Martin and the Eternal Night

Golgotha – “place of the skull” cattle, coyotes, deer, rabbits
Bowl, indented into the mountain
Sky is dark
Martin sat on an ancient ironwood log, hood up
“We should gather wood as the cold will kill you at this altitude”
Prismatic shield
Everything is dusted as though dipped in flour
“How resourceful and methodical you are! How delightful!
Martin builds the fire using magic, a pair of plucked and gutted rabbits fall out of the cloaks
“Let’s have dinner and palaver”
The rabbit is cooked and juices are sealed in.
The hood is pulled back revealing a face that is handsome and normal, hair is black and ragged, forehead is high and eyes dark and brilliant. Nose nondescript. Lips full and sensual and the complexion was pallid.
His apparently youth is particularly striking considering how old he is known to be.
“I’m nearly immortal as are all of you, those who’ve been touched by the beams such as we still have work to do.”
“You won’t see another sunrise for a very long time, but that doesn’t matter… all that matters is now.”

Tarot cards are brought out, a huge deck with convoluted designs on the back.
“This is a Tarot deck of a sort, a mix of standard cards and a selection of my own choosing, watch now…”
“I’m going to tell your future, 7 cards one at a time, I’ve not done this in a very long time and I’ve never told a story such as yours.”
“All of you are the world’s last true adventurers. You have no idea how close the Keep is to you now. Worlds as we speak are turning about your head. Soon you will resume your quest”
Martin laughs heartily but does not reveal what he finds so funny.
The first card: The Hanged Man – “In conjunction with nothing else, this signifies strength, not death. You are the Hanged Man or men plodding ever towards your goal of the bottomless pits of Na’ar. I wonder how many of your companions and loved ones you are willing to drop in your quest for redemption?”
The second card: The Sailor – “Note the clear brow, the hairless cheeks, the wounded eyes. He drowns and no one throws out a line. A cold and necessary sacrifice.”
The third card: The Prisoner – “A trifle upsetting, isn’t he?
The fourth card: The Lady of the Shadows – “Does she look two faced to you? She is. Two faces at least”
The fifth card: Death – “Death, yet not for you.”
The sixth card: The Tower – silence place card over the Hanged Man
The seventh card: Life – “Life, but also not for you. Where it fits into this is not for you or I to know.”
“I’m not the one you seek, but only the emissary.”
Sleep, now….

There was nothing and everyone drifted in it.
“Let there be light!”
Everyone feels that this is good.
“Darkness overhead with stars, water below……… now land…”
The stars are foreign to you, the land is red arid and sterile. Volcanos dot the landscape.
“Now some plants, trees, and grass.”
And there was as well as great lizards and amphibians. Tarpits here and there. Giant ferns and beetles with two heads. You feel large as though you were a god.
“Now bring man”
You start falling up. You see the horizon, curved as you were taught in school, but never quite believed. Now its evident. Continents can be seen obscured by clouds. The sun is rising over the edge of the planet.
“Let there be light” the voice is gigantic and booming, no longer belonging to Martin
Falling and falling… planets and asteroids whiz by… worlds and stars by the dozens, thousands, innumerable fly past.
“Light, let there be light!”
Now only darkness with pinpricks of light, distant stars.
The stars draw together, with galaxies and nebulae and start swirling around you. It’s almost too much to take.
“Renege! Cast away all thoughts of the Keep! Run away and save your miserable souls!”
Light crashes in like a hammer. Consciousness being crushed and killed. You see a tiny speck of red in all that light… a single blade of grass, purple.
Grabbing onto this brings you back to reality.

“You did fairly well” voice from behind. “I’m really surprised that you aren’t drooling. Most people can’t take seeing the universe. You want the Keep? I know that nearly pushed you over the edge. That was just this universe. The Keep will kill you half a world away or make you wish you were dead. I made your father and nearly broke him, you finished that for me. Your mother bent to my will as well. I am the most distant minion of the red hand that now rules the Obsidian Keep. What has hurt you once, will hurt you yet again. This is not the beginning but the beginning’s end.”
“Hear me now, Sylas, son of Steven. Would you hear me?”
…the universe is the Great All and is a paradox too great for a finite mind to grasp… the finite mind just cannot conceive of the infinite no matter how much you think you can. The very existence of the universe defeats both the pragmatist and the romantic. There was a time, maybe a hundred, maybe several hundred generations ago, that some races had enough technical and magical prowess to chip a few splinters away from the pillars of reality. The false light of science shone in only a few kingdoms. One kingdom (or cabal is more like it) that led the way was the Tierrix Conglomerate. Although there were many facts gathered, there were few insights.
“Our many-times-great grandfathers conquered the rotting disease, aging, and even stepped foot on other worlds. They discovered maybe a thousand other marvelous baubles but no insight. There were vehicles powered by the sun and intelligent life being brought forth from nothing was but an afterthought… The truest principle of reality is thus:”
…new knowledge leads always to yet more awesome mysteries. Greater physiological knowledge of the brain makes the existence of the soul less possible yet more probable by the nature of the search.
“Do you understand? You really needn’t understand, that’s beside the point. The greatest mystery in the universe is not life, but size. Size encompasses life. The Keep encompasses size. A child might ask, What is above the sky, Daddy? And the father says, why darkness and Space. And the child asks and beyond that? Galaxies and stars… and beyond that? I don’t know.”
“Size always defeats us. For the fish, the lake is the universe. What does the fish on the line think when they are jerked up outside of the water? A universe where air drowns and the light is blue madness? Where huge bipeds with no gills stuff it into a box to die?”
“And if you go smaller, a piece of chalk isn’t really solid. It is composed of atoms, a trillion demon planets spinning. Viewed at actual size, the spaces between them are gulfs spanning leagues, gulfs, aeons. If you step down further, do you see nothing? Of course not.
Everything in the universe denies nothing; to suggest an ending is the one absurdity.
“If you fell to the edge of the universe would you find a sign that says DEAD END? No, most likely you’d find a shell and if you peck through like a chick from the inside of an egg (or find a door), what might you see?
Might you look through and discover our entire universe is but part of one atom on a blade of grass? Might you be forced to think that by burning a twig you incinerate an eternity of eternities? That existence rises not to one infinite but to an infinity of them?
“Could it be that everything we perceive is contained in one blade of grass in an alien time? And if that blade is cut? When that blade begins to rot? Maybe it seeps in to our own universe and lives turning everything brown and desiccated? Perhaps, its happening now?”
“Size, size…….”
“Lets suppose further. Suppose that all worlds, all universes met in a single nexus, a single pylon, a Keep. And within it a stairway, perhaps rising to some ultimate Godhead. Would you dare climb to the top? Could be that there exists a Room? You dare not.”
You dare not echoes in your heads. It occurs to you that maybe some already has dared.
“I don’t know, and I don’t ask” Fear crosses Martin’s face. “I’m fear there may be… an accounting”

You feel very very tired yet again.
“What are you looking at?”
This night is seeming to be eternal.
“We have, or I have talked so much, yet there is so much we have to discuss yet. For it has been told to me by my master.”
“Shall we tell the truth now? No more lies?”
“We should have truth, not as friends but as equals.
Only equals speak the truth. Friends and lovers lie endlessly caught in the web of regard.
“My king’s enchantment has prolonged this night and will continue to prolong it until this palaver is done. How long? Very long, but I can tell you no better. I do not know myself. Ask and I will tell you what I know. You have caught me, for now. It is only fair. Your quest has only begun.”

Q’s and A’s
Q: Who is your king?
A: I have never seen him, but you will, but first you will meet the Ageless Stranger. This I think is not the right question, however.
Q: If you’ve never seen the king, then how do you know him?
A: He first came to me in my dreams when I was poor and unknown. Many centuries have passed since then, but you are my climax. Someone is taking you very seriously.
Q: Who is the Ageless Stranger?
A: He is known as Legion and as Maerlyn, but I do not think that is the right question either.
Q: What is the Stranger’s connection to the Keep?
A: There is no one greater than he. He is in all times. Ask me no more. To speak of such things so close to the Keep is to invite the ruination of one’s own soul.
Q: Will we succeed?
A: If I answered that you may be able to kill me. Your weapons do not open doors, only close them forever.
Q: Where do we go?
A: Go east, through the Mohaine desert, towards the eastern sea. There you find what you are looking for.

He offers everyone some very fine tobacco and some moist green leaves to wrap them in.
“You must understand, the Keep has always been, and there has always been adventurers lusting for it…….”
Martin talked and talked and talked of Gods and universes and powers beyond comprehension…..
“Someone here is invested with the power of extraction, I’m compelled to tell you partly due to the natural law of things, like water flows downhill, I must tell you. Before the end of your journey, you will extract 3 people to assist with your journey. What that means exactly, I cannot say.”
“Let the fun begin! My part is done now. The chain is still in your hands… don’t let it wrap around your neck.”
Silence… one more thing to say
“Let there be light!”
Everyone is aged 10 years. Some of you have greyed, there are deepened lines in your face and rougher skin. The charred wood had turned to stone. There was a skeleton in the same rotting black robes worn by Martin.

The fall of Gilead

Exiting a building down the road from the Colosseum, Moirin and Greg heard a loud explosion from the direction of the palace. Screams and moans of dismay filled the air, citizens running from the direction of the concussion, and gunslingers as well as soldiers hurried to aid. Snarky joined them as they began toward the fires now pouring from the castle walls and lighting the smoke-filled sky.

From the same direction, Sylas showed up, stopping them. “It’s time to go, pack your bags, we need to leave.”
“Why?” Moirin asked, immediately suspicious of his anxiousness.
“Trust me, we are not safe here. Meet me at the East gate, it’ll be worth it.” He added to Moirin directly.
Around them, the screams turned to words, to mourning shouts, “the king is dead” they cried, the anguish of their words evidence to their love for the king. Anger boiled inside Moirin.
“What did you do?” She asked, instantly furious.
“We can’t talk here, just meet me,” and shoved two Gungslinger pistols on Greg, and a Lord’s Alliance pendant into Moirin’s hand, and left.

Looking around at the wreckage and torment, Greg, Snarky and Moirin were deeply confused. Planning on spending weeks more in the city, with lots more on their minds about the coming days, they hesitantly made plans with their contacts. Moirin and Greg headed to the post office to send a letter to Vannay in hopes of continuing their research with him, and Snarky endeavored to inform his contacts of his untimely departure.

Moving out of the city by the East gate, Sylas met them as promised, in disguise. Moirin turned on him, “What have you done?!”
“I got this,” he said, grinning as he held out the red orb to Moirin. As he held it, anger infused his words as he yelled back at her. “Isn’t this what you wanted?! I got it, as promised!”
Snatching it from his hands, her own anger lifted, and she returned the yelling. “YOU KILLED A KING?!”
“He was a tyrant anyway, he was going mad cause of that thing!” He stated, pointing at the orb she now held.
“You knew?! You knew it was because of this orb and you killed him anyway? A GOOD king?!”
“Turns out I was his son, he didn’t care for me, why should I care for him?”
Putting down the orb and covering it with her cloak, Moirin breathed to calm her anger. “Had you taken the orb, he wouldn’t have been a tyrant. And you blew up innocent people?!”
“I didn’t have anything to do with that. That was the King’s wizard, Martin Broadcloak. He helped me by creating a diversion.”
Suddenly Sylas looked panicked, “Do you feel that?” He asked, touching the ground. The other’s looked confused.
“I don’t feel anything.” Said Greg, watching him.
“You’re just paranoid because you killed innocent people.” Moirin snarled, and stomped down the road a ways.
“No, really, something’s coming.” Sylas insisted, looking around.
Greg and Snarky shrugged, unsure what was going on.
As Moirin looked up to the East, she noticed dust rising into the sky, along the horizon it stretched for miles each way.
“Um… guys..” She said, returning to the group, “There’s something heading this way.”
“Yep,” said Sylas, “That’s the Good Man’s army, coming to take the city.”
WHAT?!” Moirin yelled, “You knew about this too?”
“They were coming either way,” he said, defending his actions.
“You don’t know that!” She yelled, and scooped up the orb, tucking it hastily into her bag.
As the army approached, the lines became clearer, something was different about this army, and it was advancing all too quickly.
Moirin headed over to the Stables, hoping to buy horses for her companions to escape. Greg, realizing he didn’t need a horse, began to summon his own as Snarky helped Moirin to bargained for a better deal. As they mounted their horses, they could see through the dust kicked up that these were not soldiers, the sounds coming from them were like the grating metal of a whetstone on steel, only deafening, the shapes like wide, square wagons with wheels like spiked snakes. None of them had ever seen anything like it.
Moirin turned to the shopkeeper, and yelled “Run!” and turned to head North around the city of Gilead.
…zzzzzzZZZZ BOOM The wall exploded inward, causing fires to blaze toward the sky. Screams from inside the city began anew as another strange sound filled the air and another part of the wall collapsed. Rushing their horses up the hill amid the panicked people and explosions, a couple of the horses reared and fell, one throwing Moirin from her mount. Pulling herself back on, they rode toward the bridge that crossed the river, joining a flood of people trying to escape the city from the Northern gate.
Still furious, Moirin yelled over the screams of fear and the whistles of the coming explosions. “What have you done? What are you not telling us?”
“They were coming anyway, I had nothing to do with this, I just got that damned orb like you wanted!” Sylas yelled back.
As they began to cross the bridge, having to go slowly for the townspeople on foot, a light appeared in the center of the bridge, and a deep laughter.
“Broadcloak..” Sylas said, staring at him, confused.
“You fool, you did everything we wanted you to, and you played right into our plans.” Then he disappeared in a flash, laughter echoing.

Sylas was struck, “No,” he whispered, staring into the empty space where the wizard once stood.
“Who was that?” Moirin asked, even more suspicious now.
“Martin Broadcloak, the king’s magical advisor.” Sylas shouted over the crowd.
“You worked with him?! This is all your fault!”
“No it’s not! I did what I had to to get that damned orb for you! That’s all that matters!” Sylas screamed back at her.
“Enough!” Snarky yelled, and moved forward across the bridge. “We need to go.”
“Maybe he could speak under my Zone of Truth spell, that way we know if he’s lying.” Greg suggested.
“Yes, I’ll submit willingly, then you’ll see I’m telling the truth.” Sylas eagerly responded.
“Fine.” Moirin said bluntly, and turned north.
With that the party moved on quickly amid the sounds of screaming, the acrid smoke burning their eyes and noses. Sylas and Moirin fumed silently, Moirin newly mistrusting of the murderous half elf, and Sylas angry at being fooled.

We moved into the woods, slowing only when we found a quiet glade to settle, the horses and heroes exhausted from hours of ruthless travel. Despite the distance, smoke filled the night sky, bright flames reflected upon the dark mass. Echoes of explosions still sounded from time to time, but for now, they were safe. After setting up an impromptu camp, and watering the horses, the adventurers settled down to hear Sylas’ explanation under the spell of Zone of Truth.

“On the 1st day of the tournament, I used the cloak, gunbelt, guns, and identification necklace as a makeshift disguise; pretending to be one of the Lord’s Alliance gunslingers. We all know from our time in Gilead that the gunslingers were the de facto police force. Hence, the disguise made it appear as if I was one.
“While in the castle, using what you guys had told me about the approximate location of the RED ORB, I wandered around, trying to pinpoint its location. I knew the RED ORB had a specific value to this group, and it was determined that we should get it. With everyone’s participation in the tournament, I volunteered to retrieve it.
“While using the disguise, I “cased the premises”, so to speak. Meaning, I spent the next 3 days watching guard rotations, patterns of travel, and gossip- and information-gathering. Using this information, I came to realize that the day with the fewest guards would be on the 4th day of the tournament. But another bit of information I gathered was that there were not only mundane wards against theft, but magical wards as well. Knowing that magical wards are usually tied to the specific one who cast the spell, I tried to find said specific spellcaster.
“I did find the finger-wiggler in question. His name is Martin Broadcloak. Sneaking to his room, I made my way past his two door guards, and gained access to his actual room.
“Once I had gained access to his room, I could literally feel the power emanating from Martin Broadcloak. At this point, I sincerely felt out of my league. So when faced with an unwinnable situation, I felt the need to win. Hence, I attacked, rather viciously.
“Martin was hurt, badly; but still managed to fire off an attacking spell. [He hit me for damage, but I had made my save – barely – to avoid being restrained.] We fought back and forth for a few moments until Martin began to speak. He told me about how the King was going crazy. So I stopped trying to kill him, but only until I was sure.
“After listening to Martin Broadcloak’s story, I ceased my attacks. It was he who told me about how the King was my father. He also told me about how the King was going crazy, sitting up all night, just staring into the RED ORB.
“When I told him I wanted the RED ORB, he fully acquiesced, saying it would be good to be rid of the damned thing. I told him I wanted to take it before the end of the tournament, and he devised the plan to create a diversion within the castle, one that would draw the guards from their posts. He also gave me the ability to become invisible – at will – for the next 24 hours. We agreed that the time for the diversion would be the next day, on day 4, just prior to the headlining match of that day of the tournament.
“So, on day 4 of the tournament, I used the ability to become invisible, which I had previously confirmed, and entered the castle. Making my way stealthily to the Exhibition Hall where the RED ORB was, I then waited patiently. Sure enough, and right on cue, there was an explosion within the castle. Most of the guards withdrew immediately, leaving only the two guarding the RED ORB. Still I waited. Sure enough, roughly 60 seconds later, they too abandoned their post to go assist with whatever was happening on the far side of the castle.
“Taking that as my cue, I went towards the RED ORB to retrieve it. Somehow, someone had pierced my invisibility; and as my hand reached for the RED ORB I saw a reflection on its surface of someone coming up behind me. Reacting instinctively, I drew my weapon, turned, and stabbed whoever it was.
“It turned out to be the King, my father. I was horrified. However, at this moment someone else showed themselves. It was Vannay.
“Vannay told me to just take the damned thing and go, but be aware that everyone in the city will want to slice my throat.
“I grabbed the RED ORB, and bent over the King. He was dying, but he managed to whisper to me that he knew one day I would return and had saved the RED ORB for me. Just for me.
“I drew both of my short swords and offered the King a quick release, which he accepted. I then stabbed both of my short swords through the chest of the King, killing him instantly.
“I bent and took his Royal Signet Ring off of his hand and placed it on my own, claiming my right upon the throne. But I knew that this was neither the time nor the place for such a claim; let alone the proper situation. So, toting the bag I had placed the RED ORB in, I fled the castle.
“Narrowly missing a scuffle or two, I luckily chanced upon the rest of the group just outside of the castle. It was here I told them that I would meet them at night fall outside the east gate, as I was going to be “persona non grata” in Gilead for the foreseeable future.
“Hastily I gave the gunbelt and guns to Greg and the identification necklace to Moirin. Leaving them behind, I made my way to my room at the inn where I had been staying and gathered my belongings.
“After I had my possessions, I made my escape. Again.
“And I was played. You all saw how. And it makes me angry.
“Angry enough to kill….”

After this the group began to argue about whether to stay in camp, to move on, what we needed and about finding further orbs. Because the red orb was not attuned to Moirin, Greg’s orb was useless in finding any other orbs, but with the rage it instilled in her, Moirin was wary of using it in Sylas’ presence, thinking she may just kill him. While the others discussed, Moirin decided to immerse herself in the safety of the woods, finding a small, quiet place to sit. Settling down, she closed her eyes and entered the orb.

Greg, looking around, noticed Moirin was missing. “Hey guys, where’s Moirin?”
Sylas and Greg spent some time searching, Greg following tracks he swore were Moirin’s, only to use the orb, and have it point the other way. Sylas ended on a cold trail, unable to discern the next direction, and both returned to camp empty handed. Deciding to settle down and wait a while, the party took some time to rest.

Bunnies.. So cute and fluffy, so soft, snuggling in my lap, nuzzling my cheek, they are so adorable! I’ve never seen so many.. Ah.. I needed this, I needed to relax. But wait, why am I here? Where.. is here? Oh nevermind.. these adorable little leverets need my attention. Moirin reached out and petted one of the younger hares, smiling with a peace she hadn’t felt in over a century. She breathed deeply, relaxing into the soft warmth of her little companions. _ And yet, I feel like I am forgetting something._ She murmured almost intelligibly. After what felt like a few moments lost in bunny-land, Moirin’s eyes opened a little as a little kit hopped onto her chest. She giggled, and reached out to touch it, Mmm, fliishhhif… Kiuthilly? JERIGHIYT!? Suddenly, unable to speak or make a clear thought, fear jolted through her and she tried to pull herself away, out of the orb.

Hours had passed at camp with no sign of Moirin anywhere. Finally, the party decided to search again in the direction Sylas had found, using Greg’s orb to guide them. Upon finding her, Moirin looked blank, her eyes dilated, no emotion betrayed on her face.
“Is she trancing?” Greg murmured, looking worried.
Sylas knelt down, looking into her eyes, “Moirin, you alright?”
Blank eyes stared back, although she could hear him she could not form words in her mind. A mix of emotions filled her to brimming before turning to her trance to calm her confusion. Sylas moved forward and dropped food into her lap, promising to return, and they left for camp. Snarky, unhappy being so close to the machines and anxious to move on, left the camp early to head North along the coast to the next village. Greg and Sylas moved camp closer to Moirin and waited a day longer for her to recuperate from her ailments.

((To be continued))

The Swashbuckler
Daring, witty warrior


The swashbuckler embodies daring, wits, and panache. Favoring agility and intelligence over brute force, the swashbuckler excels in both combat and social situations, making her a versatile character. Swashbucklers devote equal time between combat skills and social interactions, giving them a unique position within any group of adventurers. Part fighter, part rogue, and part bard; the swashbuckler can be a formidable character.

Swashbucklers adventure for a variety of motivations, based on their alignment and background. Some seek to right injustices, while others seek only fame and fortune. All swashbucklers, however, share a tendency to leap into action when the call comes, regardless of their personal views.

The Swashbuckler combines skill and finesse with sheer combat prowess. Though Swashbucklers can’t dish out quite as much damage as a typical fighter or barbarian, they tend to be more agile and mobile than most melee combatants. When she can pick her battles carefully, a Swashbuckler becomes a very deadly opponent (not to mention hard to pin down). Swashbucklers also tend hold their own in social situations, unlike most fighters.

The Swashbuckler is an able melee combatant, particularly when paired with a fighter or barbarian. She can also make a fine party leader or spokesperson, thanks to her access to Charisma-based skills.

Quick build

You can make a swashbuckler quickly by following these suggestions. First, Dexterity should be your highest ability score. Intelligence should be you next highest score if you wish to excel in combat. Choose Charisma instead if you plan on excelling at social situations and interactions.
Second, choose the Entertainer background.

Class Features

HIT DICE: 1d8 per Swashbuckler level
HIT POINTS AT 1ST LEVEL: 8 + your Constitution modifier
HIT POINTS AT HIGHER LEVELS: 1D8 (or 5) + your Constitution modifier per Swashbuckler level after 1st.


ARMOR: Light Armor
WEAPONS: Simple weapons, all weapons with the “light” or “finesse” property.
TOOLS: Pick any 1 gaming set or any 1 musical instrument.
SAVING THROWS: Intelligence, Charisma
SKILLS: Choose 3 from Acrobatics, Deception, History, Insight, Intimidation, Investigation, Perception, Performance, or Persuasion.


CHOOSE: (A) Leather Armor, Rapier, or Shortsword
(B) Dagger, or 10 Darts
© Diplomat’s Pack, Entertainer’s Pack, or Explorer’s Pack
(D) Any 1 Gaming Set, or any 1 Musical Instrument

Expertise: Similar to a Bard or Rogue, beginning at 1st level, you may add double your proficiency bonus to any 2 of your skills with which you have proficiency. However, you must choose among skills which are Charisma-based.
At 7th level, you can choose 2 more of your proficiencies (in skills, gaming sets, or musical instruments) to gain this benefit. Additionally, these 2 choices do not necessarily have to be Charisma-based.

Action Surge: Starting at second level, you can push yourself your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Martial Archetype: At 3rd level, you choose an archetype that you will strive to emulate in your combat style and techniques. Choose either Offensive Swashbuckler or Defensive Swashbuckler; all detailed later in the class description. The archetype you grants you features at various levels. At 20th level, you will have achieved the ability to gain both archtypes, with access to both archetype’s features.

Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th, level; you can increase one ability score by 2, or you can increase 2 different abilities (of our choise) by 1 each. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to 3 when you reach 13th level, and to 4 when you reach 20th level.

Acrobatic Charge: As Swashbucklers tend to rush into combat, difficult terrain could slow them down. At 9th level, upon a successful Dexterity save, a Swashbuckler may move through difficult terrain with no penalty to movement. This allows the Swashbuckler to run down steep stairs, leap down from a balcony, swing on a chandalier or to tumble over tables to get to her target.

Acrobatic Skill Mastery: At 15th level, a Swashbuckler becomes so certain in the use of her Acrobatics skill that she can use them reliably even under adverse conditions. When making an Acrobatics check, a Swashbuckler may treat any roll of 9 or less as a 10, even if stress and distractions would normally prevent her from doing so.

Martial Archetypes:


Dueling: A hallmark of the offensive-minded Swashbuckler, at 3rd level, when you are wielding a weapon (with the light or finesse property) in one hand no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Improved Critical: Swashbucklers tend to try to end their opponents quickly, so at 5th level, when you are wielding a weapon (with the light or finesse property) in one hand no other weapons, your weapon attacks score a critical hit on a roll of 19 or 20.

Insightful Strike: Swashbucklers are usually brighter than your average warrior, so at 7th level, when you are wielding a weapon (with the light or finesse property) in one hand no other weapons, you may add your Intelligence modifier (minimum of +1) to attack and damage rolls. You may use this ability a number of times equal to your Intelligence modifier (minimum of once) before needing to complete a long rest.

Superior Critical: Keeping with the idea of ending their opponents quickly, Swashbucklers become even deadlier, so at 13th level, your weapon attacks now score a critical on a roll of 18 – 20.

Wounding Critical: Becoming the epitome of ending battles quickly, at 17th level a critical hit from a Swashbuckler, in addition to doing extra damage, now also does 2 points of Strength and 2 points of Constitution damage. Multiple critcal hits do extra Wounding Critical hit damage, meaning that penalties do stack. Additionally, the critical hit also confers the “Restrained” condition, which lasts until the end of the Swashbuckler’s next turn (no save required to end the condition, and the opponent isn’t actually restrained, but has the disadvantages of said condition).


Defense: As a defensive-minded Swashbuckler, your aim is to not get hit while in combat. So, at 3rd level, while you are wearing light or no armor, you gain a +2 bonus to your AC.

Quickness: Swashbucklers who try not to get hit, usually are also fleet of foot. At 5th level, while you are wearing light or no armor, your movement speed increases by 5 feet. This bonus increases to 10 feet at 10th level, to 15 feet at 15th level, and to 20 feet at 20th level. This extra speed allows the Swashbuckler to stay one step ahead of their opponents.

Insightful Defense: Defensive-minded Swashbucklers are ones who think about the consequences of battle. As such, they are always aware of what will hurt if they were to get hit. So, at 7th level, they may add their Intelligence modifier (minimum of +1) as a bonus to their Armor Class, for a period of turns equal to their Intellingence modifier (minimum of 1 turn). (Example: with an Intelligence modifier of +3, she could improver her Armor Class by 3 for a period of 3 turns.) This bonus to Armor Class begins when the Swashbuckler announces she is using this ability, and ends on the beginning of her next turn. The turns need not be consecutive. You regain this ability after a long rest.

Preternatural Defense: At this level, Swashbucklers are so aware of what is around them, that their sense can detect incoming ranged attacks. At 17th level, a Swashbuckler may deflect missiles when targeted by a ranged attack. Whenever a Swashbuckler is hit with a ranged attack, make Dexterity check (DC is the enemies’ attack roll); if successful, reduce the damage by 2d10 + you Intelligence modifier. This feature also allows the Swashbuckler to deflect spells. Any spell that is not an auto-hit (Ex: Magic Missile) nor an area-effect (Ex: Fireball) may be deflected. Keep in mind that this does not protect the weapon used to deflect said incoming spells.

So, a recap of class features looks like this:

1) Expertise
2) Action Surge
3) Martial Archetype Feature
4) Ability Score Improvement
5) Martial Archetype Feature
6) Extra Attack
7) Martial Archetype Feature
8) Ability Score Improvement
9) Acrobatic Charge
10) Ability Score Improvement
11) -
12) Ability Score Improvement
13) Extra Attack (2), Martial Archetype Feature
14) -
15) Acrobatic Skill Mastery
16) Ability Score Improvement
17) Martial Archetype Feature
18) -
19) Ability Score Improvement
20) Extra Attack (3), Martial Archetype Feature

Fighter Archetype: The Gladiator
Master of adaptive fighting

(Although I have a couple new classes rolling around in my mind I have had this in my head for a few days, and it was quick to make. Before Fifth Edition came out I was using 13th Age as my system of choice, largely because it has similar ideals to what Fifth did though they took it in a much different direction. Although the system didn’t hold up for me they have a lot of neat mechanics and this is a translation of their take on the Fighter. As with anything I post of course using this archetype is at the discretion of DM Tim, and is subject to change after playtesting.)


The gladiator is an exceptionally adaptive fighter, able to change tactics and technique in the fractions of seconds they have to analyze an ongoing battle. Their specialty is in using special flexible maneuvers to change the nature of an attack even as they are making it. Additionally gladiators are very tough, and able to prevent their enemies from easily escaping them.

Extra Tough: When you choose this archetype at level 3 your Second Wind now heals you for 1d10 + double your level.

Intimidating: At level 3 you are much harder to disengage from. Before taking the Disengage action your enemy has to pass a Dex saving throw (DC 8 + proficiency bonus + Str modifier). Failing means they cannot disengage this round, though they may still use a regular move action to move away if they so chose.

Flexible Maneuver: At level 3 you select 3 abilities from the list below. Whenever you make an attack roll you may, after seeing the result of your roll, add a maneuver to it instead of making a basic attack. Maneuvers have a die roll requirement, so depending on your roll different maneuvers will be applicable. You can only apply maneuvers to attacks made using a standard attack action, so bonus attacks and attacks that don’t occur on your turn can’t be maneuvers (unless the maneuver specifies otherwise). Additionally, each attack action can have only one maneuver applied to it. This means when you are able to make extra attacks with the attack action only one of them can be a maneuver, though you get to choose which. Once a maneuver is selected for the round there is no changing it.

Maneuver List

Comeback Strike
Trigger: Any miss
Special: This maneuver can only be used once per combat.
Effect: Make an extra attack at disadvantage as a bonus action.

Carve an Opening
Trigger: Any odd attack roll
Effect: Your crit range expands by 1, and can continue to expand with this maneuver as the battle progresses. Once you have scored a critical hit your crit range resets to its default.

Deadly Assault:
Trigger: Any even roll
Effect: Until the end of your turn reroll any damage dice results of 1. You must accept the second roll.

Heavy Blows
Trigger: Any odd miss
Effect: Deal damage to your target equal to Str mod + proficiency bonus.

Precision Attack
Trigger: Any hit of 16+
Effect: Add bonus damage to the attack equal to your Dex mod + proficiency bonus.

Advanced Maneuvers: At level 7 you add the following maneuvers to the list you can select from, and you may reselect any or all of the 3 maneuvers you know.

Hack & Slash
Trigger: Any even roll
Effect: Use your bonus action to make an extra attack against a different target then you used this maneuver on.

Steady Now
Trigger: Any even miss
Effect: Gain temporary HP equal to your Con modifier + your proficiency bonus.

Strong Guard
Trigger: Any miss
Effect: Allies adjacent to you get +2 to AC until the start of your text turn.

Heroic Maneuvers: At level 10 you add the following maneuvers to the list you can select from, and you may reselect any or all of the 3 maneuvers you know.

A Dozen Cuts
Trigger: Any even hit
Effect: The target takes damage at the beginning of its turn equal to your Dex modifier + proficiency bonus unless it can pass a Con saving throw. This effect can stack up to three times, but only requires a single saving throw to end all instances of the effect. Alternatively, the effect can be ended by another creature passing a Heal check at the same DC, and is also removed by any magical healing.

Punish Them
Trigger: Any hit of 16+
Special: This maneuver can only be applied to opportunity attacks. If you use this maneuver it counts as your maneuver for your next turn.
Effect: The target is stunned, as per the condition.

Heroic Skill
Trigger: Any even miss
Effect: Reroll the attack, but on a hit deal only half damage.

Legendary Maneuvers: At level 15 you add the following maneuvers to the list you can select from, and you may reselect any or all of the 3 maneuvers you know.

Spinning Charge
Trigger: Any even hit
Special: You must have moved this round to use this maneuver.
Effect: After resolving the attack you may use your bonus action to disengage, then move up to your speed so long as it is to engage a new enemy, and make an attack against that enemy. On a hit the attack only deals half damage.

Sword of Destiny
Trigger: Natural 20
Effect: In lieu of resolving your attack you may instead forego your critical to expend hit die to heal yourself as if you were taking a short rest. You do not gain any of the other benefits of a short rest from using this maneuver.

Set ‘em Up
Trigger: Any hit of 16+
Effect: Your crit range against the target expands by 3. This effect ends at the end of combat or if you take the disengage action, and you may only have your crit range expanded against a single enemy at a time.

A Legend for the Ages: At level 17 you have completely mastered the art of flexible attacks. You are no longer limited to the 1 maneuver per round rule, though you still can only apply 1 maneuver to any given attack and only attacks made with a standard attack action are eligible to be maneuvers. Additionally, whenever you finish a long rest you may reselect any or all of your 3 maneuvers.

Echo Cave
- To be Continued!

We traveled to the assumed location of Echo Cave based on a map we managed to buy off a Goblin King. We were laughed at many times in mentioning this forgotten place, many believed it were naught but old legends of a place long gone, but we proved them wrong. Pulled by a trusty mule in a covered wagon, we rested ourselves and waited to see if indeed the legends were true.

As we tumbled along the well-overgrown trail we came upon an old, crumbling mine entrance densely surrounded by brush and trees. Aligning well with the provided map, we assumed this was the destination. Wagon hidden and mule hobbled a short distance away, we entered the cave, our dwarven companion remaining outside to avoid any actual fighting that may take place. Sylas moved ahead of us in shadow, scanning the area for ancient traps or lurking monsters, when suddenly a gap of light opened up in a sloped ravine, spitting upon the ground the hulking form a half-orc in strange clothing and a lightly lit green orb. The Half-orc, disoriented but awake, catches sight of the glowing object and reaches out a hand to grab it.

Surprised and confused by the creature’s appearance, Sylas returns to his companions to tell them what has happened, while the creature inside sits up, equally confused, and inspects the orb and a little of his dark surroundings. The rest of the group enter the cave warily but openly, not wanting to surprise or be surprised by the stranger. Going by the name Greg, the party, minus Sylas, finds him trustworthy and Snarki invites him to help us on our quest, to which he easily agrees. He seems simple, but kind.

It isn’t long before we are fighting monsters of all kinds, Vahn fighting valiantly, Greg having a bit of trouble, perhaps still disoriented, and Sylas teaming with Moirin to whack and backstab, while Snarki shoots magic over their heads. Greg manages to use some sort of tracking ability to sense more ghouls nearby, and we are thankful for the knowledge, but in the next fight we almost lose him. The battles here were more difficult than many we had faced before, and it feels as if our party is at odds. Some members have moved on, and now a new companion whom we know little of, is making for a poor team.

In an open room where many ghouls were killed we attempt to rest as we are fully exhausted after just a couple fights. Moirin stands watch as the others sleep, but as the others are snoozing she notices a bugbear wander into the room. She breaks trance to attack him, and in a few well-placed hits, he’s down. She returns to her meditation only to be interrupted a second time as an oozy blob slimes his way into the cave. Again she breaks trance to deal with the new intruder, managing to take him out without taking a hit as well, and returns to her sleep, hoping this time she will get some rest. Alas, dirges appear but by now Sylas has joined her watch, and after alerting him to the issue he takes on the mosquito-bats alone and manages to take them out, albeit with a few oversized bug bites.

After a fighting off a flaming skull and some more undead, the party finds an ancient Forge that once made the magical weapons this cave was so famous for. A great victory, and a promise that this is, indeed, the cave they had been searching for. A room full of bugbears is their next fight, and the party blockades themselves in the room to rest. As they are preparing to leave a small group of bugbears come a-knocking, but this time they are ready. Setting up an ambush, they open the door and attack, taking out the bugbears as a team.

The next room is a more natural-style cavern with a pool of water. After spending a lot of time throwing glowing objects into the pool and trying to see inside, most of the party gives up and moves on, but Greg, curiosity winning over foresight, jumps into the pool to get a closer look. He manages to find a skeleton at the bottom of the water and brings it out of the water with him. Two platinum rings adorn his fingers and a wand grasped in his bony hand. Still curious, he tries to swim again, but flounders and almost drowns. By now the party is up the hallway, and has no knowledge of his dilemma. Barely making it out of the water, he pulls himself up on the dirt. Greg looks around and finds that he is still alone, and looks down at the skeleton, conflicted by his urge to properly bury this man and his worrying that he doesn’t know where he is or where is new companions may be. Deciding the risk too great, Greg lays down the skeleton gently at the edge of the water and turns to find the party.

Ahead, Sylas and Moirin have found a doorway into an unexplored room with a depiction of an angel and a hammer upon the door. After waiting for the rest of the party, they positioned themselves to be ready to go inside. Opening the doors they find four giant spiders clinging to the ceiling, two bugbears standing guard, and The Spider himself, a drow in black leather armor with a spider-carved staff. Vahn, seeing his path clear to the dark elf, charges into the room, narrowly ducking the spiders, taking a swing from a bugbear, but managing to attack the Spider directly. Seeing him already hurt and alone on the other side of the room, Moirin dashes in after, avoiding attacks and taking up a position beside the drow to attack. After a few attacks, the Spider falls, but the party is split and his minions are now on the offensive. Snarki throws a cloud of fog and Vahn attempts to run across the room to get to the party but falls on the way. Moirin manages to skirt the edges, rejoining her companions for the fight. One of the slain bugbears falls upon Vahn, making attempts to save him more difficult and Moirin falls, severely wounded. Within a few moments the rest are defeated and the party is revived.

(TO BE CONTINUED – any inconsistencies you see just tell me. I’m doing this all from memory!)

The Alistair
A fool by any other name

(UPDATE: After Tim’s seal of approval I’ve re-edited the Alistair for more consistent terminology across the class, and reigning in some of her more outlandish abilities. I think it should be ready to play for anyone foolish enough to do so!)

(Update two: This will be the last change I make until the class gets some playtesting. Uncanny Eye now adds its bonus to attack AND damage, rather then either or, as was the case with the first version of the class. I decided that considering any damage based melee class will have no trouble outshining the alistair round to round getting one big attack in per combat wasn’t going to break anything)


Alistairs are unlike other adventurers in that they are actively sought by adventure. Alistairs forever find themselves falling into cursed rabbit holes, accidentally killing witches, having their half-brothers stolen by goblin kings, being willed magic rings, finding demons inserted in their chests or having armored knights ride through their homes while they are trying to sleep. Obscure gods, however, sympathize with them (they are often born to powerful families), and an Alistair is a boon to any party. Some Alistairs wear striped stockings or pointed shoes. In human fables they are often known by the names Jack or Alice, and all races maintain numerous legends about heroes who had no business taking to a hard life of adventure in the first place.

Although they begin their adventures untrained and naive, Alistairs are fast learners, and high level Alistairs are known for their sagacity and cunning.

In game terms the Alistair relies on luck, unusual abilities, and deus ex machina to see them through. Many of your most powerful abilities can only be used a handful of times over the entire life of your character. The ebb and flow of the Alistair is to remain unnoticed until the perfect time to pounce, not unlike a Rouge. However you are even more fragile then a Rouge, and must pick your opening carefully. Out of combat you will find yourself often with powerful ways to circumvent obstacles, but be wary of the new path you’ve set yourself on because it could be quite strange. Making allies with the dormice may have seemed like a clever way to learn the goings-on at the castle, but will their inane quests to slay cats and seek out discarded food be worth the hassle, when you could have just greased the palm of a guardsman like a good, honest adventurer would? Be careful of these self-made pitfalls, least you prove why, when translated from the texts of The Red and Pleasant Land, Alistair simply means ‘The Fool’.

Quick Build
You can begin play as an Alistair quickly by following these guidelines. First, make Charisma or Dexterity your highest ability scores, followed by Wisdom or Constitution. Alistairs are not fully in control of their own fates so if you feel spread thin, like butter over too much bread, that’s normal. Second, choose either the Nobility or Urchin background.

Hit Points: 1d6+Con
Armor: Light
Weapons: Simple weapons, plus the rapier, short sword, and improvised weapons (see Improper Handling below)
Tools: Any one
Saving Throws: Dexterity and Charisma
Skills: Chose three from the following: Acrobatics, Animal Handling, Arcana, Deception, History, Insight, Investigation, Medicine, Perception, Persuasion, Religion, Sleight of Hand, Stealth

You start with the following equipment, in addition to that granted by your background
(a) a rapier or (b) a short sword.
Typically this weapon mirrors your background. If poor, it is a suspiciously clean and ornate weapon hidden under a board in the cottage you share with your drunkard uncle, that hints at your family’s once-noble linage. If rich it is a battered weapon of war passed down from an adventuresome grandparent, and shows not everyone in your family lived with their nose turned up at such gruesome activities.
(a) a light crossbow with 20 bolts or (b) a bag of 20 pieces of hardened foodstuffs, each approximating half a day’s rations.
(a) a hefty iron skillet or (b) a cracked-but-mostly-functional spyglass, worth approximately 50gp in scrap parts.
(a) an explorer’s pack or (b) a diplomat’s pack.
A suit of padded armor, one item of your choice from the adventuring gear table not worth more then 25gp, and one additional trinket.

A note on ability scores: Alistairs find benefit from a wide range of ability scores. They often fight in melee, but tend to favor Dexterity over Strength. Dexterity also improves their armor and aids in remaining unnoticed. Their hit die is low, so they benefit from Constitution. Intelligence will allow them to make greater use of History and Investigation, which they can gain expanded use for. If they gain spells though their travels Charisma is their spellcasting ability, and aids in their impressive wordplay. Finally Wisdom improves the all-important Perception skill, which Alistairs can also gain expanded use for. Keep in mind the gaining of these expanded uses is not for you, but for the fates that be, to decide.


In times of unusual stress Alistairs may become Exasperated. This Exasperation causes fate to take notice of the Alistair, and then to aid her. The Alistair says or thinks something like “Oh I can’t conceive how I ever fell into this deplorable circumstance!” or “We are indeed doomed and the rats will gnaw our eyes.”

Practically speaking, an Alistair may express Exasperation once every game session (as games focus almost exclusively on stressful times, these represent the periods during which the gods are most likely to take notice). When this happens roll the dice.

At 1-5th level roll d4, at 6-7th level roll d6, at 8-9th level roll d8, at 10-11th roll d10, at 12th level and higher roll d12:

1- Jack had let his trusty sword guide him, but it lead to only an old oak tree. Sighing with despair he leaned against the tree, a knot depressed, and the passage to the dungeon below opened.

A secret door is revealed where none had previously been detected. If the GM has made no provision for a secret door, it leads to the nearest unexplored area.

2-The Alistair realizes she has something in her pack, her hair, or otherwise secreted about her person. The object can be anything non-magical and generic (a key, not the key) that exists in the setting and that is small enough that the Alistair could reasonably have it hidden it in her current condition or smaller than a breadbox, whichever dimensions are smaller at the time. The Alistair may choose what this is.

3-An ordinary animal—cat sized or smaller—appears. The Alistair cannot directly control it but it will not under any circumstances hurt the Alistair.

4-A fact about the situation at hand occurs to the Alistair—a piece of local or monster lore, perhaps something she read or was once told in a parlor or a lesson or in a kitchen.

5-Someone of the Alistair’s choice falls down. (Line of sight.)

6-The weather in the immediate area changes in a way decided by the Alistair—the change is general and may not be targeted (no aimed lighting bolts or gusts of wind).

7-A nearby creature is charmed by the Alistair for an hour. (Line of sight.) Boss-type creatures are not immune to this effect, but the Alistair’s charms do not extend to her party, nor does this mean the Alistair will have any control over the creature beyond they look upon the Alistair favorably.

8-An inorganic device or object of the Alistair’s choice breaks. (Line of sight.)

9-Something not ordinarily able to talk (GM’s choice) begins to speak to the Alistair.

10-Creatures present complete forget the Alistair is there for as long as the Alistair takes no obviously violent actions and can continue to make Wisdom saving throws (DC approximately the average passive perception of creatures in the area -5, aka at disadvantage) every minute.

11-Someone is sent to fetch the Alistair out of her current predicament. If there is an obvious candidate from among the local NPCs (giant eagles, a friendly knight…), that’s who it is. If there isn’t, then: hey GM, time to make up a weirdo. The NPC does not automatically have the ability to extricate the Alistar from the situation, s/he merely appears as close as is plausible.

12-Someone or something of the Alistair’s choice begins to shrink at 1 foot per round down to playing-card size. (Line of sight.)

These effects are considered divine magic and can be countered as such.

Improper Handling

You are very skilled with improvised weapons—at level 1 you are considered proficient with anything you pick up that is not normally a weapon. Small items can be thrown for 1d4 damage with a range of 20/40 (rocks, hard candy). Larger lightweight items are one-handed weapons dealing 1d6 damage, and have the light property (wooden spoon, wine bottle). Heafy items you can wield in one hand deal 1d8 damage (iron skillet, a big rock). Anything that would require two hands to wield does 1d10 damage (barstool, wagon wheel). These items generally deal bludgeoning damage, but may have other damage types at the DMs discretion.

Uncertain Destiny

The only thing Alistairs have in common with one another is that they are unpredictable. At first level and again at levels 3, 6, 9, 13 and 17 roll twice on this table. You gain the listed ability, and most give descriptions of their effect if rolled twice. If an ability cannot be gained again you lose the roll until your next level-up, if you can remember! Additionally many of these abilities grant you Advantage or a double Proficiency bonus with a skill. If you do not have the listed skill then ignore the text as written, and you are now Proficient in that skill.

1 Alice was then reminded of something she’d noticed before… You gain proficiency in a new saving throw, or double your proficiency in a save you already possess. You can gain this ability a total of four times, after that it is a wasted roll.

2 Jack liked pies, although sometimes people did not want him to have them. You can use your Perception skill with double Proficiency bonus to locate foodstuff of any kind. Rerolling this ability allows you to find organic matter of any kind with the roll. After this it is a wasted roll.

3 She closed her eyes and said the words as she’d been taught…You have learned one magic-user spell, which can be from any spell-casting class. Determine the spell randomly, rolling a d8 to determine level. If the spell is of a level you could feasibly know you can memorize it as if you were a Sorcerer, otherwise it works once, that’s it. Charisma is your spellcasting ability.

4 Her aunt had mentioned them … You have advantage on rolls to identify the faction or function of any aristocrat in any land. If rolled a second time you are cousin or niece or otherwise secondhand related to 1d4+Cha modifier NPCs of your choice, assuming you can explain a feasible familial relationship. These NPCs don’t have to be chosen right away, but if you forget how many you had socked away the DM is under no obligation to compensate you for this. Rolling a third time adds 1d4+Cha more NPCs to your extended family. After this it is a wasted roll.

5 All that hiding in the dumbwaiter has finally paid off. You know secrets. One of two kinds of secret, to be precise: either a piece of useful lore about a legendary treasure or magic item that you encounter or an embarrassing fact about an NPC. Mechanically: once per session you may astound your party’s condescending wizard by pulling this lore or rumor out of your petticoat or pantaloon by making a successful History check, generally with a lower-than-average DC (DMs discretion). Once this secret is rolled however, you lose this ability, but it can be rerolled to learn another secret. This can be rolled once per game session, and if you fail you don’t loose your secret.

6 It was very shiny and stuck out like a soup spoon… On a successful melee hit, you may use your bonus action to make a Sleight of Hand attempt to grab an item (other than the target’s weapon) off a target. This only works once per combat against anything above zombie-intelligence who sees it. Re-rolling this result means you add double your proficiency bonus to the roll. Rolling this a third time means you are, in fact, able to disarm your opponent, however they receive a Strength saving throw to oppose your Sleight of Hand check. After this it is a wasted roll.

7 Alice was not such a mouse as she used to be. +1 Dexterity, to a maximum of 20. Excess may go to Strength or Constitution.

8 The blue one certainly did make you taller, of that Alice was sure…You add double your proficiency bonus to identify the properties of drugs and plants with drug-like properties, generally making a Perception check to do so. Rolling this again means you can mimic the effects of one potion worth 50gp or less once per day if you have access to narcotics. Rolling this again is a wasted roll.

9 Jack could be very charming when he needed to be. Your silver tongue grants you double your proficiency bonus on Bluff checks. If you reroll this ability then once per day one person will automatically believe one (semi-plausible) lie you tell. Additional rolls grant you an additional lie per day, up to a maximum of four.

10 Alice knew to curtsy at times like this, and so she did. Despite the low company you keep, you’ve been working on your manners. Add double your proficiency bonus on Persuasion checks. Rerolling this result means members of the upper classes instinctively recognize you as one of their own. You have advantage when making Persuasion rolls against the aristocracy. Additional rolls of this result are wasted.

11 It was so lovely, and—according to the book—it was right there. The dress made of manticoreflesh, the house full of lilacs, the magical fishgutting knife—-whatever the thing that you always wanted is, it’s there. 4 sessions worth of adventure away or less. Tell your DM, who then must place it. Your DM is not, however, obligated to make it easy, and if you chose not to divert from your other obligations to pursue this quest then the chance is lost. Until you reroll this result, of course.

12 Alice had not known her mother’s cousin very well, and decided that it was a bad thing that she had died…You have been willed 5000 units of the local currency worth of random mundane (nonmagical) objects. Here’s how it works: you have exactly ten seconds real time to say what was left to you. You now have all that stuff, assuming it adds up to less than 5000gp. You do not get xp for this treasure.

13 They kept talking as though Jack was a rhododendron in a pot. Add double your proficiency to your Stealth. Rolling this again means you can deal a Sneak Attack as a Rouge of half your level (minimum 1d6 damage) if you are attacking from concealment, but only once per battle.

14 She knew from school what the word meant, but did not know if it was rude or not. The next time you encounter a written or spoken language you may attempt a History check. If successful you happen to know (and had simply forgotten) the language. Add it to the list of languages you know. Rerolling this allows you to ‘remember’ an additional language.

15 Alice quite liked drawing, and had an impressive box of crayons at home. You are adept at forgery. By making a Deception check and expending about 40gp in materials you can make a facsimile of one mundane item or document, assuming you’re familiar enough with the item. Attempting to create something to dupe someone without copying from something else (fake papers proclaiming your party’s paladin to be the newest member of the queen’s guard, for example) you are at Disadvantage for the roll.

16 He thought it might be a saltcellar, or at least that seemed like the right word for it. You can appraise treasure with surprising accuracy: you can estimate the value of nonmagical things flawlessly with an Investigation check, and if a piece of treasure is not what it seems on any level you will get an inkling. As in, you’ll go “Is this not what it seems?” and the DM will go “Yeah, you’ve seen a lot of jade urns in your day and this is not what it seems somehow—you’re not sure how.” You won’t know what it is, but you’ll sense that it is strange. If rolled a second time you may make Investigation checks to identify the properties of strange items, including magical items. Additional rolls of this result are wasted.

17 They all listened attentively as Alice told her tale. +1 to Charisma, to a maximum of 20. Excess goes to Wisdom or Intelligence.

18 They began to throw stones, and Jack began to avoid them. You gain Evasion, as the Rogue ability. Rolling this again is wasted.

19 She tried to remember what she knew about stoats. Add double your proficiency bonus to Handle Animal checks. If rolled a second time then there is a 1 in 6 chance that any animal you have successfully handled is in fact a magical talking animal, and appreciates your attentiveness. This can only happen once per game session, and it will help you in ways that would not significantly endanger it for the rest of the day. If you want to keep it in your company longer it will likely want something in return…

20 Alice was beginning to think such a strange life might suit her. Reroll twice on this table. If you roll 20 again you reroll again, but do not gain another bonus roll.

I do so apologize…

At level 2 you can easily trip any medium-sized, human-like creature that is otherwise engaged with someone or something else on a successful melee attack roll. This ability can only be used once per combat, as now your enemies know not to underestimate you, unless the DM decides the enemies are incapable of utilizing such reasoning (mindless zombies, etc). At level 3 and above this attack also deals damage, equal to your Charisma or Dexterity modifier (your choice) and the die shown below. An Alistair can become quite deadly using these ‘accidental’ attacks.

3rd: 1d4
5th: 1d6
7th: 1d8
9th: 1d10
11th: 1d12
13th: 2d8
15th: 1d20
19th: 2d20

Offensive Cretin

You’re starting to become adept at dueling. At 5th level choose a one-handed martial melee weapon you are proficient with; you now deal +2 damage with that weapon if you aren’t holding anything in your other hand. Additionally, you can challenge enemies to a duel with a Persuasion check. If successful they will be more than happy to grind a weakling like you into paste, but you are more than you seem. So long as no one assists you with the duel you score a critical against the enemy on a 19-20, and have +1 AC. If your friends are forced to save you however your confidence takes a blow, and you are no longer proficient with your dueling weapon and loose this ability until you take an extended rest.

Uncanny Eye

At level 6 for each combat round you spend just watching someone (i.e. you’re not doing anything except maybe moving and you are not being attacked yourself) you get +d10 to hit AND +d10 to damage OR +d10 to any attempt to trip, grab, or otherwise mess with the target when you finally do decide to attack per round spend observing them. This only works on targets that are engaged in combat while they are being observed. The ability can only be used once per battle, unless the enemies at hand are mindless or otherwise incapable of seeing the Alistair perform this attack. At level 10 raise the die used to d12, than a d20 at level 14.

Astonishing Attack

You are surprising. At level 7 you may add your entire Charisma score to your to-hit roll with any improvised weapon you picked up this round (who knew what you could do with a gingerbread man?). If you hit, add your entire Charisma score to the damage. This trick only works once per fight.

How many times could this kind of thing happen?

At level 11 you may escape death or another equally awful fate exactly once. You must spend at least a round playing possum to build tension but….surprise! You jumped out of the way just in time! If used you regain this ability at levels 15 and 19.

Unsavory Attack

Being in the company of rough and tumble adventurers has taught you that to win the day you must occasionally do unpleasant things. At level 14 you can use a garrote (or equivalent improvised weapon) to attack a creature who is engaged with someone else or otherwise not paying attention to you, and would logically be susceptible to strangulation. On a hit you automatically start a grapple, and so long as you maintain it the enemy suffers 1d8 damage+Dex modifier each round, and after three consecutive rounds must begin making Constitution saving throws or be rendered unconscious. Additionally when you drop caltrops, marbles, or improvised equivalent, the first creature to run across them automatically falls prone (assuming they have legs)

Somewhat Neglected

At level 15 if you choose to do nothing but evade on your turn you gain +2 to AC in addition to the normal effects of taking the Dodge action (enemies suffer disadvantage on attacks). Each attack that misses you is considered a fumble.

Stranger than Strange

Alice had seen so many unusual things lately, it had become usual. By 17th level you’ve seen and done so much that nothing phases you—you are immune to insanity or confusion in any form. Even mind-altering cosmic horrors from the far edge of the cosmos are, like, whatever. You still do fear. Fear is good. Fear keeps you alive. Additionally, any allies who can see you likewise get advantage on saving throws vs insanity or confusion, on account of your steady eye.

A Queen (King) Among Fools

At 20th level when you are Exasperated you may select any effect from the table, rather than rolling. Additionally, select four abilities from the Uncertain Destiny table that would not be wasted rolls. You gain these abilities.

Mythic Hero
Fighter subclass

Mythic Hero
The Mythic Hero is a fighter whose prowess goes beyond the mundane. He may lack the honed skill of the champion and the battlefield training of the battlemaster, but he makes up for it with surges of raw power and speed that go beyond what any mere mortal can achieve. Some mythic heroes gain their power from divine or other powerful ancestry, like Hercules; others are normal mortals with a destiny that raises them above their peers.

Heroic Virtues
When you choose (or are chosen for) this archetype at 3rd level, you learn heroic Virtues that passively improve your character and also enable you to perform specific actions that are fueled by special points known as Hero Points. The power of these addition actions is improved as your fighter level increases.
Virtues.You learn Act of Valor and two other virtues of your choice, which are detailed under “Virtues” below. You learn an additional virtue at levels 7, 10, and 15.
Hero Points.You start with three hero points, which are expended when you use them. You regain all your expended hero points when you finish a long rest. You gain another hero point at levels 7, 10, 15 and 18.
Saving Throws.Some of your virtues allow you to perform actions that require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Once and Future Hero
Starting at level 15, your legend makes you immortal. Once per month, when you die, you return to life three days later at the site of your death.

Heroic Virtues
The heroic virtues are presented in alphabetical order.

Act of Valor. Before or after you roll a Strength (Athletics), Constitution, or Dexterity (Acrobatics) check, you may spend a Hero Point to add your fighter level to that check.

Bounding Strides. Your maximum jump distance and height is doubled. In addition, you may spend a Hero Point to leap 30 feet high and long as your movement. This distance increases to 60ft at level 7, 90ft at level 10, 120ft at level 15, and 200ft at level 18. You take no falling damage and draw no opportunity attacks when performing this jump.

Destructive Wrath. You ignore the damage resistance of inanimate objects when intentionally dealing damage to them. In addition, you may spend a Hero Point to double that damage for one minute. At level 7 the damage is tripled, at level 10 it is quadrupled, at level 15 it is quintupled, and at level 18 you deal 10 times normal damage to inanimate objects when using this ability.

Fleet-footed. Your base speed increases by 5ft. In addition, you may spend a Hero Point to increase your speed by another 10ft for one minute (or until you are incapacitated). The speed bonus increases to 20ft at level 7, 30ft at level 10, 40ft at level 15, and 60ft at level 18. Starting at level 10 you can walk over water and other liquids, and starting at level 15 you can walk on clouds or other mist (assuming there is a continuous area of vapor to walk across); however, you fall if you end your movement not on solid ground.

Frightful Countenance. You have advantage on Charisma (Intimidate) and Charisma (Persuade) checks made against anyone who has seen you in battle. In addition, you can use a bonus action and spend a Hero Point to terrify all enemies within 5 feet of you, forcing them to make a Wisdom saving throw or be frightened until the end of their next turn. This range is extended to 10 feet at level 7, 20 feet at level 10, 30 feet at level 15, and 60 feet at level 18. Starting at level 15, the creature must make a Wisdom saving throw at the end of its next turn to end the fear effect. Starting at level 18, any creature that fails its saving throw by 5 or more faints, instantly falling unconscious as per the Sleep spell.

Inhuman Strength. Your lifting and carrying capacity is doubled. In addition, you may spend a Hero Point to lift and carry any creature of object of Medium size or smaller, regardless of weight; you must successfully grapple an unwilling creature to pick it up. As a bonus action that turn you may throw it up to 30 feet, dealing 2d6 damage to the object itself and anything it lands on (Dexterity save for half damage). This damage increases to 4d6 at level 7, 6d6 at level 10, 8d6 at level 15, 10d6 at level 15, and 12d6 at level 18. Starting at level 7 the creature or object may be of Large size, and starting at level 15 it may be of Huge size.

Jagged Soul. You have advantage on saving throws against fear effects. In addition, when you succeed on a Wisdom, Intelligence or Charisma saving throw incurred by a creature, you may use your reaction to spend a Hero Point to force that creature to make a Wisdom saving throw or else be frightened of you until the end of your next turn. At level 7, the creature must make a Wisdom saving throw at the end of each of your turns, and the fear effect does not end until it succeeds. At level 10, the creature that fails its save by 5 or more is stunned instead of afraid. At level 15, it dies if it fails three saving throws. At level 18, you may also spend a Hero Point to add your proficiency bonus to any intelligence, wisdom, or charisma saving throw you are not proficient in.

Steely Gaze. You gain advantage on Perception checks to see objects in the distance. In addition, you may spend a Hero Point to spot hidden or obscured creatures and objects around you. At level 7 you can use this ability to see through mundane disguises, at level 10 you can see through illusion, at level 15 you can see the true form of transmuted and other shape-shifted objects and creatures, and at level 18 you can discern the origin, history, and general abilities of a creature or object with a single glance.

Read more:

Way of Determination
Monk subclass

Way of Determination
Monks that follow the Way of Determination are sustained by their raging spirits and iron resolves.

Push Beyond – Starting when you choose this tradition at 3rd level you can spend a Hit Die as a bonus action to regain Ki Points equal to the number rolled.

Undying Spirit – Starting at 6th level, when you are reduced to 0 Hit Points you can make a Concentration check. On success, you are instead reduced to 1 Hit Point. Once used, this ability cannot be used again until after a short or long rest. You also gain proficiency in Constitution saving throws.

Faster Than Fast – Beginning at 11th level you may spend 5 Ki Points to cast Haste on yourself as an action.

Pierce the Heavens – Starting at 17th level, when you reduce an opponent to 0 Hit Points with an action, you can repeat that action against a different target.

Gunslinger subclass
for any class

For a renegade few, battle sounds different than it does for the typical rogue. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.

When you choose this archetype at 3rd level you gain grit points. In game terms, grit is a fluctuating measure of your ability to perform amazing actions in combat. You have a maximum number of grit points equal to your Wisdom modifier (minimum 1). Your grit goes up or down throughout the day. You spend grit to use your gunslinging features and regain grit in the following ways:

Critical Hit with a Firearm: Each time you confirm a critical hit with a firearm attack while in the heat of combat, you regain 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half your level does not restore grit.

Killing Blow with a Firearm: When you reduce a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, you regain 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half your level to 0 or fewer hit points does not restore any grit.

Daring Act: Each time you perform a daring act, you can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, you regain 1 grit point. Before attempting a daring act, you should ask the DM whether the act qualifies. The DM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if you do not ask beforehand whether the act qualifies.

Long rest: At the end of a long rest all of your grit points are restored to your normal maximum.

Any effect that restores grit points can only bring them up to your normal grit point maximum. Any grit points in excess of that maximum are lost.

Starting at 3rd level, you can reroll any one damage die you make with a firearm attack by spending a grit point. Spend the grit point and reroll the damage die, choosing to either keep the original roll or use the new one. You can reroll as many damage die as you like depending on how many grit points you’re willing to spend. Alternatively you can spend a single point of grit to remove disadvantage on an attack you make with a firearm.

Quick as a Flash
At 3rd level you can use a bonus action to load or reload a firearm, to ready a firearm or to repair a firearm that’s been broken due to a jam.

Gunslinger’s Dodge
At 9th level, you gain an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against you, you can spend 1 grit point to move 5 feet as a reaction; doing so grants you a +2 bonus to AC against the triggering attack. Alternatively, you can spend a grit point to drop prone to gain a +4 bonus to AC against the triggering attack. You can also use this ability when an attack is made against you that requires a Dexterity save, in which case spending the grit point (if you move or drop prone) grants you advantage on the save. You can only perform this deed while wearing light or no armor, and while carrying no more than a light load.

Bullet Storm
Beginning at 13th level, you can attack one extra time whenever you take the attack action on your turn, provided you make both attacks with a firearm. If you haven’t used your whole move for the turn, you can move between attacks. This attack cannot be used on the same round as Extra Attack but may be combined with extra attacks granted from using two pistols. You automatically reload the firearm for both attacks even if you do not have any hands free to do so.

Boom Head Shot
At 16th level, when you score a critical hit with a firearm attack you can spend 1 grit point to add all your remaining hit dice to the damage roll (this does not use up your hit dice).

Firearm Properties
Firearms have some amazing properties, some of which are negative and some are positive. Added up, this means that for the average adventurer choosing between a firearm and a different type of ranged weapon (such as a crossbow) is not that easy a choice to make. In fact bows and crossbows still see regular use throughout worlds where firearms are present. So then why have firearms become so prevalent if they aren’t that different than weapons that already existed? There are two reasons; first, firearms are incredibly easy to use. Most firearms count as simple weapons. Your typical untrained commoner can pick up and use, and even be trained to reload, a firearm in a tenth the time of other ranged weapons. Second on the battlefield their positives far outweigh the negatives. After all, who cares about the noise when you’re at war? Adventurers may have to think about that but generals don’t. When you compare that to basically giving every soldier in your army a +1 weapon (or close to it) you can see why when armies clash firearms are king.

Properties of firearms:

Accuracy: All firearms receive a +1 to hit due to their accurate (and slightly armor piercing) nature. They do not receive this bonus to damage, only to hit.

Improved Critical Hits: Firearms do more damage when they score a critical hit than other weapons do. When you score a critical hit using a firearm add an additional dice of damage to the critical hit roll equal to the damage dice of the weapon. So if you fire a pistol that does 1d6 damage you add another d6 to the damage roll. This is in addition to the extra dice you’re already adding for the critical hit itself.

Noise: Firearms are incredibly loud. The noise the pellet makes when it leaves the barrel is literally deafening. If you fire a gun outside it can be heard for miles. If you fire it in an enclosed area every creature not already deafened (or immune to thunder damage) in that area must make a DC 10 Constitution save or be deafened for 1 minute.

Barrel Jam: Sometimes the pellet doesn’t fly out of the barrel straight. Either it hits at the wrong angle or the pellet itself is off or it gets jammed in the mechanism assembly that puts it in the barrel. Either way when you roll a natural 1 with a firearm that firearm now has a barrel jam. It’s considered broken until repaired, which normally takes 1 minute to do and must be done outside of combat. For this reason some keep multiple guns on hand, grabbing another one if the first jams.

Irretrievable Ammo: Unlike other ammunition, bullets launched from firearms cannot be recovered after the battle. The force of striking a surface destroys the ammunition.

Pistol (martial ranged)
Cost: 250gp
Chamber: 6 bullets
Damage: 1d10 piercing
Range: (30/90)
Ammo: Bullets (10) – 3 gp

Class Description

Level/Prof/Features/Cantrips Known/Spells Known/1st/2nd/3rd/4th/5th/6th/7th/8th/9th
1/2/Artificer Knowledge, Spellcasting/3/4/2
2/2/Infuse Equipment (d6)/3/5/3
3/2/Artificer Tradition, Craft Homunculus/3/6/4/2
4/2/Ability Score Improvement/4/7/4/3
5/3/Infuse Equipment (d8)/4/8/4/3/2
6/3/Artificer Tradition Feature/4/9/4/3/3
7/3/Ritual Master/4/10/4/3/3/1
8/3/Ability Score Improvement/4/11/4/3/3/2
9/4/Infuse Equipment (d10)/5/12/4/3/3/3/1
10/4/Emulate Spells/5/13/4/3/3/3/2
12/4/Ability Score Improvement/5/15/4/3/3/3/2/1
14/5/Artificer Tradition Feature, Emulate Spells/5/17/4/3/3/3/2/1/1
15/5/Infuse Equipment (d12)/5/18/4/3/3/3/2/1/1/1
16/5/Ability Score Improvement/5/19/4/3/3/3/2/1/1/1
18/6/Emulate Spells/5/22/4/3/3/3/3/1/1/1/1
19/6/Ability Score Improvement/5/22/4/3/3/3/3/2/1/1/1
20/6/Perfect Infusion/5/22/4/3/3/3/3/2/2/1/1

A dwarf touches a shining ruby wand to his belt and whispers a few words, his muscles swell with strength. He smashes through a barred door to find the imprisoned duke he was sent to rescue.
A human in a finely crafted breastplate slices through a giant worm with a longsword infused with her own spirit. Her allies’ weapons flash with the same aura having been empowered by her care.
A gnome touches her hound made of iron to mend it with magic and repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway.
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron they are known as artificers, but in other worlds they might be called arcanists or rune casters.

The Structure of Magic
In magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master the various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.

Experimentation and Understanding
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and bringing forth the magic of objects, but they are limited in scope to their specialties. An artificer takes in all specialties and all forms of artifice as the same subject. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made, a more efficient tool.
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.

Creating an Artificer
An artificer is a magical scientist. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain? Or is it to solve on specific problem, like creating immortality, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in large structures that contain mystical energies.

Quick Build
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the makeshift wand, light, and, mending cantrips, along with the following 1st-level spells: detect magic, disguise self, repair damage, and shield of faith.

Class Features
As a artificer you gain the following class features.

Hit Points
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier per artificer level after 1st

Armor: Light armor
Weapons: All simple weapons
Tools: One of either alchemist’s supplies, calligrapher’s supplies, cobbler’s tools, glassblower’s tools, jeweler’s tools, leatherworker’s tools, mason’s tools, painter’s supplies, smith’s tools, tinker’s tools, weaver’s tools, or woodcarver’s tools.
Saving Throws: Intelligence, Constitution
Skills: Choose two from: Arcana, History, Investigation, Medicine, Nature, and Religion.

You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
Leather armor, any simple weapon, and one set of artisan’s tools

Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formulae and combine it with a bit of genius to make a mundane material temporarily magical.

At 1st level, you know two cantrips of you choice 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 artificer table.

Spell Slots
The artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you cast the first level spell repair damage and have a 1st-level and a 2nd-level spell slot available, you can cast repair damage using either slot.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the artificer spell list.
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. Each of these spells must be of a level for which you have spell slots, as shown in the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + you Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast any artificer spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use an arcane focus or a set of artisan’s tools as a spellcasting focus for your artificer spells.

Artificer Knowledge
You are adept at improvising with tools to complete your task. You can use any set of tools or utensils and have them count as any other set of tools or utensils. You also gain half your proficiency bonus on any set of tools you are not already proficient in.
Artificers also have a deep understanding of items and the power that lies hidden within them. When you touch an object, you can focus as an action to discover if it is magical. In addition, you know the identify spell; it does not count against the number of spells you can have prepared a day, and it requires no components. It still requires the same amount of time to cast and will spend a spell slot if not cast as a ritual.
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.

Infused Equipment
You can imbue mundane objects with helpful magic. During a short rest you can infuse a number of allies’ gear, including your own, with magic by handling it. The characters gain a Infused Equipment die they can discharge by rolling it with any d20 roll and adding it it to their result. They can wait to roll it until after the d20 roll is revealed, but must decide before the DM says whether the roll succeeds or fails. Once the Infused Equipment die is rolled, it is lost. A creature can have only one Infused Equipment die at a time. If a creature doesn’t use the die by the next time it takes a short or long rest, it is lost.
You can imbue a number of allies equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a short or long rest.
Your Infused Equipment die changes when you reach certain levels in this class. The die becomes d8 at 5th, d10 at 9th, and d12 at 15th.

Craft Homunculus
At 3rd level you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spell known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: a crafter homunculus, furtive filcher, expeditious messenger, or iron defender. The familiar is always a construct instead of a celestial, beast, fey, or fiend.
Additionally when you take the attack action, you can forgo one of your own attacks to allow your familiar to make on attack of its own.

Artificer Tradition
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Tinkerer or Battlesmith. Your choice grants you features at 3rd level, 6th level, and 14th level.

Ritual Master
At 7th level you begin understanding a deeper pattern of magic. Choose two 1st-level spells that have the ritual tag from any class’ spell list. You write this spell down in a book that becomes your Ritual Book. The spells do not count against the number of spells you know. With your Ritual Book in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means.
On your adventures, you can add other ritual spells to your Ritual Book. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Emulate Spells
At 10th level, you create a handheld magic item that duplicates a spell of your choice from any class. The spell you choose must be of a level you can cast, as shown on the artificer table, or a cantrip. The spell can only be used once a day, unless it is a cantrip which can be used at will. The chosen spells count as artificer spells for you but don’t count against the number of artificer spells you know. If you ever lose the item, you can recreate it with the same spell after a long rest. This item can be used by other characters if you instruct them how to use it.
You create an additional magic item that emulates a spell from any class at 14th level and again at 18th level.

Perfect Infusion
At 20th level, your Infused Equipment die add a bonus of 20 when used.

Artificer Traditions
Tradition of the Tinkerer

Bonus Proficiencies
When you take up the tinkerer tradition at level 3, you gain proficiency with arcana and tinker’s tools. You double your proficiency bonus with these when you use either to make an ability check. If you already proficiency with these, choose another skill and another set of artisan’s tools with which to gain proficiency.

Infuse Spellcasting
Also at 3rd level, you can infuse the implements of spellcasters with your Infused Equipment feature to allow them to roll the Infused Equipment die when casting a spell. If they do so, either the target of a spell gains disadvantage on their ability check, or you can add the result on the die to the damage from the spell.

Additional Emulate Spells
At 6th level, you create a handheld magic item that duplicates a spell of your choice from any class. The spell you choose must be of a level you can cast, as shown on the artificer table, or a cantrip. The spell can only be used once a day, unless it is a cantrip which can be used at will. The chosen spells count as artificer spells for you but don’t count against the number of artificer spells you know. If you ever lose the item, you can recreate it with the same spell after a long rest. This item can be used by other characters if you instruct them how to use it.

Tinkerer’s Prowess
Starting at 14th level, whenever you use a magic item that has charges and could be destroyed when you use the last charge, the item is not destroyed. Also, you can use magic items regardless of required race or level.

Tradition of the Battlesmith
Bonus Proficiencies
When you take up the tradition of the battlesmith at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Infusions
Also at 3rd level you gain further variety in the combat applications of your Infused Equipment feature. Characters with your Infused Equipment die can add the bonus from the roll to their weapon damage when they hit with an attack. Alternatively, they can roll the die to add a bonus to their AC when they are targeted by an attack.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast an artificer spell or use a magic item, you can make one weapon attack as a bonus action.

Artificer Spells
0- guidance, infuse weapon, light, makeshift wand, mending, prestidigitation, resistance
1- comprehend languages, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, feather fall, heroism, illusory script, inflict damage, jump, longstrider, mage armor, repair damage, sanctuary, shield of faith, speak with animals
2- alter self, arcane lock, barkskin, blur, continual flame, darkness, darkvision, detect thoughts, enhance ability, find traps, heat metal, invisibility, knock, magic mouth, magic weapon, mirror image, nystul’s magic aura, protection from poison, see invisibility, spider climb
3- bestow curse, blink, dispel magic, elemental weapon, feign death, fly, gaseous form, glyph of warding, haste, magic circle, nondetection, protection from energy, remove curse, slow, speak with dead, speak with plants, tongues, water breathing, water walk
4- control water, death ward, fabricate, fire shield, freedom of movement, greater invisibility, otiluke’s resilient sphere, stone skin
5- animate objects, awaken, creation, geas, mislead, planar binding, rary’s telepathic bond, swift quiver, teleportation circle, tree stride, wall of force, wall of stone
6- blade barrier, contingency, globe of invulnerability, guards and wards, magic jar, move earth, true seeing, wind walk
7- etherealness, force cage, sequester, simulacrum, symbol
8- antipathy/sympathy, clone, glibness, mind blank, telepathy
9- foresight, imprisonment, prismatic wall, shapechange

Infuse Weapon
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (steel wool and a weapon)
Duration: 1 minute
The weapon you are holding is infused with your power and it becomes natural to wield. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of attacks using that weapon. The spell ends if you cast it again or if you let go of the weapon.

Makeshift Wand
Evocation cantrip
Casting Time: 1 Action
Range: 60 feet
Components: S, M (a handheld object you have spent an action scribing runes on)
Duration: Instantaneous
You employ any small object as a temporary wand, channelling a blast of energy. The target must succeed on a Dexterity saving throw or take 1d8 damage. The spell can inflict acid, fire, cold, lightning or thunder damage; choose two damage types, and you can choose which one to use when you cast the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At each of these levels, you may also select an additional damage type to add to your repertoire. You can prepare any handheld object to serve as a channel for this spell; this requires one action not including the action used to cast the cantrip (inscribing a few runes on it).

Repair Damage
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Your magic melds an object together and repairs damage. A construct or object you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on living creatures or undead.
At higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.

Inflict Damage
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Your magic rips an object apart. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 damage, or twice as much if it is an object or construct.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot above 1st level.

Artificer Homunculi
Crafter Homunculus
Tiny construct, lawful neutral
Armor Class 11
Hit Points 8
Speed 30 ft.
Str 6 (-2)
Dex 13 (1)
Con 17 (
Int 10 (0)
Wis 10 (
Cha 10 (+0)
Skills Perception +2, Investigation +2, Stealth +3
Senses Darkvision 60 ft., passive perception 12
Languages All languages known by its creator
Challenge 1/4
A crafter homunculus uses its masters proficiencies with artisans tools to craft. The crafter homunculus can be instructed to craft for it’s master. If the homunculus is left alone without instruction it will craft random objects obsessively using whatever materials it can find. It can also assist its master on the crafting of an item, increasing the items quality as well as helping to complete the item faster.
Clay Body
A crafter homunculus will revert to a useless lump of clay when it would be reduced to 0 hit points, and will revert to its normal form 1 hour after it was destroyed. If it is not completely destroyed into little pieces, the largest piece will reform into the main form.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Expeditious Messenger
Tiny construct, lawful neutral
Armor Class 14
Hit Points 2
Speed 40 ft., fly 60 ft.
Str 3 (-4)
Dex 18 (4)
Con 10 (
Int 14 (0)
Wis 13 (
Cha 11 (0)
Skills Perception +3, Stealth +5
Senses Darkvision 60 ft., passive perception 13
Languages All languages known by its creator
Challenge 1/4
An expeditious messenger’s master can converse with a creature up to 1 mile away through the homunculus. It can carry out a continuous conversation.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4
4 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.

Furtive Filcher
Tiny construct, lawful neutral
Armor Class 11
Hit Points 6
Speed 40 ft., climb 30 ft.
Str 5 (-3)
Dex 17 (3)
Con 10 (
Int 10 (0)
Wis 10 (
Cha 10 (0)
Skills Perception +3, Stealth +7, Sleight of Hand +7
Senses Darkvision 60 ft., passive perception 13
Languages All languages known by its creator
Challenge 1/4
The furtive filcher turns invisible until it attacks or until its concentration ends. Anything the invisible furtive filcher is carrying or wearing is invisible as long as it remains in contact with the furtive filcher.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4
2 piercing damage.

Iron Defender
Small construct, lawful neutral
Armor Class 13
Hit Points 11
Speed 40 ft.
Str 12 (1)
Dex 15 (
Con 12 (1)
Int 6 (-2)
Wis 12 (
Cha 6 (-2)
Skills Perception 3, Stealth +4, Intimidation +2
Senses Darkvision 60 ft., passive perception 13
Languages -
Challenge 1/4
Keen Hearing and Smell
The iron defender has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics
The iron defender has advantage on attack rolls against a creature if at least one of the iron defender’s allies is within 5 ft. of the creature and isn’t incapacitated.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2d4
2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Artificer Requires: Intelligence 13
Proficiencies Gained: Light armor, simple weapons, and one set of artisan’s tools from the class’ list


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