handed melee weapon, you can use a bonus action to expend a spell slot. You regain all your expended technomancer
attack with a loaded rearm with the light property that you spell slots when you nish a short or long rest.
are holding in the other hand. Being within 5 feet of a hostile For example, when you are 7th level, you have two 2nd-level
creature doesnt impose disadvantage on the bonus attack as spell slots. To cast the 1st-level spell Identify, you must spend
long as both attacks are made against the same target. one of those slots, and you cast it as a 2nd-level spell.
Rapid Fire. When you use the attack action to attack with Spells Known of 1st-Level and Higher. At 3rd level, you
a rearm that has the two-handed property, you can use a know two 1st-level wizard spells of your choice, one of which
Part 1 | The Engineer
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 8
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
you must choose from either the divination and transmutation can recharge. A 1st level spell can recharge a trivial complexity
spells on the wizard spell list. The other can come from any gadget, a 2nd level slot can recharge a simple or lower
schoool of magic. complexity gadget, a 3rd level spell slot can recharge a gadget of
The Spells Known column of the technomancer spellcasting advanced or lower complexity, and a 4th level or higher spell slot
table shows when you learn more wizard spells of 1st level or can recharge the activated eect on a gadget of any complexity
higher. Each of these spells must be a divination or transmutation level.
spell of your choice, and must be of a level no higher than what If you have another class with the Spellcasting or Pact
is shown in the tables Slot Level column for your level. For Magic features, you can expend a spell slot from any of your
instance, when you reach 8th level as a technomancer, you can classes to recharge a gadget, not just spell slots gained from
learn one new spell of 1st or 2nd level. your technomancer sub-discipline.
The spells you learn at 8th, 14th, and 20th level can come
from any school of magic. Clockwork Companion
Whenever you gain a level as an engineer, you can replace When you reach 7th level you gain the ability to build a
one of the wizard spells you know with another spell of your mechanical clockwork companion. Creating the clockwork
choice from the wizard spell list. The new spell must be of a level requires 4 hours of time and costs 150 gp in raw materials.
no higher than what is shown in the tables Slot Level column You must choose one of the two features listed below, which
for your level, and it must be a divination or transmutation spell, determine the form and function of the clockwork.
unless youre replacing the spell you gained at 8th, 14th, or 20th The clockwork has the statistics of the chosen form,
level. though it has the creature type construct instead of its normal
type. Additionally, if the beast your clockwork emulates has
Technomancer Engineer Spellcasting an Intelligence score of 5 or less, its Intelligence becomes 6
instead, and it gains the ability to understand one language of
Engineer Cantrips Spells Spell Slot your choice that you speak. The clockwork doesnt require air
Level Known Known Slots Level to breathe, food, drink, or sleep and is immune to the eects of
3rd 2 2 1 1st both poison and disease.
4th 2 3 2 1st While your clockwork companion is within one mile of you,
5th 2 3 2 1st you can issue commands to it via a wireless communications
6th 2 4 2 1st
link. Activating this link requires you to use an object interaction.
7th 2 4 2 2nd
8th 2 5 2 2nd
If the clockwork drops to 0 hit points it ceases to function.
9th 2 5 2 2nd However, it can be repaired. Repairing a broken clockwork
10th 3 6 2 2nd companion takes 2 hours and costs 50 gp in raw material.
11th 3 6 2 2nd
12th 3 7 2 2nd
13th 3 7 3 3rd Gnomo chaman tecnomante by Brolo
14th 3 8 3 3rd
15th 3 8 3 3rd
16th 3 9 3 3rd
17th 3 9 3 3rd
18th 3 10 3 3rd
19th 3 10 4 4th
20th 3 11 4 4th
Mana Battery
At 3rd level you gain the ability to channel your magic directly
into your devices, expending one of your spell slots to recover
the use of an activated eect of a gadget that would normally
require a short or long rest to recharge. The level of the spell
slot expended determines the complexity of the gadget that you
Part 1 | The Engineer
9 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
You can only have one clockwork familiar at a time, but
you can dismantle your existing clockwork and rebuild it in a
dierent form. Rebuilding a clockwork familiar takes 1 hour.
Clockwork Steed. Your clockwork takes the form of a
riding horse, pony, camel, elk, masti or other 4-legged riding
beast. Your steed serves you as a mount, both in combat and
out. As an intelligent mount, your clockwork can either act
independently of you or be controlled by you during combat.
However, your steed always obeys your commands, even when
acting independently of you. While mounted on your clockwork
steed, any gadget eect that you control which would normally
only aect you also aects your steed as well.
Clockwork Horse by indigowarrior
You cant have more than one clockwork steed at a time,
but you can dismantle your existing steed and rebuild it in a
dierent form. Rebuilding a clockwork steed takes 2 hours.
Clockwork Familiar. Your clockwork takes the form of a
small animal that acts as your familiar. The clockwork can be in Clockwork Enhancement
the form of any small beast such as a bat, cat, crab, frog, hawk, Starting at 10th level you can forgo your action to have your
lizard, owl, rat, raven, snake, spider, or weasel. Your familiar clockwork companion cast one of the following spells, which
acts independently of you, but it always obeys your commands. vary depending on whether you chose the Clockwork Familiar
In combat, it rolls its own initiative and acts on its own turn. The or Clockwork Steed option at 7th level. If you chose the
clockwork familiar cant attack, but it can take other actions as Clockwork Familiar option your clockwork can cast Fireball,
normal. Additionally, when you take the attack action, you can Hypnotic Pattern, or Major Image. If you chose the Clockwork
forgo one of your own attacks to allow your familiar to make one Steed option, your clockwork can cast Fear, Fly, or Haste.
attack of its own. These spells are cast as 3rd-level spells. For purposes of
When you activate the wireless link to communicate with range and sight, the spell is treated as if it had been cast by
your familiar, if you are within 100 feet of your familiar, you your clockwork. However, any saving throw DC is determined
can chose to see through your familiars eyes and hear what it as though you had cast the spell yourself. If the spell requires
hears until the start of your next turn, gaining the benets of any concentration, you must maintain concentration as though
special senses that the familiar has. During this time, you are you had cast the spell yourself. Once used, this ability cannot
deaf and blind with regard to your own senses. While perceiving be used again until you have completed a long rest. You cannot
through your clockwork familiars senses, you can also speak recover the use of this ability by using your mana battery class
through your familiar in your own voice, even if your familiar feature.
is normally incapable of speech. You can end this link early by
taking a bonus action on your own turn. Use Magic Device
When you cast a spell that has a range of touch, your By 14th level, you have learned enough about the workings of
clockwork familiar can deliver the spell as if it had cast the spell. magic that you can improvise the use of items even when they
Your familiar must be within 100 feet of you, and it must use its are not intended for you. You ignore all class, race, and level
reaction to deliver the spell when you cast it. If the spell requires requirements on the use of magic items.
an attack roll, you use your attack modier for the roll.
You can use an object interaction to temporarily power o
your clockwork familiar. The clockwork folds up into a 6 inch
cube which weighs 1 pound, allowing it to be easily carried with
you. The clockwork familiar can be reactivated by using another
object interaction.
Clockwork Owl by cloud-phox
Clockwork Spider
by IkazuDasWhale Clockwork Cat by ArtLair
As an action you spray re retardant foam out of your gloves Equipment Type: Gloves
in a 15-foot cone. This foam extinguishes any uncovered, non- Activation Type: 1 object interaction
magical ames and sticks to any creatures in the aected area. When you take an object interaction to activate this gadget,
Creatures covered in this foam have advantage on saving throws all nonmagical food and drink within a 5-foot-radius sphere
versus re damage. The foam evaporates after 3 rounds. Once centered on you is puried and rendered free of poison and
used, the gadget must be recharged and cannot be used again disease. Once used, the gadget must be recharged and this
until you complete a short or long rest. eect cannot be used again until you complete a short or long
rest.
Firestarter
Simple complexity gadget schematic Full Auto Conversion
Equipment Type: Gloves Intricate complexity gadget schematic
Activation Type: 1 object interaction (1 action, special) Equipment Type: Weapon (a rearm with the Reload
When you take an object interaction to activate this gadget, it [10 or higher] trait)
produces a small ame, which you can use to light a candle, Activation Type: 1 object interaction + 1 attack action
torch, or campre. When this gadget is equipped, the rearm that the gadget
Hot Hands. You take an action to shoot a sheet of ames is integrated into gains the Burst Fire property. You can use
out of your gloves. Each creature in a 15-foot cone must make the weapon to take a normal attack action, or you can use an
a Dexterity saving throw. A creature takes 2d6 re damage on object interaction in conjunction with an attack action to spray
a failed save, or half as much damage on a successful one. The a 10-foot-cube area within normal range with shots. Each
re ignites any ammable objects in the area that arent being creature in the area must succeed on a Dexterity saving throw
worn or carried. The damage dealt by the ames increases by or take the weapons normal damage. This action consumes ten
1d6 when you reach 11th level (3d6), and again when you reach pieces of ammunition.
17th level (4d6). Once used, the gadget must be recharged and
this eect cannot be used again until you complete a short or Ghost Anchor
long rest.
Advanced complexity gadget schematic
Flaregun Equipment Type: Tool belt
Activation Type: 1 action
Trivial complexity gadget schematic
When you activate this gadget by taking an action, chose a spot
Equipment Type: Weapon (a bow, crossbow or rearm)
within 30 feet of you that you can see. The gadget projects an
Activation Type: 1 object interaction + 1 attack action
invisible sphere of energy in a 60 foot radius around the chosen
When this gadget is equipped, you can use an object interaction point. This energy sphere exists both on your current plane
in conjunction with an attack action using the weapon that this of existence and also extends into the border region of the
Part 2 | Engineer Gadgets
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC. 16
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Ethereal Plane. If a creature inside of this sphere attempts to Grappling Gun
use any ability, cast any spell, or activate any magic item or other
device which would cause it to enter the Ethereal plane, that Trivial complexity gadget schematic
spell or eect fails. A creature already in the Ethereal Plane that Equipment Type: Tool belt
enters the energy sphere or ends its turn there must succeed Activation Type: 1 action + 1 object interaction
on a Wisdom saving throw or be forced from the Ethereal into
This gadget consists of a folding grappling hook connected
the overlapping plane of existence. The projected energy sphere
to a 50 foot long cable hidden in a compartment on your tool
lasts for 1 minute unless you take an object interaction to end it
belt. You may take an action to activate this gadget, causing the
sooner. Once used, the gadget must be recharged and cant be
grappling hook to shoot upward, unspooling the cable behind it
used again until you nish a short or long rest.
as it goes. You can take an object interaction to activate a winch
which winds the cable back into your belt. If the grappling hook
Glue Gun has been set, the winch will pull you and up to 200 pounds of
Simple complexity gadget schematic equipment you are carrying upwards toward the grappling hook
at a rate of 25 feet per round.
Equipment Type: Weapon (a bow, crossbow or rearm)
Activation Type: 1 object interaction + 1 attack action
Grenade Launcher
When this gadget is equipped, you can use an object interaction
in conjunction with an attack action using the weapon that this Advanced complexity gadget schematic
gadget is integrated into to shoot a sticky ball of glue at your Equipment Type: Gloves
target. If the attack hits, the ball of glue splatters on the feet of Activation Type: Continuous
your target, trapping them and covering the ground in a 10 foot
When you make an attack using a ticker bomb with this gadget
radius around the spot where they are standing. The glue lasts
equipped, the range of the attack is increased to 40/120.
for 30 minutes after which time it dries and crumbles to dust.
A creature that enters or ends their movement in an area
covered by the glue must succeed on a Dexterity saving throw Guided Munitions
or become trapped by the glue. A creature trapped by the glue Simple complexity gadget schematic
has its speed reduced to 0 as long as they remain stuck. As an
action, a creature stuck by the glue can make a Strength saving Equipment Type: Weapon (a bow, crossbow or rearm)
throw to break free. Activation Type: 1 object interaction + 1 attack action
Once used, the gadget must be recharged and this eect You may take an object interaction in conjunction with an attack
cannot be used again until you complete a short or long rest. action to activate this gadget. Make an attack roll with the
weapon that this gadget is integrated into. The attack can be
Gnomish Militia Tool made against a target that you do not have direct line of sight to
as long as the target is within the weapons range. This attack
Trivial complexity gadget schematic ignores the eects of cover. Once used, this gadget must be
Equipment Type: Tool belt reset and cannot be used again until you complete either a short
Activation Type: 1 object interaction or a long rest.
This handheld gadget stores on your tool belt when you arent
using it. The gadget consists of numerous miniature tools which Gunshot Suppressor
can be folded into or out of the body of the gadget by taking Simple complexity gadget schematic
an object interaction. The tools available vary depending on the
needs of the engineer that made it, but likely include tools such Equipment Type: Weapon (any rearm)
as an awl, can opener, chisel, corkscrew, le, ngernail clippers, Activation Type: Continuous
re striker, sh scaler, hook, knife, lock pick, magnifying glass, When attached to a rearm weapon, this gadget greatly reduces
measuring spoon, muddler, pliers, ruler, scissors, screwdriver, the amount of noise that the weapon makes when you re it.
spanner wrench, spatula, spork, thermometer, toothpick, Attacking with the rearm this gadget is integrated into no
tweezers, vegetable peeler, wire cutter, and a whistle, among longer automatically gives away your position.
others.
Auxiliary Tools. In a pinch, this gadget can be used in place Gyro Stabilizer
of your tinkers tools or in place of any other artisan tools that
you have prociency in. Because of the small size and folding Simple complexity gadget schematic
nature of the tools, any roll that you make using this gadget in Equipment Type: Tool belt
place of proper full-sized tools is made with disadvantage. Activation Type: 1 object interaction
Starting at 11th level this gadget no longer imposes
When you take an object interaction to activate this gadget, for
disadvantage on rolls when using the gadget in place of your
the next 3 minutes you have advantage on Dexterity (Acrobatic)
artisans tools.
checks to avoid falling. Once used, the eect must be reset and
cannot be used again until you complete a short or long rest.
Weather Rocket
Advanced complexity gadget schematic
Equipment Type: Tool belt
Activation Type: 1 action
When you take an action to activate this gadget, you shoot a
small rocket into the sky which explodes at a high altitude,
releasing chemicals that alter the local atmosphere, changing
the weather conditions for a radius of 5 miles around your
location. You must be outdoors to activate this eect.
You can change the current weather conditions, including
precipitation, temperature, and wind. It takes 1d4 x 10 minutes
for new conditions to take eect. The eect lasts for 6 hours and
then gradually returns to normal.
Part 2 | Engineer Gadgets
27 This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying Game published by Wizards of the Coast LLC.
Wizards of the Coast does not endorse this work. Any trademarks or product names used herein are the property of their respective owners.
Consult the current weather conditions on the table below. Wheeled Heels
You can change each of the conditions by 2 steps up or down.
You can also change the direction of the wind to any direction Advanced complexity gadget schematic
you wish. Equipment Type: Footwear
Activation Type: Continuous
Precipitation While this gadget is equipped, you can use a bonus action on
each of your turns to take the Dash action.
Stage Conditions
Rocket Shoes. You can take an object interaction to re
1 Clear
2 Light clouds
rockets built into your boots, causing your walking speed to
3 Overcast or foggy be doubled and any creature that makes an opportunity attack
4 Rain or snow against you has disadvantage on the attack roll. This eect lasts
5 Torrential rain or blizzard for one minute. Once used, this eect must be recharged and it
cannot be used again until you complete a short or long rest.
Wind Temperature
Wrist Rockets
Stage Conditions Stage Conditions Simple complexity gadget schematic
1 Calm 1 Unbearable heat
2 Moderate wind 2 Hot Equipment Type: Gloves
3 Strong wind 3 Warm Activation Type: 1 action
4 Gale 4 Cool
When this gadget is equipped you can use an action to activate
5 Storm 5 Cold
6 Torrential rain or blizzard 6 Arctic Cold it. If you do, you re two explosive rockets out of your gloves.
Each of the two rockets hits a creature of your choice that you
Once this gadget has been used, it must be reset and cannot can see within 80 feet of you. Each rocket deals 1d4+1 force
be used again until you have completed a short or long rest. damage to its target. The rockets all strike simultaneously, and
you can direct them both to hit the same, or dierent targets. At
5th level you can re an additional rocket (3 rockets total). This
Webshooter increases by an additional rocket at 11th (4 rockets) and 17th
Simple complexity gadget schematic levels (5 rockets). Once used, this gadget must be reloaded and
cannot be used again until you complete a short or a long rest.
Equipment Type: Gloves
Activation Type: 1 object interaction + 1 attack action
Writing Pen
When this gadget is equipped, you can use an object interaction
in conjunction with an attack action to shoot a stream of sticky Trivial complexity gadget schematic
webbing out of a tube hidden in your gloves. Make a ranged Equipment Type: Gloves
attack against a creature of size large or smaller that is within Activation Type: 1 object interaction (+1 action, special)
30 feet of you. You add your prociency bonus and Dexterity
You have a vial of ink and a retractable mechanical writing pen
modier to this attack roll. If you hit, the creature is restrained
built into your gloves. You may take an object interaction to
by the webbing. As an action, the restrained creature can make
activate or hide the pen.
a Strength saving throw to break free from the webbing. The
Invisible Ink. You can take an action to write a message on
eect ends if the webbing is destroyed. The webbing has AC 10,
parchment, paper, or some other suitable writing material, with
5 hit points, resistance to bludgeoning damage, and immunity
this gadget using special disappearing ink. The message can
to poison and psychic damage. Once you have used this gadget,
be up to 50 words long. One round after writing the message,
its eect must be reset and cannot be used again until you
the ink fades and thereafter can be read only by a creature with
complete a short or long rest.
the ability to see invisible objects. Once used, the eect must be
reset and cannot be used again until you complete a short or
long rest.
Desert-Punk by Rayph
Sandworm by LozanoX
Famous Artisan
You gain prociency in one set of artisans tools and one Gunslinger by kerembeyit
Firearm Expert
Prerequisite: proficiency with firearms weapons
Firearm Familiarity
You have practiced extensively with and learned to use a variety
of dierent rearms, gaining the following benets:
Increase your Dexterity score by 1, to a maximum of 20.
You gain prociency with rearms weapons
Gadget Mastery
Prerequisite: You must be able to use at least one engineer
gadget schematic
Homebrew Technologist
Choose two trivial and one simple complexity gadget schematic
from the engineers list. You learn and can use these schematics
as if you were an engineer. If the gadgets have an activated eect
that requires a short or long rest to reset, you must nish a long
rest before you can use it again.
This work is designed for use with the Dungeons and Dragons 5th Edition Roleplaying
Game published by Wizards of the Coast LLC. Wizards of the Coast does not endorse
this work. Any trademarks or product names used herein are the property of their
respective owners.
Cover Art:
Gnome by Tooth-w
Burning Forest by Lyraina
Word of Revelation
By 15th level, your research in musty, forbidden tomes has
proven fruitful. As an action, you can utter a word used in
the creation of the universe. All magic effects within 15
feet of you are targeted by dispel magic. After using this
ability, you cannot use it again until you complete a long
rest.
Sunder Reality
At 20th level, you can call upon the Elder Sign to tear the
very fabric of reality, creating a one-way rift to or from the
Far Realm for 1 minute. Choose an unoccupied 5-foot
radius sphere that you can see and whether this portal
should lead to, or come from the Far Realm. Creatures that
end their turn within 30' of the sphere are inexplicably
moved 5 feet toward it, as if pulled by an unseen force. If
the portal leads to the Far Realm, creatures that enter it are
flung to the far reaches of space, taking 8d10 psychic
damage from the horrors they witness and are ejected from
the far side of the portal 1 round later. If the portal leads
from the Far Realm, creatures adjacent to it are restrained
by tentacles, claws, or other monstrous appendages that
reach through it. Creatures so restrained can break free as
an action by making a Strength saving throw. After using
this ability, you cannot use it again until you complete a
long rest.