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Deprecated Playtest Content

Page history last edited by Shieldhaven 9 years, 8 months ago


 

Sorcerer

 

Creating a Sorcerer: When you create a character whose first class is sorcerer, you gain these benefits.

  • Ability Adjustment: +1 to your Constitution or Charisma score.
  • Starting Hit Points: 8 + Constitution modifier.
  • Armor and Shield Proficiencies: Light armor (but see below; many types of sorcerers gain additional armor training)
  • Weapon Proficiencies: Simple weapons (but see below; many types of sorcerers gain additional weapon training)

 

THE SORCERER

Level 
Attack Bonus
Spellcasting Bonus
Power Spells Known 
Max Spell Level 
Class Features 

+1 
+1 
2

Cantrips, Sorcery, Sorcerous Blood, First Transformation Power 

+1 
+1 
3

 

+1 
+2 
5

 

+1 
+2 
7

Second Transformation Power 

+2 
+2 
12

Deadly Strike (roll twice) 

+2 
+2 
17

 

+2 
+2 
26

 
8 +2 +3 35 9 4 Third Transformation Power

 

You can make a sorcerer quickly by following these suggestions.

Background: Artisan

Specialty: Reaper (draconic sorcery) or Defender (royal sorcery)

Equipment (draconic sorcery): Chain mail, greatsword, dagger, adventurer's kit, healer's kit, and 4d6 gp

Equipment (royal sorcery): Studded leather, morningstar, dagger, adventurer's kit, light crossbow, 10 bolts, healer's kit, and 2d6 gp

 

Class Features

A sorcerer gains the following class features.

Hit Dice: 1d8 per sorcerer level

Hit Points: 1d8 (or 5) + your Constitution modifier per sorcerer level gained

 

Cantrips

You know two cantrips, chosen from the sorcerer's spell list. Your sorcerous bloodline may carry additions to your spell list. Cantrips do not cost Power to cast.

 

Sorcery

Through an accident of birth or a refinement of the soul, the spark of magic burns in your blood and bones. When you express this power in the world, the mask of your nature slips away to reveal the majesty of your sorcerous bloodline. Such efforts are draining, however, and you must rest and recover to restore your magical power.

Benefit: You can cast sorcerer spells each day based on your Power, as listed in the table above. The table indicates the amount of Power you hold following an extended rest, the number of sorcerer spells you know, and the maximum level of those spells. You must spend Power to cast a sorcerer spell, and if you cannot meet a spell's Power cost, you cannot cast the spell. You cannot cast sorcerer spells while wearing armor with which you are not proficient. You use your Charisma bonus to make magical attacks and to determine the saving throw DCs of your spells.

Spell Level - Power Cost

1 - 1

2 - 2

3 - 5

4 - 9

 

Further, whenever you cast a spell, that power flowing through you leaves behind Transformation, echoes of your power that you can turn to further use. You gain Transformation equal to the Power cost of the spell you cast; other effects may also grant or reduce Transformation. Transformation returns to zero after any short rest.

 

Sorcerous Blood

Through whatever means (typically birth, but other means are possible), your bloodline carries mystical might of a particular type.

 

Draconic Sorcery

Whether through an ancient commingling of blood between your ancestors and the mighty dragons of legend, an awakening of the latent power within every kagandi, or through coming into contact with the mystically-charged blood of a dragon, you have the gift of draconic sorcery. When you choose this heritage, choose a dragon type; this choice affects your Transformation powers. (Same chart as before)

Armor and Shield Proficiencies: You gain proficiency in medium and heavy armor, and with all shields.

Weapon Proficiencies: You gain proficiency with all martial weapons.

Transformation Powers: At first level, you can select either Strength or Scales as your first Transformation power.

Strength: As a swift action, spend one point of Transformation to deal an additional +1d6 damage with your next melee attack, or two points to deal +2d6 damage. By selecting this power, whenever you have any amount of Transformation, you become more physically imposing and gain additional muscle definition (though this has only story effects until you spend Transformation).

Scales: As a reaction, spend one point of Transformation to reduce damage from any attack by 1d4, or damage from your heritage damage type by 2d4. By selecting this power, whenever you have any amount of Transformation, you become lightly scaled and your skin tone shifts to resemble that of your dragon type.

 

At fourth level, you can select any first-level Transformation power you do not already have, or you may choose one of the following Transformation powers.

Dragonfear: As an action, spend three points of Transformation to force all enemies within 30 ft to make a Charisma saving throw vs. your spellcasting DC. If they fail, they gain the frightened condition for 1d4 rounds. By selecting this power, whenever you have any amount of Transformation, your eyes change, becoming a solid color matching your draconic heritage.

Breath Weapon: As an action, spend three points of Transformation to make a breath weapon attack against all creatures in a 15-foot cone, dealing 3d8 damage of your heritage damage type. Targets may make a Dexterity saving throw vs. your spellcasting DC for half damage. By selecting this power, whenever you have any amount of Transformation, you exude a scent reminiscent of your draconic heritage - sulfur, ozone, snow, and so on.

Jaws of the Dragon: As a swift action, spend three points of Transformation to make a melee attack dealing 2d8 damage plus your Strength modifier. By selecting this power, whenever you have any amount of Transformation, your head and neck gain a draconic appearance. including a clear elongation of your jaws and strengthening of your neck.

 

At eighth level, you can select any first- or fourth-level Transformation power you do not already have, or you may choose one of the following Transformation powers.

Lesser Flight: In place of your movement for a round, spend five points of Transformation to fly a distance equal to twice your movement speed. You must land at the end of this movement. By selecting this power, whenever you have at least five points of Transformation, draconic wings sprout from your back. They cannot support flight except through expenditure of Transformation.

Draconic Fortitude: As a reaction, spend five points of Transformation to gain advantage on any saving throw. If that saving throw is against magic, you may roll it as a Constitution saving throw rather than its normal ability score. By selecting this power, whenever you have at least five points of Transformation, you gain muscle and bulk; in Small or Medium creatures, this doubles their weight.

Elder Scales: As a reaction, spend five points of Transformation to reduce damage from any one attack by 2d6, or damage from your heritage damage type by 4d6. By selecting this power, whenever you have at least five points of Transformation, you become heavily scaled, and your skin tone shifts to resemble that of your dragon type.

 

Royal Sorcery

You bear some of the royal blood of Sestomera, whether through the Immortal Emperor Kovichir directly or through his human and kagandi heirs. Alternately, you or one of your ancestors may have found a way to steal an enemy's royal bloodline at the moment of that enemy's death. You bear a natural gift for regal bearing and leadership - making you the immediate enemy of those who hold power without being of the Blood.

Armor and Shield Proficiencies: You gain proficiency in medium armor, and with all shields.

Weapon Proficiencies: You gain proficiency with all martial weapons.

Transformation Powers: At first level, you gain either Justice or Mercy as your first Transformation power.

Justice: As a reaction, spend one point of Transformation whenever an enemy you have affected with the Royal Presence cantrip attacks one of your allies (even if that attack also includes you) to do one of two things. If that enemy is within your melee range, you may make a melee attack against that enemy. If that enemy is not within your melee range but is within 30 feet of you, you may force that enemy to make a Charisma saving throw against your spellcasting DC; if the enemy fails, it takes 1d8 points of slashing damage.

Mercy: As a reaction, spend one point of Transformation whenever an enemy you have affected with the Royal Presence cantrip attacks one of your allies (even if that attack also includes you) to do one of two things. If that ally is within your natural reach, you may increase the ally's AC or saving throw result by 1d6. If that ally is not within your natural reach but is within 30 feet of you, you may reduce the damage dealt to that ally by 1d10.

 

At fourth level, you can select any first-level Transformation power you do not already have, or you may choose one of the following Transformation powers.

Cry Havoc: As a swift action, spend three points of Transformation to grant all of your allies within 30 feet an additional +1d6 damage with any weapon attack they make against an enemy that you currently threaten. This effect lasts until the beginning of your next turn. By selecting this power, whenever you have any amount of Transformation, your voice resounds with power.

Fount of Honor: As an action, spend three points of Transformation to grant one creature within 30 feet a mantle of protection for one minute. That creature gains +1 AC, and attacks made against that creature cause the attacker to suffer 1d6 psychic damage. By selecting this power, whenever you have any amount of Transformation, a faint circlet of gold or silver appears on your brow.

Royal Edict: As an action, spend three points of Transformation to cast command, using your spellcasting DC as normal. By selecting this power, whenever you have any amount of Transformation, intelligent creatures can sense your power and presence within line of sight.

 

At eighth level, you can select any first-level or fourth-level Transformation power you do not already have, or you may choose one of the following Transformation powers.

Sentence of Death: As an action, spend five points of Transformation to force all enemies you have affected with the Royal Presence cantrip to roll a Charisma saving throw vs. your spellcasting DC. Any creature that fails this saving throw suffers 4d8 psychic damage; creatures that succeed take half damage. By selecting this power, whenever you have at least five points of Transformation, a cloak of luminous power appears around your shoulders.

Execution: As an action, spend five points of Transformation to make a melee attack with advantage. The target must currently be under the effects of your Royal Presence cantrip. If your attack hits, roll three additional damage dice, discarding the lowest die result of those three. By selecting this power, whenever you have at least five points of Transformation, any weapon you wield becomes pitch-black in color.

Guardian of My People: As an action, spend five points of Transformation to gain a +2 bonus to AC and substitute your Charisma bonus for any other saving throw for one minute. By selecting this power, whenever you have at least five points of Transformation, any armor or shield you wield gleams with an aura of majesty.

 

Sorcerer Spell List

I don't have a complete spell list at this point, but let's assume that it's got a lot in common with the wizard list. There are all kinds of interesting design discussions around constructing the spell list, but that's work for another day.

 

Royal Presence

Cantrip

You point to an enemy and awe that enemy with the expression of your royal power.

Casting Time: 1 swift action; this swift action does not stop you from casting spells with your action, but you may not cast Royal Presence again

Range: 30 feet

Duration: 10 minutes

Effect: You may either have this spell succeed automatically, in which case it deals no damage, or you may force the opponent to make a Charisma saving throw. If the opponent fails this saving throw, you push it five feet away from you.

 

 

Warlock, v1

 

Creating a Warlock: When you create a character whose first class is warlock, you gain these benefits.

  • Ability Adjustment: +1 to your Intelligence, Constitution, or Charisma score.
  • Starting Hit Points: 6 + your Constitution modifier
  • Armor and Shield Proficiencies: Light armor
  • Weapon Proficiencies: Simple weapons, rapier, scimitar, short sword, hand crossbow

 

THE WARLOCK

Level 
Hit Dice 
Weapon Attack 
Spellcasting Bonus 
Invocations Known 
Spell Level 
Class Features Arcane Damage Dice Martial Damage Bonus

1d6 
+0 
+1 


Eldritch Lore, Pact, Invocations, Ritual Magic    

2d6 
+0 
+1 
4

     

3d6 
+0 
+1 


Pact Benefit    

4d6 
+0 
+2 


     

5d6 
+0 
+2 


Pact Benefit    

6d6 
+1 
+2 


Arcane Expertise 1d6 --

7d6 
+1 
+2 


  1d6 --

 

Eldritch Lore

Choose a Knowledge skill: arcana, forbidden lore, or planar lore. You are trained in that skill.

 

Pact

 

Verenestra

Level 1 Benefit: When speaking to a creature that can understand you, you can spend one of your patron's favors to gain greater influence over the creature, provided it understands your language. If the target fails a Will saving throw, you impose the charmed condition on the creature. You can sustain this charm as long as the creature can see and hear you, and you can end this effect at any time. Until you end this effect, you cannot refresh the patron's favor that you expended on this ability. If you or any of your companions harms the charmed creature in any way, the charm ends, and you cannot use this skill trick on the creature again for 24 hours.

Level 3 Benefit: As a reaction, you can impose disadvantage on a melee attack made against you by a living creature. This costs one of your patron's favors.

Level 5 Benefit: As an action, you can spend one of your favors to teleport up to 30 feet to a location that you can see. (Unchanged)

 

Graz'zt

Level 1: Through your pact with Graz'zt, you channel some of his retribution. When you gain this boon, your footsteps leave a trail of acrid smoke whenever you walk on ground sanctified by any good or neutral deity.

Benefit: When speaking to a creature that can understand you, you can expend one of your patron's favors while explaining one of your target's sins or moral failures. If the target fails a Charisma saving throw, you impose the frightened condition on the creature. You can sustain this condition as long as the creature can see and hear you, and you can end this effect at any time. Until you end this effect, you cannot refresh the patron's favor that you expended on this ability.

Level 3: Graz'zt's malevolent green gaze looks out through your eyes.

Benefit: As a reaction, you can make a magical attack against any creature that deals damage to you with a melee attack or a spell. If your magical attack hits, the target takes 1d10 acid damage from wounds that mirror those inflicted upon you. This costs one of your patron's favors.

Level 5: When you increase your pact with Graz'zt to this degree, your teeth become yellowed and sharp.

Benefit: As a word of power, you can spend one of your patron's favors to pronounce a curse of destruction against a single opponent within 50 feet that can see and hear you. The target rolls a Charisma saving throw. On a success, the target takes 1d6 additional damage from your weapon attacks and magical attacks for one minute. On a failure, the target takes 2d6 additional damage instead.

 

 

Level 1: Invocations

Benefit: You gain the minor invocation eldritch force, plus two additional invocations of your choice, which can be minor or lesser. To use a lesser invocation, you must spend one of your patron's favors. Minor invocations do not require you to use your favors.

 

Baleful Utterance - Lesser Invocation (Unchanged)

 

Breath of Night - Lesser Invocation: Every nonmagical flame within 50 feet of you is extinguished. A flame is unaffected by this magic if it is larger than a fire typically borne by a torch. You also gain darkvision with a range of 60 feet for 1 minute. By expending additional favors, you can extend this darkvision to allies within 60 feet, at the cost of one additional favor per two allies.

 

Eldritch Force - Minor Invocation: When you learn this ability, you gain one primary force and one secondary force.

Primary Forces:

  • Eldritch Blast: Make a magical attack against a creature within 50 feet of you. If you hit, the target takes 1d10+4 force damage.
  • Eldritch Blade: You manifest a blade of crackling eldritch energy. It is a one-handed finesse weapon that deals 1d8 piercing damage. Use your weapon attack modifier to make attacks with your eldritch blade.

 

Secondary Forces:

  • Eldritch Chain: Make a magical attack against a creature within 15 feet of you. If you hit, the target takes 1d6+2 force damage, is pulled to a square adjacent to you, and ends any invisibility effects.
  • Eldritch Ram: Make a magical attack against a creature within 50 feet of you. If you hit, the target takes 1d6+2 force damage and is pushed 5 feet away from the direction of the attack (typically in a straight line from you). Prone creatures take 2d6+2 damage instead, but cannot be pushed; a creature may choose to fall prone as a reaction after a hit but before damage is applied. On a critical hit, the push is doubled.
  • Eldritch Bands: Make a magical attack against a creature within 50 feet of you. If you hit, the target takes 1d8+2 force damage and its speed is reduced by 10 feet until the end of its next turn.
  • Eldritch Shatterblade: Make a weapon attack against an adjacent creature with your eldritch blade. If you hit, your eldritch blade shatters, its shards piercing your target. Your target takes 1d6 piercing damage every round until you reform your eldritch blade as a free action. The creature can also end the effect with an act of will by making a Wisdom saving throw against your normal saving throw DC.
  • Eldritch Curseblade: Make a weapon attack with your eldritch blade targeting an adjacent creature against whom you have advantage, but not disadvantage. You may give up the advantage to cause your opponent to have disadvantage on all saving throws for one minute, in addition to taking normal weapon damage.
  • Eldritch Defender: You manifest a shield-like force from your offhand. It grants a +1 bonus to AC that does not stack with an actual hand-held shield.

 

Ethereal Stride - Lesser Invocation (Unchanged)

 

Fabrication of the Weave - Lesser Invocation (Unchanged)

 

Shadow Veil - Minor Invocation (Unchanged)

 

Visage of the Summer Court - Lesser Invocation (Unchanged)

 

Level 1: Ritual Magic

 

Warlock Spells

Level 1:

Comprehend Languages

Identify

(Proposed: ritualized version of Disguise Self)

 

Level 2:

Augury

Knock

Silence

 

Level 3:

Speak with Dead

 

Level 6: Arcane Expertise

Your extensive training in eldritch forces makes you deadly on the battlefield.

Benefit: You gain the following features.

Weapon Attack Bonus: You gain a +1 bonus to your attack roll when you're using an eldritch blade or related secondary forces. This bonus increases as you gain levels.

Arcane Damage Dice; You gain a single arcane damage die, a d6. As you gain levels, you gain additional arcane damage dice. When you hit a creature with an eldritch blade or eldritch blast (or related secondary forces), you can spend any number of your arcane damage dice. Roll those dice, and add their total to the damage dealt by that attack. Some feats and features grant maneuvers, which are fueled by arcane damage dice. If you know a maneuver that can be performed with your eldritch blade or eldritch blast, you can spend any of your arcane damage dice on it, rather than on extra damage.

Arcane Damage Bonus: At higher levels, you gain a bonus to eldritch blade and eldritch blast damage rolls, as well as related secondary forces. Starting at 18th level, once per turn when you hit a creature with an eldritch blade or eldritch blast attack, you can add a +5 bonus to the attack's damage against that creature.

 

Warlock, v2

 

Warlocks enter into compacts with Greater Powers that are, nevertheless, not deities. This pact grants them both pact boons and a limited mastery of spellcasting, though as they often lack the formalized training of clergy or true wizards, the spells at their command can be quite unusual. In the past, warlocks have entered into pacts with the High Lords of the Fey, the Powers of Hell, the Abominations (archmages driven mad and warped to horror by traveling to the five planets), and the dead powers of the Ghostlands.

 

Creating a Warlock

Background: Charlatan

Equipment: Leather armor, light crossbow, dagger, rod, adventurer's kit, and 90 gp

 

THE WARLOCK

Level  Proficiency Bonus  Spells Known  Features 
+1 --  Forbidden Knowledge, Pact, Eldritch Force
+1  Spellcasting 
+2  Pact Boon, Pact Spells 
+2  Ability Score Improvement 
+2  Pact Spells
+2  Pact Boon 
7 +3 5 Counter Curse
+3  Improved Eldritch Force 
9 +3 6  
10 +3 6 Ability Score Improvement

 

Class Features

As a warlock, you gain the following class features.

 

Hit Dice: 1d6 per warlock level

Hit Points at first level: 6 + your Constitution modifier

 

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, light crossbows, short swords, rapiers, long swords

Tools: None

 

Saving Throws: Intelligence, and see below

Skills: Choose two of: Arcana, History, Nature, Religion, Insight, Deception, Intimidation, Persuasion.

 

Forbidden Knowledge: You have learned things that many others would prefer you not know - whether those are royal censors, the Inquisition, the Arcane Order, or the oppressive and ruthless forces of academia. When you make an Arcana, History, Nature, or Religion check, you have advantage on that check. When performing research, you can lower the DC of any relevant skill check by 5 in exchange for taking 1d6 points of Suspicion (rolled secretly); the DM decides when and how Suspicion affects you, but it is primarily a penalty to Deception and Persuasion, and increases your cost of living by 10% per point. Suspicion decreases as a reward for successful adventures, or by paying substantial bribes to relevant authorities. There may be other means of reducing Suspicion as well.

 

Pact: Choose one of the available pact options: Verenestra of the Fey, Khirix Drael of Hell, Zinguloth the Abomination, or the Nightwalker of the Ghostlands. (Content to be expanded as it is convenient.) It may be possible, if inadvisable, to change this pact during the course of play. You gain proficiency in one additional saving throw as a result of this pact choice. The Fey grant Charisma, Hell grants Constitution, Abominations grant Wisdom, and the Ghostlands grant Wisdom.

 

Starting at third level, your pact grants you pact boons, which cost a favor to use. You start out knowing two pact boons: one from your pact, and the Warlock's Curse. You only have one favor at a time, and may regain it with a minor ritual offering that takes about 10 minutes. It is possible to gain additional, non-renewable favors from your patron through service.

 

Warlock's Curse: By expending a favor and either pointing to an opponent you can see or naming an opponent who can hear you, you place a curse of destruction upon your opponent. Until you revoke the curse or the creature dies, the target takes an additional 1d6 damage from all attacks and spells (though not from ongoing damage). This increases to 1d8 at 6th level, 1d10 at 9th level, 1d12 at 13th level, and 2d8 at 17th level. You cannot refresh this favor while your Curse remains active. You may revoke your Curse as a free action at any time. The remove curse spell also ends your Curse. 

 

Eldritch Force: When you learn this ability, you gain one primary force and one secondary force.

Primary Forces:

  • Eldritch Blast: Make a magical attack against a creature within 50 feet of you. If you hit, the target takes 1d10+4 force damage.
  • Eldritch Blade: You manifest a blade of crackling eldritch energy. It is a one-handed finesse weapon that deals 1d8 piercing damage. You are proficient in its use, and you apply your Intelligence modifier to attack and damage.

 

Secondary Forces:

  • Eldritch Chain: Make a magical attack against a creature within 15 feet of you. If you hit, the target takes 1d6+2 force damage, is pulled to a square adjacent to you, and ends any invisibility effects.
  • Eldritch Ram: Make a magical attack against a creature within 50 feet of you. If you hit, the target takes 1d6+2 force damage and is pushed 5 feet away from the direction of the attack (typically in a straight line from you). Prone creatures take 2d6+2 damage instead, but cannot be pushed; a creature may choose to fall prone as a reaction after a hit but before damage is applied. On a critical hit, the push is doubled.
  • Eldritch Bands: Make a magical attack against a creature within 50 feet of you. If you hit, the target takes 1d8+2 force damage and its speed is reduced by 10 feet until the end of its next turn.
  • Eldritch Shatterblade: Make a weapon attack against an adjacent creature with your eldritch blade. If you hit, your eldritch blade shatters, its shards piercing your target. Your target takes 1d6 piercing damage every round until it receives at least five points of magical healing. The creature can also end the effect with an act of will by making a Wisdom saving throw against your normal saving throw DC.
  • Eldritch Curseblade: Make a weapon attack with your eldritch blade targeting an adjacent creature against whom you have advantage, but not disadvantage. You may give up the advantage to cause your opponent to have disadvantage on all saving throws for one minute, in addition to taking normal weapon damage.
  • Eldritch Defender: You manifest a shield-like force from your offhand. It grants a +1 bonus to AC that does not stack with an actual hand-held shield.

 

Spellcasting:

  • You use the same spellcasting progression as the bard, paladin, and ranger. 
  • Two cantrips from the warlock list
  • You know two 1st-level spells, which you choose from the warlock spell list. You learn more spells as you gain levels, as detailed on the Warlock table. The spells you learn must be of a level that you can cast, or a cantrip.
  • Saving Throw DC: 8 + Intelligence modifier.
  • Spellcasting Bonus: If you are holding a rod, staff, spellbook, or component pouch, you can add your proficiency bonus to the spell's saving throw DC.
  • Ritual Casting, etc.

 

Pact Spells:

Each time you receive new Pact Spells, you may pick one spell from your pact's spell list and add it to your own. This counts as a warlock spell for you. You may pick a spell up to the highest spell level you can currently cast. 

 

Counter Curse:

You and your allies gain resistance to all forms of curses, through your own knowledge of that dangerous art. Whenever you or an ally within 30 feet would be affected by a curse, you may spend your reaction to counter it. Make an Intelligence (Arcana, Religion, or Nature) check against the spell's saving throw DC; if the effect has no obvious saving throw DC, treat the DC as 16.

 

Improved Eldritch Force:

Your eldritch force grows more potent. Whenever you deal damage with any primary or secondary eldritch force, you deal an additional die of damage of that force's type.

 

Pacts

 

Verenestra, Princess of Oak

 

PACT FEATURES

Level  Feature 
Grace of the Lady, New Skill Proficiency, Pact Spell List 
Passage of the Hidden World 

 

Grace of the Lady: When speaking to a creature that can understand you, you can spend your patron's favor to gain greater influence over the creature, provided it understands your language. If the target fails a Charisma saving throw, you impose the charmed condition on the creature. You can sustain this charm as long as the creature can see and hear you, and you can end this effect at any time. Until you end this effect, you cannot refresh the patron's favor that you expended on this ability. If you or any of your companions harms the charmed creature in any way, the charm ends, and you cannot use this power on the creature again for 24 hours.

 

New Skill Proficiency: You gain proficiency in one of the following skills: Nature, Deception, Persuasion, Performance. If you are already proficient in all of these skills, you may gain another skill or tool proficiency granted by your class(es) or background.

 

Passage of the Hidden World: Use this ability as part of your movement in a round. You teleport up to 30 feet. If you spend your action to hustle, you may teleport 120 feet instead. You do not need line of sight to your target, but if you cannot see the target, it must be someplace you have been before. If you attempt to teleport into a solid object, your teleportation fails and you may not refresh this favor for 24 hours, as your patron spares you from a messy death.

 

Pact Spell List:

First Level:

Entangle

Faerie Fire

Longstrider

 

Second Level:

Animal Messenger

Heat Metal

Pass Without Trace

 

Third Level:

Daylight

Elemental Mantle (Air only)

Plant Growth

 

Fourth Level:

Air Walk

Dominate Beast

Freedom of Movement

 

Fifth Level:

Awaken

Commune

Plant Door

 

 

Warlock Spell List

 

Cantrips

Chill Touch

Dancing Lights

Light

Mage Hand

Prestidigitation

Read Magic

 

First Level

Alarm

Cause Fear

Charm Person

Comprehend Languages

Detect Magic

Disguise Self

Find Familiar

Identify

Thunderwave

 

Second Level

Blur

Darkness

Darkvision

Hold Person

Invisibility

Levitate

Magic Weapon

Melf's Acid Arrow

Spider Climb

Suggestion

Web

 

Third Level

Aura of Invisibility

Dispel Magic

Haste

Protection from Energy

Remove Curse

Slow

Stinking Cloud

 

Fourth Level

Arcane Eye

Blight

Confusion

Dimension Door

Evard's Black Tentacles

Wall of Fire

 

Fifth Level

Cloudkill

Contact Other Plane

Dominate Person

Feeblemind

Hold Monster

Scrying

Telekinesis

Teleportation Circle

 

Specialties (Feats)

 

Alchemist

The basics of the alchemist's art resemble a kind of fantastic chemistry, creating fluids that explode in fire, deadly poisons, and a wide variety of other effects. In time, however, alchemists explore the deeper mysteries of their art: transmutation of the material world as a path toward the refinement of the self. The powers of Quintessence are not to be trifled with.

 

In Aurikesh, the great majority of alchemists are kagandi, and most kagandi have at least a passing familiarity with alchemical principles, if not practical mastery of them. It is widely understood that a human with extensive training can attain the same gifts with alchemy that a kagandi possesses naturally.

 

Level 1: Alchemical Apprenticeship

The first step of the Great Work is to learn the tricks of the trade that have made alchemy famous.

Prerequisite: Intelligence or Wisdom of 11 or higher

Benefit: You can create alchemical items, in accordance with the alchemy system that I will eventually write up. It includes acids, alchemist's fire, antitoxins, blade poisons, healing potions, healer's kits, and so on.

 

Level 3: First Touch of Quintessence

The second step in the Great Work is to awaken one's mind to the power of Quintessence, strengthening all other branches of alchemical practice.

Prerequisite: Alchemical Apprenticeship

Benefit: When rolling any effect die to use an alchemical item - damage, healing, randomized duration, and so on - the character rolls an additional die of that type and drops the die with the lowest result.

 

 

Bloodletter

Bloodletters swear an oath to a god or other cosmic entity of battle, suffering, or glory. Some of these deities are benevolent, while others are... not, but the bloodletter's power permits them and their allies to keep fighting even in the most desperate situations. Only when the bloodletter clearly fulfills the deity's dictates does she gain her healing potential.

 

In Aurikesh, the powers most likely to reward such an oath are Talend, Sioctana, some angels, and the High Lords of the Fey.

 

Level 1: Blood of My Enemies

Through glorious victory (or through inflicting terrible suffering), your deity grants you power.

Prerequisite: Wisdom or Constitution of 11 or higher

Benefit: You gain one additional first-level spell slot per day. This spell slot can only hold healing word or cure light wounds, and you may only fill the slot with one of those spells after you have reduced an enemy below 1 hit point, or after you have scored a critical hit with an attack.

 

Level 3: Blood of My Heart

The gods love courage in the face of defeat, just as death loves a hero.

Prerequisite: Blood of My Enemies

Benefit: You gain one additional second-level spell slot per day. This spell slot can only hold healing word or cure moderate wounds, and you may only fill this slot with one of those spells after you have done one of the following:

  • reduced an enemy below 1 hit point
  • scored a critical hit with an attack
  • you or an ally within 30 feet have been reduced below 1 hit point by an enemy's attack
  • you or an ally within 30 feet suffers a critical hit from an enemy's attack

 

 

Channeler

Channelers focus on the interplay and resonance of radiant and necrotic energies, as well as their internal balance of belligerent and benign emotions.. By deliberately engaging their own dual natures, they find that healing the wounded inspires them to vengeance, just as causing mortal harm inspires them to absolution.

 

In Aurikesh, Ychirra or Talend grant the powers of vengeance, while Tura Keshik or Talend grant the power of absolution. It may be possible to gain such powers from other sources as well.


Level 1: Divine Vengeance

As you mend your allies' wounds, or your own, you deplete your benevolent nature - only by avenging your allies will you return to equilibrium.

Prerequisite: Able to cast at least one spell that heals hit point damage

Benefit: When you cast a healing spell, gain a Vengeance token, up to a limit of 4. These tokens last until spent or you take a short rest. When rolling damage for any attack, you may spend one or more Vengeance tokens to deal an additional 1d6 damage per token.

Level 3: Divine Absolution

The fire of battle within you can be turned to a powerful force for personal absolution and restoration.

Prerequisite: Able to cast at least one spell that causes hit point damage

Benefit: When you cast a spell that deals damage to an enemy and hit with that spell, but no more than once per round, you gain an Absolution token, up to a limit of 4. These tokens last until spent or you take a short rest. When rolling the healing effect for any healing spell, you may spend one or more Absolution tokens to heal an additional 1d4 damage per token.

 

Dual-Wielding Specialty

This is my modification of the dual-wielding specialty, as released in the 10-8-12 playtest packet.

 

Level 1: Two-Weapon Fighting

You are skilled in using an off-hand weapon to score minor hits against an opponent.

Benefit: While you are wielding a finesse weapon in each hand and proficient in both weapons, you may make a coordinated attack. Make one attack roll with the highest attack bonus of the two weapons. If you hit, deal damage equal to the larger damage die of the two weapons plus 1d6 plus your normal modifiers for damage (which are not doubled).

Note: I may eventually look into a knife-fighter specialty as well, if a good mechanical solution comes to me.

 

Level 3: Two-Weapon Defense

(Unchanged; +1 bonus to AC while wielding two finesse weapons with which you are proficient)

 

 

Physicker

Having studied the healing arts, you know how to ease a patient's suffering, stanch blood loss, stitch wounds closed, and (at more advanced levels of study) rebalance the humors. You do not necessarily know the secrets of alchemy that create healing potions or healer's kits, but you use those tools more effectively than those unskilled in their use.

 

While many physickers have not been blessed with the ability to channel divine power, the physicker's training improves the efficiency of even clerical healing magic. Many organizations, from standing armies to adventuring companies and noble entourages, seek out the services of trained physickers.

 

As a physicker, you gain the following feats at the given levels.

 

Level 1: Battlefield Medicine

You have learned techniques to get your allies back to their feet quickly.

Prerequisite: Intelligence or Wisdom of 11 or higher

Benefit: Once per day, you may administer healing to an ally at 0 or fewer hit points. This nonmagical effect is in every other way like a cure light wounds spell, including its touch-range.

 

Level 3: Favored by the God of Medicine

Prerequisite: Battlefield Medicine

Benefit: When you heal a target with a spell, Battlefield Medicine, or a healer's kit, the damage die for that effect increases by one step: from d4 to d6, d6 to d8, d8 to d10, d10 to d12, and d12 to 2d6.

 

Field Marshal

An expert in field command and leadership in the most dangerous of situations, your exhortations keep people fighting long past the normal limits of their endurance. Your own weapons training may or may not be the best on the field - what matters in a crisis is a loud voice and a clear mind.

 

In Aurikesh, any character with the Field Marshal Specialty is welcome in a warrior society, regardless of their actual base class.

 

As a Field Marshal, you gain the following feats at the given levels.

 

Level 1: Once More Unto the Breach

The aftermath of a battle isn't for the faint of heart, but you can rally even those who are walking wounded to fight once more.

Prerequisite: Charisma or 11 or higher

Benefit: During a short rest, you may sacrifice a Hit Die to improve your allies' recovery. This represents your physical and emotional exertion in restoring them. When your allies spend a Hit Die to regain hit points, they heal an additional d6 hit points per die they spend. You cannot sacrifice multiple Hit Dice in this way in a single short rest or long rest.

 

Level 3: Now for Wrath

When a battle is at its worst, there's nothing to do but lead by example. Your own heroics in battle bolster their strength.

Benefit: As a free action up to once per round, you may alter your fighting style to be more showy and risk-taking. For every five full points of damage you deal with a melee weapon, one ally within 30 feet may heal a point of damage.

 

 

So, the overwhelming problem with the healer specialty is that it's very boring. It lets you make a few items at first level (charging you half the price of buying them from a merchant). At third level, you no longer roll dice for healing effects. Any healing that comes from you, including Hit Dice that you allow other people to spend, are maximized. This is just overpowered, you know? Also, no other specialties compete for the "healer" concept, really, and only two others are obviously "clerical" at all - the Acolyte and the Necromancer.

 

So maybe something like the Physicker, Alchemist, and Bloodletter specialties. Physickers receive one additional cure light wounds effect per day that can only be used on unconscious targets (1st level ability). At third level, all healing they grant uses a die one size larger. Alchemists can make healer's kits, healing potions, and antitoxin, along with several other items, at first level. At third level, they treat all rolls of 1 or 2 on an alchemical effect die as a 3. Bloodletters have a "spell slot" at each spell level that can only accept healing effects (healing word or any cure wounds spell). They do not prepare spells to this slot normally. Instead, at 1st level, they receive a spell of their choice into this slot the first time in a day that they score a critical hit, or knock an opponent below 1 hit point with an attack. At third level, they can also receive a spell into one of these slots the first time they or any ally within 30 feet receives a critical hit, or the first time they or any ally within 30 feet is knocked below 1 hit point from an enemy's attack. (Needs tweaking, but you get the idea.)

 

New Cleric Options:

 

Deity: The Esoteric

 

The Esoteric is a god of mystics, wizards, seers, wisdom-seekers, and astrologers. The god might offer enlightenment or sanity-destroying secrets, depending on whether the god is benevolent or malicious. The god is usually portrayed as being of advanced age, or a person who has surpassed the limits of mortality, as a sign of the value in the god's lore. Esoteric gods are very often associated with physical blindness leading to spiritual awakening. They value patience, perseverance, and discernment above all else. When faced with challenges that they cannot simply outlast or avoid, the Esoteric often takes on an aspect of the Trickster, teaching moral lessons to the adversary or exercising superior understanding.

 

Examples of the Esoteric include Thoth of the Pharaonic pantheon, Hecate (and often Hermes) of the Hellenistic pantheon, Odin of the Norse and Germanic pantheons, Vecna and Ioun (as opposite aspects) of the Greyhawk pantheon, and a whole list of Faerunian deities: Mystra, Oghma, Azuth, Deneir, and Savras. However, almost every deity has esoteric aspects, comprehended only by those who pursue the god's mysteries; such a cleric might represent a truth-seeker of any deity who largely eschews the warrior-priest mentality of other clerics.

 

As a follower of an Esoteric god, your life is barely distinguishable from that of a wizard, but your specific practice of magic differs somewhat. Dabbling in arcane magic is hardly uncommon, but it is also not universal. The quest to become truly Wise, and offer your wisdom in service to the world, is the most benevolent manifestation of this path. Others pursue darker secrets, leading them toward lichdom and madness. The promise of powerful secrets has been the lure that many evil deities have offered their followers - this is, after all, what is at stake in the word occult.

 

Esoteric gods favor the ordered mind and an alignment with Law, though that is only a tendency.

 

Channel Divinity: Restore Health, Magical Might, Turn/Rebuke Undead

 

Domain Spells: You always have the following spells prepared, provided you are able to cast spells of the given level.

1. Identify

2. Augury

3. Speak with Dead

4. Divination

5. True Seeing

 

Esoteric Disciple: You can use magic items that normally require you to be a wizard to use them.

 

Cantrips: You gain the mage armor cantrip, as well as two other cantrips of your choice.

 

 

Deity: The Psychopomp

 

The Psychopomp is a god of death, the dead, the afterlife, ghosts, judgment, and (often) rebirth. (Note: I am here conflating the gods of the dead with psychopomps for ease of use. The mechanical things I would tend to give them are nearly identical anyway.) The god harvests the living whose time has run out, transports the dead to their assigned portion of the afterlife, guards the separation between the lands of the living and the lands of the dead, judges the dead for their deeds in life, and the like. The god is usually portrayed as a skeletal figure (robed and bearing a scythe), a raven, or another kind of scavenger; depictions of the god's demeanor vary more widely, with some cultures depicting the god as malicious and others as comforting. The god values solemnity in all proceedings. In some cases, the god may claim sole authority over spells that restore the dead to life.

 

Examples of the (again, conflated) Psychopomp include Anubis, Horus, and Osiris of the Pharaonic pantheon, Charon and Hades of the Hellenistic pantheon, Hel and Odin of the Norse pantheon, Arawn and Gwyn ap Nudd of the Welsh pantheon, Nerull of the Greyhawk pantheon, and Myrkul, Velsharoon, Cyric, and Kelemvor (variously) of the Faerunian pantheon.

 

As a follower of a Psychopomp god, your life is focused on either easing the passage into death, comforting the survivors with your solemn presence, and assuring that the proper funereal rites are performed; or bending the dead to your will, commanding forces of undeath, and (so to speak) recruiting for the armies of the dead. In general, the former is more socially acceptable. Many put forth the air of the former, while demanding outrageous sums from the survivors and collecting all of the grave-treasures for themselves.

 

Psychopomp gods tend to favor the solemnity of alignment with Law, though this is too is only a tendency.

 

Domain Spells: You always have the following spells prepared, provided you are able to cast spells of the given level.

1. Detect Undead

2. Darkness

3. Speak with Dead

4. Death Ward

5. Wall of Bone (see below)

 

Disciple of the Psychopomp: When making Turning rolls and damage rolls for necromancy spells, all rolls of 1 or 2 are treated as 3.

 

At-Will Spells: While you have guidance or lance of faith prepared, you cast these spells without spending a spell slot.

 

Alchemist, v1 - currently deprecated

 

The practice of alchemy is a central element of kagandi society; many practice this art in a less dedicated form. A true alchemist, however, recognizes that only through dedication and an inquisitive spirit will alchemy yield its highest mysteries. This class applies to those who pursue combat applications, rather than pure research or mercantile production. All of these paths rely on the Quintessence that is refined within the alchemist's humors and soul.

The combat applications of alchemy begin with the hurling of acids and poisons, healing of wounds, transformation of the body, and similar effects. Alchemical effects straddle the separation between what is natural and what is magical; it is the foundation of science and chemistry, but it also reaches past the bounds of the Possible into the Numinous.

While all alignment systems connected to class mechanics suck, if you really care about the Gygaxian nine-alignment model, alchemists defy stereotype: theirs is an ordered study that surrenders to the chaos of creation.

 

Creating an Alchemist

When you create an alchemist, you gain the following features.

 

Hit Points

Hit Dice: 1d8

Hit Points at 1st level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier

 

Proficiencies

Armor: Light armor, Medium armor

Weapons: Simple weapons

Tools: Alchemist's tools, Healer's kit

 

Saving Throws: Constitution, Intelligence

Skills: Choose one from Arcana, Nature, or Medicine

 

You can make an alchemist quickly by following these suggestions.

Background: Sage

Equipment: Studded leather, spear, formula book, adventurer’s kit, 64 gp, and 8 sp

 

THE ALCHEMIST

 

Level  Proficiency Bonus  Features  1: Copper  2: Silver  3: Electrum  4: Gold  5: Platinum  6: Mithril 7: Orichalcum 8: Diamond 9: Astral
+1  Alchemy, Stone of Refinement 2                
+1  Tradition, Exaltation 1/rest                
+2                 
+2  Ability Score Improvement               
+3               
+3  Exaltation 2/rest            
+4             
8 +4 Ability Score Improvement, Improved Acid (+1d8) 4 3 3 2          
9 +5   4 3 3 3 1        
10 +5 Tradition Benefit 4 3 3 3 2        
11 +6   4 3 3 3 2 1      
12 +6 Ability Score Improvement
4 3 3 3 2 1      
13 +7  
4 3 3 3 2 1 1    
14 +7 Superior Acid (+2d8) 4 3 3 3 2 1 1    
15 +8   4 3 3 3 2 1 1 1  
16 +8 Tradition Benefit 4 3 3 3 2 1 1 1  
17 +9   4 3 3 3 2 1 1 1 1
18 +9 Exaltation 3/rest 4 3 3 3 2 1 1 1 1
19 +10 Ability Score Improvement 4 3 3 3 2 1 1 1 1
20 +10 Tradition Benefit 4 3 3 3 2 1 1 1 1

 

 

Alchemy

As a student in pursuit of the Magnum Opus, you have collected one or more tomes of alchemical formulas and wisdom, often lavishly decorated and with deep, complex allegory. This grants the ability to use alchemical formulations, 

 

Formula Book

At the start of play, your formula book contains three basic alchemy formulas and three Copper formulas. Each time you gain an alchemist level, you may add two new formulas to your book of up to the highest refinement you know. Through trade, research, or conquest, you might find other formulas that you can add to your book during your adventures.

 

Alchemical Formulations

Alchemical formulas spell out one or two methods of creation; most formulas offer both. They may be created as stable formulations, which are expensive, long-lasting, take a long time to create, and may be traded with other alchemists, or they may be created as unstable formulations, which cost far less time and no meaningful amount of money in materials, but last only the briefest time. An alchemist may create as many stable formulations as time and finances allow, but he may support only a limited number of unstable formulations at a time. You can create new unstable formulations as part of any extended rest.

 

Casting Ability

Intelligence is your casting ability for your alchemical formulations.

Saving Throw DC: The saving throw DC for your formulations equals 8 + your Intelligence modifier.

Spellcasting Bonus: If you are holding an alchemical tool - a Stone of Refinement, a personalized alchemical flask, an orb-of-jade, or your book of formulations - when you release a formulation, you may add your proficiency bonus to the saving throw DC of your formulation.

 

Alchemical Traditions

Naturally, more than one road leads to the Magnum Opus. Choose one of Blood Alchemy, Clay Alchemy, or Mad Alchemy. Each tradition has a list of unique formulas that only practitioners of that tradition can truly comprehend.

 

Blood Alchemy

Despite its name, blood alchemy draws on all of the humors to transform and exalt the alchemist and strike down his enemies. It is a path for those who want to practice a more enlightened necromancy, or those who want the power to dismember their foes in hand-to-hand combat.

 

Clay Alchemy

The gods once exalted clay to create living creatures

 

Mad Alchemy

 

 

Alchemist, v2

 

The practice of alchemy is a central element of kagandi society; many practice this art in a less dedicated form. A true alchemist, however, recognizes that only through dedication and an inquisitive spirit will alchemy yield its highest mysteries. This class applies to those who pursue combat applications, rather than pure research or mercantile production. All of these paths rely on the Quintessence that is refined within the alchemist's humors and soul.

The combat applications of alchemy begin with the hurling of acids and poisons, healing of wounds, transformation of the body, and similar effects. Alchemical effects straddle the separation between what is natural and what is magical; it is the foundation of science and chemistry, but it also reaches past the bounds of the Possible into the Numinous.

While all alignment systems connected to class mechanics suck, if you really care about the Gygaxian nine-alignment model, alchemists defy stereotype: theirs is an ordered study that surrenders to the chaos of creation.

 

Creating an Alchemist

When you create an alchemist, you gain the following features.

 

Hit Points

Hit Dice: 1d8

Hit Points at 1st level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier

 

Proficiencies

Armor: Light armor, Medium armor

Weapons: Simple weapons

Tools: Alchemist's tools, Healer's kit

 

Saving Throws: Constitution, Intelligence

Skills: Choose one from Arcana, Nature, or Medicine

 

You can make an alchemist quickly by following these suggestions.

Background: Sage

Equipment: Studded leather, spear, formula book, adventurer’s kit, 64 gp, and 8 sp

 

THE ALCHEMIST 

 

Level  Proficiency Bonus  Features  Quintessence  1: Copper  2: Silver  3: Electrum  4: Gold  5: Platinum
+1  Alchemy, Stone of Refinement           
+1  Unstable Alchemy         
+2  Tradition         
+2  Ability Score Improvement   
     
+3         
+3  Tradition Benefit  2      
+4  Refined Humors       
8 +4 Improved Retribution  4 4 3      
9 +5   5 4 3 2    
10 +5 Ability Score Improvement   5 4 3 2    
11 +6 Shared Draughts (choose type) 6 4 3 3    
12 +6 Tradition Benefit  6 4 3 3    
13 +7   7 4 3 3 1  
14 +7 Ability Score Improvement   7 4 3 3 1  
15 +8 Refined Soul  8 4 3 3 2  
16 +8 Tradition Benefit, Shared Draughts (second type)
8 4 3 3 2  
17 +9   9 4 3 3 3 1
18 +9 Tradition Benefit  9 4 3 3 3 1
19 +10 Ability Score Improvement  9 4 3 3 3 2
20 +10 Magnum Opus 9 4 3 3 3 2

 

Alchemy

As a student in pursuit of the Magnum Opus, you have collected one or more tomes of alchemical formulas and wisdom, often lavishly decorated and with deep, complex allegory. This grants the ability to create and use stable alchemical formulations. To create a stable formulation, the alchemist must have a Quintessence value equal to or greater than that listed in the formula.

Additionally, the alchemist can correctly identify alchemical formulations and potions with an Intelligence check (proficiency bonus applies) against DC 10 (very rare formulations or new inventions increase the DC to 15).

 

Formula Book

At the start of play, your formula book contains three Copper formulas. Each time you gain an alchemist level, you may add two new formulas to your book of up to the highest refinement you know. Through trade, research, or conquest, you might find other formulas that you can add to your book during your adventures. Adding a new formula to your formula book otherwise follows all of the same rules as adding spells to a wizard's spellbook, and like a wizard's spellbook, an alchemist must possess a formula in order to make the stable or unstable formulation associated with that formula.

 

Stone of Refinement

To undertake the refinement of the soul, the alchemist initiates a sympathetic link between her soul and a stone or orb made from copper. As the alchemist advances, she may replace this stone with a more refined and precious one, though stones of lower rank retain their usefulness. The alchemist gains access to new materials based on her Quintessence score, as shown below.

 

Material Quintessence Value 
Copper
Silver 
Electrum 
Gold 
Platinum 
Mithral 
Orichalcum 
Diamond 8
Astral 9

 

The core function of Stones of Refinement is to interact with stable and unstable alchemical formulations in unusual ways. Additionally, all Stones of Refinement allow the alchemist to launch two different kinds of attacks as standard actions.

 

Acid Splash: Drawing on the fulminating power of the alchemist's Quintessence, a gout of acid pours forth from the Stone. Make a ranged attack (modified by Intelligence rather than Dexterity) against a creature within 25 feet. On a hit, the creature takes 2d4 acid damage. If the attack roll is a natural 1, the alchemist's power is nearly depleted, leaving her with enough strength for only one last attack: she gains the Depleted condition until she can take a short rest. Her one last attack deals 4d4 damage on a hit, however. Alternately, the alchemist can voluntarily take the Depleted condition before rolling, if she does not already have it; as before, she may make only one more Acid Splash attack before taking a short rest, but on a hit that attack does 5 additional damage (hence 2d4+5).

The acid's damage increases by 2d4 when you hit a caster level of 5th (4d4), 10th (6d4), 15th (8d4), and 20th (10d4).

 

Fulminating Retribution: This attack works only against a creature that dealt damage to the alchemist by any means on its prior action. If that creature remains within 50 feet of the alchemist, the alchemist may spend an action to force it to make a Constitution saving throw. If it fails this saving throw, it takes 2d6 + the alchemist's Intelligence bonus acid damage. On a success, it takes no damage. The alchemist must use this action on her first turn following the taking of damage, or miss the opportunity (each new infliction of damage grants a new opportunity).

The acid's damage increases by 1d6 when you hit a caster level of 5th (3d6 + Int bonus), 10th (4d6 + Int bonus), 15th (5d6 + Int bonus), and 20th (6d6 + Int bonus).

 

Unstable Alchemy 

Starting at second level, the alchemist learns to make unstable, short-duration formulations. Though not readily marketable (they lose their potency moments after leaving the alchemist's possession), they are much quicker and cheaper to create than stable formulations. To create an unstable formulation, the alchemist must have a Quintessence value equal to or greater than that listed in the formula, and must have an available slot of that level or higher.

 

Refined Humors

Thanks to careful refinement of the alchemist's blood, black bile, yellow bile, and phlegm, she has become remarkably resilient to toxins. She gains resistance to poison damage and advantage on saving throws against poison.

 

Improved Retribution

The alchemist's Fulminating Retribution now targets up to two creatures that dealt damage to the alchemist on their prior actions. 

 

Shared Draughts

Using his Stone of Refinement and the corresponding stones that he has given to his allies, the alchemist may count himself as an additional "free" target for one of the following types of formulations, when using them on an ally. At 16th level, the alchemist selects a second type of formulation for which he is a "free" target.

  • Healing
  • Purgative
  • Enhancement
  • Morphic 

 

Refined Soul

The alchemist's soul has become as refined as diamond; she gains advantage on all saving throws against necromantic or infernal magic. (If there is some question as to whether a spell is "infernal," DMs are advised to rule in the alchemist's favor.)

 

Magnum Opus

Having mastered the secrets of immortality and, at last, fashioned a Philosopher's Stone (typically from a fragment of a dead god, taken from the Astral Plane, and reinvigorated with new potential), the alchemist has finally completed the Great Work that first set her feet upon this path. The alchemist no longer suffers the effects of aging, cannot die from old age, and does not need food or water to survive (though she may still consume them for pleasure). Once per day, the alchemist may cast astral projection.

 

Alchemical Traditions

Naturally, more than one road leads to the Magnum Opus. Choose one of Blood Alchemy, Clay Alchemy, or Mad Alchemy. Each tradition has a list of unique formulas that only practitioners of that tradition can truly comprehend.

 

Blood Alchemy

Despite its name, blood alchemy draws on all of the humors to transform and exalt the alchemist and strike down his enemies. It is a path for those who want to practice a more enlightened necromancy, or those who want the power to dismember their foes in hand-to-hand combat. Blood alchemists are well-served to have a high Dexterity.

 

Blood Alchemy Features

Level  Feature 
Blood formulas, Monstrous Claws
Improved Natural Healing, Extra Attack
12  Bloodshard
15  Unnatural Vigor 
18  Master of Blood and Flesh

 

Blood Formulas

The alchemist gains the ability to use and create formulas with the Blood keyword, thanks to the refinements she has worked upon her own hearts-blood.

 

Monstrous Claws

The alchemist gains claws, light unarmed weapons that deal 1d6 piercing damage. The alchemist may not be holding anything other than her Stone of Refinement to use these claws (the Stone is not required).

 

Improved Natural Healing

While taking a short or extended rest, the alchemist may spend a Hit Die to designate one character present (including herself) to enjoy improved natural healing. For the rest of that short or extended rest, all Hit Dice spent on natural healing have a minimum result value of half their maximum value (i.e., 4 on 1d8).

 

Extra Attack

Beginning at 6th level, the alchemist may make one extra attack when attacking only with claws or bloodshards.

 

Bloodshard

The alchemist's blood can itself be a deadly weapon. Once per short rest, after the alchemist takes damage, he may spend Hit Dice to recover hit points as an action, regaining the normal number of hit points. For every Hit Die expended in this way, the alchemist also gains one bloodshard, a light thrown weapon (range 30/120) that deals 3d6 damage.

 

Unnatural Vigor

The alchemist can grant temporary vitality to the dead with the power of her refined blood. Once per day, she may cast animate dead; instead of becoming independent at the end of 24 hours, the animated corpse returns to death. The alchemist may use this ability a second time per day by spending one Hit Die, a third time by spending two Hit Dice, a fourth time by spending four Hit Dice, and so on.

 

Master of Blood and Flesh

Whenever the alchemist succeeds a saving throw against a disease, poison, or curse, her next Acid Splash, Fulminating Retribution, or attack with claws or bloodshards deals an additional 3d10 points of damage.

 

 

Clay Alchemy

The gods once exalted clay to create living creatures. The new life that you create with alchemy may be short-lived, but it is potent nonetheless. This path relies on transforming earth and stone into short-lived, lesser golems, without all of the complicated work of binding an elemental within them. Fortunately, their span is too brief for them to run mad and turn against their creators... usually...

 

Level  Feature 
Clay formulas, By My Hand
Maker's Mark
12  Image of the Maker 
15  Orichalcum Statuary 
18  Master of Clay and Flesh

 

Clay Formulas

The alchemist gains the ability to make and use formulas with the Clay keyword.

 

By My Hand

The alchemist's clay servants, often called sandestins, may act as conduits for the alchemist's touch-range effects, or as origin points for effects that would be centered on the alchemist. The alchemist may use Fulminating Retribution against creatures that harm the clay servants.

 

Maker's Mark

The alchemist's clay servants gain immunity to damaging area-effect formulations used by the alchemist. The alchemist can command them to "turn off" this immunity if desired.

 

Image of the Maker

The alchemist's clay servants gain a closer physical resemblance to her, and gain the alchemist's proficiency bonus to attack rolls, ability checks, saving throws, and Armor Class.

 

Orichalcum Statuary

The alchemist's clay servants are infused with the orichalcum of the alchemist's Stone of Refinement, granting them greater vigor and durability. They gain an additional 20 hit points, and last for two rounds past the end of the alchemist's concentration. When a clay servant is destroyed, the alchemist immediately heals 20 hit points.

 

Master of Clay and Flesh

Whenever the alchemist has an active clay servant, she gains resistance to all forms of damage except for necrotic, psychic, and radiant damage.

 

Mad Alchemy

Many have suggested that all alchemists are mad, and live for the thrill of an exploding laboratory or a mixture gone horribly awry. This is not true, insist those who accept the title of "Mad Alchemists;" they defend their sole claim to that description. Mad alchemy embraces the chaos of the laboratory to reveal new insights.

 

 

Level  Feature 
Mad formulas, Fulminating Torment
The Only Constant is Change 
12  Desperate Measures 
15  Changing Soul 
18  Master of the Unknown 

 

Mad Formulas

The alchemist gains the ability to make and use formulas with the Mad keyword. It's... an interesting life decision, at least. The alchemist may further roll twice when resolving Volatility in making stable formulas.

 

Fulminating Torment

Any creature that takes damage from the alchemist's Fulminating Retribution takes an additional 3d6 damage (which may be acid, fire, lightning, or psychic, at the alchemist's choice) at the end of its next turn.

 

The Only Constant is Change

Instead of preparing an unstable formula in one of her formula slots, the alchemist may roll a number of d6s equal to the slot's level on the following table, receiving the listed effect. The alchemist may do this for up to three unstable formula slots per day. The alchemist does not have to meet the Quintessence requirement of the result.

 

Result  Effect 
Alchemist takes 1d8 psychic damage 
2-3  Alchemist's Fire 
4-5  Arvelio's Aetheric Turbulence 
6-8 Blighter's Caustic Sludge 
9-11  Remburzi's Consumptive Draught 
12-14  Euryale's Ill-Mannered Retort 
15-17   
18-20  
21-23  
24-26  
27-29  
30  

 

Desperate Measures

The alchemist may temporarily reduce her Quintessence by 1 to add 3d8 to the result of any healing or damaging formulation, or to grant disadvantage to one saving throw against a formulation's effect. The alchemist makes this decision at the time of use. The alchemist must meet the Quintessence requirement of her formulation only before making this decision. Lost Quintessence returns when the alchemist completes an extended rest.

 

Changing Soul

The alchemist's soul has become as pliable as any base matter. Where useful, the alchemist may declare himself to be a creature of another type for the purposes of satisfying prerequisites or avoiding penalties, though he may not declare himself to be a specific individual. The alchemist may do this as a free action up to once per round.

Further, whenever the alchemist takes damage from a non-weapon energy type, she gains the ability to make an Intelligence saving throw against DC 15 the next time she is affected by the same damage type before the end of her next turn. On a failure, she takes normal damage; on a success, she ignores this damage.

 

Master of the Unknown

The alchemist gains resistance to necrotic, radiant, and psychic damage, as her soul transcends the shackles of good, evil, and indeed all rationality.

 

 

Outlander, v1

 

An outlander is a warrior who has developed a mystical connection with bows or starlock weapons. Most outlanders are drifters, either righting wrongs, creating havoc, or both wherever their travels take them. They tend to remain lightly armored, and they place their greatest trust in their preferred weapons. (Think "arcane ranger.")

While all alignment systems connected to class mechanics suck, if you really care about the Gygaxian nine-alignment model, most outlanders are some variety of chaotic, but these generalizations are stupid anyway.

 

Creating an Outlander

When you create a character whose first class is outlander, you gain these benefits.

  • Ability Adjustment: +1 to your Dexterity, Intelligence, or Constitution score. Yes, this class really wants you to have two good stats. We'll see if this works.
  • Starting Hit Points: 8 + your Constitution modifier
  • Armor and Shield Proficiencies: Light and medium armor
  • Weapon Proficiencies: Simple weapons, light crossbow, heavy crossbow, longbow, starlock pistol, starlock musket, starlock rifle, blowgun, bolas

 

You can make an outlander quickly by following these suggestions.

  • Suggested Background: Bounty Hunter
  • Suggested Specialty: Sharpshooter
  • Suggested Equipment: Starlock musket, dagger, 40 bullets, adventurer's kit, 92 gp

 

THE OUTLANDER

 

Level 
Weapon Attack 
Magical Attack Martial Damage Dice 
Martial Damage Bonus 
Arcane Gift 
Class Features 

+1 
+0 1d6 
  1/day 
Combat Expertise (2 maneuvers), Cunning Defense, Wanderer's Lore, Outlander Tradition

+1 
+0 1d6 
  1/day 
 

+1 
+1 2d6 
  2/day 
 

+2 
+1 2d6 
  2/day
Maneuver 

+2 
+1 3d6 
  2/day 
Outlander Tradition ability, Wanderer's Resilience

+2 
+2 3d6 
  3/day 
 

+2 
+2 4d6 
+5 
3/day 
Maneuver, Quick Draw
8 +2 +2 4d6 +5 3/day Outlander Tradition ability

 

Combat Expertise

Blah blah blah failcakes. You learn two maneuvers: Precise Shot and Hamstring (see below).

 

Cunning Defense

Your wits grant you extraordinary combat awareness to protect yourself from harm. Benefit: While you are wearing no armor and are not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.

 

Wanderer's Lore

You gain training in two skills of your choice, taken from the following list: Forbidden Lore, Magical Lore, Folklore, Dungeoneering.

 

Outlander Tradition

There are as many kinds of outlanders as there are nations of the world. Maybe more. These are a few of them. Save DC is based on Intelligence. Use of Outlander Traditions is powered by your Arcane Gifts.

 

The Necromantic One - The Adept Path of Bone and Shroud

Outlanders on the Path of Bone and Shroud learn to bind necrotic power to their arrows or bullets, and ward themselves from harm with the stillness of the grave. It is chiefly a defensive path.

Level 1: Curse of the Grave

Level 5: Death's Veil

Level 8: Be Thou My Sacrifice

 

The Fey One - The Adept Path of Mask and Mirror

Outlanders on the Path of Mask and Mirror learn some of the tricks of fey-pact warlocks and imitate the powers of the fey themselves. It is a balanced path of offense and utility.

Level 1: Dart of the Poison-Fey

Level 5: Hidden Path

Level 8: Gallows Hand

 

The Infernal One - The Adept Path of Flame and Blood

Outlanders on the Path of Flame and Blood have learned some of the lore of Hell, and bind some of its malevolent power into their arrows or bullets. It is primarily focused on dealing damage.

Level 1: Baneful Rune

Level 5: Hellfire Shot

Level 8: Curse of the Heartseeker

 

The Stars Are Right - The Adept Path of the World's Ending

Outlanders on the Path of the World's Ending derive their arcane power from that which lies beyond both planets and constellations. It is primarily focused on dealing damage.

Level 1: Unbearable Insight

Level 5: Unleash the Horror

Level 8: Form of the Dreaded One

 

The Loremaster (TBD)

 

Maneuvers

Your list of options for maneuvers includes:

Precise Shot (automatic)

Hamstring (automatic)

Rapid Shot

Defensive Roll

Disarm

Volley

Staggering Shot

 

Hamstring

Your attack slows an enemy's advance, usually by striking at a leg. Creatures such as oozes may be immune to this maneuver. Effect: As an action, you can spend a single martial damage die to make a ranged attack. That target's speed is reduced by 10 feet until the beginning of your next turn.

 

Staggering Shot

Your shot drives your opponent back. Effect: When you hit a creature that is your size or smaller with a ranged weapon attack, you can spend one martial damage die to push that creature 5 feet away from you. If you instead spend two martial damage dice, you can use this maneuver when attacking a creature that is one size larger than you. 

 

Wanderer's Resilience

You've been toughened by travel, and maybe a few arcane secrets. You gain advantage when making a saving throw against disease or poison.

 

Quick Draw

No one gets a drop on you. You're a gunslinger, for crying out loud. Benefit: Whenever you would be surprised, make an Intelligence saving throw against the enemy's Initiative roll. (If initiative is rolled separately for multiple enemies, the DC is the highest initiative of all enemies on the field.) If this Intelligence check succeeds, you are not surprised, and you may draw a weapon as a free action that takes place before the first initiative count.

 

Arcane Gifts

Presented in alphabetical order:

 

Baneful Rune

You draw a rune of infernal power on a square adjacent to you, and expend one arcane gift. Any creature watching you sees it flare with power, but it fades from sight after one round. Any creature entering that square other than you takes 2d10 fire damage and is blinded until the end of its next turn.

 

Be Thou My Sacrifice

When you make a ranged attack that drops a target to 0 hit points or fewer, you may expend one arcane gift. That creature dies, and from its corpse a shadow creature rises under your command. The Medium-sized creature has (4 hit points x your Outlander level), and shares your AC and saving throws. It flies at a speed of 40 feet, and may make a melee attack at (2 + your Int bonus) that deals 1d8 + 4 slashing damage. Each round at the end of your turn it makes an Intelligence saving throw against DC 14; if it fails this saving throw it dies immediately. It automatically passes this saving throw on the round it rises, and it makes this saving throw with advantage on any round that it deals damage. 

 

Curse of the Grave

When you hit with a ranged attack, you may expend an arcane gift to curse the target. The target takes 2d8 additional damage from your attack, and the damage of its next successful weapon attack is minimized.

 

Curse of the Heartseeker

As a reaction when you take damage, you may expend an arcane gift to curse the target. The target gains vulnerability to piercing damage for 1 minute, as all piercing attacks are drawn toward its heart. Creatures without a heart are still subject to this effect.

 

Dart of the Poison-Fey

When you make a ranged attack, you may expend an arcane gift to add 2d8 poison damage to the attack. Further, the target must make a Constitution saving throw or be paralyzed until the end of its next turn. The arcane gift is wasted on a miss. 

 

Death's Veil

As a reaction when you take damage, you can expend an arcane gift to magically reduce the damage to 0.

 

Form of the Dreaded One

In place of your movement and before taking your action on your turn, you may expend an arcane gift to transform yourself into the form of an aberration. You fly up to 40 feet; in the course of that movement you may make a single attack with 10-foot reach, using your magical attack bonus. This attack deals 2d10 + your Intelligence modifier necrotic damage, as a tendril of shadow issues from one of your many mouths.

 

Gallows Hand

As a reaction when you are missed by a melee attack, you can expend an arcane gift to conjure a noose of braided hair around the attacker's neck. The creature must succeed on a Strength saving throw or be pushed up to 30 feet away from you and taking 3d6 constricting (bludgeoning) damage. The noose fades at the end of the move.

 

Hellfire Shot

When you make a ranged attack, you may expend an arcane gift to cause the bullet, arrow, or other projectile to explode into a gout of hellfire. This creates a 15-foot cone of magical fire originating from you. Each creature in the cone takes 2d8 fire damage, or half damage on a successful Dexterity saving throw. Resolve the initial shot normally as well.

 

Hidden Path

In place of your movement, you may expend an arcane gift to teleport up to 40 feet away, to a location within line of sight. The square you previously occupied is filled with smoke that grants concealment; the smoke dissipates after one round.

 

Unbearable Insight

In your travels, you've seen and heard things that mortals were not meant to know. Speaking aloud, you utter a small part of one of these mysteries, expending an arcane gift. Your allies within 30 feet take 2d6 psychic damage, while enemies within 30 feet take 5d6 psychic damage. All targets may attempt Intelligence saving throws for half damage.

 

Unleash the Horror

When you make a ranged attack that drops a target to 0 hit points or fewer, you may expend one arcane gift. That creature dies, and from its corpse a horrifying aberration rises under your command. The Medium-sized creature has (4 hit points x your Outlander level), and shares your AC and saving throws. It flies at a speed of 40 feet, and may make a magical attack at (2 + your Int bonus) that deals 1d8 psychic damage and forces the target to make a Wisdom saving throw or become frightened for one round. Each round at the end of your turn it makes an Intelligence saving throw against DC 14; if it fails this saving throw it dies immediately. It automatically passes this saving throw on the round it rises, and it makes this saving throw with advantage on any round that it deals damage.

 

Outlander, v2

 

An outlander is a warrior who has developed a mystical connection with bows or starlock weapons. Most outlanders are drifters, either righting wrongs, creating havoc, or both wherever their travels take them. They tend to remain lightly armored, and they place their greatest trust in their preferred weapons. (Think "arcane ranger.")

 

Creating an Outlander

You can create an outlander quickly by following these suggestions.

Background: Bounty Hunter

Equipment: Starlock musket, dagger, 40 bullets, adventurer's kit, 92 gp

 

THE OUTLANDER

 

Level  Proficiency Bonus  Arcane Gifts  Features 
+1  Cunning Defense, Shadow Power, Outlander Tradition
+1  Marksman's Trance, Knowledge of the Nightmare
+2  Tradition Feature
+2  Ability Score Improvement 
+2  Torment 
+2  Tradition Feature
+3  Uncanny Dodge 
8 +3 4 Improved Shadow Power
9 +3 5 Ability Score Improvement
10 +3 5 Fortification of the Will 

 

Creating an Outlander

  • Hit Dice: 1d8 per Outlander level
  • Hit Points at 1st level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 + Constitution modifier per level after 1st

 

Proficiencies

  • Armor: Light and Medium armor
  • Weapons: Simple weapons, light crossbow, heavy crossbow, longbow, starlock pistol, starlock musket, starlock rifle, blowgun, bolas
  • Tools: Gaming Set
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two of Sleight of Hand, Stealth, Arcana, Religion, Survival

 

Cunning Defense

Your wits grant you extraordinary combat awareness to protect yourself from harm. Benefit: While you are wearing no armor and are not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.

 

Shadow Power

All outlanders can empower their attacks by expending an arcane gift; there is little mystery in simple slaughter. Benefit: Following any successful weapon attack, the Outlander can spend an Arcane Gift to deal additional damage, equal to the weapon's damage die plus the Outlander's Intelligence modifier.

 

Outlander Tradition

There are as many kinds of outlanders as there are nations of the world. Maybe more. These are a few of them. Save DC is based on Intelligence. Use of Outlander Traditions is powered by your Arcane Gifts.

  • Death - The Adept Path of Bone and Shroud: Outlanders on the Path of Bone and Shroud learn to bind necrotic power to their arrows or bullets, and ward themselves from harm with the stillness of the grave. It is chiefly a defensive path. 
  • The Fey - The Adept Path of Mask and Mirror: Outlanders on the Path of Mask and Mirror learn some of the tricks of fey-pact warlocks and imitate the powers of the fey themselves. It is a balanced path of offense and utility.
  • The Infernal - The Adept Path of Flame and Blood: Outlanders on the Path of Flame and Blood have learned some of the lore of Hell, and bind some of its malevolent power into their arrows or bullets. It is primarily focused on dealing damage.
  • The Stars Are Right - The Adept Path of the World's Ending: Outlanders on the Path of the World's Ending derive their arcane power from that which lies beyond both planets and constellations. It is primarily focused on dealing damage. 

 

Marksman's Trance

Outlanders learn to slip into a momentary trance, which allows them to succeed in extraordinary acts of precision. Benefit: The Outlander may spend an Arcane Gift to gain advantage on any attack roll against a single target. Despite its name, this ability can apply to melee attacks as well as ranged attacks. In non-combat situations such as trick shooting, this ability may extend to multiple attacks (at the DM's discretion), but it never does so in actual combat.

 

Knowledge of the Nightmare

Familiar as they are with the dark and unsettling things of the world, Outlanders are hardened against nightmarish things. Benefit: The Outlander gains advantage on all saving throws against fear. Additionally, the Outlander may expend an Arcane Gift to gain a bonus of 1d6 on any skill check that pertains to knowledge of forbidden lore.

 

Torment

Upon scoring a critical hit with any attack, the Outlander may inflict additional psychic torment upon her opponent. The opponent must succeed a Intelligence saving throw against DC (8 + Outlander's proficiency bonus + Outlander's Int bonus) or become Restrained and Frightened until the end of your next turn. This saving throw is a fear effect.

 

Uncanny Dodge

At 7th level, the Outlander's agility is instinctive. When you make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Improved Shadow Power

The Outlander's Shadow Power gifts now deal a further weapon damage die, and the Outlander adds his Constitution to the damage as well.

 

Fortification of the Will

The Outlander gains proficiency in Wisdom saving throws. When the Outlander is affected by any ongoing effect that allows an Intelligence, Wisdom, or Charisma saving throw, she may reflexively spend an Arcane Gift as a free action on her turn to reroll her saving throw, once per round; this is allowed even if the effect otherwise prevents the target from using free actions. If the effect normally allows saving throws once per round, such as hold person, the Outlander still gains one additional saving throw beyond the one normally granted.

 

Tradition Features

The Adept Path of Bone and Shroud

3: Curse of the Grave

6: Death's Veil

 

The Adept Path of Mask and Mirror

3: Dart of the Poison-Fey

6: Hidden Path

 

The Adept Path of Flame and Blood

3: Baneful Rune

6: Hellfire Shot

 

The Adept Path of the World's Ending

3: Unbearable Insight

6: Unleash the Horror

 

Baneful Rune

You draw a rune of infernal power on a square adjacent to you, and expend one arcane gift. Any creature watching you sees it flare with power, but it fades from sight after one round. Any creature entering that square other than you takes 2d10 fire damage and is blinded until the end of its next turn.

 

Curse of the Grave

When you hit with a ranged attack that uses your Shadow Power gift, your target must make a Constitution saving throw. On a failure, the damage from the target's attacks are minimized until the beginning of your next turn.

 

Dart of the Poison-Fey

When you make a ranged attack using Shadow Power, the additional damage you deal is poison-based, and your target must make a Constitution saving throw. On a failure, the target is paralyzed until the beginning of your next turn.

 

Death's Veil

As a reaction when you take damage, you can expend an arcane gift to magically reduce the damage to 0.

 

Hellfire Shot

When you make a ranged attack, you may expend an Arcane Gift to cause the bullet, arrow, or other projectile to explode into a gout of hellfire. This creates a 15-foot cone of magical fire originating from you. Each creature in the cone takes 2d8 fire damage, or half damage on a successful Dexterity saving throw. Resolve the initial shot normally as well.

 

Hidden Path

In place of your movement, you may expend an arcane gift to teleport up to 40 feet away, to a location within line of sight. The square you previously occupied is filled with smoke that grants concealment; the smoke dissipates after one round.

 

Unbearable Insight

In your travels, you've seen and heard things that mortals were not meant to know. Speaking aloud, you utter a small part of one of these mysteries, expending an arcane gift. Your allies within 30 feet take 2d6 psychic damage, while enemies within 30 feet take 5d6 psychic damage. All targets may attempt Intelligence saving throws for half damage.

 

Unleash the Horror

When you make a ranged attack that drops a target to 0 hit points or fewer, you may expend one arcane gift. That creature dies, and from its corpse a horrifying aberration rises under your command. The Medium-sized creature has (4 hit points x your Outlander level), and shares your AC and saving throws. It flies at a speed of 40 feet, and may make a magical attack at (2 + your Int bonus) that deals 1d8 psychic damage and forces the target to make a Wisdom saving throw or become frightened for one round. Each round at the end of your turn it makes an Intelligence saving throw against DC 14; if it fails this saving throw it dies immediately. It automatically passes this saving throw on the round it rises, and it makes this saving throw with advantage on any round that it deals damage

 

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