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CURSE OF THE CRIMSON THRONE: PLAYERS GUIDE

Page 6, New Feat: Sable Company becomes:

New Favored Enemy Option

Path of the Sable Company

Sable Company Features


Level Feature
2 Steadfast Mount
7 Aerial Steed
11 Mount Ability Score Improvement
15 Aerial Maneuver

Steadfast Mount
You gain proficiency with flying mounts. Whenever you are within 20 feet of your mount, it gains advantage on
saving throws against being frightened.

Aerial Steed
You gain a hippogriff mount.

Mount Ability Score Improvement


You can increase one of your hippogriff mounts ability scores by two, or two ability scores by 1. You cannot increase
any of its ability scores above 20 using this feature.

Aerial Maneuver
When your mount is targeted with a weapon attack while you are riding it, you may make a DC 10 Dexterity saving
throw. Successful Save: the attack targets you instead.

Page 6, New Feat: Shingle Runner becomes:

New Feat

Shingle Runner
Prerequisite: Proficiency in Acrobatics
You gain proficiency in Athletics.
You gain advantage on Strength (Athletics) checks involving climbing and jumping.
You move your normal speed while climbing.
You reduce the damage taken from falling as if the fall were 10 feet less than it actually is.

Page 10, New Feat: Crossbow Mastery becomes:

New Fighting Style (Fighter, Paladin, and Ranger feature)

Crossbow Mastery
You may ignore the Loading property of crossbows.
Page 11, New Feat: Acadamae Graduate becomes:

New Arcane Tradition

Wizardry: School of Conjuration

Conjuration Features
Level Feature
2 Improved Mage Hand
6 Instinctive Defense
12 Blood Ritual
16 Rapid Conjuration
20 Conjuration Master

Improved Mage Hand


You learn the mage hand cantrip. If you already know this cantrip, you learn a different mage cantrip of your choice.
When you cast mage hand, the spells range, duration, and amount the hand can carry are doubled.

Instinctive Defense
You always have web spell prepared, and it doesnt count against the number of spells you can prepare. When an
enemy declares a charge action against you, you may cast web as a reaction. If you dont already know this spell,
you may now add it to your Spellbook.

Blood Ritual
When you cast a conjuration spell of 1st level or higher, you may grant all targets disadvantage on their saving
throw. You lose one hit die and cannot use this feature again until youve taken a short or long rest.

Rapid Conjuration
When you cast a conjuration spell of 1st level or higher that has a casting time of 1 action, its casting time becomes
swift.

Conjuration Master
You can cast the sleet storm and stinking cloud spells as 3rd-level spells without expending a spell slot. You also
always have them prepared, and they dont count against the number of spells you can prepare. If you dont
already know these spells, you may now add them to your Spellbook.

KORVOSAN EQUIPMENT
Barbarian Chew: available; no change.
Doctors Mask: available; +1 circumstance bonus on Constitution saving throws.
Earth Breaker: available; use Maul.
Harrow Deck: available; no change.
Hide Shirt: available; Price 90 gp; AC 12 + Dex modifier; Speed ; Stealth Disadvantage; Weight 12 lbs.
Klar: available; Price 12 gp; AC +1; Speed ; Stealth ; Weight 6 lbs.; Martial Melee Weapon; Damage 1d6
slashing; Properties Light, Special (when attacking with the klar, you lose the bonus to AC it grants until the start
of your next turn)
Perfume/Cologne: available; exotic perfume grants advantage on Charisma (Persuasion) checks as long as the
scent is appropriate to the situation.
Sawtooth Saber: available; use Rapier, but change damage type to slashing.
Bladed Scarf: available; use Whip.
Pocketed Scarf: available; gives advantage instead of +4 on Dexterity (Sleight of Hand) checks made to hide
objects on your body.
Reinforced Scarf: available; change DC of Strength check to 19.
Shoanti Bola: available; use Bolas, but change damage type to piercing.
Starknife: available; use Dagger.
Varisian Idol: unavailable.

Page 14, New Feat: Harrowed becomes:

New Feat

Harrowed
You gain advantage on saving throws to resist charm effects.
Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day,
you may apply advantage on any d20 roll modified by the cards suit. For example, if you drew a card from
the suit of Wisdom, you may apply advantage on a Wisdom saving throw or a Wisdom-based skill check. If
you drew a card from the suit of Dexterity, you could apply advantage on an Initiative check, a Dexterity
saving throw, a Dexterity-based skill check, or a ranged attack roll. If you dont have an actual Harrow deck
handy to draw from to determine your bonus, you can randomly determine the ability score by simply
rolling 1d6 (1 = Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence, 5 = Wisdom, 6 = Charisma).

BACKGROUND TRAITS

One of these must be chosen in place of the standard backgrounds found in the playtest package. If your character
is starting after Gaedrens been taken care of, you may instead choose a standard background. Choose one of the
traits listed and gain the noted proficiencies and languages. These backgrounds do not provide starting equipment
lists, so use the standard starting gold to equip yourself as desired.

Drug Addict
Someone you know has become addicted to shiver, a drug distilled from the venom of dream spiders. The drug
induces sleep filled with vivid dreams, during which the users body often shakes and shivers, giving the substance
its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often
viewed as the only alternative apart from suicide for escaping a dreary life. Youve always thought of shiver as a
problem of the lower class, but then someone you know overdosed on the stuff. Youve done a bit of investigating
and have learned that the one who got your friend addicted in the first place was a crime lord named Gaedren.
Unfortunately, the guards seem to be more focused on the bigger dealers. They dont have time to devote many
resources to what theyve called, a bit player in a beggars problem. It would seem that if his operation is to be
stopped, it falls to you.
Trait Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your
research into the drug scene and local politics has earned the respect of local street folk. Street folk will provide you
with squalid lodging and cover for you if youre trying to hide out. They can also provide you with a modicum of
food and can aid you in finding drugs.
Trait Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his
drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and
you have a +1 bonus on Constitution saving throws against poison.
Proficiencies: Medicine, Persuasion, Search, Survival
Tools: none
Languages: one of your choice

Framed
Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman
seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasnt immediate.
Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into
planting the murder weapon by the actual murderera local crime lord named Gaedren Lamm. Lamms thugs killed
the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the
accused being set free, the stigma was enough to badly damage his reputation. If you can find Gaedren, youre sure
you can find evidence that ties him to the murder and can clear the accuseds name.
Trait Family Honor: The person framed was a family member, perhaps a father or brother. Your family honor is
impugned, but they can at least still provide you with comfortable lodging.
Trait Dropout: You were the one accused. Although you were eventually freed when a friend confronted the
fisherman and got the truth, the damage had been done. You were forced to leave your school (perhaps the
Acadamae) or church. As a result, you were forced to self-train and promised yourself you would become better at
your chosen profession despite the spurning of your peers. The prerequisite ability score you need for multiclassing
is reduced by 1.
Proficiencies: Arcana, Deception, Stealth, Survival
Tools: Disguise Kit
Languages: one of your choice

Love Lost
Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan
Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body.
Whoever murdered your loved one stole that ringyoure convinced of it. Youve done some investigation on your
own and recently found the ring for sale at a local merchant. Although, to your great frustration, you cant afford yet
to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems
likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is
finding him.
Trait Orphaned: The murder victim was your only surviving parent. You had to grow up fast to take care of your
siblings or to handle your familys matters and were forced from an early age to support yourself. You begin with an
additional 50 gp with which to buy starting equipment.
Trait Widowed: The murder victim was a lover. With your lovers death, a part of you died as well, leaving you
haunted, grim, and prone to dark musings. You gain advantage on saving throws against fear effects.
Proficiencies: Intimidation, Performance, Survival
Tools: one of your choice
Languages: one of your choice
Missing Child
You suspect that a child you know has been abducted by Gaedren. Whatever the relationship, youve heard rumors
about Gaedrens Little Lamms, and of how the old man uses children as pickpockets and agents for his crimes.
Youve even heard rumors that the child youre looking for has been spotted in the marketplaces in the company of
other known to be cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight,
yet it has its hands full with more important matters these days, it seems, and has not yet been able to learn
anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victimsthat
task falls to you. Yet where could the old scoundrel be hiding?
Trait Missing Sibling: The missing child is a brother or sister. Although everyone else has given up hope, you
believe your sibling still lives out there. Your constant search for the missing sibling has developed into great skill at
rumor mongering and finding information from others. You gain advantage on Charisma checks made to gather
information.
Trait Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or
daughter of your superior or employer and one you had been charged with protecting. The child was abducted
during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will
to continue grant you a +1 bonus on Wisdom saving throws.
Proficiencies: Insight, Perception, Persuasion, Search
Tools: none
Languages: one of your choice

Unhappy Childhood
You spent a period of time as one of Gaedrens enslaved orphans. Maybe you were abducted from your parents
home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him
in return for a desperately needed loan of money. Or perhaps you, like most of Gaedrens slaves, were merely a
child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be a
little light work. Whatever the case, you spent several years of your life as one of his Little Lamms before
escaping. Youve nursed a grudge for the old man ever since.
Trait Tortured: Gaedren tortured you and left you for dead on a garbage heap after you made one too many
errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 bonus
on Dexterity saving throws.
Trait Religious: You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued
by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke
your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church,
where you spent the rest of your youth. You gain a +1 bonus to the DC of your divine spells as long as you have
your gods holy symbol and present it with conviction (you must use your primary or off hand and cannot carry a
weapon or shield with that hand)
Proficiencies: Insight, Religion, Stealth, Survival
Tools: Thieves Tools
Languages: one of your choice

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