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Fraternity of Luminal Minds

INITIATE OF PRACTICE AND THEORY


Small humanoid, neutral

Armor Class 16 (scale mail)


Hit Points 10 (1d8 +2)
Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 10 (+0)

Saving Throws Con +4, Int +5


Skills Acrobatics +4, Arcana +5, History +5, Investigation +5, Perception +3
Tools smith’s tools, thieves' tools, tinker's tools
Senses passive Perception 13
Languages Common, three of choice
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Equipment (127 gp, 5 sp; 119 lb.). Bolts ×20 (1 gp; 1½lb.), bottle of black ink (10 gp), common
clothes (5 sp; 3 lb.), dagger (2 gp; 1 lb.) ×2 (4 gp; 2 lb.), dungeoneer's pack (backpack {5 lb.},
crowbar {5 lb.}, hammer {3 lb.}, pitons {¼lb.} ×10 {2½lb.}, torch {1 lb.} ×10 {10 lb.}, tinderbox {1
lb.}, rations {2 lb.} ×10 days {20 lb.}, waterskin {5 lb. ❴full❵}, hempen rope ×50 feet {10 lb.}) [12
gp], letter from a dead colleague posing a question the Initiate has not yet been able to answer,
light crossbow (25 gp; 5 lb.), quill, scale mail (50 gp; 45 lb.), small knife, thieves' tools (25 gp; 1
lb.)

Repair (Requires Tinker's Tools [or Smith's Tools for Repairing Metal Objects]). The
Initiate can restore 10 hit points to a damaged object for each hour of work. For any object, he
needs access to the raw materials required to repair it. For metal objects, he needs access to
an open flame hot enough to make the metal pliable.

Researcher. When the Initiate attempts to learn or recall a piece of lore, if he does not know
that information, he often knows where and from whom he can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sage or other learned person or creature. The
DM might rule that the knowledge he seeks is secreted away in an almost inaccessible place, or
that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign.
Ritual Casting. The Initiate can cast an artificer spell as a ritual if that spell has the ritual tag
and he has the spell prepared.

Set a Trap (Requires Thieves' Tools). Just as the Initiate can disable traps, he can also set
them. As part of a short rest, he can create a trap using items he has on hand. The total of his
check becomes the DC for someone else's attempt to discover or disable the trap. The trap
deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or
damage equal to half the total of his check, whichever the DM deems appropriate.

Spellcasting. The Initiate is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell
save DC 13, +5 to hit with spell attacks). The Initiate knows the following artificer spells:

Cantrips (at will): guidance, spare the dying


1st level (2 slots): absorb elements (see "Reactions" below), cure wounds, feather fall* (see
"Reactions" below)
*The Initiate needs material components to cast these spells.

War Caster. The Initiate has practiced casting spells in the midst of combat, learning techniques
that grant him the following benefits:

● He has advantage on Constitution saving throws that he makes to maintain his


concentration on a spell when he takes damage.
● He can perform the somatic components of spells even when he has weapons or a
shield in one or both hands.
● When a hostile creature's movement provokes an opportunity attack from the Initiate, he
can use his reaction to cast a spell at the creature, rather than making an opportunity
attack. The spell must have a casting time of 1 action and must target only that creature.

BONUS ACTIONS
Bonus Second Dagger Attack. When the Initiate takes the Attack action and attacks with
Dagger, he can make one attack with Second Dagger.

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 +2) piercing damage.

Guidance (Cantrip; Requires Concentration). The Initiate touches one willing creature. Once
before the spell ends, the target can roll a d4 and add the number rolled to one ability check of
its choice. It can roll the die before or after making the ability check. The spell then ends.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 +2)
piercing damage.
Magical Tinkering. To use this ability, the Initiate must have thieves’ tools or artisan’s tools tools
in hand. He then touches a Tiny nonmagical object and give it one of the following magical
properties of his choice:

● The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
● Whenever tapped by a creature, the object emits a recorded message that can be heard
up to 10 feet away. He utters the message when he bestows this property on the object,
and the recording can be no more than 6 seconds long.
● The object continuously emits his choice of an odor or a nonverbal sound (wind, waves,
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
● A static visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as he
likes.

The chosen property lasts indefinitely. As an action, the Initiate can touch the object and end the
property early. He can bestow magic on multiple objects, touching one object each time he uses
this feature, though a single object can only bear one property at a time. The maximum number
of objects he can affect with this feature at one time is 3. If he tries to exceed his maximum, the
oldest property immediately ends, and then the new property applies.

Second Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 2 (1d4) piercing damage.

REACTIONS
Absorb Elements (1st-Level Spell; Requires a Spell Slot). When the Initiate takes acid, cold,
fire, lightning, or thunder damage, he gains resistance to the triggering damage type until the
start of her next turn. Also, the first time he hits with a melee attack on his next turn, the target
takes an extra 1d6 damage of the triggering type, and the spell ends.

Feather Fall (1st-Level Spell; Requires a Spell Slot and a Small Feather or Piece of Down).
When the Initiate or a creature within 60 feet of him falls, choose up to five falling creatures
within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If
the creature lands before the spell ends, it takes no falling damage and can land on its feet, and
the spell ends for that creature.

CHALLENGE RATING
Defensive Challenge Rating. 1/8 (10 hp) +1 (+3 AC) =1/4

Offensive Challenge Rating. 1/2 (6 damage per round)

Final Challenge Rating. 1/4 +1/2 ÷2 =1/2

INITIATE OF EXPERIMENTAL PRACTICE


Small humanoid, neutral
Armor Class 16 (scale mail)
Hit Points 17 (2d8 +4)
Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 10 (+0)

Saving Throws Con +4, Int +5


Skills Acrobatics +4, Arcana +5, History +5, Investigation +5, Perception +3
Tools smith’s tools, thieves' tools, tinker's tools
Senses passive Perception 13
Languages Common, three of choice
Challenge 1 (200 XP)
Proficiency Bonus +2

Enhanced Weapon (Infusion; Requires Simple or Martial Weapon). This magic weapon
grants a +1 bonus to attack and damage rolls made with it.

Equipment (126 gp, 5 sp; 106½ lb.). Bottle of black ink (10 gp), common clothes (5 sp; 3 lb.),
dagger (2 gp; 1 lb.) ×2 (4 gp; 2 lb.) dungeoneer's pack (backpack {5 lb.}, crowbar {5 lb.},
hammer {3 lb.}, pitons {¼lb.} ×10 {2½lb.}, rations {2 lb.} ×10 days {20 lb.}, waterskin {5 lb. ❴full❵},
hempen rope ×50 feet {10 lb.}) [12 gp], letter from a dead colleague posing a question the
Initiate has not yet been able to answer, light crossbow (25 gp; 5 lb.), quill, scale mail (50 gp; 45
lb.), small knife, thieves' tools (25 gp; 1 lb.)

Infuse Item. Whenever the Initiate finishes a long rest, he can touch a nonmagical object and
imbue it with one of his artificer infusions, turning it into a magic item. An infusion works on only
certain kinds of objects, as specified in the infusion's description. If the item requires
attunement, he can attune himself to it the instant he infuses the item. If he decides to attune to
the item later, he must do so using the normal process for attunement. His infusion remains in
an item indefinitely, but when he dies, the infusion vanishes after 3 days. The infusion also
vanishes if he gives up his knowledge of the infusion for another one. He can infuse more than
one nonmagical object at the end of a long rest. He must touch each of the objects, and each of
his infusions can be in only one object at a time. Moreover, no object can bear more than one of
his infusions at a time. If he tries to exceed 2 infusions, the oldest infusion immediately ends,
and then the new infusion applies. If an infusion ends on an item that contains other things, like
a bag of holding, its contents harmlessly appear in and around its space.
Repair (Requires Tinker's Tools [or Smith's Tools for Repairing Metal Objects]). The
Initiate can restore 10 hit points to a damaged object for each hour of work. For any object, he
needs access to the raw materials required to repair it. For metal objects, he needs access to
an open flame hot enough to make the metal pliable.

Repeating Shot (Infusion; Requires Simple or Martial Weapon with the Ammunition
Property and Attunement). This magic weapon grants a +1 bonus to attack and damage rolls
made with it when it's used to make a ranged attack, and it ignores the loading property if it has
it. If the wielder loads no ammunition in the weapon, it produces its own, automatically creating
one piece of magic ammunition when he makes a ranged attack with it. The ammunition created
by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item (Infusion; Hat of Wizardry; Requires Attunement by a Wizard). This
antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While the Initiate is
wearing it, he gains the following benefits:

● He can use the hat as a spellcasting focus for his wizard spells.
● He can try to cast a cantrip that he doesn't know. The cantrip must be on the wizard spell
list, and he must make a DC 10 Intelligence (Arcana) check. If the check succeeds, he
casts the spell. If the check fails, so does the spell, and the action used to cast the spell
is wasted. In either case, he can't use this property again until he finishes a long rest.

Replicate Magic Item (Infusion; Ruby of the War Mage; Requires Attunement by a
Spellcaster). Etched with eldritch runes, this 1-inch-diameter ruby allows the Initiate to use a
simple or martial weapon as a spellcasting focus for his spells. For this property to work, he
must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes.
Thereafter, the ruby can't be removed unless he detaches it as ao action or the weapon is
destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if
his attunement to the ruby ends.

Researcher. When the Initiate attempts to learn or recall a piece of lore, if he does not know
that information, he often knows where and from whom he can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sage or other learned person or creature. The
DM might rule that the knowledge he seeks is secreted away in an almost inaccessible place, or
that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign.

Ritual Casting. The Initiate can cast an artificer spell as a ritual if that spell has the ritual tag
and he has the spell prepared.

Set a Trap (Requires Thieves' Tools). Just as the Initiate can disable traps, he can also set
them. As part of a short rest, he can create a trap using items he has on hand. The total of his
check becomes the DC for someone else's attempt to discover or disable the trap. The trap
deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or
damage equal to half the total of his check, whichever the DM deems appropriate.

Spellcasting. The Initiate is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell
save DC 13, +5 to hit with spell attacks). The Initiate knows the following artificer spells:

Cantrips (at will): guidance, spare the dying


1st level (2 slots): absorb elements (see "Reactions" below), alarm* (ritual), cure wounds,
feather fall* (see "Reactions" below)
*The Initiate needs material components to cast these spells.

War Caster. The Initiate has practiced casting spells in the midst of combat, learning techniques
that grant him the following benefits:

● He has advantage on Constitution saving throws that he makes to maintain his


concentration on a spell when he takes damage.
● He can perform the somatic components of spells even when he has weapons or a
shield in one or both hands.
● When a hostile creature's movement provokes an opportunity attack from the Initiate, he
can use his reaction to cast a spell at the creature, rather than making an opportunity
attack. The spell must have a casting time of 1 action and must target only that creature.

BONUS ACTIONS
Bonus Second Dagger Attack. When the Initiate takes the Attack action and attacks with
Enhanced Dagger, he can make one attack with Second Dagger.

ACTIONS
Enhanced Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 5 (1d4 +3) piercing damage.

Guidance (Cantrip; Requires Concentration). The Initiate touches one willing creature. Once
before the spell ends, the target can roll a d4 and add the number rolled to one ability check of
its choice. It can roll the die before or after making the ability check. The spell then ends.

Magical Tinkering. To use this ability, the Initiate must have thieves’ tools or artisan’s tools tools
in hand. He then touches a Tiny nonmagical object and give it one of the following magical
properties of his choice:

● The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
● Whenever tapped by a creature, the object emits a recorded message that can be heard
up to 10 feet away. He utters the message when he bestows this property on the object,
and the recording can be no more than 6 seconds long.
● The object continuously emits his choice of an odor or a nonverbal sound (wind, waves,
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
● A static visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as he
likes.

The chosen property lasts indefinitely. As an action, the Initiate can touch the object and end the
property early. He can bestow magic on multiple objects, touching one object each time he uses
this feature, though a single object can only bear one property at a time. The maximum number
of objects he can affect with this feature at one time is 3. If he tries to exceed his maximum, the
oldest property immediately ends, and then the new property applies.

Repeating Shot Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
target. Hit: 7 (1d8 +3) piercing damage.

Second Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 2 (1d4) piercing damage.

REACTIONS
Absorb Elements (1st-Level Spell; Requires a Spell Slot). When the Initiate takes acid, cold,
fire, lightning, or thunder damage, he gains resistance to the triggering damage type until the
start of her next turn. Also, the first time he hits with a melee attack on his next turn, the target
takes an extra 1d6 damage of the triggering type, and the spell ends.

Feather Fall (1st-Level Spell; Requires a Spell Slot and a Small Feather or Piece of Down).
When the Initiate or a creature within 60 feet of him falls, choose up to five falling creatures
within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If
the creature lands before the spell ends, it takes no falling damage and can land on its feet, and
the spell ends for that creature.

CHALLENGE RATING
Defensive Challenge Rating. 1/8 (17 hp) +1 (+3 AC) =1/4

Offensive Challenge Rating. 1/2 (7 damage per round) +1 (+2 attack bonus) =1

Final Challenge Rating. 1/4 +1 ÷2 =1

ASPIRANT OF OFFENSIVE METHODOLOGY


Small humanoid, neutral

Armor Class 16 (scale mail)


Hit Points 24 (3d8 +6)
Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 10 (+0)

Saving Throws Con +4, Int +5


Skills Acrobatics +4, Arcana +5, History +5, Investigation +5, Perception +3
Tools leatherworker's tools, smith’s tools, thieves' tools, tinker's tools
Senses passive Perception 13
Languages Common, three of choice
Challenge 1 (200 XP)
Proficiency Bonus +2

Battle Ready. The Aspirant's combat training and his experiments with magic have paid off in
two ways:

● He gains proficiency with martial weapons.


● When he attacks with a magic weapon, he can use his Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and damage rolls.

Enhanced Weapon (Infusion; Requires Simple or Martial Weapon). This magic weapon
grants a +1 bonus to attack and damage rolls made with it.

Equipment (98 gp; 100½ lb.). Bottle of black ink (10 gp), common clothes (5 sp; 3 lb.),
dungeoneer's pack (backpack {5 lb.}, crowbar {5 lb.}, hammer {3 lb.}, pitons {¼lb.} ×10 {2½lb.},
rations {2 lb.} ×10 days {20 lb.}, waterskin {5 lb. ❴full❵}, hempen rope ×50 feet {10 lb.}) [12 gp],
javelin (5 sp; 2 lb.), letter from a dead colleague posing a question the Aspirant has not yet been
able to answer, quill, scale mail (50 gp; 45 lb.), small knife, thieves' tools (25 gp; 1 lb.)

Identify Hides (Requires Leatherworker's Tools). When looking at a hide or a leather item,
the Aspirant can determine the source of the leather and any special techniques used to treat it.
For example, he can spot the difference between leather crafted using dwarven methods and
leather crafted using halfling methods.

Infuse Item. Whenever the Aspirant finishes a long rest, he can touch a nonmagical object and
imbue it with one of his artificer infusions, turning it into a magic item. An infusion works on only
certain kinds of objects, as specified in the infusion's description. If the item requires
attunement, he can attune himself to it the instant he infuses the item. If he decides to attune to
the item later, he must do so using the normal process for attunement. His infusion remains in
an item indefinitely, but when he dies, the infusion vanishes after 3 days. The infusion also
vanishes if he gives up his knowledge of the infusion for another one. He can infuse more than
one nonmagical object at the end of a long rest. He must touch each of the objects, and each of
his infusions can be in only one object at a time. Moreover, no object can bear more than one of
his infusions at a time. If he tries to exceed 2 infusions, the oldest infusion immediately ends,
and then the new infusion applies. If an infusion ends on an item that contains other things, like
a bag of holding, its contents harmlessly appear in and around its space.

Repair (Requires Tinker's Tools [or Smith's Tools for Repairing Metal Objects]). The
Aspirant can restore 10 hit points to a damaged object for each hour of work. For any object, he
needs access to the raw materials required to repair it. For metal objects, he needs access to
an open flame hot enough to make the metal pliable.

Replicate Magic Item (Infusion; Hat of Wizardry; Requires Attunement by a Wizard). This
antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While the Aspirant
is wearing it, he gains the following benefits:

● He can use the hat as a spellcasting focus for his wizard spells.
● He can try to cast a cantrip that he doesn't know. The cantrip must be on the wizard spell
list, and he must make a DC 10 Intelligence (Arcana) check. If the check succeeds, he
casts the spell. If the check fails, so does the spell, and the action used to cast the spell
is wasted. In either case, he can't use this property again until he finishes a long rest.

Replicate Magic Item (Infusion; Ruby of the War Mage; Requires Attunement by a
Spellcaster). Etched with eldritch runes, this 1-inch-diameter ruby allows the Aspirant to use a
simple or martial weapon as a spellcasting focus for his spells. For this property to work, he
must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes.
Thereafter, the ruby can't be removed unless he detaches it as ao action or the weapon is
destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if
his attunement to the ruby ends.

Returning Weapon (Infusion; Requires Simple or Martial Weapon with the Thrown
Property). This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder's hand immediately after it is used to make a ranged attack.

Researcher. When the Aspirant attempts to learn or recall a piece of lore, if he does not know
that information, he often knows where and from whom he can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sage or other learned person or creature. The
DM might rule that the knowledge he seeks is secreted away in an almost inaccessible place, or
that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign.

Ritual Casting. The Aspirant can cast an artificer spell as a ritual if that spell has the ritual tag
and he has the spell prepared.

Set a Trap (Requires Thieves' Tools). Just as the Aspirant can disable traps, he can also set
them. As part of a short rest, he can create a trap using items he has on hand. The total of his
check becomes the DC for someone else's attempt to discover or disable the trap. The trap
deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or
damage equal to half the total of his check, whichever the DM deems appropriate.

Spellcasting. The Aspirant is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell
save DC 13, +5 to hit with spell attacks). The Aspirant knows the following artificer spells:

Cantrips (at will): guidance, spare the dying


1st level (2 slots): absorb elements (see "Reactions" below), alarm* (ritual), cure wounds,
feather fall* (see "Reactions" below), heroism (see "Actions" below), shield (see "Reactions"
below)
*The Aspirant needs material components to cast these spells.

Steel Defender. The Aspirant's tinkering has borne him a companion, a steel defender. It's
friendly to him and his companions, and it obeys his commands. See its game statistics in the
Steel Defender stat block, which uses the Aspirant's proficiency bonus (PB) in several places.
He determines the creature's appearance and whether it has two legs or four; his choice has no
effect on its game statistics. In combat, the defender shares the Aspirant's initiative count, but it
takes its turn immediately after him. It can move and use its reaction on its own, but the only
action it takes on its turn is the Dodge action. If the Aspirant is incapacitated, the defender can
take any action of its choice, not just Dodge. If the mending spell is cast on the defender, it
regains 2d6 hit points. If it has died within the last hour, he can use his smith's tools as an action
to revive it, provided he is within 5 feet of it and he expends a spell slot of 1st level or higher.
The defender returns to life after 1 minute with all its hit points restored. At the end of a long
rest, he can create a new steel defender if he has smith's tools with him. If he already has a
defender from this feature, the first one immediately perishes. The defender also perishes if the
Aspirant dies.

The Right Tool for the Job. With thieves’ tools or artisan’s tools in hand, the Aspirant can
magically create one set of artisan's tools in an unoccupied space within 5 feet of him. This
creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest.
Though the product of magic, the tools are nonmagical, and they vanish when he uses this
feature again.

War Caster. The Aspirant has practiced casting spells in the midst of combat, learning
techniques that grant him the following benefits:

● He has advantage on Constitution saving throws that he makes to maintain his


concentration on a spell when he takes damage.
● He can perform the somatic components of spells even when he has weapons or a
shield in one or both hands.
● When a hostile creature's movement provokes an opportunity attack from the Aspirant,
he can use his reaction to cast a spell at the creature, rather than making an opportunity
attack. The spell must have a casting time of 1 action and must target only that creature.
BONUS ACTIONS
Command Steel Defender. The Aspirant commands his steel defender to take an action other
than Dodge. That action can be one in its stat block or some other action.

ACTIONS
Guidance (Cantrip; Requires Concentration). The Aspirant touches one willing creature.
Once before the spell ends, the target can roll a d4 and add the number rolled to one ability
check of its choice. It can roll the die before or after making the ability check. The spell then
ends.

Heroism (1st-Level Spell; Requires a Spell Slot and Concentration). A willing creature the
Aspirant touches is imbued with bravery. Until the spell ends, the creature is immune to being
frightened and gains 3 temporary hit points at the start of each of its turns. When the spell ends,
the target loses any remaining temporary hit points from this spell.

Magical Tinkering. To use this ability, the Aspirant must have thieves’ tools or artisan’s tools
tools in hand. He then touches a Tiny nonmagical object and give it one of the following magical
properties of his choice:

● The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
● Whenever tapped by a creature, the object emits a recorded message that can be heard
up to 10 feet away. He utters the message when he bestows this property on the object,
and the recording can be no more than 6 seconds long.
● The object continuously emits his choice of an odor or a nonverbal sound (wind, waves,
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
● A static visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as he
likes.

The chosen property lasts indefinitely. As an action, the Aspirant can touch the object and end
the property early. He can bestow magic on multiple objects, touching one object each time he
uses this feature, though a single object can only bear one property at a time. The maximum
number of objects he can affect with this feature at one time is 3. If he tries to exceed his
maximum, the oldest property immediately ends, and then the new property applies.

Returning Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft.,
one target. Hit: 7 (1d6 +4) piercing damage.

REACTIONS
Absorb Elements (1st-Level Spell; Requires a Spell Slot). When the Aspirant takes acid,
cold, fire, lightning, or thunder damage, he gains resistance to the triggering damage type until
the start of her next turn. Also, the first time he hits with a melee attack on his next turn, the
target takes an extra 1d6 damage of the triggering type, and the spell ends.
Feather Fall (1st-Level Spell; Requires a Spell Slot and a Small Feather or Piece of Down).
When the Aspirant or a creature within 60 feet of him falls, choose up to five falling creatures
within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If
the creature lands before the spell ends, it takes no falling damage and can land on its feet, and
the spell ends for that creature.

Shield (1st-Level Spell; Requires a Spell Slot). When the Aspirant is hit by an attack or
targeted by the magic missile spell, he gains +5 bonus to AC until the start of his next turn,
including against the triggering attack, and he takes no damage from magic missile.

CHALLENGE RATING
Defensive Challenge Rating. 1/8 (24 +3 =27 hp) +1 (+3 AC) =1/4

Offensive Challenge Rating. 1 (7 +6 [steel defender] =13 damage per round) +1 (+3 attack
bonus) =2

Final Challenge Rating. 1/4 +2 ÷2 =1

ASPIRANT OF DEFENSIVE METHODOLOGY


Small humanoid, neutral

Armor Class 14 (studded leather)


Hit Points 36 (3d8 +2d6 +10)
Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 10 (+0)

Saving Throws Con +5, Int +6


Skills Acrobatics +5, Arcana +6, History +6, Investigation +6, Perception +4, Performance +3
Tools leatherworker's tools, smith’s tools, thieves' tools, tinker's tools
Senses passive Perception 14
Languages Common, three of choice
Challenge 2 (450 XP)
Proficiency Bonus +3

Arcane Recovery. The Aspirant has learned to regain some of his magical energy by studying
his spellbook. Once per day when he finishes a short rest, he can choose expended spell slots
to recover. The spell slots can have a combined level that is equal to or less than 1, and none of
the slots can be 6th level or higher.
Battle Ready. The Aspirant's combat training and his experiments with magic have paid off in
two ways:

● He gains proficiency with martial weapons.


● When he attacks with a magic weapon, he can use his Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and damage rolls.

Enhanced Weapon (Infusion; Requires Simple or Martial Weapon). This magic weapon
grants a +1 bonus to attack and damage rolls made with it.

Equipment (92 gp; 69½ lb.). Bottle of black ink (10 gp), common clothes (5 sp; 3 lb.),
dungeoneer's pack (backpack {5 lb.}, crowbar {5 lb.}, hammer {3 lb.}, pitons {¼lb.} ×10 {2½lb.},
rations {2 lb.} ×10 days {20 lb.}, waterskin {5 lb. ❴full❵}, hempen rope ×50 feet {10 lb.}) [12 gp],
javelin (5 sp; 2 lb.), letter from a dead colleague posing a question the Aspirant has not yet been
able to answer, quill, small knife, studded leather (45 gp; 13 lb.), thieves' tools (25 gp; 1 lb.)

Identify Hides (Requires Leatherworker's Tools). When looking at a hide or a leather item,
the Aspirant can determine the source of the leather and any special techniques used to treat it.
For example, he can spot the difference between leather crafted using dwarven methods and
leather crafted using halfling methods.

Infuse Item. Whenever the Aspirant finishes a long rest, he can touch a nonmagical object and
imbue it with one of his artificer infusions, turning it into a magic item. An infusion works on only
certain kinds of objects, as specified in the infusion's description. If the item requires
attunement, he can attune himself to it the instant he infuses the item. If he decides to attune to
the item later, he must do so using the normal process for attunement. His infusion remains in
an item indefinitely, but when he dies, the infusion vanishes after 3 days. The infusion also
vanishes if he gives up his knowledge of the infusion for another one. He can infuse more than
one nonmagical object at the end of a long rest. He must touch each of the objects, and each of
his infusions can be in only one object at a time. Moreover, no object can bear more than one of
his infusions at a time. If he tries to exceed 2 infusions, the oldest infusion immediately ends,
and then the new infusion applies. If an infusion ends on an item that contains other things, like
a bag of holding, its contents harmlessly appear in and around its space.

Repair (Requires Tinker's Tools [or Smith's Tools for Repairing Metal Objects]). The
Aspirant can restore 10 hit points to a damaged object for each hour of work. For any object, he
needs access to the raw materials required to repair it. For metal objects, he needs access to
an open flame hot enough to make the metal pliable.

Replicate Magic Item (Infusion; Hat of Wizardry; Requires Attunement by a Wizard). This
antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While the Aspirant
is wearing it, he gains the following benefits:
● He can use the hat as a spellcasting focus for his wizard spells.
● He can try to cast a cantrip that he doesn't know. The cantrip must be on the wizard spell
list, and he must make a DC 10 Intelligence (Arcana) check. If the check succeeds, he
casts the spell. If the check fails, so does the spell, and the action used to cast the spell
is wasted. In either case, he can't use this property again until he finishes a long rest.

Replicate Magic Item (Infusion; Ruby of the War Mage; Requires Attunement by a
Spellcaster). Etched with eldritch runes, this 1-inch-diameter ruby allows the Aspirant to use a
simple or martial weapon as a spellcasting focus for his spells. For this property to work, he
must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes.
Thereafter, the ruby can't be removed unless he detaches it as ao action or the weapon is
destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if
his attunement to the ruby ends.

Returning Weapon (Infusion; Requires Simple or Martial Weapon with the Thrown
Property). This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder's hand immediately after it is used to make a ranged attack.

Researcher. When the Aspirant attempts to learn or recall a piece of lore, if he does not know
that information, he often knows where and from whom he can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sage or other learned person or creature. The
DM might rule that the knowledge he seeks is secreted away in an almost inaccessible place, or
that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign.

Ritual Casting (Artificer). The Aspirant can cast an artificer spell as a ritual if that spell has the
ritual tag and he has the spell prepared.

Ritual Casting (Wizard). The Aspirant can cast a wizard spell as a ritual if that spell has the
ritual tag and he has the spell in his spellbook. He doesn't need to have the spell prepared.

Set a Trap (Requires Thieves' Tools). Just as the Aspirant can disable traps, he can also set
them. As part of a short rest, he can create a trap using items he has on hand. The total of his
check becomes the DC for someone else's attempt to discover or disable the trap. The trap
deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or
damage equal to half the total of his check, whichever the DM deems appropriate.

Spellbook (50 gp; 3 lb.). The book contains the spells the Aspirant has prepared plus the
following additional spells: illusory script* (ritual), Tenser's floating disk* (ritual), and unseen
servant* (ritual).

Spellcasting. The Aspirant is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell
save DC 14, +6 to hit with spell attacks). The Aspirant knows the following artificer and wizard
spells:
Cantrips (at will): guidance, mage hand, mending*, message*, spare the dying
1st level (4 slots): absorb elements (see "Reactions" below), alarm* (ritual), cause fear, charm
person, color spray*, comprehend languages* (ritual), cure wounds, feather fall* (see
"Reactions" below), heroism (see "Actions" below), shield (see "Reactions" below), sleep*
2nd level (2 slots): —
*The Aspirant needs material components to cast these spells.

Steel Defender. The Aspirant's tinkering has borne him a companion, a steel defender. It's
friendly to him and his companions, and it obeys his commands. See its game statistics in the
Steel Defender stat block, which uses the Aspirant's proficiency bonus (PB) in several places.
He determines the creature's appearance and whether it has two legs or four; his choice has no
effect on its game statistics. In combat, the defender shares the Aspirant's initiative count, but it
takes its turn immediately after him. It can move and use its reaction on its own, but the only
action it takes on its turn is the Dodge action. If the Aspirant is incapacitated, the defender can
take any action of its choice, not just Dodge. If the mending spell is cast on the defender, it
regains 2d6 hit points. If it has died within the last hour, he can use his smith's tools as an action
to revive it, provided he is within 5 feet of it and he expends a spell slot of 1st level or higher.
The defender returns to life after 1 minute with all its hit points restored. At the end of a long
rest, he can create a new steel defender if he has smith's tools with him. If he already has a
defender from this feature, the first one immediately perishes. The defender also perishes if the
Aspirant dies.

The Right Tool for the Job. With thieves’ tools or artisan’s tools in hand, the Aspirant can
magically create one set of artisan's tools in an unoccupied space within 5 feet of him. This
creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest.
Though the product of magic, the tools are nonmagical, and they vanish when he uses this
feature again.

War Caster. The Aspirant has practiced casting spells in the midst of combat, learning
techniques that grant him the following benefits:

● He has advantage on Constitution saving throws that he makes to maintain his


concentration on a spell when he takes damage.
● He can perform the somatic components of spells even when he has weapons or a
shield in one or both hands.
● When a hostile creature's movement provokes an opportunity attack from the Aspirant,
he can use his reaction to cast a spell at the creature, rather than making an opportunity
attack. The spell must have a casting time of 1 action and must target only that creature.

BONUS ACTIONS
Bladesong (Recharges after a Long Rest). The Aspirant can invoke a secret elven magic
called the Bladesong, provided that he isn't wearing medium or heavy armor or using a shield. It
graces him with supernatural speed, agility, and focus. The Bladesong lasts for 1 minute. It ends
early if the Aspirant is incapacitated, if he dons medium or heavy armor or a shield, or if he uses
two hands to make an attack with a weapon. He can also dismiss the Bladesong at any time he
chooses (no action required). While his Bladesong is active, he gains the following benefits:

● He gains a +3 bonus to his AC.


● His walking speed increases by 10 feet.
● He has advantage on Dexterity (Acrobatics) checks.
● He gains a +3 bonus to any Constitution saving throw he makes to maintain his
concentration on a spell.

The Aspirant can use this feature 3 times.

Command Steel Defender. The Aspirant commands his steel defender to take an action other
than Dodge. That action can be one in its stat block or some other action.

ACTIONS
Guidance (Cantrip; Requires Concentration). The Aspirant touches one willing creature.
Once before the spell ends, the target can roll a d4 and add the number rolled to one ability
check of its choice. It can roll the die before or after making the ability check. The spell then
ends.

Heroism (1st-Level Spell; Requires a Spell Slot and Concentration). A willing creature the
Aspirant touches is imbued with bravery. Until the spell ends, the creature is immune to being
frightened and gains 3 temporary hit points at the start of each of its turns. When the spell ends,
the target loses any remaining temporary hit points from this spell.

Magical Tinkering. To use this ability, the Aspirant must have thieves’ tools or artisan’s tools
tools in hand. He then touches a Tiny nonmagical object and give it one of the following magical
properties of his choice:

● The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
● Whenever tapped by a creature, the object emits a recorded message that can be heard
up to 10 feet away. He utters the message when he bestows this property on the object,
and the recording can be no more than 6 seconds long.
● The object continuously emits his choice of an odor or a nonverbal sound (wind, waves,
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
● A static visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as he
likes.

The chosen property lasts indefinitely. As an action, the Aspirant can touch the object and end
the property early. He can bestow magic on multiple objects, touching one object each time he
uses this feature, though a single object can only bear one property at a time. The maximum
number of objects he can affect with this feature at one time is 3. If he tries to exceed his
maximum, the oldest property immediately ends, and then the new property applies.

Returning Javelin with Ruby of the War Mage. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 +4) piercing damage.

REACTIONS
Absorb Elements (1st-Level Spell; Requires a Spell Slot). When the Aspirant takes acid,
cold, fire, lightning, or thunder damage, he gains resistance to the triggering damage type until
the start of her next turn. Also, the first time he hits with a melee attack on his next turn, the
target takes an extra 1d6 (+1d6 for each slot level above 1st) damage of the triggering type, and
the spell ends.

Feather Fall (1st-Level Spell; Requires a Spell Slot and a Small Feather or Piece of Down).
When the Aspirant or a creature within 60 feet of him falls, choose up to five falling creatures
within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If
the creature lands before the spell ends, it takes no falling damage and can land on its feet, and
the spell ends for that creature.

Shield (1st-Level Spell; Requires a Spell Slot). When the Aspirant is hit by an attack or
targeted by the magic missile spell, he gains +5 bonus to AC until the start of his next turn,
including against the triggering attack, and he takes no damage from magic missile.

CHALLENGE RATING
Defensive Challenge Rating. 1/4 (36 +3 =39 hp) +2 (+4 AC) =1

Offensive Challenge Rating. 1 (7 +7 [steel defender] =14 damage per round) +2 (+4 attack
bonus) =3

Final Challenge Rating. 1 +3 ÷2 =2

KNIGHT OF LUMINAL CROSS


Small humanoid, neutral

Armor Class 15 (studded leather)


Hit Points 65 (6d8 +2d6 +1d10 +18)
Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 10 (+0)
Saving Throws Con +6, Int +7
Skills Acrobatics +6, Arcana +7, History +7, Investigation +7, Perception +5, Performance +4
Tools leatherworker's tools, smith’s tools, thieves' tools, tinker's tools
Senses passive Perception 15
Languages Common, three of choice
Challenge 3 (700 XP)
Proficiency Bonus +4

Arcane Recovery. The Knight has learned to regain some of his magical energy by studying his
spellbook. Once per day when he finishes a short rest, he can choose expended spell slots to
recover. The spell slots can have a combined level that is equal to or less than 1, and none of
the slots can be 6th level or higher.

Battle Ready. The Knight's combat training and his experiments with magic have paid off in two
ways:

● He gains proficiency with martial weapons.


● When he attacks with a magic weapon, he can use his Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and damage rolls.

Dual Wielder. The Knight masters fighting with two weapons, gaining the following benefits:

● He gains a +1 bonus to AC while he is wielding a separate melee weapon in each hand


(already factored into his AC).
● He can use two-weapon fighting even when the one-handed melee weapons he is
wielding aren't light.
● He can draw or stow two one-handed weapons when he would normally be able to draw
or stow only one.

Enhanced Weapon (Infusion; Requires Simple or Martial Weapon). This magic weapon
grants a +1 bonus to attack and damage rolls made with it.

Equipment (93 gp, 5 sp; 71 ½ lb.). Bottle of black ink (10 gp), common clothes (5 sp; 3 lb.),
dungeoneer's pack (backpack {5 lb.}, crowbar {5 lb.}, hammer {3 lb.}, pitons {¼lb.} ×10 {2½lb.},
rations {2 lb.} ×10 days {20 lb.}, waterskin {5 lb. ❴full❵}, hempen rope ×50 feet {10 lb.}) [12 gp],
javelin (5 sp; 2 lb.) ×2 (1 gp; 4 lb.), letter from a dead colleague posing a question the Knight
has not yet been able to answer, quill, small knife, studded leather (45 gp; 13 lb.), thieves' tools
(25 gp; 1 lb.)

Identify Hides (Requires Leatherworker's Tools). When looking at a hide or a leather item,
the Knight can determine the source of the leather and any special techniques used to treat it.
For example, he can spot the difference between leather crafted using dwarven methods and
leather crafted using halfling methods.
Infuse Item. Whenever the Knight finishes a long rest, he can touch a nonmagical object and
imbue it with one of his artificer infusions, turning it into a magic item. An infusion works on only
certain kinds of objects, as specified in the infusion's description. If the item requires
attunement, he can attune himself to it the instant he infuses the item. If he decides to attune to
the item later, he must do so using the normal process for attunement. His infusion remains in
an item indefinitely, but when he dies, the infusion vanishes after 3 days. The infusion also
vanishes if he gives up his knowledge of the infusion for another one. He can infuse more than
one nonmagical object at the end of a long rest. He must touch each of the objects, and each of
his infusions can be in only one object at a time. Moreover, no object can bear more than one of
his infusions at a time. If he tries to exceed 3 infusions, the oldest infusion immediately ends,
and then the new infusion applies. If an infusion ends on an item that contains other things, like
a bag of holding, its contents harmlessly appear in and around its space.

Radiant Weapon (Infusion; Requires Simple or Martial Weapon and Attunement). This
magic weapon grants a +1 bonus to attack and damage rolls made with it. Also see "Bonus
Actions" and "Reactions".

Repair (Requires Tinker's Tools [or Smith's Tools for Repairing Metal Objects]). The
Knight can restore 10 hit points to a damaged object for each hour of work. For any object, he
needs access to the raw materials required to repair it. For metal objects, he needs access to
an open flame hot enough to make the metal pliable.

Replicate Magic Item (Infusion; Hat of Wizardry; Requires Attunement by a Wizard). This
antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While the Knight is
wearing it, he gains the following benefits:

● He can use the hat as a spellcasting focus for his wizard spells.
● He can try to cast a cantrip that he doesn't know. The cantrip must be on the wizard spell
list, and he must make a DC 10 Intelligence (Arcana) check. If the check succeeds, he
casts the spell. If the check fails, so does the spell, and the action used to cast the spell
is wasted. In either case, he can't use this property again until he finishes a long rest.

Replicate Magic Item (Infusion; Moon-Touched Sword; Requires Weapon [Any Sword]). In
darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot
radius and dim light for an additional 15 feet.

Replicate Magic Item (Infusion; Ruby of the War Mage; Requires Attunement by a
Spellcaster). Etched with eldritch runes, this 1-inch-diameter ruby allows the Knight to use a
simple or martial weapon as a spellcasting focus for his spells. For this property to work, he
must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes.
Thereafter, the ruby can't be removed unless he detaches it as ao action or the weapon is
destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if
his attunement to the ruby ends.
Returning Weapon (Infusion; Requires Simple or Martial Weapon with the Thrown
Property). This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder's hand immediately after it is used to make a ranged attack.

Researcher. When the Knight attempts to learn or recall a piece of lore, if he does not know
that information, he often knows where and from whom he can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sage or other learned person or creature. The
DM might rule that the knowledge he seeks is secreted away in an almost inaccessible place, or
that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign.

Ritual Casting (Artificer). The Knight can cast an artificer spell as a ritual if that spell has the
ritual tag and he has the spell prepared.

Ritual Casting (Wizard). The Knight can cast a wizard spell as a ritual if that spell has the ritual
tag and he has the spell in his spellbook. He doesn't need to have the spell prepared.

Set a Trap (Requires Thieves' Tools). Just as the Knight can disable traps, he can also set
them. As part of a short rest, he can create a trap using items he has on hand. The total of his
check becomes the DC for someone else's attempt to discover or disable the trap. The trap
deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or
damage equal to half the total of his check, whichever the DM deems appropriate.

Spellbook (50 gp; 3 lb.). The book contains the spells the Knight has prepared plus the
following additional spells: illusory script* (ritual), Tenser's floating disk* (ritual), and unseen
servant* (ritual).

Spellcasting. The Knight is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell
save DC 15, +7 to hit with spell attacks). The Knight knows the following artificer and wizard
spells:

Cantrips (at will): guidance, mage hand, mending*, message*, spare the dying
1st level (4 slots): absorb elements (see "Reactions" below), alarm* (ritual), cause fear, charm
person, color spray*, comprehend languages* (ritual), cure wounds, feather fall* (see
"Reactions" below), heroism (see "Actions" below), purify food and drink (ritual), shield (see
"Reactions" below), sleep*
2nd level (3 slots): branding smite, lesser restoration, warding bond*
3rd level (2 slots): —
*The Knight needs material components to cast these spells.

Steel Defender. The Knight's tinkering has borne him a companion, a steel defender. It's
friendly to him and his companions, and it obeys his commands. See its game statistics in the
Steel Defender stat block, which uses the Knight's proficiency bonus (PB) in several places. He
determines the creature's appearance and whether it has two legs or four; his choice has no
effect on its game statistics. In combat, the defender shares the Knight's initiative count, but it
takes its turn immediately after him. It can move and use its reaction on its own, but the only
action it takes on its turn is the Dodge action. If the Knight is incapacitated, the defender can
take any action of its choice, not just Dodge. If the mending spell is cast on the defender, it
regains 2d6 hit points. If it has died within the last hour, the Knight can use his smith's tools as
an action to revive it, provided he is within 5 feet of it and he expends a spell slot of 1st level or
higher. The defender returns to life after 1 minute with all its hit points restored. At the end of a
long rest, he can create a new steel defender if he has smith's tools with him. If he already has a
defender from this feature, the first one immediately perishes. The defender also perishes if the
Knight dies.

The Right Tool for the Job. With thieves’ tools or artisan’s tools in hand, the Knight can
magically create one set of artisan's tools in an unoccupied space within 5 feet of him. This
creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest.
Though the product of magic, the tools are nonmagical, and they vanish when he uses this
feature again.

Tool Expertise. The Knight's proficiency bonus is doubled for any ability check he makes that
uses his proficiency with a tool.

War Caster. The Knight has practiced casting spells in the midst of combat, learning techniques
that grant him the following benefits:

● He has advantage on Constitution saving throws that he makes to maintain his


concentration on a spell when he takes damage.
● He can perform the somatic components of spells even when he has weapons or a
shield in one or both hands.
● When a hostile creature's movement provokes an opportunity attack from the Knight, he
can use his reaction to cast a spell at the creature, rather than making an opportunity
attack. The spell must have a casting time of 1 action and must target only that creature.

BONUS ACTIONS
Bladesong (Recharges after a Long Rest). The Knight can invoke a secret elven magic called
the Bladesong, provided that he isn't wearing medium or heavy armor or using a shield. It
graces him with supernatural speed, agility, and focus. The Bladesong lasts for 1 minute. It ends
early if the Knight is incapacitated, if he dons medium or heavy armor or a shield, or if he uses
two hands to make an attack with a weapon. He can also dismiss the Bladesong at any time he
chooses (no action required). While his Bladesong is active, he gains the following benefits:

● He gains a +3 bonus to his AC.


● His walking speed increases by 10 feet.
● He has advantage on Dexterity (Acrobatics) checks.
● He gains a +3 bonus to any Constitution saving throw he makes to maintain his
concentration on a spell.

The Knight can use this feature 4 times.

Bonus Radiant Javelin Attack. When the Knight takes the Attack or Multiattack action and
attacks with Returning Javelin with Ruby of the War Mage, he can make one attack with Radiant
Javelin.

Command Steel Defender. The Knight commands his steel defender to take an action other
than Dodge. That action can be one in its stat block or some other action.

Radiant Javelin Light. While holding it, the wielder causes the Radiant Javelin to shed bright
light in a 30-foot radius and dim light for an additional 30 feet.

Radiant Javelin Light Extinguish. The wielder extinguishes the light of the Radiant Javelin.

Second Wind (Recharges after a Short or Long Rest). The Knight regains 6 (1d10 +1) hit
points.

ACTIONS
Guidance (Cantrip; Requires Concentration). The Knight touches one willing creature. Once
before the spell ends, the target can roll a d4 and add the number rolled to one ability check of
its choice. It can roll the die before or after making the ability check. The spell then ends.

Heroism (1st-Level Spell; Requires a Spell Slot and Concentration). A willing creature the
Knight touches is imbued with bravery. Until the spell ends, the creature is immune to being
frightened and gains 3 temporary hit points at the start of each of its turns. When the spell ends,
the target loses any remaining temporary hit points from this spell.

Magical Tinkering. To use this ability, the Knight must have thieves’ tools or artisan’s tools tools
in hand. He then touches a Tiny nonmagical object and give it one of the following magical
properties of his choice:

● The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
● Whenever tapped by a creature, the object emits a recorded message that can be heard
up to 10 feet away. He utters the message when he bestows this property on the object,
and the recording can be no more than 6 seconds long.
● The object continuously emits his choice of an odor or a nonverbal sound (wind, waves,
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
● A static visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as he
likes.
The chosen property lasts indefinitely. As an action, the Knight can touch the object and end the
property early. He can bestow magic on multiple objects, touching one object each time he uses
this feature, though a single object can only bear one property at a time. The maximum number
of objects he can affect with this feature at one time is 3. If he tries to exceed his maximum, the
oldest property immediately ends, and then the new property applies.

Multiattack. The Knight makes two Returning Javelin with Ruby of the War Mage attacks.

Radiant Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one
target. Hit: 7 (1d6 +4) piercing damage.

Returning Javelin with Ruby of the War Mage. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 +4) piercing damage.

REACTIONS
Absorb Elements (1st-Level Spell; Requires a Spell Slot). When the Knight takes acid, cold,
fire, lightning, or thunder damage, he gains resistance to the triggering damage type until the
start of her next turn. Also, the first time he hits with a melee attack on his next turn, the target
takes an extra 1d6 (+1d6 for each slot level above 1st) damage of the triggering type, and the
spell ends.

Feather Fall (1st-Level Spell; Requires a Spell Slot and a Small Feather or Piece of Down).
When the Knight or a creature within 60 feet of him falls, choose up to five falling creatures
within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If
the creature lands before the spell ends, it takes no falling damage and can land on its feet, and
the spell ends for that creature.

Radiant Javelin Blind. The weapon has 4 charges. Immediately after being hit by an attack,
the wielder expands 1 charge and causes the attacker to be blinded until the end of the
attacker's next turn, unless the attacker succeeds on a DC 15 Constitution saving throw. The
weapon regains 1d4 expended charges daily at dawn.

Shield (1st-Level Spell; Requires a Spell Slot). When the Knight is hit by an attack or targeted
by the magic missile spell, he gains +5 bonus to AC until the start of his next turn, including
against the triggering attack, and he takes no damage from magic missile.

CHALLENGE RATING
Defensive Challenge Rating. 1/2 (65 +3 =68 hp) +2 (+5 AC) =2

Offensive Challenge Rating. 2 (7 ×3 =21 damage per round) +2 (+4 attack bonus) =4

Final Challenge Rating. 2 +4 ÷2 =3

HIGHKNIGHT OF LUMINAL BOLTS


Small humanoid, neutral

Armor Class 15 (studded leather)


Hit Points 95 (8d8 +2d6 +3d10 +26)
Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 10 (+0)

Saving Throws Con +7, Int +8


Skills Acrobatics +7, Arcana +8, History +8, Investigation +8, Perception +6, Performance +5
Tools leatherworker's tools, smith’s tools, thieves' tools, tinker's tools
Senses passive Perception 16
Languages Common, three of choice
Challenge 5 (1,800 XP)
Proficiency Bonus +5

Action Surge (Recharges after a Short or Long Rest). On his turn, the Highknight can take
one additional action.

Arcane Recovery. The Highknight has learned to regain some of his magical energy by
studying his spellbook. Once per day when he finishes a short rest, he can choose expended
spell slots to recover. The spell slots can have a combined level that is equal to or less than 1,
and none of the slots can be 6th level or higher.

Battle Ready. The Highknight's combat training and his experiments with magic have paid off in
two ways:

● He gains proficiency with martial weapons.


● When he attacks with a magic weapon, he can use his Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and damage rolls.

Dual Wielder. The Highknight masters fighting with two weapons, gaining the following benefits:

● He gains a +1 bonus to AC while he is wielding a separate melee weapon in each hand


(already factored into his AC).
● He can use two-weapon fighting even when the one-handed melee weapons he is
wielding aren't light.
● He can draw or stow two one-handed weapons when he would normally be able to draw
or stow only one.
Enhanced Weapon (Infusion; Requires Simple or Martial Weapon). This magic weapon
grants a +1 bonus to attack and damage rolls made with it.

Equipment (93 gp, 5 sp; 71 ½ lb.). Bottle of black ink (10 gp), common clothes (5 sp; 3 lb.),
dungeoneer's pack (backpack {5 lb.}, crowbar {5 lb.}, hammer {3 lb.}, pitons {¼lb.} ×10 {2½lb.},
rations {2 lb.} ×10 days {20 lb.}, waterskin {5 lb. ❴full❵}, hempen rope ×50 feet {10 lb.}) [12 gp],
javelin (5 sp; 2 lb.) ×2 (1 gp; 4 lb.), letter from a dead colleague posing a question the
Highknight has not yet been able to answer, quill, small knife, studded leather (45 gp; 13 lb.),
thieves' tools (25 gp; 1 lb.)

Identify Hides (Requires Leatherworker's Tools). When looking at a hide or a leather item,
the Highknight can determine the source of the leather and any special techniques used to treat
it. For example, he can spot the difference between leather crafted using dwarven methods and
leather crafted using halfling methods.

Infuse Item. Whenever the Highknight finishes a long rest, he can touch a nonmagical object
and imbue it with one of his artificer infusions, turning it into a magic item. An infusion works on
only certain kinds of objects, as specified in the infusion's description. If the item requires
attunement, he can attune himself to it the instant he infuses the item. If he decides to attune to
the item later, he must do so using the normal process for attunement. His infusion remains in
an item indefinitely, but when he dies, the infusion vanishes after 3 days. The infusion also
vanishes if he gives up his knowledge of the infusion for another one. He can infuse more than
one nonmagical object at the end of a long rest. He must touch each of the objects, and each of
his infusions can be in only one object at a time. Moreover, no object can bear more than one of
his infusions at a time. If he tries to exceed 3 infusions, the oldest infusion immediately ends,
and then the new infusion applies. If an infusion ends on an item that contains other things, like
a bag of holding, its contents harmlessly appear in and around its space.

Radiant Weapon (Infusion; Requires Simple or Martial Weapon and Attunement). This
magic weapon grants a +1 bonus to attack and damage rolls made with it. Also see "Bonus
Actions" and "Reactions".

Repair (Requires Tinker's Tools [or Smith's Tools for Repairing Metal Objects]). The
Highknight can restore 10 hit points to a damaged object for each hour of work. For any object,
he needs access to the raw materials required to repair it. For metal objects, he needs access
to an open flame hot enough to make the metal pliable.

Replicate Magic Item (Infusion; Hat of Wizardry; Requires Attunement by a Wizard). This
antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While the
Highknight is wearing it, he gains the following benefits:

● He can use the hat as a spellcasting focus for his wizard spells.
● He can try to cast a cantrip that he doesn't know. The cantrip must be on the wizard spell
list, and he must make a DC 10 Intelligence (Arcana) check. If the check succeeds, he
casts the spell. If the check fails, so does the spell, and the action used to cast the spell
is wasted. In either case, he can't use this property again until he finishes a long rest.

Replicate Magic Item (Infusion; Moon-Touched Sword; Requires Weapon [Any Sword]). In
darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot
radius and dim light for an additional 15 feet.

Replicate Magic Item (Infusion; Ruby of the War Mage; Requires Attunement by a
Spellcaster). Etched with eldritch runes, this 1-inch-diameter ruby allows the Highknight to use
a simple or martial weapon as a spellcasting focus for his spells. For this property to work, he
must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes.
Thereafter, the ruby can't be removed unless he detaches it as ao action or the weapon is
destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if
his attunement to the ruby ends.

Returning Weapon (Infusion; Requires Simple or Martial Weapon with the Thrown
Property). This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder's hand immediately after it is used to make a ranged attack.

Researcher. When the Highknight attempts to learn or recall a piece of lore, if he does not know
that information, he often knows where and from whom he can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sage or other learned person or creature. The
DM might rule that the knowledge he seeks is secreted away in an almost inaccessible place, or
that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an
adventure or even a whole campaign.

Ritual Casting (Artificer). The Highknight can cast an artificer spell as a ritual if that spell has
the ritual tag and he has the spell prepared.

Ritual Casting (Wizard). The Highknight can cast a wizard spell as a ritual if that spell has the
ritual tag and he has the spell in his spellbook. He doesn't need to have the spell prepared.

Set a Trap (Requires Thieves' Tools). Just as the Highknight can disable traps, he can also
set them. As part of a short rest, he can create a trap using items he has on hand. The total of
his check becomes the DC for someone else's attempt to discover or disable the trap. The trap
deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or
damage equal to half the total of his check, whichever the DM deems appropriate.

Spellbook (50 gp; 3 lb.). The book contains the spells the Highknight has prepared plus the
following additional spells: illusory script* (ritual), Tenser's floating disk* (ritual), and unseen
servant* (ritual).
Spellcasting. The Highknight is a 7th-level spellcaster. His spellcasting ability is Intelligence
(spell save DC 16, +8 to hit with spell attacks). The Highknight knows the following artificer and
wizard spells:

Cantrips (at will): guidance, mage hand, mending*, message*, mold earth, shape water, spare
the dying
1st level (4 slots): absorb elements (see "Reactions" below), alarm* (ritual), cause fear, charm
person, color spray*, comprehend languages* (ritual), cure wounds, earth tremor, feather fall*
(see "Reactions" below), frost fingers, heroism (see "Actions" below), purify food and drink
(ritual), shield (see "Reactions" below), sleep*, thunderwave
2nd level (3 slots): branding smite, lesser restoration, protection from poison, warding bond*
3rd level (3 slots): —
4th level (1 slots): —
*The Highknight needs material components to cast these spells.

Steel Defender. The Highknight's tinkering has borne him a companion, a steel defender. It's
friendly to him and his companions, and it obeys his commands. See its game statistics in the
Steel Defender stat block, which uses the Highknight's proficiency bonus (PB) in several places.
He determines the creature's appearance and whether it has two legs or four; his choice has no
effect on its game statistics. In combat, the defender shares the Highknight's initiative count, but
it takes its turn immediately after him. It can move and use its reaction on its own, but the only
action it takes on its turn is the Dodge action. If the Highknight is incapacitated, the defender
can take any action of its choice, not just Dodge. If the mending spell is cast on the defender, it
regains 2d6 hit points. If it has died within the last hour, the Highknight can use his smith's tools
as an action to revive it, provided he is within 5 feet of it and he expends a spell slot of 1st level
or higher. The defender returns to life after 1 minute with all its hit points restored. At the end of
a long rest, he can create a new steel defender if he has smith's tools with him. If he already has
a defender from this feature, the first one immediately perishes. The defender also perishes if
the Highknight dies.

The Right Tool for the Job. With thieves’ tools or artisan’s tools in hand, the Highknight can
magically create one set of artisan's tools in an unoccupied space within 5 feet of him. This
creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest.
Though the product of magic, the tools are nonmagical, and they vanish when he uses this
feature again.

Thrown Weapon Fighting. The Highknight can draw a weapon that has the thrown property as
part of the attack he makes with the weapon. In addition, when he hits with a ranged attack
using a thrown weapon, he gains a +2 bonus to the damage roll (already factored into his
attacks).

Tool Expertise. The Highknight's proficiency bonus is doubled for any ability check he makes
that uses his proficiency with a tool.
War Caster. The Highknight has practiced casting spells in the midst of combat, learning
techniques that grant him the following benefits:

● He has advantage on Constitution saving throws that he makes to maintain his


concentration on a spell when he takes damage.
● He can perform the somatic components of spells even when he has weapons or a
shield in one or both hands.
● When a hostile creature's movement provokes an opportunity attack from the
Highknight, he can use his reaction to cast a spell at the creature, rather than making an
opportunity attack. The spell must have a casting time of 1 action and must target only
that creature.

Weapon Bond. The Highknight learns a ritual that creates a magical bond between himself and
one weapon. He performs the ritual over the course of 1 hour, which can be done during a short
rest. The weapon must be within his reach throughout the ritual, at the conclusion of which he
touches the weapon and forges the bond. Once he has bonded a weapon to himself, he can't be
disarmed of that weapon unless he is incapacitated. He can have up to two bonded weapons. If
he attempts to bond with a third weapon, he must break the bond with one of the other two.

BONUS ACTIONS
Bladesong (Recharges after a Long Rest). The Highknight can invoke a secret elven magic
called the Bladesong, provided that he isn't wearing medium or heavy armor or using a shield. It
graces him with supernatural speed, agility, and focus. The Bladesong lasts for 1 minute. It ends
early if the Highknight is incapacitated, if he dons medium or heavy armor or a shield, or if he
uses two hands to make an attack with a weapon. He can also dismiss the Bladesong at any
time he chooses (no action required). While his Bladesong is active, he gains the following
benefits:

● He gains a +3 bonus to his AC.


● His walking speed increases by 10 feet.
● He has advantage on Dexterity (Acrobatics) checks.
● He gains a +3 bonus to any Constitution saving throw he makes to maintain his
concentration on a spell.

The Highknight can use this feature 5 times.

Bonus Radiant Javelin Attack. When the Highknight takes the Attack or Multiattack action and
attacks with Returning Javelin with Ruby of the War Mage, he can make one attack with Radiant
Javelin.

Command Steel Defender. The Highknight commands his steel defender to take an action
other than Dodge. That action can be one in its stat block or some other action.
Radiant Javelin Light. While holding it, the wielder causes the Radiant Javelin to shed bright
light in a 30-foot radius and dim light for an additional 30 feet.

Radiant Javelin Light Extinguish. The wielder extinguishes the light of the Radiant Javelin.

Second Wind (Recharges after a Short or Long Rest). The Highknight regains 8 (1d10 +3)
hit points.

Summon Bonded Weapon. If it is on the same plane of existence, the Highknight can summon
his bonded weapon, causing it to teleport instantly to his hand. He can summon only one
bonded weapon at a time.

ACTIONS
Guidance (Cantrip; Requires Concentration). The Highknight touches one willing creature.
Once before the spell ends, the target can roll a d4 and add the number rolled to one ability
check of its choice. It can roll the die before or after making the ability check. The spell then
ends.

Heroism (1st-Level Spell; Requires a Spell Slot and Concentration). A willing creature the
Highknight touches is imbued with bravery. Until the spell ends, the creature is immune to being
frightened and gains 3 temporary hit points at the start of each of its turns. When the spell ends,
the target loses any remaining temporary hit points from this spell.

Magical Tinkering. To use this ability, the Highknight must have thieves’ tools or artisan’s tools
tools in hand. He then touches a Tiny nonmagical object and give it one of the following magical
properties of his choice:

● The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
● Whenever tapped by a creature, the object emits a recorded message that can be heard
up to 10 feet away. He utters the message when he bestows this property on the object,
and the recording can be no more than 6 seconds long.
● The object continuously emits his choice of an odor or a nonverbal sound (wind, waves,
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
● A static visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as he
likes.

The chosen property lasts indefinitely. As an action, the Highknight can touch the object and end
the property early. He can bestow magic on multiple objects, touching one object each time he
uses this feature, though a single object can only bear one property at a time. The maximum
number of objects he can affect with this feature at one time is 3. If he tries to exceed his
maximum, the oldest property immediately ends, and then the new property applies.

Multiattack. The Highknight makes two Returning Javelin with Ruby of the War Mage attacks.
Radiant Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one
target. Hit: 7 (1d6 +4) piercing damage, plus 2 piercing damage if it's a ranged attack.

Returning Javelin with Ruby of the War Mage. Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 +4) piercing damage, plus 2 piercing
damage if it's a ranged attack.

REACTIONS
Absorb Elements (1st-Level Spell; Requires a Spell Slot). When the Highknight takes acid,
cold, fire, lightning, or thunder damage, he gains resistance to the triggering damage type until
the start of her next turn. Also, the first time he hits with a melee attack on his next turn, the
target takes an extra 1d6 (+1d6 for each slot level above 1st) damage of the triggering type, and
the spell ends.

Feather Fall (1st-Level Spell; Requires a Spell Slot and a Small Feather or Piece of Down).
When the Highknight or a creature within 60 feet of him falls, choose up to five falling creatures
within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If
the creature lands before the spell ends, it takes no falling damage and can land on its feet, and
the spell ends for that creature.

Flash of Genius (Recharges after a Long Rest). When the Highknight or another creature he
can see within 30 feet of him makes an ability check or a saving throw, he can add 3 to the roll.
He can use this feature 3 times.

Radiant Javelin Blind. The weapon has 4 charges. Immediately after being hit by an attack,
the wielder expands 1 charge and causes the attacker to be blinded until the end of the
attacker's next turn, unless the attacker succeeds on a DC 16 Constitution saving throw. The
weapon regains 1d4 expended charges daily at dawn.

Shield (1st-Level Spell; Requires a Spell Slot). When the Highknight is hit by an attack or
targeted by the magic missile spell, he gains +5 bonus to AC until the start of his next turn,
including against the triggering attack, and he takes no damage from magic missile.

CHALLENGE RATING
Defensive Challenge Rating. 2 (95 +3 =98 hp) +2 (+5 AC) =4

Offensive Challenge Rating. 4 ([9 ×5 =45] +[9 ×2 =18] +[9 ×3 =27] =90 ÷3 =30 damage per
round) +2 (+4 attack bonus) =6

Final Challenge Rating. 4 +6 ÷2 =5

KNIGHTMASTER OF LUMINAL DELUGE


Small humanoid, neutral
Armor Class 17 (enhanced studded leather)
Hit Points 109 (10d8 +2d6 +3d10 +30)
Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 10 (+0)

Saving Throws Con +7, Int +8


Skills Acrobatics +7, Arcana +8, History +8, Investigation +8, Perception +6, Performance +5
Tools leatherworker's tools, smith’s tools, thieves' tools, tinker's tools
Senses passive Perception 16
Languages Common, three of choice
Challenge 7 (2,900 XP)
Proficiency Bonus +5

Action Surge (Recharges after a Short or Long Rest). On his turn, the Knightmaster can take
one additional action.

Arcane Jolt (Recharges after a Long Rest). When either the Knightmaster hits a target with a
magic weapon attack or his steel defender hits a target, he can channel magical energy through
the strike to create one of the following effects:

● The target takes an extra 2d6 force damage.


● Choose one creature or object he can see within 30 feet of the target. Healing energy
flows into the chosen recipient, restoring 2d6 hit points to it.

He can use this energy 3 times, but he can do so no more than once on a turn.

Arcane Recovery. The Knightmaster has learned to regain some of his magical energy by
studying his spellbook. Once per day when he finishes a short rest, he can choose expended
spell slots to recover. The spell slots can have a combined level that is equal to or less than 1,
and none of the slots can be 6th level or higher.

Battle Ready. The Knightmaster's combat training and his experiments with magic have paid off
in two ways:

● He gains proficiency with martial weapons.


● When he attacks with a magic weapon, he can use his Intelligence modifier, instead of
Strength or Dexterity modifier, for the attack and damage rolls.
Dual Wielder. The Knightmaster masters fighting with two weapons, gaining the following
benefits:

● He gains a +1 bonus to AC while he is wielding a separate melee weapon in each hand


(already factored into his AC).
● He can use two-weapon fighting even when the one-handed melee weapons he is
wielding aren't light.
● He can draw or stow two one-handed weapons when he would normally be able to draw
or stow only one.

Enhanced Defense (Infusion; Requires a Suit of Armor or a Shield). A creature gains a +2


bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

Enhanced Weapon (Infusion; Requires Simple or Martial Weapon). This magic weapon
grants a +2 bonus to attack and damage rolls made with it.

Equipment (93 gp, 5 sp; 71 ½ lb.). Bottle of black ink (10 gp), common clothes (5 sp; 3 lb.),
dungeoneer's pack (backpack {5 lb.}, crowbar {5 lb.}, hammer {3 lb.}, pitons {¼lb.} ×10 {2½lb.},
rations {2 lb.} ×10 days {20 lb.}, waterskin {5 lb. ❴full❵}, hempen rope ×50 feet {10 lb.}) [12 gp],
javelin (5 sp; 2 lb.) ×2 (1 gp; 4 lb.), letter from a dead colleague posing a question the
Knightmaster has not yet been able to answer, quill, small knife, studded leather (45 gp; 13 lb.),
thieves' tools (25 gp; 1 lb.)

Identify Hides (Requires Leatherworker's Tools). When looking at a hide or a leather item,
the Knightmaster can determine the source of the leather and any special techniques used to
treat it. For example, he can spot the difference between leather crafted using dwarven methods
and leather crafted using halfling methods.

Infuse Item. Whenever the Knightmaster finishes a long rest, he can touch a nonmagical object
and imbue it with one of his artificer infusions, turning it into a magic item. An infusion works on
only certain kinds of objects, as specified in the infusion's description. If the item requires
attunement, he can attune himself to it the instant he infuses the item. If he decides to attune to
the item later, he must do so using the normal process for attunement. His infusion remains in
an item indefinitely, but when he dies, the infusion vanishes after 3 days. The infusion also
vanishes if he gives up his knowledge of the infusion for another one. He can infuse more than
one nonmagical object at the end of a long rest. He must touch each of the objects, and each of
his infusions can be in only one object at a time. Moreover, no object can bear more than one of
his infusions at a time. If he tries to exceed 3 infusions, the oldest infusion immediately ends,
and then the new infusion applies. If an infusion ends on an item that contains other things, like
a bag of holding, its contents harmlessly appear in and around its space.

Magic Item Adept. The Knightmaster achieved a profound understanding of how to use and
make magic items:
● He can attune to up to four magic items at once.
● If he crafts a magic item with a rarity of common or uncommon, it takes him a quarter of
the normal time, and it costs him half as much of the usual gold.

Radiant Weapon (Infusion; Requires Simple or Martial Weapon and Attunement). This
magic weapon grants a +1 bonus to attack and damage rolls made with it. Also see "Bonus
Actions" and "Reactions".

Repair (Requires Tinker's Tools [or Smith's Tools for Repairing Metal Objects]). The
Knightmaster can restore 10 hit points to a damaged object for each hour of work. For any
object, he needs access to the raw materials required to repair it. For metal objects, he needs
access to an open flame hot enough to make the metal pliable.

Replicate Magic Item (Infusion; Hat of Wizardry; Requires Attunement by a Wizard). This
antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While the
Knightmaster is wearing it, he gains the following benefits:

● He can use the hat as a spellcasting focus for his wizard spells.
● He can try to cast a cantrip that he doesn't know. The cantrip must be on the wizard spell
list, and he must make a DC 10 Intelligence (Arcana) check. If the check succeeds, he
casts the spell. If the check fails, so does the spell, and the action used to cast the spell
is wasted. In either case, he can't use this property again until he finishes a long rest.

Replicate Magic Item (Infusion; Moon-Touched Sword; Requires Weapon [Any Sword]). In
darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot
radius and dim light for an additional 15 feet.

Replicate Magic Item (Infusion; Ruby of the War Mage; Requires Attunement by a
Spellcaster). Etched with eldritch runes, this 1-inch-diameter ruby allows the Knightmaster to
use a simple or martial weapon as a spellcasting focus for his spells. For this property to work,
he must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes.
Thereafter, the ruby can't be removed unless he detaches it as ao action or the weapon is
destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if
his attunement to the ruby ends.

Resistant Armor (Infusion; Requires a Suit of Armor and Attunement). While wearing this
armor, a creature has resistance to one of the following damage types, which the Knightmaster
chooses when he infuses the item: acid, cold, fire, force, lightning, necrotic, poison, psychic,
radiant, or thunder.

Returning Weapon (Infusion; Requires Simple or Martial Weapon with the Thrown
Property). This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it
returns to the wielder's hand immediately after it is used to make a ranged attack.
Researcher. When the Knightmaster attempts to learn or recall a piece of lore, if he does not
know that information, he often knows where and from whom he can obtain it. Usually, this
information comes from a library, scriptorium, university, or a sage or other learned person or
creature. The DM might rule that the knowledge he seeks is secreted away in an almost
inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the
multiverse can require an adventure or even a whole campaign.

Ritual Casting (Artificer). The Knightmaster can cast an artificer spell as a ritual if that spell
has the ritual tag and he has the spell prepared.

Ritual Casting (Wizard). The Knightmaster can cast a wizard spell as a ritual if that spell has
the ritual tag and he has the spell in his spellbook. He doesn't need to have the spell prepared.

Set a Trap (Requires Thieves' Tools). Just as the Knightmaster can disable traps, he can also
set them. As part of a short rest, he can create a trap using items he has on hand. The total of
his check becomes the DC for someone else's attempt to discover or disable the trap. The trap
deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or
damage equal to half the total of his check, whichever the DM deems appropriate.

Spellbook (50 gp; 3 lb.). The book contains the spells the Knightmaster has prepared plus the
following additional spells: illusory script* (ritual), Tenser's floating disk* (ritual), and unseen
servant* (ritual).

Spellcasting. The Knightmaster is a 8th-level spellcaster. His spellcasting ability is Intelligence


(spell save DC 16, +8 to hit with spell attacks). The Knightmaster knows the following artificer
and wizard spells:

Cantrips (at will): guidance, mage hand, mending*, message*, mold earth, shape water, spare
the dying
1st level (4 slots): absorb elements (see "Reactions" below), alarm* (ritual), cause fear, charm
person, color spray*, comprehend languages* (ritual), cure wounds, earth tremor, feather fall*
(see "Reactions" below), frost fingers, heroism (see "Actions" below), purify food and drink
(ritual), shield (see "Reactions" below), sleep*, thunderwave
2nd level (3 slots): branding smite, lesser restoration, protection from poison, warding bond*
3rd level (3 slots): aura of vitality, conjure barrage*, haste* (see "Actions" below)
4th level (2 slots): —
*The Knightmaster needs material components to cast these spells.

Steel Defender. The Knightmaster's tinkering has borne him a companion, a steel defender. It's
friendly to him and his companions, and it obeys his commands. See its game statistics in the
Steel Defender stat block, which uses the Knightmaster's proficiency bonus (PB) in several
places. He determines the creature's appearance and whether it has two legs or four; his choice
has no effect on its game statistics. In combat, the defender shares the Knightmaster's initiative
count, but it takes its turn immediately after him. It can move and use its reaction on its own, but
the only action it takes on its turn is the Dodge action. If the Knightmaster is incapacitated, the
defender can take any action of its choice, not just Dodge. If the mending spell is cast on the
defender, it regains 2d6 hit points. If it has died within the last hour, the Knightmaster can use
his smith's tools as an action to revive it, provided he is within 5 feet of it and he expends a spell
slot of 1st level or higher. The defender returns to life after 1 minute with all its hit points
restored. At the end of a long rest, he can create a new steel defender if he has smith's tools
with him. If he already has a defender from this feature, the first one immediately perishes. The
defender also perishes if the Knightmaster dies.

The Right Tool for the Job. With thieves’ tools or artisan’s tools in hand, the Knightmaster can
magically create one set of artisan's tools in an unoccupied space within 5 feet of him. This
creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest.
Though the product of magic, the tools are nonmagical, and they vanish when he uses this
feature again.

Thrown Weapon Fighting. The Knightmaster can draw a weapon that has the thrown property
as part of the attack he makes with the weapon. In addition, when he hits with a ranged attack
using a thrown weapon, he gains a +2 bonus to the damage roll (already factored into his
attacks).

Tool Expertise. The Knightmaster's proficiency bonus is doubled for any ability check he makes
that uses his proficiency with a tool.

War Caster. The Knightmaster has practiced casting spells in the midst of combat, learning
techniques that grant him the following benefits:

● He has advantage on Constitution saving throws that he makes to maintain his


concentration on a spell when he takes damage.
● He can perform the somatic components of spells even when he has weapons or a
shield in one or both hands.
● When a hostile creature's movement provokes an opportunity attack from the
Knightmaster, he can use his reaction to cast a spell at the creature, rather than making
an opportunity attack. The spell must have a casting time of 1 action and must target
only that creature.

Weapon Bond. The Knightmaster learns a ritual that creates a magical bond between himself
and one weapon. He performs the ritual over the course of 1 hour, which can be done during a
short rest. The weapon must be within his reach throughout the ritual, at the conclusion of which
he touches the weapon and forges the bond. Once he has bonded a weapon to himself, he can't
be disarmed of that weapon unless he is incapacitated. He can have up to two bonded
weapons. If he attempts to bond with a third weapon, he must break the bond with one of the
other two.
BONUS ACTIONS
Bladesong (Recharges after a Long Rest). The Knightmaster can invoke a secret elven magic
called the Bladesong, provided that he isn't wearing medium or heavy armor or using a shield. It
graces him with supernatural speed, agility, and focus. The Bladesong lasts for 1 minute. It ends
early if the Knightmaster is incapacitated, if he dons medium or heavy armor or a shield, or if he
uses two hands to make an attack with a weapon. He can also dismiss the Bladesong at any
time he chooses (no action required). While his Bladesong is active, he gains the following
benefits:

● He gains a +3 bonus to his AC.


● His walking speed increases by 10 feet.
● He has advantage on Dexterity (Acrobatics) checks.
● He gains a +3 bonus to any Constitution saving throw he makes to maintain his
concentration on a spell.

The Knightmaster can use this feature 5 times.

Bonus Radiant Javelin Attack. When the Knightmaster takes the Attack or Multiattack action
and attacks with Returning Javelin with Ruby of the War Mage, he can make one attack with
Radiant Javelin.

Command Steel Defender. The Knightmaster commands his steel defender to take an action
other than Dodge. That action can be one in its stat block or some other action.

Radiant Javelin Light. While holding it, the wielder causes the Radiant Javelin to shed bright
light in a 30-foot radius and dim light for an additional 30 feet.

Radiant Javelin Light Extinguish. The wielder extinguishes the light of the Radiant Javelin.

Second Wind (Recharges after a Short or Long Rest). The Knightmaster regains 8 (1d10 +3)
hit points.

Summon Bonded Weapon. If it is on the same plane of existence, the Knightmaster can
summon his bonded weapon, causing it to teleport instantly to his hand. He can summon only
one bonded weapon at a time.

ACTIONS
Conjure Barrage (3rd-Level Spell; Requires a Spell Slot and One Piece of Ammunition or
a Thrown Weapon). The Knightmaster throws a nonmagical weapon or fire a piece of
nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and
then disappear. Each creature in a 60-foot cone must succeed on a DC 16 Dexterity saving
throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful
one. The damage type is the same as that of the weapon or ammunition used as a component.
Guidance (Cantrip; Requires Concentration). The Knightmaster touches one willing creature.
Once before the spell ends, the target can roll a d4 and add the number rolled to one ability
check of its choice. It can roll the die before or after making the ability check. The spell then
ends.

Haste (3rd-Level Spell; Requires a Spell Slot, a Shaving of Licorice Root, and
Concentration). Choose a willing creature that the Knightmaster can see within range. Until the
spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on
Dexterity saving throws, and it gains an additional action on each of its turns. That action can be
used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an
Object action. When the spell ends, the target can't move or take actions until after its next turn,
as a wave of lethargy sweeps over it.

Heroism (1st-Level Spell; Requires a Spell Slot and Concentration). A willing creature the
Knightmaster touches is imbued with bravery. Until the spell ends, the creature is immune to
being frightened and gains 3 temporary hit points at the start of each of its turns. When the spell
ends, the target loses any remaining temporary hit points from this spell.

Magical Tinkering. To use this ability, the Knightmaster must have thieves’ tools or artisan’s
tools tools in hand. He then touches a Tiny nonmagical object and give it one of the following
magical properties of his choice:

● The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
● Whenever tapped by a creature, the object emits a recorded message that can be heard
up to 10 feet away. He utters the message when he bestows this property on the object,
and the recording can be no more than 6 seconds long.
● The object continuously emits his choice of an odor or a nonverbal sound (wind, waves,
chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
● A static visual effect appears on one of the object's surfaces. This effect can be a
picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as he
likes.

The chosen property lasts indefinitely. As an action, the Knightmaster can touch the object and
end the property early. He can bestow magic on multiple objects, touching one object each time
he uses this feature, though a single object can only bear one property at a time. The maximum
number of objects he can affect with this feature at one time is 3. If he tries to exceed his
maximum, the oldest property immediately ends, and then the new property applies.

Multiattack. The Knightmaster makes two Returning Javelin with Ruby of the War Mage
attacks.

Radiant Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one
target. Hit: 7 (1d6 +4) piercing damage, plus 2 piercing damage if it's a ranged attack.
Returning Javelin with Ruby of the War Mage. Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 +4) piercing damage, plus 2 piercing
damage if it's a ranged attack.

REACTIONS
Absorb Elements (1st-Level Spell; Requires a Spell Slot). When the Knightmaster takes
acid, cold, fire, lightning, or thunder damage, he gains resistance to the triggering damage type
until the start of her next turn. Also, the first time he hits with a melee attack on his next turn, the
target takes an extra 1d6 (+1d6 for each slot level above 1st) damage of the triggering type, and
the spell ends.

Feather Fall (1st-Level Spell; Requires a Spell Slot and a Small Feather or Piece of Down).
When the Knightmaster or a creature within 60 feet of him falls, choose up to five falling
creatures within range. A falling creature's rate of descent slows to 60 feet per round until the
spell ends. If the creature lands before the spell ends, it takes no falling damage and can land
on its feet, and the spell ends for that creature.

Flash of Genius (Recharges after a Long Rest). When the Knightmaster or another creature
he can see within 30 feet of him makes an ability check or a saving throw, he can add 3 to the
roll. He can use this feature 3 times.

Radiant Javelin Blind. The weapon has 4 charges. Immediately after being hit by an attack,
the wielder expands 1 charge and causes the attacker to be blinded until the end of the
attacker's next turn, unless the attacker succeeds on a DC 16 Constitution saving throw. The
weapon regains 1d4 expended charges daily at dawn.

Shield (1st-Level Spell; Requires a Spell Slot). When the Knightmaster is hit by an attack or
targeted by the magic missile spell, he gains +5 bonus to AC until the start of his next turn,
including against the triggering attack, and he takes no damage from magic missile.

CHALLENGE RATING
Defensive Challenge Rating. 3 (109 hp) +4 (+9 AC) =7

Offensive Challenge Rating. 6 ([9 ×6 =54] +[9 ×3 =27] +[9 ×4 =36] =117 ÷3 =39 damage per
round) +1 (+3 attack bonus) =7

Final Challenge Rating. 7 +7 ÷2 =7

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