Gambits: Retroactive

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Chapter 7:

Gambits

Gambits are the equivalent of spells in HELLSCAPES. Given


the setting, they’re not magical or supernatural in nature. In- Retroactive
stead, they represent the fantastic abilities of highly skilled and One delineation we add to certain gambits, usually those from
adventurous individuals. Like spells, they’re all about manipu- the Foresight school, is the [RETROACTIVE] tag. This
lating the world to suit the needs of the moment. They work like indicates a gambit built on the idea that the character can plan
spells, empower characters like spells, but they’re all about the better than the player. The PC employing a retroactive gambit is
person pulling them. narratively rewriting the past by saying that the character took
HELLSCAPES changes the terminology a little. Gambits are actions that were never mentioned.
pulled, not cast. Cantrips are called “tricks.” In general, though, It’s really not as big a deal as it sounds. Rather than doing
gambits work just like spells. They usually take your action something cool right now, the character did something cool in
to pull, and the one pulling the gambit has a gambit resist DC the past and is just now drawing upon that work. Retroactive
that’s calculated just as a spell DC would be. Gambits generally gambits often require that the character have been to the place
cost gambit slots and can sometimes be improved if pulled with affected or had the opportunity to acquire the items retroactively
a higher-level slot than necessary. All the familiar rules apply. grabbed.
That said, gambits differ in a few key ways. Most gambits While this may stretch the rules of encumbrance a bit by allow-
don’t require chanting and weird hand movements. Instead, ing a character to keep items off their equipment lists, DMs and
they require communication with the rest of the team, careful players are encouraged to just roll with it. The character is adept
use of weapons, or fiddling around with a piece of equipment. at planning and invoking that ability in this moment.
“Spell” components are not employed. Alternatively, the right
technology is needed when a gambit would require it to func-
tion. A Patching gambit might require a few rolls of duct tape. A
Wilderness gambit might need a tent or set of climbing tools. As
with your characters, you’ll figure out the rest in time.

Chapter 7 - GAMBITS
107
Rally
Gambit Tense Alliance
Daredevil Level 3
Block Passage
Tricks
Schools Level 3 Dual Strike
Bootlegger Reverse
Disapproving Smite Ignore the Pain
Civilization Hop On
Honor Bound Wastefulness
Risky Shot
Tricks
Officiate Duel Running Leap Level 4
Back-to-Back
Rousing Oratory Break Through
Keep It Together Level 1 Stunt Driving
Lead By Example Level 4 Adrenaline Rush
Emergency Vendetta
The Gist Battle Cry
Defenses
Big Swing Level 5
Level 1 Leadership Desperation
Authority Figure Side Swipe
Weak Link Fire Through
Coordinate Level 2
Level 5 Walk Away
Deescalate Stand Off
Evacuation
Find Civilization Take One For the Team
Lay Down the Law
Tightrope Run
Level 2 Rendezvous
Camaraderie Unload
Domestication

HELLSCAPES
108
Foresight Level 4 Instinct Level 4
Death on the Line Avoidance
Tricks Known Foe Tricks Ferality
Packing Hunker Down
Planned Route Sweep
Positioning Inner Strength
Prediction Level 5 Leap, Then Look Level 5
Precision Belly Fire
Stash Stop and Listen
Repetition Killer Instinct
Level 1 Treatment Level 1 Trust Yourself
Creature Hail Mary
Comforts Level 6 Smell Fear Level 6
Left Behind Cache Powerful Scent
Stalk
Look Ahead Plan of Action Predation
Thrash
Time Snack Time Weather Sense
Management Level 2
Level 7 Flight Level 7
Level 2 Hiding Place Catlike Reflexes
Growl
Smart Shopper Manipulation Who to Trust
Ring False
Study Up
Level 8 Territory Level 8
Think Again
Convenient Weapon Self-Hypnosis
Thoughtfulness Level 3
Wild Antidote Subtle
Live Wild
Communication
Level 3 Level 9 On the Wind
Backwards
Heist Skitter Level 9
Planning
Planned Creature of the Night
Contingency Plan Slam
Improvisation Written in the
Foreknowledge Water
Prepared Lies

Chapter 7 - GAMBITS
109
Old Ways Level 4 Patching Level 4
Gone Camping Personalize
Tricks Helicopter Tricks Regular
Button Mash Parenting Fuel Injection Maintenance
Disinfect Workout Patch See the Problem
Propriety Pill Popping
Level 5 Level 5
Remember the 90’s Snake Oil
Nursery Rhymes Diagram
Level 1 Off and On Again Level 1 Tape Up
Look the Part Tried and True Bad Medicine You’re Fine
Old Paths Fresh Coat of Paint
Level 6 Level 6
Oldies Multitask
Binge Watch Cauterize
Read Aloud Splint
House Pet Final Swing
Level 2 Kung Fu Moves Level 2 Liquid Courage
Advertising Extra Pair of
Level 7 Level 7
Blue Screen Hands
Dance All Night Ruin
Military Drills Live, Damn You,
Stop and Frisk Transplant
Road Rage Live!
Level 8 Machinehead Level 8
Level 3 Decipher the Past Bar the Door
Steady Hands
Dress for Success
Unearned Gallows Humor
Marketeering Confidence Level 3
Stories of Old Cannibalize Level 9
Level 9 Do Some Harm Bring Back
Trust Fall
Devastating Retort Replacement
Strap In
One Good Day
Tinker

HELLSCAPES
110
Level 4
Desperate Swing
Exploit Advantage
Make Weak

Wilderness
Tricks
Calm Beast
Hill Slide
Spyglass Survey
Troll

Level 1
Animal Call
Scout’s Honor
The Easy Way
The Hard Way

Level 2
Find Shelter
Scrounge Level 4 Slaying Lay Snare
Bomb Natural Remedy
Tricks Burn Out Tricks
Disassembly Dirty Trick Untraceable
Sacrifice Item
Makeshift Ammo Disorientation Level 3
Source Level 5 Poke Bait
Erect Bridge Mobile Foraging
Stake Claim Smash Hit
Smash and Grab Predatory Stance
Level 1 Up in Flames Level 1
Bread Crumbs Dead End Salvage Search
Climbing Claws Level 6 Relentless Killer Level 4
Haphazard Ammunition
Improvised Net Smoke Screen
Prototype Gathering
Smuggle Your Funeral
Unearth Relic Lay Trap
Level 2 Volatile Medicines Level 2 Poisonous Weapons
Burrow Under Bombshell
Level 7 Level 5
Discover Function Deep Wound
Cleansing Antitoxin
Find a Way Knock Out
Transmutation Utilize Terrain
Strip Down Twist the Knife
Level 8 Vigilant Travel
Level 3 Fool’s Gold Level 3
Assemble Armor Cold-Blooded
Handle With Care
Convenient Shield Limb Strike
Impromptu Cover Level 9 Painful Strikes
Crack Open
Night Harvest Weapon Coating
Mother Load

Chapter 7 - GAMBITS
111
Animal Call
Gambits LEVEL 1
Adrenaline Rush SCHOOL Wilderness
LEVEL 1 TARGET Self
SCHOOL Daredevil RANGE 1 mile
TARGET Self PULL TIME Action
PULL TIME Reaction DURATION 10 minutes
DURATION 10 minutes DESCRIPTION Choose a type of animal found in this re-
DESCRIPTION After taking damage you may pull this gion. You let out a loud call, summoning
gambit as a reaction. For the duration you 2d8 of those animals to your location. It
gain the following: +5ft to speed, +1d4 takes 1 minute for them to arrive and they
damage on melee and unarmed attacks, remain for the duration.
and foes making opportunity attacks
against you suffer disadvantage.
Antitoxin
LEVEL 5
Advertising
SCHOOL Wilderness
LEVEL 2
TARGET Living creature
SCHOOL Old Ways
RANGE Touch
TARGET A community
PULL TIME Action
RANGE 10 miles
DURATION 8 hours
PULL TIME 4 hours
COMPONENTS 5 units of plants are expended
DURATION 6 months
DESCRIPTION Target creature is immune to poison
COMPONENTS 10 units of wood and a bucket of paint are damage and the poisoned condition for
expended the duration.
DESCRIPTION You put up signs advertizing the target
throughout the range around it. Within
days the population of the target increases Assemble Armor
by 10%, but the likelihood of an outside LEVEL 3
attack (by raiders or other foes) against SCHOOL Scrounge
that location increases by the same
PULL TIME 1 minute
amount for the duration.
DURATION 24 hours
COMPONENTS A number of units of plastic equal to the
Ammunition Gathering cost of the armor created
LEVEL 4 DESCRIPTION You create a set of armor that has plastic
SCHOOL Wilderness as its primary material, which lasts for the
TARGET Self duration before becoming destroyed. The
destroyed remnants may be salvaged for
PULL TIME Action
the same amount of plastic as was used to
DURATION Concentration (up to 4 hours) create it.
DESCRIPTION You gather ammunition for a ranged
weapon of your choice over the course of
the duration. At the end of each hour you
find 1d6 bullets, arrows, or bolts (your
choice which). This may only be pulled in
areas where ammo might be found (DM’s
discretion).

HELLSCAPES
112
Authority Figure Backwards [RETROACTIVE]
LEVEL 1 Planning
SCHOOL Civilization LEVEL 3
TARGET Self SCHOOL Foresight
PULL TIME Action TARGET Up to 3 willing friendly creatures
DURATION 1 hour RANGE 60 feet
DESCRIPTION You have advantage on skill rolls to con- PULL TIME Action
vince or command friendly creatures for DESCRIPTION Targets may immedately take an extra
the duration, as they generally see you as action that you suggest (who to attack,
someone to follow and obey. what to repair, etc.), having planned for
this moment. The targets must take the
action you tell them to do if they take the
Avoidance extra action, since it’s your plan.
LEVEL 4
SCHOOL Instinct
Bad Medicine
TARGET You and your overland travelling com-
LEVEL 1
panions
SCHOOL Patching
PULL TIME Action
TARGET Creature
DURATION 24 hours
RANGE 5 feet
DESCRIPTION For the duration, you avoid a specific
creature, substance, group, or landmark PULL TIME Action
you name upon pulling this gambit while DURATION 10 minutes
travelling. You could choose to avoid COMPONENTS 1 unit of medicine or chemicals is ex-
settlements or scavengers, for example. pended
DESCRIPTION Make a melee gambit attack. On hit, the
Back-to-Back target takes 3d6 poison damage and must
succeed in a Constitution save or become
LEVEL Trick
Poisoned for the duration. Deals an addi-
SCHOOL Civilization tional 1d6 damage for each higher level
TARGET Friendly creature of your size gambit slot used.
RANGE 5 feet
PULL TIME Bonus action Bait
DURATION 1 round LEVEL 3
DESCRIPTION You swap positions with the target. For SCHOOL Wilderness
the duration, so long as neither of you
TARGET Creature
moves, you both benefit from the high-
est level cover either of you has for any RANGE 100 feet
given attack. PULL TIME Bonus action
DURATION 10 minutes
COMPONENTS 5 units of meat, water, or some other
tempting material are expended
DESCRIPTION The target must succeed in a Wisdom
save or become compelled to move to a
space you specify within range. The crea-
ture affected will Dash if possible to get
to the place you’ve chosen. This compul-
sion lasts the duration, or until the target
gets to the specified place.

Chapter 7 - GAMBITS
113
Battle Cry Belly Fire
LEVEL 1 LEVEL 5
SCHOOL Daredevil SCHOOL Instinct
TARGET Self TARGET Self
PULL TIME Action PULL TIME Action
DURATION 10 minutes DURATION 10 minutes
DESCRIPTION You let out a howl or yell. For the DESCRIPTION For the duration, you may deal your-
duration, your AC is calculated as 16 + self 1d6 irreducible damage instead of
your Dexterity modifier. You also enjoy expending a level 1 gambit slot to pull a
advantage on saves against fear effects for gambit.
the duration.

Big Swing
Bar the Door LEVEL 1
LEVEL 8 SCHOOL Daredevil
SCHOOL Patching TARGET Self
TARGET Closed door PULL TIME Action
RANGE Touch COMPONENTS Melee weapon
PULL TIME Action DESCRIPTION You make a melee weapon attack against
DURATION Concentration, so long as you remain a foe, rolling normally for your attack. On
touching the door a hit, you count as having made a critical
DESCRIPTION The target door stays closed and is hit against the target. On a miss, the target
immune to damage for so long as you may make an opportunity attack against
concentrate on this gambit. you as a reaction.

HELLSCAPES
114
Binge Watch DESCRIPTION Target creature must succeed in an Intel-
ligence save or become enamored with
LEVEL 6
an electronic device you give to them,
SCHOOL Old Ways Stunned for the duration.
TARGET Self
PULL TIME Long rest
Bomb
DURATION 24 hours
LEVEL 4
COMPONENTS Books, electronic media, or other sources
SCHOOL Scrounge
of information
TARGET 10ft x 10ft square
DESCRIPTION You spend a long rest consuming me-
dia. At the end of the pull time you are RANGE 150 feet
Well-Rested and you may select 3 profi- PULL TIME Action
ciencies related to the media you con- DURATION 10 minutes
sumed (skills, weapons, armor, languages,
COMPONENTS Up to 5 units of chemicals are expended
etc.). You are proficient in those things for
the duration. DESCRIPTION You create an explosion at target location.
Creatures and vehicles within that area
must succeed in a Dexterity save or take
Block Passage 2d8 heat damage per unit of chemicals
LEVEL 3 expended and become frightened by you
for the duration. Those who save take half
SCHOOL Daredevil
damage and are not frightened.
TARGET 10ft cube
RANGE 15 feet
Bombshell
PULL TIME Action
LEVEL 2
COMPONENTS Ranged weapon or a melee weapon with
reach SCHOOL Slaying
CONSUMED 1 unit of ammo if a ranged weapon is TARGET Creature or vehicle
used RANGE Weapon range
DESCRIPTION You cause the ceiling of a ruined building PULL TIME Action
or tunnel to colapse on a target area with- COMPONENTS Ranged weapon
in range, blocking all passage. Creatures
DESCRIPTION You make a weapon attack against the tar-
within the target area are pushed out of
get, but on hit instead of the normal dam-
it and must succeed in a Dexterity save
age you deal 3d6 concussion damage to
or take 2d10 bludgeoning damage from
the target and any creatures within 5 feet
falling rubble.
of the target (or riding on the vehicle).

Blue Screen
Bootlegger Reverse
LEVEL 2
LEVEL 3
SCHOOL Old Ways
SCHOOL Daredevil
TARGET Sentient creature
PULL TIME 1 round
RANGE 5 feet
COMPONENTS Vehicle you are driving
PULL TIME Action
DESCRIPTION You turn your vehicle completely around,
DURATION 10 minutes, or until the target is attacked driving in the opposite direction of the
or otherwise harmed combat. Unless a pursuing vehicle finds
COMPONENTS An electronic device which you turn on is a way to reverse by the end of the round,
consumed (given to the target) your vehicle leaves the combat encounter
at the start of the next round.

Chapter 7 - GAMBITS
115
Bread Crumbs Burn Out
LEVEL 1 LEVEL 4
SCHOOL Scrounge SCHOOL Scrounge
TARGET Self TARGET Machine or device
PULL TIME 10 minutes or more as you travel RANGE 5 feet
DURATION 24 hours PULL TIME Bonus action
COMPONENTS One unit of a material is expended COMPONENTS A tool
DESCRIPTION You drop small amounts of a material you DESCRIPTION Target item’s engine or battery explodes.
have with you, creating an easily track- It is destroyed. Creatures holding the de-
able trail. Those who attempt to track this vice or riding the vehicle must succeed in
trail need not make rolls to do so. This a Dexterity save or take 5d6 heat damage.
also allows you to follow the trail back to
where you’ve been.
Burrow Under
LEVEL 2
Break Through
SCHOOL Scrounge
LEVEL 4
TARGET A 5 foot diameter circle
SCHOOL Daredevil
RANGE Touch
TARGET 5ft x 5ft section of wall
PULL TIME 10 minutes
RANGE Touch
COMPONENTS A shovel or other long tool
PULL TIME Action
DESCRIPTION You create a 5 foot wide tunnel up to 30
COMPONENTS Mechanical tool set or heavy melee feet deep into a wall or the ground, so
weapon long as the material is rubble or other
DESCRIPTION You break through a section of wall loose items
in a ruined building or other structure,
allowing creatures of your size or smaller
to pass through. You may pull this gambit Button Mash
without its required components, but you LEVEL Trick
take 1d6 bludgeoning damage smashing SCHOOL Old Ways
into the wall.
TARGET Handheld item
RANGE Touch
Bring Back PULL TIME Action
LEVEL 9 COMPONENTS If the item is electronic a battery is ex-
SCHOOL Patching pended
TARGET Item DESCRIPTION You activate the primary function of a
RANGE Touch handheld device or machine you hold in
your hands, even if you do not know what
PULL TIME 1 hour for equipment, 8 hours for vehicles
it will do. You may choose any targets it
DURATION affects.
COMPONENTS Appropriate tools. 25 units of an appro-
priate material are expended.
DESCRIPTION You bring target item back to its original
manufactured condition. It is at full hit
points and has any negative conditions
removed. It functions like new, so long as
it has any needed fuel or batteries.

HELLSCAPES
116
Cache [RETROACTIVE] Camaraderie
LEVEL 6 LEVEL 2
SCHOOL Foresight SCHOOL Civilization
TARGET Self TARGET Friendly sentient creature
PULL TIME Action RANGE 10 feet
DESCRIPTION Tou find a cache of 100 money units PULL TIME Action
worth of equipment you’ve stashed in DURATION 1 hour
a backback at the location. Must be at a
DESCRIPTION For the duration, the target may choose
location you’ve visited before in the last
to benefit as an additional target from any
30 days.
gambits you pull with the target of “Self”.
The target must see you pull the gambit in
Calm Beast order to benefit.
LEVEL Trick
SCHOOL Wilderness Cannibalize
TARGET Beast LEVEL 3
RANGE 15 feet SCHOOL Patching
PULL TIME Action TARGET Two machines
DURATION 24 hours RANGE Touch
COMPONENTS One unit of meat or plants is expended PULL TIME Action
(whichever would be more appropriate as COMPONENTS Appropriate tool kit
a treat for the beast)
DESCRIPTION One machine touched has up to 20 hit
DESCRIPTION Target beast must succeed in a Charis- points transferred to it from another
ma save or be Charmed by you for the machine touched. The lost hit points
duration. represent parts you had to take off one to
make the other function.

Chapter 7 - GAMBITS
117
Catlike Reflexes Climbing Claws
LEVEL 7 LEVEL 1
SCHOOL Instinct SCHOOL Scrounge
TARGET Self TARGET Friendly creature
PULL TIME Action RANGE Touch
DURATION 4 hours PULL TIME Action
DESCRIPTION You gain 6 points to your Dexterity score DURATION 4 hours
for the duration, even if this puts you COMPONENTS 3 units of metal, plastic, or wood are
above your normal ability score limit. expended
Whenever you are subject to an attack
DESCRIPTION You scrounge up a set of climbing gear,
you may Disengage as a reaction.
granting a willing target the ability to
climb without the need to make a roll for
Cauterize the duration. The claws can be used as a
melee weapon, dealing 1d8 + Strength
LEVEL 6
slashing damage on hit.
SCHOOL Patching
TARGET Living creature
Cold-Blooded
RANGE Touch
LEVEL 3
PULL TIME Action
SCHOOL Slaying
DURATION 10 minutes
TARGET Self
COMPONENTS Flame torch or other source of heat
PULL TIME Action
DESCRIPTION Target creature heals for 10d6 hit points,
but gains a permanent burn scar and must DURATION Concentration, up to 5 rounds
succeed in a Constitution save or fall COMPONENTS Melee weapon
unconscious for the duration from the DESCRIPTION For the duration your melee weapons
pain. You must succeed in a melee gambit have the Reach property and deal 3d6 ad-
attack to pull this gambit if the target is ditional damage on hits against creatures
unwilling. who cannot see you.

Cleansing Contingency [RETROACTIVE]


LEVEL 7 Plan
SCHOOL Scrounge LEVEL 3
TARGET Weapon, armor, or gear SCHOOL Foresight
RANGE Touch TARGET Self and one willing creature within range
PULL TIME Action RANGE 5 feet
COMPONENTS Appropriate tools PULL TIME Reaction, after taking damage or gaininig
DESCRIPTION Target item loses an item condition of negative conditions
your choice other than broken. COMPONENTS 5 units of a relevant material is expended,
such as metal to block radiation or medi-
cine to stop a disease
DESCRIPTION You and another willing creature retroac-
tively lose all damage taken and negative
conditions gained so far this round.

HELLSCAPES
118
Convenient Shield Creature of the Night
LEVEL 3 LEVEL 9
SCHOOL Scrounge SCHOOL Instinct
TARGET Self TARGET Self
PULL TIME Reaction, upon being hit by an attack, RANGE
after damage is rolled PULL TIME Action
COMPONENTS Up to 5 units of metal, wood, or stone are DURATION 8 hours
expended
COMPONENTS
DESCRIPTION Reduce the damage of the attack by twice
DESCRIPTION You can see normally in darkness so long
the units of materials expended pulling
as the stars are visible. You gain +2 to
this gambit.
your AC while in shadows or darkness of
any kind. Your speed increases by 5 feet,
Convenient Weapon as does the distance you leap.
LEVEL 8
SCHOOL Foresight Dance All Night
TARGET Self LEVEL 7
PULL TIME Action SCHOOL Old Ways
DURATION 1 hour TARGET You and up to 20 friendly willing crea-
COMPONENTS An improvised weapon you grab from the tures
battlefield as part of pulling this gambit RANGE 150 feet
DESCRIPTION You grab an improvised weapon. You PULL TIME Long rest
count as proficient on attacks with this DURATION 24 hours
weapon. Whenever you take the attack
COMPONENTS A source of music
action, you may make one additional
attack with this weapon. DESCRIPTION You and the targets stay up all night as
a Long rest, partying as you pull this
gambit. At the end of this time you are
Crack Open all Well-Rested and you are resistant to
LEVEL 9 psychic damage for the duration.
SCHOOL Scrounge
TARGET A source of materials ready for salvage Dead End
RANGE Touch LEVEL 1
PULL TIME Action SCHOOL Slaying
COMPONENTS Appropriate tools for the materials TARGET Creature with 10 or fewer hit points
DESCRIPTION You completely salvage the target of all RANGE Weapon
materials. PULL TIME Action
COMPONENTS Weapon
Creature Comforts DESCRIPTION You make a weapon attack against the
LEVEL 1 creature. On hit you deal no damage;
instead the target is simply killed.
SCHOOL Foresight
TARGET Self
PULL TIME Action
DURATION 1 day
DESCRIPTION You make yourself comfortable, becom-
ing either well-fed or well-rested for the
duration.

Chapter 7 - GAMBITS
119
Death on [RETROACTIVE]
the Line
LEVEL 4
SCHOOL Foresight
TARGET A meal or drink
RANGE Touch
PULL TIME Action
DURATION 1 day
COMPONENTS 1 unit of chemicals is expended as a
poison
DESCRIPTION You retroactively poison a meal or drink
you had access to within the last day. Any
living creature that consumes it during
the duration must succeed in a Consti-
tution save or take 4d6 poison damage
and become poisoned for the rest of the
duration.

Decipher the Past


LEVEL 8
SCHOOL Old Ways
TARGET Pre-apocalypse ruins
PULL TIME 10 minutes of touring the location
DESCRIPTION You piece together the original purpose
of a place you are in, as well as the major
events in its history.

Deep Wound
LEVEL 2
SCHOOL Slaying
TARGET Creature of your size or smaller
RANGE Melee
PULL TIME Action
DURATION Concentration, so long as you maintain
the grapple
COMPONENTS Melee weapon which deals piercing
damage
DESCRIPTION You make a weapon attack against the tar-
get. On hit you deal your normal damage
and the target becomes grappled by you,
stuck to your weapon. Each round that
you maintain the grapple, you automat-
ically deal 1d6 piercing damage to the
target.

HELLSCAPES
120
Deescalate DESCRIPTION You say an amazingly witty comeback in
response to an insult, bringing back the
LEVEL 1
sharp wit of the ancients. The target must
SCHOOL Civilization succeed in a Charisma save or take 8d10
TARGET Sentient creature wielding a weapon psychic damage as your insult cuts them
RANGE 30 feet to the core.
PULL TIME Action
DURATION Concentration, up to 10 minutes Diagram
COMPONENTS Weapon LEVEL 5
DESCRIPTION You put away any weapons you are wei- SCHOOL Patching
lding, and a target within range who can TARGET Self
see you must make a Charisma save. On
PULL TIME 1 hour
a failure, the target puts away their own
weapons and is charmed for the duration, COMPONENTS Paper and a writing utensil
or until you draw a weapon again. DESCRIPTION You create a diagram of a machine or de-
vice you have seen. Anyone in possession
of this diagram gains advantage on rolls
Desperate Swing to repair or construct that kind of item.
LEVEL 4
SCHOOL Slaying
Dirty Trick
TARGET Self
LEVEL Trick
PULL TIME Bonus action
SCHOOL Slaying
DURATION 10 minutes
TARGET Creature of your size or smaller
DESCRIPTION Your next melee weapon attack made
RANGE Melee
within the duration automatically hits and
deals 5d6 additional damage. PULL TIME Action
DURATION 10 minutes
COMPONENTS Melee weapon which deals slashing
Desperation
damage
LEVEL 5
DESCRIPTION You make a low swung melee attack with
SCHOOL Daredevil a weapon, dealing an additional 1d6 dam-
TARGET Self age on hit and the target must succeed
PULL TIME Bonus action in a Dexterity save or have their speed
reduced by 10 feet for the duration.
DURATION 1 hour
DESCRIPTION For the duration, whenever you hit with
an attack you may deal an additional 3d6 Disapproving Smite
damage. When you do so, you deal your- LEVEL 3
self 1d6 irreducible psychic damage.
SCHOOL Civilization
TARGET Sentient hostile creature
Devastating Retort RANGE Melee range
LEVEL 9 PULL TIME Action
SCHOOL Old Ways DURATION 10 minutes
TARGET Sentient creature COMPONENTS Melee weapon
RANGE 60 feet DESCRIPTION Make a melee weapon attack against the
PULL TIME Reaction, when the target insults you target. On hit, you deal normal damage
plus 4d6 psychic damage and the target
must succeed in a Charisma save or be-
come intimidated for the duration.

Chapter 7 - GAMBITS
121
Disassembly Disorientation
LEVEL Trick LEVEL Trick
SCHOOL Scrounge SCHOOL Slaying
TARGET Handheld item TARGET Creature
RANGE Touch RANGE Weapon range
PULL TIME Action PULL TIME Action
COMPONENTS Any tool DURATION 1 round
DESCRIPTION You destroy an item you hold in your COMPONENTS Ranged weapon
hands. DESCRIPTION You make ranged weapon attack against
the target. On hit you deal 1d6 additional
damage and the target must succeed in a
Discover Function
Constitution save or become Stunned for
LEVEL 2 the duration.
SCHOOL Scrounge
TARGET Device or machine
Domestication
RANGE Touch
LEVEL 2
PULL TIME Action
SCHOOL Civilization
DURATION 48 hours
TARGET Up to 6 beasts
DESCRIPTION You learn all functions target item was
RANGE 30 feet
designed for and how to perform them.
You are proficient in its use for the dura- PULL TIME Action
tion. DURATION 24 hours; longer if you continue to feed
and care for them
COMPONENTS 1 unit of food for each target
Disinfect
DESCRIPTION Target beasts must each succeed in a Wis-
LEVEL Trick
dom save or become charmed by you and
SCHOOL Old Ways your allies for the duration. If they are of
TARGET A 20ft x 20ft square two or more size categories larger than
RANGE 5 feet you, they may be ridden as mounts.
PULL TIME Action
DURATION 1 hour Do Some Harm
COMPONENTS One unit of medicine or chemicals is LEVEL 3
expended SCHOOL Patching
DESCRIPTION You disinfect target area such that all TARGET Living creature
living creatures within the area are
RANGE 25 feet
resistant to necrotic damage and enjoy
advantage on saves to resist disease while PULL TIME Action
they remain there. At the DM’s discretion, DURATION 1 round per unit of materials expended
zombie plagues and other pandemics COMPONENTS Medical tools or first aid kit. 1 to 5 units
cannot spread there. of medicine expended.
DESCRIPTION You weaponize medicines, making a
ranged gambit attack against the target.
On hit, you deal 1d8 necrotic damage for
each unit of medicine expended and the
target must succeed in a Constitution save
or become Poisoned for the duration.

HELLSCAPES
122
Dress for Success DURATION Concentration, up to 1 hour or until you
move more than 100 feet away from the
LEVEL 3
bridge
SCHOOL Old Ways
COMPONENTS Carpentry tools. Twenty units of wood are
TARGET Self expended.
PULL TIME Action DESCRIPTION You erect a bridge from your current loca-
DURATION 4 hours, so long as you wear the outfit. tion to a location within range you can
COMPONENTS A fancy outfit see, wide enough for you and others your
size or smaller to move across.
DESCRIPTION You find power in dressing up. Select one
Charisma skill. For the duration you have
advantage on that skill. Evacuation
LEVEL 5
Dual Strike SCHOOL Civilization
LEVEL Trick TARGET Fiendly community
SCHOOL Daredevil RANGE Line of sight
TARGET Two creatures PULL TIME 1 day
RANGE Melee COMPONENTS Badge of office or other symbol of au-
PULL TIME Action thority
COMPONENTS 1 or 2 melee weapons DESCRIPTION You organize members of the community
to flee for their own safety. The location
DESCRIPTION You attempt a melee attack against two
of the settlement moves up to 100 miles
targets. Make a single attack roll to hit
to a place you choose.
both, against the higher of their two AC
ratings. On hit, you strike both targets
with your attack. Exploit Advantage
LEVEL 4
Emergency Defenses SCHOOL Slaying
LEVEL 4 TARGET Self
SCHOOL Civilization PULL TIME Bonus action
TARGET Friendly community DURATION Concentration, up to 10 minutes
RANGE Line of sight DESCRIPTION For the duration, whenever you make an
PULL TIME 10 minutes attack with advantage and hit, the target is
vulnerable to the damage you deal.
DURATION 2 days
COMPONENTS Badge of office or other symbol of au-
thority Extra Pair of Hands
DESCRIPTION You organize members of a community LEVEL 2
to defend themselves, granting members SCHOOL Patching
of the community +1 AC and +1d6 to
TARGET Friendly ally you can see or hear
damage for the duration, while defending
the community. RANGE 5 feet
PULL TIME Bonus action
DURATION 1 hour
Erect Bridge
COMPONENTS
LEVEL 5
DESCRIPTION Whenever the target is within range they
SCHOOL Scrounge
may give you their action for the round,
RANGE 100 feet to take on your next turn. This action
PULL TIME 5 actions may be used to pull a gambit, even when
you’ve already pulled one for the round.

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123
Ferality Find a Way
LEVEL 4 LEVEL 2
SCHOOL Instinct SCHOOL Scrounge
TARGET Self TARGET Location you know of
PULL TIME Bonus action RANGE 1 mile
DURATION 1 hour PULL TIME Action
DESCRIPTION For the duration you are able to read the DESCRIPTION You figure out a route to target location
body language and subtle grunts of all you’ve either heard of or have been to, no
creatures, allowing you to know their matter the obstacles in the way (lava, ru-
mood and disposition towards you. You ins, etc.). The route might not be easy or
have advantage on Insight and Animal direct, but it will be possible for adventur-
Handling rolls during this time. ers willing to put themselves in danger.

Final Swing Find Civilization


LEVEL 6 LEVEL 1
SCHOOL Patching SCHOOL Civilization
TARGET Weapon TARGET Self
RANGE Touch PULL TIME Action
PULL TIME Bonus action COMPONENTS Tracks, litter, or other evidence of civi-
DURATION 1 hour lized people in the region
DESCRIPTION The next time target weapon hits with DESCRIPTION Studying evidence, you learn the distance
an attack during the duration it deals an and direction to the closest settlement of
additional 5d6 slashing damage. The item survivors.
breaks and is reduced to 0 hit points at the
end of the attack.

HELLSCAPES
124
Find Shelter Fool’s Gold
LEVEL 2 LEVEL 8
SCHOOL Wilderness SCHOOL Scrounge
TARGET Self TARGET A salvage source, or up to 50 units of a
RANGE 100 feet material
PULL TIME Action RANGE Touch
DURATION 8 hours PULL TIME Action
COMPONENTS 5 units of metal, plastic, stone, or wood DURATION 48 hours
are expended COMPONENTS Tools appropriate to the target materials
DESCRIPTION You find a place within range to shelter DESCRIPTION The target appears to be a different
from an environmental hazard for the du- material of your choice to all who inspect
ration. You and up to 4 other people can it. Those who might see through your
shelter there and take no damage or other deception must succeed in an Intelligence
effects from the environment. save to do so.

Fire Through Foreknowledge [RETROACTIVE]


LEVEL 5 LEVEL 3
SCHOOL Daredevil SCHOOL Foresight
TARGET Line from you to the end of your weap- TARGET Self
on’s normal range RANGE 2 miles
PULL TIME Bonus action PULL TIME Action
DURATION 3 rounds COMPONENTS Paper and a writing implement, or a navi-
COMPONENTS Ranged or thrown weapon gation tool set
DESCRIPTION For the duration, you make ranged and DESCRIPTION You gain a map of the area (everywhere
thrown weapon attacks as a line up to a within range) that you drew when you
distance of the weapon’s normal range. scouted this place out recently. It includes
You should make weapon attacks against major topographical features and points
each target within the area when you of interest.
attack in this way. Each area attack only
consumes one shot’s worth of ammo.
Fresh Coat of Paint
LEVEL 1
Flight SCHOOL Patching
LEVEL 2 TARGET Vehicle or item
SCHOOL Instinct RANGE Touch
TARGET Self PULL TIME Action
DURATION 10 minutes COMPONENTS 1 can of paint is expended
DESCRIPTION Whenever you are the target of a melee DESCRIPTION Target has one negative condition re-
attack by a hostile foe, you may spend moved and is repaired for 1d6 hit points.
your Reaction to Disengate and then Each additional level of gambit used
move up to your speed once the attack is repairs for an additional 1d6.
resolved.

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125
Fuel Injection Growl
LEVEL Trick LEVEL 2
SCHOOL Patching SCHOOL Instinct
TARGET Motor vehicle TARGET Creatures that can hear you
RANGE Touch RANGE 30 feet
PULL TIME Action PULL TIME Action
COMPONENTS 1 unit of fuel is expended DURATION Concentration, up to 10 minutes
DESCRIPTION Target moves its mobility forward. DESCRIPTION Hostile targets within range must succeed
in a Wisdom save or become frightened
of you for the duration.
Gallows Humor
LEVEL 8
Hail Mary
SCHOOL Patching
LEVEL 1
TARGET Yourself and up to 4 sentient creatures
who can hear you SCHOOL Instinct
RANGE 20 feet TARGET Self
PULL TIME Action PULL TIME Action
DURATION Concentration, up to 8 hours, so long as DURATION 10 minutes
you continue to tell jokes DESCRIPTION You suffer no disadvantage on attacks
COMPONENTS Medical tools against targets you cannot see.
DESCRIPTION For the duration you and up to 4 sentient
creatures gain advantage on Medicine Handle With Care
skill rolls. Whenever you or the other
LEVEL 8
targets pulls a gambit which heals a living
creature, they heal for an additional 3d6 SCHOOL Scrounge
hit points. TARGET Self
PULL TIME Action
Gone Camping DURATION 24 hours
LEVEL 4 COMPONENTS A pair of gloves and a container you’ve
personally inspected
SCHOOL Old Ways
DESCRIPTION You are able to handle any material
TARGET Up to 3 friendly sentient creatures
without taking damage from it. You could
RANGE Touch move lava, transport radioactive mate-
PULL TIME 10 minutes, as you erect the tent rials, or pack biohazards without risk to
DURATION 24 hours, or until you take down the tent yourself so long as the material remains
in your possession.
COMPONENTS A tent
DESCRIPTION You erect a tent, which reduces the time
of long rests to 6 hours and short rests to
half an hour to those who rest inside of it.
Dying creatures automatically stabilize
within it. Targets who help erect it as you
pull this gambit are healed for 1d10 hit
points.

HELLSCAPES
126
Haphazard Prototype Hiding Place
LEVEL 6 LEVEL 7
SCHOOL Scrounge SCHOOL Foresight
PULL TIME 1 hour TARGET Self
COMPONENTS A number of units of the item’s primary RANGE 60 feet
material equal to the item’s cost. PULL TIME Action
DESCRIPTION You create a set of armor or a weapon of DURATION 4 hours
your choice. The item has a negative item
DESCRIPTION You find a safe place to hide for the du-
condition or a negative property it doesn’t
ration. There’s room enough for yourself
normally have (Bulky, Fragile, Hefty, or
and up to 3 other creatures of medium
Noisy for armor; Loud for weapons). The
size or smaller. The location cannot be
DM determines which of thes conditions
found by others without the use of a
or properties it has.
gambit. The location provides complete
protection from environmental hazards.
Heist
LEVEL 9 Hill Slide
SCHOOL Foresight LEVEL Trick
TARGET A building or other secured structure you SCHOOL Wilderness
can see
TARGET Self
PULL TIME Action
PULL TIME Bonus action
DURATION 4 hours
DURATION 1 round
COMPONENTS A map of the target area
DESCRIPTION Your Speed is doubled if your movement
DESCRIPTION While you and your allies are within the is entirely on a downward slope.
target area, none of you can be surprised.
For the duration you may pull one gambit
you know with the Retroactive tag once Honor Bound
per encounter without expending gambit LEVEL 3
slots.
SCHOOL Civilization
TARGET 2 sentient creatures
Helicopter Parenting RANGE 30 feet
LEVEL 4 PULL TIME Action
SCHOOL Old Ways DURATION Until both targets agree to nullify their
TARGET Self agreement
RANGE 30 feet COMPONENTS Badge of office or other symbol of au-
PULL TIME Action thority
DURATION Concentration, up to 4 hours DESCRIPTION You officiate an agreement between the
targets. For the duration, whenever one of
COMPONENTS First aid kit
the targets fails to honor the agreement,
DESCRIPTION Whenever an ally within range gains they must succeed in a Charisma save or
a negative condition you may spend take 1d6 psychic damage.
your reaction to move up to your speed
towards them. If you end this movement
within 5 feet of them, you may expend a
unit of medicine to remove that condition.

Chapter 7 - GAMBITS
127
Hop On Hunker Down
LEVEL Trick LEVEL Trick
SCHOOL Daredevil SCHOOL Instinct
TARGET Vehicle TARGET Self
RANGE 5 feet PULL TIME Bonus action
PULL TIME Reaction DURATION Concentration, up to 10 minutes
DURATION 10 minutes DESCRIPTION You go prone. For the duration you may
DESCRIPTION You grab onto a vehicle within range, move at your normal speed while prone
riding its exterior. For the duration, you and you may rise from prone as a bonus
cannot be knocked prone or off of it due action.
to its maneuvering and other movements.
Ignore the Pain
House Pet LEVEL 3
LEVEL 6 SCHOOL Daredevil
SCHOOL Old Ways TARGET Self
TARGET Non-sentient animal of CR 1/4 or less PULL TIME Bonus action
RANGE Touch DURATION 1 hour
PULL TIME 4 hours of bonding with the animal DESCRIPTION You gain 3d6 temporary Hit Points that
DESCRIPTION Target animal adopts you as its owner last for the duration or until they are
permanently. Select one feat that you damaged away.
qualify for. Whenever you are within 5
feet of this animal and it is conscious, you
gain the benefits of that feat. You may
only have one animal affected by this
gambit at a time.

HELLSCAPES
128
Impromptu Cover Keep It Together
LEVEL 3 LEVEL Trick
SCHOOL Scrounge SCHOOL Civilization
TARGET Self and one other creature TARGET Friendly creature
RANGE 5 feet PULL TIME Bonus action
PULL TIME Reaction, upon becoming the target of an DESCRIPTION Willing target that can hear you loses the
attack frightened condition.
DURATION Concentration, up to 10 minutes or until
you move
Killer Instinct
COMPONENTS 5 units of metal or wood
LEVEL 4
DESCRIPTION You and a creature within range gain 3/4
SCHOOL Instinct
cover. The other creature loses this cover
if they move. TARGET Self
PULL TIME Action
DURATION 5 rounds
Improvised Net
DESCRIPTION For the duration your melee attacks which
LEVEL 1
hit count as critical hits. During this time,
SCHOOL Scrounge at the DM’s discretion, you become Cha-
TARGET Creature of your size or smaller otic Evil as your worst instincts take over.
RANGE 25 feet
PULL TIME Action Knock Out
DURATION 10 minutes, or until the target succeeds in LEVEL 2
a Strength save on their turn
SCHOOL Slaying
COMPONENTS Three units of metal or plastic are
TARGET Creature your size or smaller
expended; alternatively a rope may be
expended. RANGE Melee
DESCRIPTION You make a ranged gambit attack against PULL TIME Action
the target. If successful, the target be- DURATION 1 hour or until the target is further harmed
comes immobilized for the duration in a COMPONENTS Melee weapon which deals bludgeoning
net you’ve crafted. damage
DESCRIPTION You make a melee weapon attack against
Inner Strength the target. On hit, in addition to normal
damage, the target must succeed in a Con-
LEVEL Trick
stitution save or become unconscious for
SCHOOL Instinct the duration.
TARGET Self
PULL TIME Bonus action [RETROACTIVE]
Known Foe
DURATION 1 round
LEVEL 4
DESCRIPTION For the duration you gain advantage on
SCHOOL Foresight
Strength rolls made to lift or haul heavy
objects and on Strength saves. You also TARGET Hostile creature
gain a +2 bonus to damage on melee RANGE 100 feet
weapons with the Two-handed or Versa- PULL TIME Action
tile properties.
DURATION 10 minutes
DESCRIPTION You planned ahead for fighting this crea-
ture, which is vulnerable to the damage
from all of your attacks against it.

Chapter 7 - GAMBITS
129
Kunk Fu Moves Lay Trap
LEVEL 6 LEVEL 4
SCHOOL Old Ways SCHOOL Wilderness
TARGET Self TARGET 5ft x 5ft square
PULL TIME Action RANGE Touch
DURATION Concentration, up to 4 hours PULL TIME Action
DESCRIPTION For the duration you may use your DURATION 8 hours, or until the trap is sprung by a
reaction each round to leap up to 20 feet creature entering the space
in any direction just before you make an COMPONENTS 2 units of wood and 2 unit of plants are
unarmed attack. Your unarmed attacks expended
deal an additional 3d6 damage on hit.
DESCRIPTION You lay a trap in target location. Any
creature that enters the space must
Lay Down the Law succeed in a Dexterity save or take 5d6
poison damage and becomes poisoned for
LEVEL 5
10 minutes. Noticing the trap is a Percep-
SCHOOL Civilization tion roll against your gambit pull DC.
TARGET Up to 10 sentient creatures
RANGE 100 feet
Lead By Example
PULL TIME Action
LEVEL Trick
DURATION 1 day
SCHOOL Civilization
COMPONENTS Badge of office or other symbol of au-
TARGET Up to 5 creatures
thority
RANGE 60 feet
DESCRIPTION Targets must succeed in a Charisma save
or become Lawful and generally follow PULL TIME Action
your instructions for the duration. DURATION 1 round
COMPONENTS
Lay Snare DESCRIPTION Make a skill roll that requires only one
action to accomplish. Friendly targets
LEVEL 2
within range who can see you have ad-
SCHOOL Wilderness vantage for the duration on rolls to make
TARGET 5ft x 5ft square that same action.
RANGE Touch
PULL TIME Action Leadership
DURATION 8 hours, or until the snare is triggered by LEVEL 4
a creature entering the space
SCHOOL Civilization
COMPONENTS 1 unit of wood and 1 unit of metal are
TARGET A different friendly character each com-
expended
bat encounter
DESCRIPTION You set up a snare in target location.
RANGE 30 feet
Any creature that enters that space must
succeed in a Dexterity save or become PULL TIME Action
grappled by the trap, making escape rolls DURATION 1 day
against your gambit save difficulty. Notic- DESCRIPTION At the start of each combat, select a target
ing the trap is a Perception roll, also made within range to act as leader. If possible,
against your gambit save DC. select a leader that has not led yet this
duration. All friendly characters who can
hear that target have access to the char-
acter’s known Tricks, pulling them using
the same gambit pulling ability.

HELLSCAPES
130
Leap, Then Look Limb Strike
LEVEL Trick LEVEL 3
SCHOOL Instinct SCHOOL Slaying
TARGET Self TARGET Creature
PULL TIME Action RANGE Weapon
DURATION 1 round PULL TIME Action
DESCRIPTION You jump 10 feet vertically or horizon- DURATION 10 minutes
tally. You have advantage on Dexterity COMPONENTS Melee weapon
saves for the duration.
DESCRIPTION You make a melee weapon attack against
the target. On hit you deal 3d6 additional
Left Behind [RETROACTIVE] damage, and the target either drops one
item held or takes a 10 foot penalty to
LEVEL 1
their Speed for the duration (your choice
SCHOOL Foresight which).
TARGET An item you brought with you that you
haven’t used since leaving camp or your
home Liquid Courage
PULL TIME Reaction LEVEL 6
DESCRIPTION You retroactively decide to leave an item SCHOOL Patching
you possess back at camp or at your home TARGET Friendly living creature
instead of bringing it with you. May be RANGE Touch
used to keep the item from taking damage
PULL TIME Action
or being lost.
DURATION 4 hours
COMPONENTS 1 bottle of liquor or other strong drink is
consumed
DESCRIPTION Target becomes immune to fear and in-
timidation effects and gains 3d6 tempo-
rary hit points for the duration.

Chapter 7 - GAMBITS
131
Live, Damn You, Live! DESCRIPTION You don an outfit from the past, using it
to gain insight into the old ways. For the
LEVEL 2
duration, whenever you recall or learn
SCHOOL Patching a piece of information about the past,
TARGET Dying creature you learn/remember an additional bit of
RANGE Touch knowledge.
PULL TIME Action
COMPONENTS 5 units of batteries or medicine are ex- Machinehead
pended LEVEL 2
DESCRIPTION Target heals for 1d6 hit points for each SCHOOL Patching
sentient creature within 5 feet of them
TARGET Pilot of a vehicle who can hear you
who wants them to live.
RANGE 25 feet
PULL TIME Action
Live Wild
DURATION Concentration
LEVEL 3
DESCRIPTION Target’s vehicle gains 10 feet to its mobil-
SCHOOL Instinct ity for the duration while the target pilots
TARGET Self it and listens to you.
PULL TIME Action
DURATION Concentration, up to 8 hours Make Weak
DESCRIPTION You can go without some one thing we all LEVEL 4
usually need, such as clothing, a bed, or
SCHOOL Slaying
even food without penalties, exhaustion,
or damage. You cannot go without air, but TARGET Creature
almost anything else is possible. RANGE 60 feet
PULL TIME Action
Look Ahead [RETROACTIVE] DURATION 10 minutes
LEVEL 1 COMPONENTS One unit of chemicals is expended
SCHOOL Foresight DESCRIPTION Target must succeed in a Constitution
save or become vulnerable to a damage
TARGET Self
type of your choice for the duration.
RANGE 200 feet
PULL TIME Action
Makeshift Ammo
DESCRIPTION You learn the location of all walls and
other terrain features within range, having LEVEL Trick
scouted out the area earlier. SCHOOL Scrounge
TARGET Ranged weapon
Look the Part RANGE Touch
LEVEL 1 PULL TIME Bonus action
SCHOOL Old Ways COMPONENTS One unit of a solid material is expended
(metal, bone, wood, plastic)
TARGET Self
DESCRIPTION You load a ranged weapon you have
PULL TIME 1 minute
equipped with a round/arrow/bolt of
DURATION Concentration, up to 8 hours ammo you create. The ammo can be fired
COMPONENTS An outfit which you believe to be period normally, but cannot be removed from the
accurate to the pre-apocalypse weapon for later use.

HELLSCAPES
132
Manipulation Military Drills
LEVEL 7 LEVEL 2
SCHOOL Foresight SCHOOL Old Ways
TARGET Hostile creatures who can see you TARGET Up to 20 friendly willing creatures
RANGE 100 feet RANGE 100 feet
PULL TIME Action PULL TIME 8 hours
DURATION Concentration DURATION 48 hours
DESCRIPTION For the duration, whenever a target within COMPONENTS A whistle and the weapon you are teach-
this gambit’s range of you attempts to ing proficiency in
move they must succeed in an Intelli- DESCRIPTION You engage the targets in training. For
gence save or you get to decide where the duration the targets are proficient in a
they move (subject to their normal move- weapon of your choice and a skill of your
ment limitations). This applies to vehicles choice. You must be proficient in both.
if the driver can see you.

Mobile Foraging
Marketeering
LEVEL 3
LEVEL 3
SCHOOL Wilderness
SCHOOL Old Ways
TARGET Self
TARGET An item you possess
PULL TIME Action
RANGE A settlement
DURATION Concentration, up to 4 hours
PULL TIME 10 minutes
DESCRIPTION Every 10 minutes as you travel, you
DESCRIPTION By attracting a lot of attention in a market scrounge up 1 unit of a materials from
area of a community, you manage to sell the following list: plants, stone, or wood.
target item for twice its normal cost. Other materials such as metal or plastic
may be available depending on the terrain
(DM’s discretion).

Chapter 7 - GAMBITS
133
Mother Load Night Harvest
LEVEL 9 LEVEL 3
SCHOOL Scrounge SCHOOL Scrounge
TARGET A source of materials for salvage contain- TARGET You and up to 3 other creatures
ing 20 or more units RANGE 60 feet
RANGE 100 feet PULL TIME Action
PULL TIME Action DURATION 4 hours
DURATION 24 hours DESCRIPTION For the duration, you and the other targets
DESCRIPTION Target salvage source has 30 additional within range have advantage on Stealth
units of materials. After this gambit ex- rolls and make no noise from the process-
pires, if the additional units have not been es of salvaging and scavenging.
salvaged they disappear.

Nursery Rhymes
Multitask LEVEL 5
LEVEL 1 SCHOOL Old Ways
SCHOOL Patching TARGET Sentient creature
TARGET Item RANGE 60 feet
RANGE 5 feet PULL TIME Action
PULL TIME Action DURATION 24 hours
DURATION Concentration, up to 1 hour DESCRIPTION Target who can hear you must succeed in
COMPONENTS A tool used as a weapon. One unit of an a Wisdom save or become hostile towards
appropriate material is expended. a person you name for the duration.
DESCRIPTION For the duration, whenever you use a tool
as an improvised weapon to make a melee
Off and On Again
attack, you may also repair an item within
range for 1d6 hit points. LEVEL 5
SCHOOL Old Ways
TARGET Broken electronic device
Natural Remedy
PULL TIME Action
LEVEL 2
COMPONENTS One battery is expended
SCHOOL Wilderness
DESCRIPTION Target item you hold is no longer broken
TARGET Living creature
and regains all hit points.
RANGE Touch
PULL TIME Action
Officiate Duel
COMPONENTS Up to 5 units of plants are expended. For
each higher level slot used to pull this LEVEL 3
gambit, you may expend 5 additional SCHOOL Civilization
units. TARGET 2 creatures who are hostile to each other
DESCRIPTION A willing target is given herbs and treated RANGE 60 feet
with natural remedies you know, healing
PULL TIME Action
for 1d6 hit points for each unit of plants
you expend. The target also loses the DURATION 10 minutes, or until one of the targets is
poisoned condition if they have it. defeated
COMPONENTS Badge of office or other symbol of au-
thority

HELLSCAPES
134
DESCRIPTION Affected targets may not make attacks
against creatures other than each other
for the duration. Unwilling targets get
to make a Charisma save to resist this
gambit.

Oldies
LEVEL 1
SCHOOL Old Ways
TARGET Friendly creatures
RANGE 60 feet
PULL TIME Action
DURATION Concentration, so long as you continue
singing
DESCRIPTION You sing songs from the pre-apocalypse.
Targets who can hear you heal for 1d6
additional hit points whenever they are
healed, including during rests and when
healed by gambits.

Old Paths
LEVEL 1
SCHOOL Old Ways
TARGET Self
RANGE 10 miles
PULL TIME Action
DURATION 24 hours
DESCRIPTION You learn the location of the closest river
or pre-apocalypse road. If you use it
for travel within the duration, your DM
must reduce your likelihood of a combat
encounter by 20%.

One Good Day


LEVEL 9
SCHOOL Old Ways
TARGET Settlement
PULL TIME Action
DURATION 24 hours
COMPONENTS 50 units of any material are expended
DESCRIPTION Through luck and a bit of preparation you
ensure that a settlement you are within
when pulling this gambit is not attacked
by monsters or outsiders and suffers no
environmental hazards for the duration.
For one day, things feel safe and normal.

Chapter 7 - GAMBITS
135
On the Wind COMPONENTS Appropriate tool kit for target (medical
for creature, mechanical for machine,
LEVEL 3
etc.). Expend up to 10 units of bone, met-
SCHOOL Instinct al, plastic, or wood.
TARGET Self DESCRIPTION Target gains a number of temporary hit
PULL TIME Reaction upon becoming the target of an points equal to the units of materials ex-
attack pended pulling the gambit, which last for
DURATION 10 minutes the duration or until used up.
DESCRIPTION The attack which triggers this gambit
automatically misses. You may immedi- Personalize
ately Disengage and then move up to your
LEVEL 4
speed. For the duration, your movement
does not trigger opportunity attacks. SCHOOL Patching
TARGET Armor, weapon, or gear that is not a Per-
sonalized Item
Packing [RETROACTIVE]
RANGE Touch
LEVEL Trick
PULL TIME Action
SCHOOL Foresight
DURATION 24 hours
TARGET Item you own that is light and small
COMPONENTS 5 units of any material is expended
enough to fit in your packs
DESCRIPTION Item you have in hand or equipped gains
PULL TIME Bonus action
a Modification of your choice for the
COMPONENTS Backpack duration, as though it were a Personalized
DESCRIPTION You remember to have brought an item Item.
you have back at camp or at your home. It
is now in your possession here.
Pill Popping
LEVEL Trick
Painful Strikes
SCHOOL Patching
LEVEL 3
TARGET Self
SCHOOL Slaying
PULL TIME Action
TARGET Self
COMPONENTS Expend a number of units of medicine, up
PULL TIME Bonus action to a maximum of your level.
DURATION Concentration, up to 10 minutes DESCRIPTION Heal yourself for a number of hit points
DESCRIPTION Whenever you deal damage with a melee equal to the units of medicine you ex-
weapon, you deal an additional 3d6 psy- pended pulling this gambit. When you
chic damage to the target and the target pull this gambit you may spend a 1st level
must succeed in a Constitution save or gambit slot to also heal a living creature
become Stunned for 1 round. you touch by the same amount.

Patch Plan of Action


LEVEL Trick LEVEL 6
SCHOOL Patching SCHOOL Foresight
TARGET Target creature or object TARGET Self
RANGE Touch PULL TIME Bonus action
PULL TIME Action DURATION 4 hours
DURATION 10 minutes

HELLSCAPES
136
DESCRIPTION Upon pulling this gambit you must name
the next 3 gambits you plan to pull, each
Poke
with a pull time of 1 action. So long as
you stick to this plan, pulling those gam- LEVEL Trick
bits in that order, pulling those gambits SCHOOL Slaying
only takes a bonus action each. TARGET Creature of your size or smaller
RANGE Melee
Planned Improvisation PULL TIME Action
LEVEL 9 COMPONENTS Melee weapon which deals piercing
SCHOOL Foresight damage
TARGET Self DESCRIPTION You make a melee attack with the
weapon. On hit you deal 1d6 additional
PULL TIME Action
damage and the target is pushed 15 feet
COMPONENTS The normal components for the gambit away from you.
you pull
DESCRIPTION Pull a non-Foresight gambit of 4th level
or lower with a pull time or one Action Powerful Scent
or less, expending no additional gambit LEVEL 6
slots besides those spent to pull Planned SCHOOL Instinct
Improvisation itself.
TARGET Self
RANGE 60 feet
Planned [RETROACTIVE]
PULL TIME Action
Route
DURATION 1 hour
LEVEL 4
DESCRIPTION For the duration non-friendly beasts that
SCHOOL Foresight come within range automatically become
TARGET Self or a caravan of friendly vehicles you frightened of your presence.
are part of
PULL TIME Bonus action
Precision
DURATION 3 rounds (if target is self), or 1 day (if
LEVEL 5
target is a caravan)
SCHOOL Foresight
COMPONENTS Map of the area
TARGET Self
DESCRIPTION You planned out a route you are going
to take. You may either double your own RANGE
speed for the duration, or double your PULL TIME Action
caravan’s overland travel speed. DURATION 1 hour
COMPONENTS
Poisonous Weapons DESCRIPTION For the duration, your ranged attacks
LEVEL 4 made that gain advantage from taking an
action to aim the previous round auto-
SCHOOL Wilderness
matically crit on a hit, as though you had
TARGET Creature rolled a natural ‘20’.
RANGE Touch
PULL TIME Action
DURATION 4 hours
COMPONENTS 5 units of plants are expended
DESCRIPTION For the duration a willing target’s melee
weapon and unarmed attacks deal an
additional 2d6 poison damage to living
targets on hit.

Chapter 7 - GAMBITS
137
Predation Prediction
LEVEL 6 LEVEL Trick
SCHOOL Instinct SCHOOL Foresight
TARGET Creature TARGET Creature
RANGE 60 feet RANGE 100 feet
PULL TIME Action PULL TIME Reaction
DURATION Concentration, up to 8 hours DESCRIPTION Pull at the start of the round. The target
DESCRIPTION The target must make a Constitution save. must succeed in an Intelligence save or
If they fail, you become invisible to the you learn what or whom the target plans
target whenever you are more than 5 feet to attack this round.
away. Each round, the target has a penalty
to their speed equal to the amount of [RETROACTIVE]
Positioning
damage you last dealt to them.
LEVEL Trick
SCHOOL Foresight
Predatory Stance
TARGET Self
LEVEL 3
PULL TIME Reaction during your own turn, after
SCHOOL Wilderness you’ve moved
TARGET Self DESCRIPTION You decide to move differently, perhaps
PULL TIME Action to a location that doesn’t trigger a trap or
DURATION Concentration, up to 4 hours doesn’t put you in range of an attack.
DESCRIPTION Beasts are at disadvantage on attacks
and other rolls made against you for the
duration.

HELLSCAPES
138
Prepared Lies [RETROACTIVE] DESCRIPTION You begin to read aloud from a pre-apoc-
alypse book or magazine. Targets who
LEVEL 3
can hear you have advantage on skill
SCHOOL Foresight rolls directly related to the subject of the
TARGET Self reading material. Example: A college
PULL TIME Action chemistry textbook might grant advantage
on Science rolls involving chemistry.
DURATION 3 hours
DESCRIPTION For the duration you gain advantage on
Deception skill rolls made to lie, because Regular Maintenance
you planned your lies out ahead of time. LEVEL 4
SCHOOL Patching
Propriety TARGET Machine or device
LEVEL Trick RANGE Touch
SCHOOL Old Ways PULL TIME 1 minute
TARGET Sentient creature DURATION 4 hours
RANGE 30 feet COMPONENTS 10 units of an appropriate material is
PULL TIME Action expended (electronics for a device, metal
for a machine, etc.)
DURATION Concentration, up to 4 hours
DESCRIPTION Target item becomes resistant to all dam-
COMPONENTS A fancy outfit
age for the duration.
DESCRIPTION You treat the target with a level of respect
rarely seen in the post-apocalypse, such
that they must succeed in a Charisma save Relentless Killer
each time they attempt to speak ill of you LEVEL 1
or harm you in any direct way.
SCHOOL Slaying
TARGET Self
Rally PULL TIME Bonus action
LEVEL 2 DURATION 1 hour
SCHOOL Civilization DESCRIPTION For the duration your speed is increased
TARGET Friendly creatures by 10 feet. You may not be pushed or
RANGE 30 feet moved against your will and you cannot
be knocked prone. You have advantage
PULL TIME Action
on attacks made against foes who are not
DESCRIPTION Targets within range who can see or hear yet hostile to you (they probably become
you lose the frightened condition and may hostile after the first attack though).
immediately use their reaction to move
their speed, so long as they are not mov-
ing away from battle. Remember the 90’s
LEVEL Trick
Read Aloud SCHOOL Old Ways
LEVEL 1 TARGET Object or place from the pre-apocalypse
SCHOOL Old Ways RANGE 150 feet
TARGET Friendly creatures PULL TIME Action
RANGE 60 feet DURATION 10 minutes
PULL TIME Action DESCRIPTION You recall a piece of trivia about a target
you can see. For the duration, you enjoy
DURATION Concentration, so long as you continue
advantage on Intelligence skill rolls relat-
reading aloud
ed to the target.
COMPONENTS A book or magazine

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139
Rendezvous [RETROACTIVE] DESCRIPTION Targets who lie while within range must
immediately make a Charisma save upon
LEVEL 5
doing so. If they fail, you know that
SCHOOL Civilization the statement was a lie (assuming you
TARGET Up to 20 willing creatures you’ve seen heard it) and the target takes 1d6 psychic
within the last day damage.
PULL TIME 10 minutes of travel
DESCRIPTION Your location at the end of the pull time Risky Shot
was retroactively decided to be a rendez-
LEVEL Trick
vous site. All of the targets meet you there
if they are able to. SCHOOL Daredevil
TARGET Self
PULL TIME Bonus action
Repetition
DURATION 1 round
LEVEL 5
COMPONENTS Ranged weapon
SCHOOL Foresight
DESCRIPTION Double the ranges on your ranged attacks
TARGET Self
for the duration. If you miss on a ranged
PULL TIME Action attack during this time, your attack strikes
DURATION 1 hour the nearest player character within 30 feet
DESCRIPTION For the duration, whenever you take a of the target.
particular action for the second round in
a row, you have advantage on skill rolls
Road Rage
related to the action.
LEVEL 2
SCHOOL Old Ways
Replacement
TARGET Vehicle
LEVEL 9
RANGE 5 feet from your vehicle
SCHOOL Patching
PULL TIME Action
TARGET Creature
COMPONENTS A vehicle you are piloting
RANGE Touch
DESCRIPTION You use your vehicle to push the target
PULL TIME 1 hour vehicle. The target must suceed in a
COMPONENTS Mechanical tools. 10 units of metal or Strength save or be pushed sufficiently
electronics are consumed. out of the flow of the vehicles encounter,
DESCRIPTION You replace a lost limb, eye, ear, hand, leaving combat. For 1d6 rounds you be-
or other body part with a mechanical one come easy to anger, with disadvantage on
appropriate to your setting. The new part rolls to resist being goaded into violence.
functions just as well as the old one did.
The character may now be healed by
Rousing Oratory
gambits which repair machines and by
tool use skills. LEVEL 3
SCHOOL Civilization
TARGET 3 friendly creatures who can hear you
Ring False
RANGE 30 feet
LEVEL 2
PULL TIME Action
SCHOOL Instinct
DURATION 1 hour
TARGET Sentient creatures
DESCRIPTION Targets gain 3d6 temporary Hit Points for
RANGE 30 feet
the duration.
PULL TIME Action
DURATION 10 minutes

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140
Ruin DESCRIPTION You learn the location and distance to the
largest source of natural salvage with-
LEVEL 7
in range (meat, plants, stone, water, or
SCHOOL Patching wood).
TARGET Item
RANGE 10 feet
Scout’s Honor
PULL TIME Action
LEVEL 1
COMPONENTS 3 units of chemicals or radioactive mate-
SCHOOL Wilderness
rials are expended
TARGET Sentient creature
DESCRIPTION Target item gains a negative item condi-
tion of your choice. If the item is held, RANGE 30 feet
you must make a ranged gambit attack PULL TIME Action
against the creature holding it to pull this DESCRIPTION Target who can hear and see you must
gambit. succeed in a Charisma save or come to
trust whatever you’ve just reported to
them as a factual account of scouting
Running Leap
out an area. You might misreport threats
LEVEL Trick you’ve seen or claim to know routes that
SCHOOL Daredevil don’t exist. In any case you are believed.
TARGET Self
PULL TIME Action See the Problem
COMPONENTS Reach weapon (optional) LEVEL 4
DESCRIPTION You move your speed in a straight line SCHOOL Patching
and then take a leap up to 10 feet verti-
TARGET Item or creature
cally. On your next turn, your first melee
attack deals 1d6 additional damage. If RANGE Line of sight
you utilize a weapon with reach to vault PULL TIME Action
with, increase the leap distance by 10ft. DURATION 1 hour
COMPONENTS
Sacrifice Item DESCRIPTION You learn what is needed to heal or repair
LEVEL 4 the target, such as 1 to 10 units of a
particular material chosen by the DM. If
SCHOOL Scrounge
you expend those materials during the du-
TARGET Item held ration while touching the target, it regains
RANGE Touch all lost hit points.
PULL TIME Reaction, upon becoming the target of an
attack
Self-Hypnosis
DESCRIPTION The item held is destroyed. The attack
LEVEL 8
automatically misses you.
SCHOOL Instinct
TARGET Self
Salvage Search
PULL TIME Action
LEVEL 3
DURATION Concentration, up to 8 hours
SCHOOL Wilderness
DESCRIPTION You are able to continue the same activity
TARGET Self for hours on end, without exhaustion,
RANGE 5 miles boredom, or any need for Constitution
PULL TIME Action rolls to keep going. You enter a kind of
trance, granting you advantage on skill
COMPONENTS Navigation tools
rolls related to repititous, menial tasks.

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141
Side Swipe Slam
LEVEL 1 LEVEL 3
SCHOOL Daredevil SCHOOL Instinct
TARGET Vehicle TARGET Creature
RANGE 10 feet RANGE 5 feet
PULL TIME Action PULL TIME Action
DURATION DURATION 10 minutes
COMPONENTS Vehicle you are driving DESCRIPTION Make a melee gambit attack against
DESCRIPTION You move your vehicle adjacent to the the target. On hit, the target takes 5d6
target, causing both vehicles to take 2d10 bludgeoning damage, is pushed away
bludgeoning damage. All riders on the from you 10 feet, and must succeed in a
exterior of both vehicles must succeed Constitution save or become unconscious
in Strength checks to stay on. The target for the duration.
vehicle must succeed in a Dexterity check
or be moved 20 feet away from you. [RETROACTIVE]
Smart
Shopper
Skitter LEVEL 2
LEVEL 3 SCHOOL Foresight
SCHOOL Instinct TARGET An item weighing no more than 25lb
TARGET Self PULL TIME Bonus action
RANGE 5 feet COMPONENTS The cost of the item is consumed
PULL TIME Action DESCRIPTION You remember to have bought an item
DURATION 10 minutes you could have purchased at the last shop
or vendor you visited. You now possess it,
DESCRIPTION For the duration you become invisible
having brought it along on this trip.
whenever you are prone.

HELLSCAPES
142
Smash and Grab DESCRIPTION All weapons and materials on your person
are hidden for the duration. Any creature
LEVEL 5
searching you must succeed in an Intelli-
SCHOOL Scrounge gence save to find them.
TARGET Safe, chest, or other similar locked con-
tainer
Snack Time
RANGE Touch
LEVEL 6
PULL TIME Action
SCHOOL Foresight
COMPONENTS Any tools
TARGET Self and one ally
DESCRIPTION You open the container and take every-
thing inside of it. RANGE 60 feet
PULL TIME Short rest
DURATION Until you finish a long rest
Smell Fear
COMPONENTS 1 unit of food and 1 unit of water are
LEVEL 1
expended
SCHOOL Instinct
DESCRIPTION You an an ally within range regain 3d6
TARGET Self aditional hit points during a short rest and
RANGE 30 feet become Well-fed for the duration.
PULL TIME Bonus action
DURATION 10 minutes, or until you cannot smell Snake Oil
DESCRIPTION You sense which creatures within range LEVEL Trick
are suffering from fear or intimidation.
SCHOOL Patching
For the duration, you have advantage on
attacks you make against them. TARGET Living creature
RANGE Touch
PULL TIME Action
Smoke Screen
DURATION 10 minutes
LEVEL 1
COMPONENTS 1 unit of medicine is expended
SCHOOL Slaying
DESCRIPTION Target may ignore either one condition or
TARGET 20-foot-radius sphere
one level of exhaustion for the duration.
RANGE 60 feet
PULL TIME Action
Source
DURATION 20 minutes
LEVEL Trick
COMPONENTS One unit of chemicals is consumed
SCHOOL Scrounge
DESCRIPTION You create a sphere of smoke centered on
a point within range. The sphere spreads TARGET Self
around corners, and its area is heavily PULL TIME Action
obscured. Living creatures who breathe in COMPONENTS One unit of the material you seek (not
the smoke must succeed in a Constitution expended)
save or become Poisoned for 10 minutes.
DESCRIPTION You learn the direction of the nearest
site containing a significant quantity of a
Smuggle particular material (20 or more units).
LEVEL 1
SCHOOL Scrounge
TARGET Self
PULL TIME Action
DURATION 8 hours

Chapter 7 - GAMBITS
143
Splint DURATION Concentration, up to 10 minutes or until
you move
LEVEL 1
COMPONENTS A weapon
SCHOOL Patching
DESCRIPTION For the duration, whenever a hostile
TARGET Living creature
creature comes within the range of this
RANGE Touch gambit to you, you may use your reaction
PULL TIME Action to attack that creature with a weapon.
COMPONENTS 3 units of wood or metal are expended
DESCRIPTION Target is healed for 1d12 hit points and Stand Off
has one movement imparing condition
LEVEL 2
removed.
SCHOOL Daredevil
TARGET Creature who can see you
Spyglass Survey
RANGE 30 feet
LEVEL Trick
PULL TIME Action
SCHOOL Wilderness
DURATION Until you attack with your weapon or put
TARGET Self it away, up to 10 minutes
RANGE 2 miles COMPONENTS Weapon you brandish
PULL TIME Action DESCRIPTION The target must succeed in a Wisdom
COMPONENTS Binoculars, a telescope, or some other save or become frightened by you for
vision enhancing piece of gear the duration, taking 2d8 psychic damage
DESCRIPTION Choose one direction (north, south, east, from fear.
west, etc.). You learn all the major land-
marks, roads, and rivers in that direction [RETROACTIVE]
Stash
up to the range of this gambit. You also
learn the locations of any non-hidden LEVEL Trick
creatures that direction up to a distance of SCHOOL Foresight
150 feet. TARGET Self
PULL TIME Bonus action
Stalk DESCRIPTION You find a way to produce 1 unit of a
LEVEL 1 material component to be expended in a
gambit you pull this round.
SCHOOL Instinct
TARGET Creature you can see
RANGE 60 feet Steady Hands
PULL TIME Action LEVEL 2
DURATION 10 minutes SCHOOL Patching
DESCRIPTION For the duration you have advantage on TARGET Self
Stealth rolls made against the target and RANGE
you always know the target's distance and PULL TIME Bonus action
direction from you.
DURATION 1 hour
DESCRIPTION You gain advantage on all Dexterity skill
Stake Claim rolls and tool use rolls for the duration.
LEVEL Trick The advantage applies to medical tools
rolls related to manual dexterity, such as
SCHOOL Scrounge
performing surgery.
TARGET Self
RANGE 5 feet
PULL TIME Action

HELLSCAPES
144
Stop and Listen Strap In
LEVEL Trick LEVEL 3
SCHOOL Instinct SCHOOL Patching
TARGET Self TARGET Creature
RANGE 30 feet RANGE 5 feet
PULL TIME Action PULL TIME Reaction
DURATION 3 rounds DURATION 3 rounds
DESCRIPTION So long as you can hear, you cannot be COMPONENTS
surprised and gain advantage on Percep- DESCRIPTION Target becomes immobile as well as
tion rolls. You also learn the number and immune to damage from vehicles and
locations of all living creatures within crashes for the duration. If the target is
range. unwilling, you must succeed in a melee
gambit attack to inflict this gambit on
them.
Stories of Old
LEVEL 3
SCHOOL Old Ways Strip Down
TARGET Up to 4 friendly creatures LEVEL 2
RANGE 30 feet SCHOOL Scrounge
PULL TIME Short rest TARGET Item held
DURATION Concentration, up to 4 hours RANGE Touch
DESCRIPTION You spin tales from the pre-apocalypse. PULL TIME Action
Targets who can hear you during a short COMPONENTS Appropriate tools
rest gain 2d6 temporary Hit Points for the DESCRIPTION You salvage target held item for all of its
duration. Targets with your same align- materials, destroying it in the process.
ment gain twice that many temporary Hit
Points.

Chapter 7 - GAMBITS
145
Study Up [RETROACTIVE] PULL TIME Action
LEVEL 2 DESCRIPTION You make a melee attack against each
target within range.
SCHOOL Foresight
TARGET Self
PULL TIME Reaction, immediately after failing an Take One For the Team
Intelligence or Wisdom skill roll LEVEL 2
COMPONENTS A book relevant to the task SCHOOL Daredevil
DESCRIPTION Reroll an Intelligence or Wisdom skill TARGET Creature
roll, having planned ahead to study for RANGE 5 feet
this moment.
PULL TIME Reaction
DESCRIPTION After an attack hits a creature within 5
Stunt Driving feet of you, you may pull this gambit as a
LEVEL 4 reaction. You take the effects of the attack
instead of the intended target, but reduc-
SCHOOL Daredevil
ing damage by 5 for each damage type.
TARGET Self Does not work if you are already a target
PULL TIME Bonus action of the attack.
DURATION 10 minutes
COMPONENTS Vehicle you are driving Tape Up
DESCRIPTION For the duration you may move your LEVEL 5
vehicle through the spaces of other vehi-
SCHOOL Patching
cles, so long as you end your movement
outside of their spaces. Any vehicle you TARGET Creature or item
pass “through” in this way takes 2d10 RANGE Touch
bludgeoning damage unless it succeeds in PULL TIME One action per roll of duct tape consumed
a Dexterity save.
COMPONENTS Between 1 and 5 rolls of duct tape are
consumed
Subtle Communication DESCRIPTION Target regains a 1d12 hit points for each
LEVEL 8 roll of duct tape consumed (maximum 5
rolls).
SCHOOL Instinct
TARGET You and your allies
RANGE 30 feet Tense Alliance
PULL TIME Action LEVEL 2
DURATION Concentration, up to 4 hours SCHOOL Civilization
DESCRIPTION You and your allies within range are able TARGET Hostile sentient creatures
to communicate non-verbally with each RANGE 30 feet
other, so long as you can each see one PULL TIME Action
another. You may speak at your normal
DURATION 10 minutes, or until a chosen foe is de-
speed in this way, giving meaning with
feated (whichever comes first)
just a look.
DESCRIPTION Targets within range must succeed in a
Charisma save or become charmed by
Sweep you and your friendly allies for the dura-
LEVEL 4 tion, or until a creature you now choose
is defeated. The chosen creature must be
SCHOOL Instinct
visible to all targets.
TARGET Creatures
RANGE 10 feet

HELLSCAPES
146
Territory The Hard Way
LEVEL 2 LEVEL 1
SCHOOL Instinct SCHOOL Wilderness
TARGET Self TARGET Self
RANGE 60 feet RANGE 1 mile
PULL TIME Action PULL TIME 20 minutes
DURATION Concentration, up to 8 hours DESCRIPTION You intentionally travel through hazard-
DESCRIPTION You immediately become aware of when ous terrain to a location within range over
a creature comes within range. the course of the pull time. Each minute,
anyone who follows you must make a
Wisdom save. On each failed save the
The Easy Way follower takes 1d6 piercing damage from
LEVEL 1 the terrain.
SCHOOL Wilderness
TARGET Yourself and up to 6 willing creatures or Think Again [RETROACTIVE]
vehicles LEVEL 2
RANGE 1 mile SCHOOL Foresight
PULL TIME 15 minutes TARGET Self
DESCRIPTION You lead the targets to travel to a loca- PULL TIME Reaction, during your turn after taking
tion within range over the course of the your action
pull time. During this time you are not
DESCRIPTION You take a different action (attack, pull
attacked and suffer no injuries from the
gambit, etc.) than the one you took. The
terrain. This may not be used to move
action you took never happened.
through a ruins or into a settlement unmo-
lested. It’s just safe travel a short distance.
Thoughtfulness
The Gist LEVEL 2
LEVEL Trick SCHOOL Foresight
SCHOOL Civilization TARGET Self
TARGET Sentient creature PULL TIME Action
RANGE 10 feet DURATION 10 minutes
PULL TIME Action to initiate DESCRIPTION You plan ahead for a heroic action you’ll
need to take. Add +10 to your roll to pull
DURATION 10 minute
one gambit within the duration. You must
COMPONENTS decide that a gambit will benefit from this
DESCRIPTION For the duration you are able to under- bonus before you make the roll.
stand the basics of what the target is
trying to communicate, even if you do not
share a common language. In general, you Thrash
will pick up proper nouns and verbs: “He LEVEL 1
wants us to retrieve something, I think.” SCHOOL Instinct
TARGET Self
PULL TIME Bonus action
DURATION 10 minutes
DESCRIPTION For the duration your unarmed attacks
deal 3d6 additional damage and on hit the
target must succeed in a Strength save or
be knocked prone.

Chapter 7 - GAMBITS
147
Tightrope Run Tinker
LEVEL 2 LEVEL 3
SCHOOL Daredevil SCHOOL Patching
TARGET Self TARGET Object worth 20 units of money or less
PULL TIME Action RANGE Touch
DURATION 1 hour PULL TIME Action
COMPONENTS Reach weapon (optional) DURATION 10 minutes
DESCRIPTION For the duration you may move across COMPONENTS Appropriate tools
ropes, wires, beams, or any other narrow DESCRIPTION For the duration, target item gains the
surface of 1 inch or wider without the functionality of another item you’ve seen
need for a roll to stay balanced. You may before, also worth 20 units of money
not Dash unless you have a weapon with or less. Thus a canteen could work as a
reach, to help you balance. knife, or vice versa.

Time [RETROACTIVE]
Transmutation
Management
LEVEL 7
LEVEL 1
SCHOOL Scrounge
SCHOOL Foresight
TARGET Up to 30 units of materials
TARGET Self
RANGE Touch
PULL TIME Bonus action
PULL TIME 1 action per unit of materials changed
DESCRIPTION You found a way in the last few hours
COMPONENTS Tools appropriate to the target materials
to take a short rest. You gain the normal
benefits of that rest now. DESCRIPTION You turn the target materials into an equal
number of units of a material of your
choice.

HELLSCAPES
148
Transplant RANGE 60 feet
LEVEL 7 PULL TIME Bonus action
SCHOOL Patching DESCRIPTION Target who can hear and see you must
succeed in a Wisdom save or immediately
TARGET Two willing or unconscious living crea-
move their speed towards you.
tures
RANGE Touch
PULL TIME Action Trust Fall
COMPONENTS Medical tools. 5 units of medicine are LEVEL 3
expended. SCHOOL Old Ways
DESCRIPTION You move exactly 30 hit points from one TARGET Self
target to another (healing one target for PULL TIME Reaction at the end of a fall
30 hp and dealing 30 hp of damage to the
DESCRIPTION You take no damage from a fall of up to
other).
50 feet, so long as you land in the same
space as a friendly creature.
Treatment [RETROACTIVE]
LEVEL 5 Trust Yourself
SCHOOL Foresight LEVEL 5
TARGET Self SCHOOL Instinct
PULL TIME Bonus action TARGET Self
DURATION 4 hours RANGE 60 feet
COMPONENTS Armor you have equipped, 5 units of any PULL TIME Action
material is expended
DURATION 10 minutes
DESCRIPTION Choose a damage type, which you’ve
DESCRIPTION For the duration, so long as you have no
retroactively remembered to protect your
allies within range, you roll 3 dice when
armor against. Your armor grants you
you make a roll with advantage.
resistance to that damage type for the
duration, so long as you have it donned.
Twist the Knife
Tried and True LEVEL 2
LEVEL 5 SCHOOL Slaying
SCHOOL Old Ways TARGET Creature
TARGET Friendly creatures PULL TIME Reaction, after you’ve dealt damage with
a melee weapon
RANGE 60 feet
DURATION 1 round
PULL TIME Action
COMPONENTS Melee weapon
DURATION Concentration up to 4 hours
DESCRIPTION You deal an additional 5d6 slashing
DESCRIPTION Name a skill you are proficient in. When-
damage on the attack and the target must
ever targets within range who can hear
suceed in a Constitution save or become
you attempt to use that skill, they roll
stunned for the duration.
with advantage so long as they do so in
the same exact way you advise them to.
Unearned Confidence
Troll LEVEL 8
LEVEL Trick SCHOOL Old Ways
SCHOOL Wilderness TARGET Self
TARGET Hostile creature PULL TIME Action
DURATION 24 hours

Chapter 7 - GAMBITS
149
DESCRIPTION You may ignore all fear effects and intim- Up in Flames
idation for the duration. As a reaction, be-
LEVEL 5
fore you make a roll, you may choose to
have advantage on the roll. You may give SCHOOL Scrounge
yourself advantage in this way 3 times. TARGET Vehicle
RANGE 100 feet
Unearth Relic PULL TIME Action
LEVEL 6 COMPONENTS Three units of chemicals are expended
SCHOOL Scrounge DESCRIPTION Target vehicle must make a Constitution
save. If it fails, the vehicle and everyone
TARGET Self
riding it takes 6d10 heat damage. Crea-
RANGE Anywhere within the ruins tures who take damage in this way must
PULL TIME Action succeed in a Dexterity save or be knocked
DESCRIPTION You learn the distance and direction of out of the vehicle.
a Personalized Item that has not had
any modifications installed yet, hidden
Utilize Terrain
somewhere among the ruins. You must be
in a ruins you’ve never explored to pull LEVEL 5
this gambit. SCHOOL Wilderness
TARGET Self
Untraceable RANGE 100 feet
LEVEL 2 PULL TIME Bonus action
SCHOOL Wilderness DURATION Concentration, up to 1 hour
TARGET You and up to 3 willing creatures DESCRIPTION For the duration hostile creatures within
range that move towards you during their
RANGE 30 feet
turn must succeed in a Wisdom save at
PULL TIME Action the end of their turn or take 3d6 piercing
DURATION Concentration, up to 2 hours damage from the terrain.
DESCRIPTION For the duration, each target has a +10
bonus to Stealth checks and can’t be
tracked except through the use of gam-
bits.

HELLSCAPES
150
Vendetta DESCRIPTION For the duration you may use your reac-
tion to ignore all damage and effects of
LEVEL 4
any attack, including environmental haz-
SCHOOL Daredevil ards and vehicle crashes. Whenever you
TARGET Creature that has damaged you this do so, you take one level of exhaustion.
encounter
PULL TIME Bonus action
Wastefulness
DURATION 10 minutes
LEVEL 3
DESCRIPTION For the duration your attacks against the
SCHOOL Daredevil
target have advantage and critical on a
17-20 on the roll. TARGET Self
PULL TIME Bonus action
DURATION 5 rounds
Vigilant Travel
DESCRIPTION For the duration, your gambits that con-
LEVEL 5
sume materials and items consume twice
SCHOOL Wilderness the normal amount. Those gambits heal,
TARGET Self repair, or deal twice the normal amount of
PULL TIME Action damage. If the gambit grants a bonus to
damage, that bonus is doubled.
DURATION Concentration, up to 4 hours or until you
stop traveling
DESCRIPTION As you travel, you are exremely alert to Weak Link
dangers. You cannot be surprised and LEVEL 4
have +10 to your passive Perception for
SCHOOL Civilization
the duration. You have advantage on ini-
tiative rolls during this time as well. TARGET Hostile creature that the DM chooses
RANGE 100 feet
PULL TIME Action
Volatile Medicines
DURATION 10 minutes
LEVEL 6
DESCRIPTION The DM informs you of a target
TARGET Self
representing a critical element of their
SCHOOL Scrounge group. If that target is defeated, all
PULL TIME 1 minute creatures friendly to them become
DURATION 1 hour vulnerable to all damage for the rest of
the duration.
DESCRIPTION You scrounge up 30 units of temporary
medicine. This medicine only lasts for the
duration of the gambit, and may be used Weapon Coating
to fuel the gambits or first aid kit use of
LEVEL 3
those you allow access to it.
SCHOOL Slaying
TARGET Weapon held
Walk Away
PULL TIME Action
LEVEL 5
DURATION 4 hours
SCHOOL Daredevil
COMPONENTS Three units of chemicals are expended
TARGET Self
DESCRIPTION Target weapon deals its damage as acid,
PULL TIME Bonus action heat, necrotic, or poison for the duration.
DURATION 1 minute

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151
Weather Sense DESCRIPTION For the duration you can automatically
tell the alignment of anyone you see. You
LEVEL 6
may spend an action to learn if a person
SCHOOL Instinct you can see is planning on betraying you
TARGET Self in the future. The person must succeed
PULL TIME Action in a Charisma save or you learn of their
planned betrayal.
DURATION 24 hours
DESCRIPTION You know 3 hours ahead of time when
a weather-based environmental hazard Wild Antedote
encounter is going to happen to you. You LEVEL 8
have advantage on rolls made to avoid
SCHOOL Foresight
or mitigate it and on saves made to resist
related effects during the encounter. TARGET Living creature
RANGE Touch
PULL TIME Action
Who to Trust
COMPONENTS 3 units of plants
LEVEL 7
DESCRIPTION Target willing or unconscious creature
SCHOOL Instinct
loses the Poisoned condition, loses one
TARGET Self level of exhaustion, and regains 3d10 lost
PULL TIME Action hit points.
DURATION 4 hours

HELLSCAPES
152
Workout Your Funeral
LEVEL 4 LEVEL 1
SCHOOL Old Ways SCHOOL Slaying
TARGET Self TARGET Sentient creature
PULL TIME 1 hour RANGE 100 feet
DURATION 24 hours PULL TIME Action
COMPONENTS A piece of exercise equipment of any kind DURATION 1 hour
DESCRIPTION You gain +2 to your Strength and +2 to DESCRIPTION Target who can see you must make a
your Constitution scores for the duration. Charisma save. If they fail, they take 2d6
psychic damage whenever they attempt to
attack you, due to their own doubts and
Written in the Water fears.
LEVEL 9
SCHOOL Instinct
You’re Fine
TARGET Self
LEVEL 5
PULL TIME Reaction, upon coming into a new region,
SCHOOL Patching
settlement, or landscape.
TARGET Creature who can hear you
DESCRIPTION You may ask the DM one question about
the area, which they must answer. You RANGE 100 feet
read the answer in the landscape itself. PULL TIME Action
DURATION 3 hours
DESCRIPTION The target may ignore one negative
condition of your choice for the duration
and gains 30 temporary hit points which
also last for the duration. At the end of the
duration, that condition comes back if it
would persist.

Chapter 7 - GAMBITS
153

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