Professional Documents
Culture Documents
Archibald's Archive of Adventurous Inventions - The Homebrewery
Archibald's Archive of Adventurous Inventions - The Homebrewery
Archibald's Archive of Adventurous Inventions - The Homebrewery
Chapter 2: Herbalism and Alchemy.......................19 Page#17: Isla the Engineer by Roman Kupriianov
Herbalism....................................................................19 Page#18: Jhaane, the elderly Gnome herbalist by Kim Van
Alchemy........................................................................20 Deun
Potions...................................................................21 Page#19: Fantasy plants concept art by Alexis Rives
Poisons..................................................................23 Page#20: Apothecary by Mike Savad
Chapter 3: Magical Miscellany...............................25 Page#21: Vanitas by Elvira Shatunova
Spells............................................................................25 Page#22: The Alchemist by Rodrigo Ramos
Magic Items................................................................28 Page#23: Gems and Bottles by Julia Tar
Manual of Adventurous Inventions........................30 Page#24: Magic Potions by Tegehel (deviant art)
Archibald's guide to building your own Page#27: Planetarium by Tomi Väisänen
Automaton...................................................................31 Page#28: Cindred the Sprite in a Bottle by Tassilo Bernhart
Appendix...................................................................37 Page#28: Little alchemist set with mortar and pestle by
Collection of Usable Objects...................................37 Magical Kaleidoscope - Silvi (Twitter)
Changelog....................................................................39 Page#29: Dokuhebi 'Veomous Snake' by Mel (artstation)
Page#31: A Lava to Construct Robotic Giant Factory by
Afried Li
Page#33: Marut by Richard Whitters
Page#34: Shield Guradian by Conceptopolis
Page#35: Augmenting Automaton by Jason Rainville
Page#36: Robot by Ian McQue
Page#37: Smoke Bombs by Rusty001 (deviant art)
Page#38: Tavern Brawl by velinov (deviant art)
Homebrewery full page stains: Jared Ondricek
B
EHOLD, LORDS AND LADIES! FOR YOU
are about to witness the brilliant, unmatched, Using This Book
wondrous Archibald The Great (me, Archibald's Archive of Adventurous Inventions is a
obviously), as I, for the first time in the history homebrew sourcebook. As such it provides universally
of this land that I don't know the name of, applicable character customization options such as
present my Adventurous Inventions, or as I subclasses for the Artificer, as well as feats, spells, magic
call them, Adventions! items and simple and applicable systems for Herbalism
Sit back, relax, and refrain from touching the pot! Should and Alchemy.
you feel any tingling, unexplainable pain or other D&D 5th edition is famous for its relative simplicity and
unpleasant sensations., you may want to see a physician applicability, which allows a wide player base to get
immediately!' engaged in the settings and systems it lays out. This
-- Archibald The Great simplicity, however, makes it difficult to implement certain
systems, such as the crafting of objects, in a satisfying way.
Old, demented, and slightly insane as he may be, Archibald The Herbalism and Alchemy systems, presented in this
The Great (a title which he gave himself) is still one of the supplement are held relatively simple and can allow players
most ingenious minds that have ever been. With a good to make better use of their tools.
soul, ever curious intent and a tendency to overestimate the Similarily, while there is a wide variety of usable objects
patience of his interlocuter, he escaped many a danger; be contained within the Player's Handbook, they do not scale
it only because the conversation grew too tedious for and are ineffective when used in higher-level campaigns.
anyone else involved. This book builds upon these basic objects and offers
Archibald's faithful companion Sir Percival (First of his scaling versions of each, so that they may be used more
Name and Protector of all that is Good), a tiny homunculus effectively and introduce further variety to combat.
alchemy pot on two legs with a pair of mechanical wings, is
never far from him, and Archibald regards him as Although based on the official rules contained within the
important a friend as an assistant. Player's Handbook, the Dungeon Master's Guide,
Eberron: Rising from the Last War and Tasha's Cauldron of
Archibald has spent many years adventuring, creating Everything, this book is not an official supplement and has
detailed records on hitherto unstudied races, rare not been approved by Wizards of the Coast. Moreover, most
professions, and exceptional talents, and he has compiled of the contents of this supplement have not been
them all in this here compendium. Whether you're looking sufficiently playtested and are subject to change. Feel free
for subclass or race options, backgrounds, spells, magic to make changes to the content presented here as you see
items, a beginner's guide to alchemy, or rules on how to put fit and as is appropriate for your game.
your tools to use to create your own fantastic inventions: This book offers options to enhance campaigns and refine
find them all in Archibald's Archive of Adventurous character concepts in any world, weather you're
Inventions! adventuring in Faerûn, Eberron, or in a world of your own
creation!
2
Chapter 1: Character Options
Artificer
Peculiarity Professor
Artificers are a special kind of individuals. They see the Most artificers were in teaching under a professor, an
world with different eyes (sometimes literally; mechanical instructor who guided them on their way into the world of
eyes can be very practical), which causes them to display science. Although oweing them their understanding of
behaviour that might seem bizarre to outsiders. science and the natural world, not all artificers are on good
terms with their professors, and not all have enjoyed their
Peculiarities studies. What sort of person was your professor, and how
d6 Peculiarity did your reationship with them affect you?
1 You are convinced that magic isn't real, and Professors
everyone who claims to control it must be a fraud.
That fireball was definitely just a flame grenade. d6 Professor
2 You give all of your inventions a name and talk to 1 Your professor was kind, generous and patient with
you and your progress. Nevertheless, you feel that
them as if they could easily understand you.
in the end you could not live up to the
3 If you see any kind of apparatus anywhere, you expectations placed on you.
study it as long until you understand exactly how it 2 Your professor was always fearful to ask too much
works, no matter the situation. of you, and never exposed you to any danger. Thus
4 You are the smartest person in the room. No, the you were never able to reach your full potential.
entire world! Anyone who says you're not must 3 Your professor was cold and distant, ever teaching
first prove the opposite. you just enough so you wouldn't blow up their
5 If you start working on an invention, you won't workshop.
stop until its finished and functions exactly how 4 Your professor was impatient and merciless, always
you want it to. If that costs you the night's sleep, pushing you to your limits without ever
so be it.
acknowledging your progress.
6 If it works, it works. No point in finding out exactly
5 Although undenieably genius, your deranged
why, how and what. You won't solve problems professor often did not know when to stop. Once
before they arise.
during a particularily risky experiment, you almost
lost a finger. Your professor thought it was pretty
funny.
6 You never had a professor. Rather, most of what
you know today you taught yourself, for better or
for worse.
Research Project
Often, artificers seek one major goal they wish to
accomplish using the tools of science. What are you
working on, and why? How do you plan to achieve your
goal?
Research Projects
d6 Research Project
1 You are studying a terrible disease that can be
healed by neither ordinary magic nor medicine, and
search for a cure.
2 You are researching the means to eternal life.
3 You are looking for a way to trap the magic that is
all around you in your apparatuses, so that it may
act as an energy source to complete simple tasks.
This invention might revolutionize society as a
whole!
4 You seek no tangible thing, but rather
understanding. Of everything, of the universe.
5 You are looking to replace as many of your body
parts with mechanical counterparts as possible.
6 You will build the most amazing, wonderous
apparatus the world has ever seen! What it does? ...
you aren't quite sure yet.
3
If your blood toxicity increases to a level above the
Artificer Specialists maximum level detailed in the Blood Toxicity table, you
Concoctionist overdose. Overdose lasts until your blood toxicity level
drops to the value of the maximum of your blood toxicity
AS SHE THROWS HERSELF INTO BATTLE, level or below. During overdose, you have disadvantage on
adrenaline surges through her, and she gulps down the all attack rolls and gain a -1 penalty to your AC. When you
content of a small vial, granting her superhuman reflexes. trigger overdose, and each time you drink an elixir when
At what price this power comes is yet to be determined. you are in the overdose state, you take 1d10 poison
An old adage popular among artificers says that 'anything damage. This damage cannot be reduced by any means,
that can go wrong will go wrong'. Only a Concoctionist will and is not affected by immunity or resistance.
interpret these words as 'any failed experiment yields Your blood toxicity level falls by a number equal to your
hitherto unknown solutions!' Constitution modifier when you finish a short rest. Your
blood toxicity level drops to 0 when you finish a long rest.
Tool Proficiency
3rd-level Concoctionist feature Experimental Elixir
You gain proficieny with alchemist's supplies. If you already d8 Effect
have this proficiency, you gain proficiency with one other
type of artisan's tool of your choice. 1 The elixir causes your skin to harden. You gain
resistance to nonmagical slashing, bludgeoning
and piercing damage.
Concoctionist Spells
You always have certain spells prepared after you reach 2 Your walking speed increases by 15 feet. Enemies
particular levels in this class, as shown in the Concoctionist cannot make opportunity attacks against you.
Spells table. These spells count as Artifcer Spells for you, 3 You can breathe fire. As an action, you can exhale
but they don't count against the number of artificer spells fire in a 15 foot cone. Creatures in the cone must
you prepare. succeed on a DEX saving through against your
spell save DC or take 2d6 fire damage. The damage
Concoctionist Spells increases by 2d6 when you reach 5th level in this
Artificer Level Spell class, and again at 9th and 15th level.
3rd absorb elements, cause fear 4 The elixir grants you supernatural reflexes. You gain
a +1 bonus to your AC. This bonus increases to +2
5th flame walk, water to lead when you reach 9th level in this class, and to +3 at
9th haste, stinking cloud 15th level.
13th blight, vitriolic sphere 5 Roll a d4 at the start of each turn. Before the start
of your next turn, you can add the number rolled to
17th contagion, cloudkill one attack roll or saving throw you make.
6 You can attack twice, rather than once, when you
Experimental Elixir take the attack action on your turn. Your attacks
3rd-level Concoctionist feature ignore the loading property, and you can cast one
Whenever you finish a long rest and have alchemist's of your cantrips in place of one of those attacks.
supplies on your person, you brew a number of 7 The elixir seeps out of your every pore. If a melee
experimental elixirs equal to your Intelligence modifier attack hits you and the attacker is within 5 feet of
(minimun of 1). You can drink an experimental elixir as a you, you can use your reaction to deal 3d4 acid
bonus action. When you do so, roll on the Experimental damage to the attacker. This damage increases by
Elixir table to determine its effect. The effect lasts for 1d4 + 3d4 when you reach 5th level in this class, and
1 turns. When you drink an elixir while the effect of again at 9th and 15th level.
another one is still active, the effect of the first elixir 8 The elixir empoweres your spellcasting. You have
immediately ends. advantage on spell attack rolls.
When you drink an experimental elixir, you gain blood
toxicity equal to 1d4. See the Blood Toxicity table for the
maximum amount of blood toxicity you can tolerate.
Any creature other than you that drinks one of your
experimental elixirs becomes poisoned for 1 hour and
otherwise gains no effects.
Blood Toxicity
Artificer Level Maximum Blood Toxicity
3rd 6
5th 8
9th 10
13th 12
17th 14
4
Infused Strikes
5th-level Concoctionist feature The Concoctionist and the Alchemist
When you are under the effect of an elixir, your weapon Reborn
attacks deal bonus damage equal to your Intelligence are two homebrew subclasses that both have their origins in
modifier (minimum of +1), but only once per turn. the official Alchemist published in Ebberon: Rising from the
Last War and Tasha's Cauldron of Everything.
Controlled Chaos I personally find the original Alchemist unsatisfying, and
9th-level Concoctionist feature
When you drink an experimental elixir and you aren't have therefore split the two dominating aspects of this
suffering the effects of overdose, you gain temporary hit subclass in two:
points equal to your half your level in this class (rounded
down). The Concoctionist represents the chaotic nature of the
original Alchemist, including the unpredictability of the
Hardened Stomach experimental elixirs and the risk-benefit relationship of
15th-level Concoctionist feature powerful potion effects and blood toxicity.
When you trigger overdose, you can choose to forgo the
effects of overdose and instead gain a +10 ft. increase to The Alchemist Reborn represents the careful, insightful and
your walking speed. Until you finish a long rest, any support-oriented side of the original Alchemist. This
additional elixir that you drink has no effect. This effect subclass is based on the homebrew Herbalism and Alchemy
lasts for 10 minutes, after which you immediately gain one system presented in Chapter 2: Herbalism and Alchemy of
level of exhaustion and suffer the effects of overdose,
unless your blood toxicity is at its maximum or below. this supplement, and should feel much closer to a true
You can choose to forgo overdose in this way only once Alchemist in regard to careful potion brewing, knowledge
per day, and you regain the use of this feature when you about natural ingredients, and healing.
finish a long rest.
Furthermore, whenever you finish a short rest, your blood
toxicity level now falls by a number equal to twice your
Constitution modifier.
5
Expanded Toolbelt
Alchemist Reborn 3rd-level Alchemist feature
HUNCHED OVER A TABLE, STUDYING THE You are proficient with all objects detailed in the Appendix:
characteristics of a plant many think extinct, a wizened old Collection of Usable Objects. Therefore you don't treat
woman, her tunic covered in satchels, smirks in success. them as improvised weapons and you can add your
After grinding the leafs and boiling, distilling, and bottling proficiency bonus to attack rolls you make with them.
the extract, she has created what some would call a magic Alchemical Savant
potion, but what is to her simply science. 5th-level Alchemist feature
Tool Proficiency You have developed masterful command of magical
3rd-level Alchemist feature chemicals, enhancing the healing and damage you create
You gain proficieny with the herbalism kit. You also gain through them. Whenever you cast a spell that restores hit
proficiency with either alchemist's supplies or the points or deals acid, fire, necrotic, or poison damage, you
poisoner's kit (your choice). If you already have all three of gain a bonus to one roll of the spell. This can be a damage
these proficiencies, you gain proficiency with one other roll or healing roll. The bonus equals your Intelligence
type of artisan's tool of your choice. modifier (minimum of +1).
Subrace: Mousekin
What does one do when your society values artificing above
all else, but you find your talents in the unforseeable and
often mercurial art of arcane magic? You leave and find
your luck elsewhere, and so did the ancestors of
Mousekindom a long time ago. They left the hive for the
hopes of a better life on the surface, living in small clans
and occupying villages within forests and in the hills of the
land.
Mousekin prefer to stay amongst themselves, and enjoy
playing the wonders of magic out of curiosity and an innate
need for understanding. These small enclaves scarcely
create great heroes, nor are they feared; on the contrary, a
mousekin is always welcome amongst the surface dwellers,
for they are known for their friendship and loyalty, and their
mastering of the arcane, despite their comparatively short
lifespans.
12
Chromeleon Seeing the Path ahead
OH YES, THE CHROMELEONS, THEY SURE ARE The Chromeleons' minds are psionically intertwined with
strange. It's always fun talking to one - gives you the feeling the stars of the night sky, which bestow a certain ability of
they know something you don't. Though when I was divination upon them by their influence on the material
travelling with one called Sto'Ka, it was rather weird how plane. They would not call it such, seeing their innate
he would go on and on about needing to find a place to talents for foreseeing the future as a pusuit of intellect, and
sleep, and I offered him a bed but he didn't seem to want it. the reading of stars as a science that only they have
Then one day he just disappeared, never to be seen again... mastered.
Once the Chromeleons emerge from their slumber, they
-- Archibald The Great set upon the world with renewed vigor, seeking to fulfill
their destiny and learn as much as possible. Many pursue a
Spiritual Hermits mastery of magic, while others find their talents in tending
to nature as it tends to them. Some only live until they have
The Chromeleons' lifespans vary wildly, but what all share mated and soon die after laying their eggs. Others live for
is the beginning, which starts when an eggcluster hatches hundreds of years, their minds seemingly keeping their
in a secluded area and between 3 and 5 hatchlings emerge. bodies alive until they have achieved what their Dream has
These little creatures are quite adept at surviving on their foretold.
own, and will strike out immediately, in order to gain an What makes the Chromeleons unique is the lack of
advantage over their siblings. dichotomy of mind and body: as long as there is no outside
Due to their innate psychic powers, they usually make it influence, their body serves only as a vessel for their spirits,
into early adolescence, which is when their instincts to and natural processes seem to occur very differentely
travel first manifest. These Chromeleons leave the area of inside of them. Once a Chromeleon has passed on from
their spawn, and venture into the world, often with express life, the place where its body came to its final rest sprouts a
purpose to learn of the world in order to fuel their Dream. strange flower not found anywhere else. Many folk seek out
Over the years their trances give them less and less respite, the flower because it is rumoured that it grants a glimpse
making them more and more tired, as they seek a place to into one's future.
rest.
Once found, the Chromeleon burrows into whatever they Chromeleon Names
chose as their resting place, be it rock, plant or ground, and
enters what many call the Dream. As they sleep, their Since most Chromeleons don't grow up in a society and
psionics meld the matter around them, forming a cocoon of usually don't know their parents or siblings, they often go
sorts made of whatever material they sleep inside of. completely without names until
they find companions to travel
The Dream with, and are given a name out of
convenience. Thus, their names
How the Chromeleon knows it is time to rest is not known, tend to match whatever culture
though the main driver is assumed to be a decline in they happened upon.
respite gained from their trance. Whatever the reason may Sometimes Chromeleons also
be: once they have chosen their place to rest they fall asleep adopt names they simply like
for the first and only time. They enter a state most closely the sound of, and even
resembling hybernation, in which their body functions only mash names together
on the bare minimum, seemingly staying alive through until the name is to their
psionic power alone. In this near-death state they stay; liking. Most often
sometimes a few months, sometimes a century. Their though, Chromeleons
dream is very different from the experiences of other place no special
humanoids, as it takes place in a space that value on any of
draws on the nature of the past, present their names, and
and future, and connects a Chromeleon will sometimes
with all its ancestors, and all its even switch
heirs, thus creating a bridge of names based
memory that all of their kin will on their mood,
and have drawn from. Most the seasons, or
Chromeleons see their future the experiences
in their Dream, foreseeing they have made over
the path they must take to the course of their
find a mate, and partake in lives. When
their destiny specifically choosing one or
drawn out for them by the multiple names for your
psionic power within Chromeleon character,
them. Should a Dream be think of the experiences they
interrupted - a fate the have made, the places they
Chromeleons fear worse than have been to, the people
death - they must face their they have met, and the
future with uncertainty, for they hardships they have
can only begin dreaming once. endured.
13
Chromeleon Traits Chromeleon Adventurers
Your Chromeleon character has the following traits. Chromeleons are practically made for the adventuring life,
Ability score increase. Your Wisdom scores increases as nearly all of them follow the ancient path of the Dream.
by 2, and your Intelligence score increases by 1. Such is not an easy life however, and many Chromeleons
Age. Chromeleons usually wander for decades before face threats and hardships before they can finally rest.
they settle down to dream, and often live on for another What has your life been like? Does your Dream lie before
hundred years after. The time a Chromeleon spends in you yet, or have you taken a glimpse onto your destiny
their dream is very individual and can range from only a already?
few months to close to one hundred years. Chromeleon Adventurers
Alignment. Chromeleons tend toward Good and are
known in humanoid circles as calm, thoughtful and kind.
Size. Chromeleons are between 3 and 4 feet tall and
average about 70 pounds. Your size is small.
Speed. Your base walking speed is 25 feet, and you have
a climbing speed equal to your walking speed.
Chromeleon spellcasting. You know the Mage Hand
cantrip. When you reach 5th level, you can cast the Augury
spell once per long rest. Intelligence or Wisdom (your
choice) is your spellcasting ability for this spell.
Trance. Outside of the Dream, Chromeleons do not
sleep. Instead they meditate deeply, remaining semi-
conscious, for 4 hours a day. After resting in this way, you
gain the same benefit a human would from 8 hours of
sleep.
Fragments of memory. You have proficiency in the
Insight and Perception skills. Once per day when you make
a skill check using a skill you're not proficient with, you can
add a bonus to the roll equal to your proficiency bonus. You
can use this trait before or after you know the outcome of
the roll.
Languages. You can speak, read and write common and
one other language of your choice.
d6 Reason for Adventuring
d6 Reason for Adventuring 1
14
Feats
Artificer's Student Bestial Heritage
Increase your Intelligence score by 1, to a maximum of 20. Prerequisite: Verminkind
You learn two infusions from the Artificer Infusions list You are descendent from beasts, and your kind still carries
(see a list of Artificer Infusions in Tasha's Cauldron of traits that resemble your far ancestors.
Everything). These infusions must not have any Increase your Wisdom or Intelligence score by 1, to a
prerequisites, such as a certain level in the artificer class. maximum of 20.
(These infusions are added to any infusions you have from You gain proficiency with the animal handling skill. If
another source, but can only be used with this feature.) you already have his proficiency, you gain expertise.
Whenever you finish a long rest, you can touch a Through sound and gestures, you may communicate
nonmagical item and imbue it with one of your infusions, simple ideas with Small or smaller beasts.
turning it into a magical item. You can have only one active You also learn the animal friendship, speak with animals
infusion at any given time. Whenever you infuse an item in and animal messenger spells. You can cast each of these
this way and you currently have an infusion active, the older spells without expending a spell slot. Once you cast one of
infusion ends, and then the new one applies. these spells in this way, you can’t cast that spell in this way
again until you finish a long rest. You can also cast these
Lobber spell using spell slots you have of the appropriate level.
Your excellent hand-eye coordination allows you to toss Dreamer
grenades and other throwables in the thick of the fight. Prerequisite: Chromeleon
You are proficient will all objects listed in the Appendix: Increase your Wisdom or Intelligence score by 1, to a
Collection of Usable Objects. Therefore you don't treat maximum of 20.
them as improvised wepaons and can add your proficiency You can cast the Divination and Dream spells once per
bonus on attack rolls you make with them. long rest without providing material components or
Moreover, you can use such objects as a bonus action expending a spell slot. You can also cast these spells using
as long as your off-hand is free and you have them spell slots you have of the appropriate level, but you must
stored at your belt or another easily accessible place. expend material components as normal when you do so.
Herbalist
Whenever you use your Fragments of memory racial
trait, you can add twice your proficiency bonus to the roll.
Increase your Wisdom or Intelligence score by 1,
to a maximum of 20.
You gain proficiency with the Herbalism kit. You
also gain proficiency with either Alchemist's supplies
or the Poisoner's kit (your choice).
Furthermore, you learn two potion or poison recipes
(see Potions and Poisons tables) of your choice.
The chosen recipes must be of the rarity common,
and you don't have to spend any time or gold
researching them.
Combat Medic
Increase your Wisdom or Intelligence score by 1, to
a maximum of 20.
You can apply a potion to another willing creature
as a bonus action if you are within 5 feet of that
creature.
Whenever you are within 5 feet of an allied
creature that is unconscious, incapacitated, paralized
or stunned, attacks against that creature cannot
benefit from advantage, and the allied creature has
half cover (see rules for cover in the PHB p.196).
For these effects to apply, you must not be
affected by any of these conditions yourself.
All for One, One for All
Prerequisite: Verminkind
Increase your Dexterity or Constitution Score by 1,
to a maximum of 20.
You never fight alone, always able to rely on your
brothers and sisters to be watching your back, and
you are watching theirs. You gain Pack tactics.
Pack tactics. You have advantage on attack rolls
against a creature if at least one of your allies is within
5 feet of the creature and that ally isn't incapacitated.
15
Backgrounds
d6 Ideal
Doctor
1 Logic. Emotions must not cloud our logical thinking.
You have spent your past life in endless pursuit of
medicine, fighting mortality the only way you know. Be it 2 Neutrality. A doctor's services must be of equal
stitching up mortally wounded soldiers, treating the quality and availability to everybody, no matter their
provenance and affiliations.
everyday sicknesses of the noble, or tirelessly laboring in
the poorest parts of town, doing the best you can with what 3 Service. The goal of a life of study is the
few supplies you have at your disposal. There may be divine improvement of other's lives.
healers who claim to harbor those in need from perish, but 4 Curiosity. Inquiry and curiosity are the pillars of
too often have you seen them treat only those who can progress.
afford it, or those who pledge loyalty to their faith, unlike 5 Aspiration. Everybody can achieve their dreams if
you who swears to treat all equally, and above all, to do no they are willing to work for them.
harm.
6 Greed. Helping others is all well and good, but the
Skill Proficiencies: Medicine, Insight money is why I am really doing this.
Tool Proficiencies: Weaver's tools
Languages: One of your choice d6 Bond
Equipment: A notebook containing drawings of anatomical 1 Someone I loved died because of a mistake I made. I
structures and notes on patient's history; weaver's tools, a will never let it happen again.
healer's kit, a set of doctor's clothings, and a pouch
containing 10 gp 2 All my monetary gains go toward my family.
3 I will write a compendium on the anatomy of
Medical Speciality humanoids, and I will become famous with it.
There a different kinds of doctors, and each has different 4 I owe my life and all my knowledge to the person
training and interests. Weather you are the respected who took me in when my parents died.
personal physician of a noble, or a humble village doctor,
you probably have experience with treatment of a certain 5 I became a doctor because I am suffering from a
terrible disease, and I am looking for a cure.
kind of condition more than others. Choose your medical
speciality, or roll on the table below. 6 It is my duty to educate my students to become the
next generation of doctors.
d6 Speciality d6 Speciality
1 Theoretical Anatomy 4 Infections d6 Flaw
2 Wound care 5 Amputation 1 I use the relationship of trust with my patients to my
personal advantage.
3 Minor surgery 6 Everyday ailments
2 For the right price, I might work less... precisely on a
life-saving operation.
Feature: Anatomical Analysis 3 I am easily distracted by the promise of information.
You have seen a lot of bodies over the course of your career. 4 I am stubborn and inflexible in my thinking.
Whenever you find the corpse of a humanoid and it has not
decayed to an unrecognizable degree, you can accurately 5 I only know roughly what I am doing when I treat my
determine the cause of death, as well as the rough time patients.
point of death. 6 I'm always in debt. I spend my honorarium on
decadent luxuries faster than i can bring it in.
Suggested Characteristics
Doctors usually seem professional on the ouside, but not
all pursue their careers due to pure alturism, and not all
are as skilled as they pretend to be. Who are you, and what
goal do you seek to achieve?
d6 Personality Trait
1 My friends know they can rely on me, no matter
what.
2 I am always polite and treat others respectfully, no
matter who it is.
3 I am very good at keeping secrets.
4 Knowledge is worth more to me than any amount of
gold could ever be.
5 I intentionally use polysyllabic words that convey the
impression of great erudition.
6 I gain personal fulfillment in helping out those in
need, and I enjoy explaining my work to others.
16
d6 Bond
Engineer
1 I took on a large fee to finance my training. I must
You were working amongst the clicking of gears and repay the debt, sooner rather than later.
hissing of steam. In that time you collected hands-on
experience with mechanical apparatuses, problem solving, 2 My inventions are my life, my passion, and my
purpose.
and logical thinking, making your brain just as valuable as
your skilled hands. Maybe you worked aboard a mighty 3 My first invention was a tiny machine that fits into
skyship, in the depths of a factory , or maybe you were the my pocket, and I always carry it with me.
personal plaything of a wealthy aristocrat, making little 4 As soon as I have finished my current project - my
machines and devices to entertain your patron. As an most ambitious one yet - I will lay down the wrench
engineer, you feel most comfortable when every day offers a forever.
new challenge to overcome with thorough thought and 5 Should my discovery be found out, it could change
exact work. the world forever - for better or for worse.
What were your day to day operations as an engineer?
Maintenance, invention, perhaps even optimizing existing 6 I endure the everday work hazard because it pays
machines or finding creative solutions. Why did you quit, well - for my family.
was it due to work hazard or indifference, or were you
maybe kissed by the sudden urge to see the world outside d6 Flaw
your workshop? 1 I'm quick to assume that someone is trying to cheat
me.
Skill Proficiencies: Investigation, Sleight of Hand
Tool Proficiencies: Smith's tools, Tinker's tools 2 I'm good at keeping secrets - but only my own.
Languages: One of your choice 3 I'm never satisfied with what I have - I always want
Equipment: a sturdy toolbelt, smith's tools, tinker's tools, more.
and a pouch containing 10 gp 4 I'll do anything to become a prestigious inventor.
Feature: Insightful Observation 5 I'm horribly jealous of anyone who can outshine my
Whenever you come across any kind of apparatus or handiwork.
machine, you can spend 10 minutes investigating and 6 Once I pick a goal, I become obsessed with it to the
studiyng it. You find out any function it may have, or had in detriment of everything esle in my life.
the past. If the apparatus is broken, you know why it
doesn't work anymore as long as it is due to a mechanical
problem.
Suggested Characteristics
Life in the workshop is tough, and while individuality
exists, some common curiosities emerge amongst
engineers. Who are you, what do you seek to achieve, and
what are your ideals?
d6 Personality Trait
1 I work like a well oiled machine - so long as
everything goes exactly like planned.
2 I enjoy figuring out solutions to complex problems.
3 I've spent so much time in my workshop that I have
little experience dealing with the world outside.
4 I'll settle for nothing less than perfection.
5 I like to talk at length about my profession.
6 I like a job well done, which is more likely to occur
when I convince someone else to do it.
d6 Ideal
1 Fairness. We all do the work, so we all share in the
rewards.
2 Greater Good. My work is meant to benefit all, not to
be used solely to my advantage.
3 Logic. Emotions must not cloud our logical thinking.
4 Knowledge. The path to power and self-improvement
is through knowledge.
5 Greed. I don't enjoy my work, and I'm only in it for
the money.
6 Aspiration. I work hard to be the best there is at my
craft.
17
Naturalist Suggested Characteristics
Equipped with a herb pouch, a magnifying glass and a Scrummaging around in the dirt, searching for tracks,
ledger on the plants and animals they have encountered on berries and herbs leaves a mark on a person. All naturalists
their studies, naturalists go out and explore, with the goal are peculiar in similar, yet very distinct way. Who are you,
of recording all manifestations of life. and what drove you to adopt your studies?
Altough driven by various intentions, one thing all d6 Personality Trait
naturalists have in common is a fantastic and outstanding 1 I'm uncomfortable talking to people, and much
fascination for the natural world that can only be satiated rather spend time with my specimens.
by dirtying one's hands.
Contrary to a sage, a naturalist keeps their nose close to 2 I'm always friendly, even if I don't feel like it.
the ground, rather than in a book. Naturalist is not a 3 I love talking about my work and to see the
profession, yet many potion makers, herbalists and fascination in other's eyes.
trackers could easily be described as such. They don't 4 I don't beat around the bush and always say straight
necessarily distance themselves from society, which what I think.
separates them from hermits.
5 I'm so used to the company of animals that I get
Skill Proficiencies: Nature, Animal Handling lonely in places where there are none around.
Tool Proficiencies: Herbalism kit, one musical instrument 6 Whenever I come to a new place, I first spend some
of your choice time investigating the local flora and fauna.
Languages: One of your choice
Equipment: A notebook containing drawings of plants, d6 Ideal
herbs, as well as small critters you have encountered; a
herbalism kit, a magnifying glass, an inkpen, and five 1 Live and Let Live. Every organism has a right to live,
and I will avoid interfering with this right.
sheets of parchment
2 Knowledge. The path to a happy and fulfilling life is
Feature: Eye for Details through knowledge.
You have studied the natural world your whole life, and you 3 Change. Life is like the seasons, in constant change,
would blindly recognize both common and uncommon and we must change with it.
plants and wildlife. If you want to inspect if a plant is 4 Nature. The natural world is more important than all
harmful or safe to eat, you do not have to make a Wisdom the constructs of civilization.
(Survival) or Intelligence (Nature) check. Instead you
instinctively know this information, as long as the plant 5 Freedom. Everyone should be free to pursue their
grows in a terrain type you have been in own livelyhood.
before. Moreover, whenever you are 6 Self-Improvement. The goal of a life of study is the
tracking a tiny beast, for example a betterment of oneself.
common rat, a bird or a snake, you
make the Wisdom (Survival) d6 Bond
check to track the 1 I will do anything to protect the precious wildlife
creature with that surrounds my home.
advantage.
2 I will finish my mentor's work that cost them their
life.
3 Like I was taught by my mentor, I will teach my
students.
4 I want to amass as much knowledge about flora and
fauna as possible, and publish it all in one
magnificent manual.
5 I would like to become part of the natural world,
much less separated from it than I am now.
6 I have been searching my whole life for the answer
to a certain question.
d6 Flaw
d6 Flaw 1 I
18
Chapter 2: Herbalism and Alchemy
If you don't want to keep track of all the different names of
Herbalism the ingredients, you don't have to - they are just for flavor.
FURTHERMORE, IT IS IMPERATIVE TO KNOW THE Only the rarities of the ingredients are what matters if you
difference between the Primordial Balm and the Chromus plan on using them to perform alchemy.
Slime, for the one is fantastic in soups and stews, while the
other tastes remarkebly similar to hill giant's earwax.
Which one is which, you ask? And why would I tell you
that? All the fun lies in finding out yourself! Herbalism Ingredients
-- Archibald The Great
The Herbalism Skill
Herbalism ingredients grow in almost every terrain and
climate, and the trained eye picks them out from among
ordinary weeds with ease.
Anyone with the necessary equipment can gather
ingredients as part of a short or long rest at the DMs
discretion.
Herbalism modifier = Wis. or Int. modifier + PB if you are
proficient with the herbalism kit
In every terrain type, you can find four species of herbs,
each with a certain rarity: common, uncommon, rare, and
very rare. The terrain types are arctic, forest, grassland,
coast, desert, mountain, swamp and underdark. The DM
determines which terrain type most closely resembles the
one you are situated in when you make a herbalism ckeck.
You can use the Herbalism Ingredients table for the
exact names of the ingredients and where to find them, or
make up your own, as long as every terrain type has exactly
one of each common, uncommon, rare, and very rare
ingredient. If you want to, you can ignore terrain types and
the names of herbs altogether and only track the rarities of
the ingredients.
When you want to gather herbs, make a herbalism
check. You must determine which rarity of ingredient you
want to find before you roll. Some herbs are easier to find
than others, depending on their rarity. See the Herbalism
table below to determine the difficulty (DC) of the
herbalism check. If you succeed, you find 1d4 units of the
ingredient.
Herbalism
Rarity of Ingredient DC
Common 13
Uncommon 16
Rare 20
Very Rare 24
19
Alchemy
NOW I WILL DEMONSTRATE TO YOU HOW TO Buying Recipes
prepare a simple healing potion. Sir Percival, I require your Potion and poison Recipes can be bought from other
assistance! Firstly, you must grind the seeds to a fine alchemists and herbalists. The price depends on the rarity
powder, before stirring them with the alcohol in your of the recipe.
favorite alchemy pot. It is of great importance that you have
a good relationship to your alchemy pot! Repice Cost
Rarity Recipe Cost
-- Archibald The Great
Common 200 gp
The Alchemy Skill Uncommon 800 gp
Collecting and correctly identifying herbs is one thing, but Rare 1 500 gp
there is more to alchemical mastery than merely the Very Rare 4 000 gp
aquisition of ingredients.
To brew a potion or poison, you must make an alchemy
check as part of a short or long rest. When you do so, you Researching Recipes
cannot make a herbalism check as part of the same short Recipes can also be researched if the alchemist spends
or long rest, and vice versa. Anybody who has alchemist's enough time experimenting, using their alchemist's
supplies or a poisoner's kit on their person can attempt to supplies or poisoner's kit. Choose a specific recipe before
perform alchemy, but those proficient with the tools have a you start researching. The higher the rarity of the recipe,
higher chance of success. You must use alchemist's the longer the research takes.
supplies to craft potions, and a poisoner's kit to craft
poisons. Recipe Research
Rarity Hours of Work Level Requirement
Alchemy modifier = Wis. or Int. modifier + PB if you are
proficient with alchemist's supplies/poisoner's kit Common 6 1st level or higher
Each potion and poison for which there exists a recipe is Uncommon 20 3rd level or higher
listed in the Potions or Poisons table. Each potion or Rare 50 5th level or higher
poison has a rarity associated with it: common, uncommon, Very Rare 100 9th level or higher
rare, or very rare. These rarities correspond to the rarities
of the ingredients listed in the Herbs, Mushrooms and
Berries table under Herbalism. The higher the rarity, the Ingredients aren't everything
higher the difficulty (DC) associated with brewing the To brew a potion correctly, you not only need the herbal
potion, as shown in the Alchemy table. You must decide ingredients. Applying the right temperature for the accurate
which potion you want to brew before you make the
alchemy check. amount of time when preparing the potion, as well as
In order to brew a potion of a particular rarity, you need mixing the ingredients with the right solvent, all influence
one unit of ingredient of the corresponding rarity. For the outcome of an alchemical operation.
example, if you want to brew a Potion of Healing, the rarity Typically, alchemist's supplies include all the tools you
of which is common, you need one unit of any common need to brew potions, while solvents are usually not
ingredient. In which terrain type you found this ingredient included and need to be bought from vendors, or collected.
is of no relevance. Furthermore, you require a campfire or
another heat source over which you heat the mixture, and a Increasing applicability
solvent (commonly clean water or distilled alcohol of At the DMs dicretion, you don't need to buy the solvent
various qualities) with which you mix the ingredients. The
cost of this solvent is dependent on the rarity of the potion beforehand, but can simply remove the corresponding
or poison you want to brew, as shown in the Alchemy table. amount of gold from your coin purse as you brew the
potion.
Alchemy
Rarity DC Solvent cost Level Requirement Costs are relative
Common 13 15 gp 1st level or higher The costs for solvents and potion recipes displayed on this
page are only suggestions. Some campaigns handle funds
Uncommon 16 50 gp 3rd level or higher
differently than others, and a gold piece may not be worth
Rare 20 150 gp 5th level or higher
the same in every world. Your DM will decide which costs
Very Rare 24 350 gp 9th level or higher make the most sense in the campaign you're playing.
If you fail the alchemy check to brew a potion or poison, Knowledge is the greatest treasure
you lose the ingredient, but you do not lose the solvent or Potion and poison recipes are perfectly suited as loot for
the gp that solvent would be worth, since you can reuse it your player Artificers, Rangers or Druids. Consider adding
for a different alchemy check. If you succeed on the
alchemy check, you use up both the ingredient and the potion recipes to the loot table in your next campaign to
solvent. give these players more agency.
20
Potions
Potions
Potion Effect Rarity
Healing Potions
Potion of Healing You regain 2d4 + 2 Hit Points when you drink this potion. Common
Potion of Greater Healing You regain 4d4 + 4 Hit Points when you drink this potion. Uncommon
Potion of Superior Healing You regain 8d4 + 8 Hit Points when you drink this potion. Rare
Potion of Supreme Healing You regain 10d4 + 20 Hit Points when you drink this potion. Very Rare
Potions of Resistance
Potion of Lightning Resistance You gain Resistance to lightning damage for 1 hour. Common
Potion of Thunder Resistance You gain Resistance to thunder damage for 1 hour. Common
Potion of Posion Resistance You gain Resistance to poison damage for 1 hour. Common
Potion of Acid Resistance You gain Resistance to acid damage for 1 hour. Common
Potion of Fire Resistance You gain Resistance to fire damage for 1 hour. Common
Potion of Cold Resistance You gain Resistance to cold damage for 1 hour. Common
Potion of Force Resistance You gain Resistance to force damage for 1 hour. Uncommon
Potion of Radiant Resistance You gain Resistance to radiant damage for 1 hour. Uncommon
Potion of Necrotic Resistance You gain Resistance to necrotic damage for 1 hour. Uncommon
Potion of Psychic Resistance You gain Resistance to psychic damage for 1 hour. Uncommon
Potions of Giant Strength
Potion of Hill Giant Strength Your Strength score becomes 21 for 1 hour. Uncommon
Potion of Frost Giant Strength Your Strength score becomes 23 for 1 hour. Rare
Potion of Fire Giant Strength Your Strength score becomes 25 for 1 hour. Very Rare
Reactions
The automaton has a set of reactions available as
detailed in the automaton abilities table. The Hit points and AC of the automaton are listed in in the
automaton can take only one reaction per round. table below.
Automaton hit points and ac
Tactical template CR Hit points AC
Choose a combat tactic for the automaton from 1-3 32 (5d10+5) 16
the options provided below, or make your own.
4-7 102 (12d10 + 36) 18
8-12 161 (17d10 + 68) 19
Basics 13-16 195 (20d10 + 85) 21
The basic features of any automaton are displayed in the 17-20 310 (28d10 + 156) 23
Basic Automaton stat block. Most of its features and
abilities depend on its Challenge rating (CR).
An automaton has four customizable abilities: Actions,
Reactions, Passive abilities and Tactical templates. How The automaton's attributes are listed in the table below.
many of these an automaton has access to depends on is Automaton attributes
CR and is detailed in the Automaton abilities table.
CR STR DEX CON INT WIS CHA
1-3 15(+2) 10(+0) 16(+3) 6(-2) 8(-1) 1(-5)
4-7 18(+4) 12(+1) 18(+4) 8(-1) 10(+0) 3(-4)
8-12 20(+5) 13(+1) 21(+5) 10(+0) 11(+0) 5(-3)
13-16 23(+6) 14(+2) 22(+6) 13(+1) 13(+1) 6(-2)
17-20 26(+8) 16(+3) 25(+7) 17(+3) 16(+3) 8(-1)
32
Actions Multiattack vs. Multiaction
The automaton has access to a number of different actions Keep in mind that multiattack is not the same as multiaction.
as detailed in the automaton abilities table. While multiattack allows a creature to make multiple attacks
per turn, all within the same attack action, multiaction allows
Stomp. Melee attack: Str. modifier + PB to hit, reach 5 ft. the automaton to take a variety of different actions per turn
radius around the automaton. Hit: 1d10 + Str. modifier that must not all be attacks, but can be disables or buffs.
bludgeoning damage. Creatures hit must succeed on a
Strength saving throw or be knocked prone. Some such buffs, like Dodge and Compaction, have certain
Slam. Melee attack: Str. modifier + PB to hit, reach 5 ft., use restrictions in place to maintain balance.
one target. Hit: 2d8 + Str. modifier + half the CR (rounded
up) bludgeoning damage. Blinding flash. The automaton flashes with bright light for
Catapult. Ranged attack: Dex. modifier + PB to hit, a fraction of a second. Each creature within 30 ft. of the
range 30/60, one target. Hit: 2d6 + Dex. modifier + half the automaton must succeed on a Constitution saving throw or
CR (rounded up) piercing damage. be blinded until the end of its next turn.
Warning siren. The automaton emits an extremely load, Posion gas. The automaton expels a poisonous gas in a
oscillating sound. Creatures within 30 ft. of it must succeed 5 ft. radius around it. The radius grows by 5 ft. each turn,
on a Wisdom saving throw or be frightened until the end of until it has reached a radius of 15 ft. A creature that starts
their next turn. its turn in the gas cloud must succeed on a Constitution
Flamethrower. The automaton expels flames in a 15 saving throw or be poisoned for 1 minute. A creature can
foot cone originating from it. Creatures in the cone must repeat the saving throw at the start of each of its turns. The
succeed on a Dexterity saving throw or take fire damage gas dissipates 1 turn after reaching 15 ft. radius.
equal to the automaton's CR. Creatures who succeed on Net expulsion. The automaton expels a net from its
the save take half as much damage (rounded up). body. Ranged attack: Dex modifier + PB to hit, range 20/40
Multicannon. Ranged attack: Dex. modifier + PB to hit, ft., one target. Hit: the target is restrained. A creature can
range 40/60 ft., 4 targets. Make a seperate ranged attack make a Strength check, freeing itself or another creature
for each target. Cannot attack one target multiple times from within its reach on a success. Dealing 6 slashing
within the same action. Hit: 2d4 + Dex. modifier pericing damage to the net (AC 10) also frees the creature without
damage. harming it and destroyes the net.
Sonic pulse. A thunderwave spreads out from the Psychic shock.The automaton focuses its neuronal
automaton in all directions. All creatures within 15 ft. of network on one creature within 30 ft. of it. The creature
the automaton must make on a Constitution saving throw. must make an Intelligence saving throw or take psychic
A creature takes thunder damage equal to half the damage equal to the creature's level. On a failed save, the
automaton's CR on a failed save, or half of that on a creature can only take an action, bonus action or move on
successful one. On a failed save, a creature is also deafened its next turn.
until the end of its next turn. Acid spittle. A stream of acid emanates from the
Paralyzing dart. The automaton shoots a dart that is automaton in a line 30 ft. long and 5 ft. wide. Each creature
coated in a paralyzing poison. Ranged attack: Dex. modifier in the line must succeed on a Dexterity saving throw or be
+ PB to hit, one target, range 30/60 ft. Hit: 1d8 + Dex. covered in acid. A creature that is covered in acid takes 2d4
modifier poison damage, and the target must succeed on a acid damage at the start of each of its turns. A creature can
Constitution saving throw or be paralyzed until the end of use its action to scrape or wash the acid off itself or
its next turn. another creature.
Confusion ray. The automaton emits high frequency Arcane spell (Recharge 5-6). The automaton casts a
sound waves that can cause confusion of the mind. The spell that has previously been stored within it. The spell
automaton targets one creature within 60 ft. of it. The can be any spell that takes one action to cast. Each spell
target must make a Charisma saving throw. On a failed that is stored in the automaton takes up one of its available
save, a creature is affected by the Confusion spell until the actions.
end of its next turn. Compaction. The automaton compacts its body and
Barrier. The automaton activates a magical barrier that folds in on itself. It repairs itself and regains hit points
envelops its body and grants the automaton temporary hit equal to three times its CR. Until the start of its next turn, it
points euqal to twice its challenge rating. remains in this compacted form, in which it gains a +5
Grenade. Ranged attack: bonus to its AC. The automaton can take this action only if
The automaton hurls a it has not yet taken an action this turn. After the automaton
grenade at a point it has taken this action, it cannot take any other actions on
can see within 30 ft. of it. the same turn.
Each creature within Dodge. Attacks against the automaton have
10 ft. of that point must disadvantage until the start of its next turn. The automaton
make a Dexterity saving can take the dodge action only if it has not yet taken an
throw. A creature takes action this turn. After the automaton has taken the dodge
fire damage equal to action, it cannot take any other actions on the same turn.
twice the automaton's Dash. The automaton doubles its movement speed for
CR on a failed save, or the current turn.
half as much on a Disengage. The automaton doesn't provoke opportunity
successful one. attacks for the rest of the turn.
33
Passive Abilities
Choose a number of passive abilities for your automaton as
detailed in the automaton abilities table. You can choose
any combination of alternative traversal, offensive abilities,
and defensive abilities.
Alternative traversal
Jetpack. The automaton has a jet propulsion system
attached to it. It has a flying speed of 30 ft. and must land
in between its turns or fall to the ground. When using its
jetpack to fly, the automaton doesn't provoke opportunity
attacks.
Drilling. The automaton can transform parts of itself
into a drill. It has a burrowing speed of 30 ft.
Gyrocopter. The automaton has a flying speed of 30 ft.
and doesn't have to land in between turns. When the
automaton falls below half of its maximum hit points, the
gyrocopter breaks and the automaton loses its flying speed.
If the gyrocopter breaks while the automaton is in the air, it
falls to the ground.
Offensive abilities
Spinning blade carapace. If a creature moves within 5
ft. of the automaton or starts its turn there, it must succeed
on a Dexterity saving throw or take 1d6 slashing damage.
Electrified plating. When a creature hits the automaton
with a melee attack using a weapon made of metal, the
creature takes 1d8 lightning damage.
Offensive drone hangar. The automaton deploys two
smaller automata at the start of battle. Use the Offensive
Drone stat block provided below.
Self-destruct. When the automaton takes lethal damage,
it explodes. Each creature within 15 ft. of the automaton
must make a Dexterity saving throw. A creature takes fire
damage equal to twice the automaton's CR on a failed save,
or half as much damage on a successful one.
Defensive abilities
Reinforced plating. Whenever the automaton takes
bludgeoning, slashing or piercing damage, it reduces each
singular source of damage by 3.
Arcane barrier. Spell attack rolls against the automaton
have disadvantage, and the automaton has advantage on
saving throws against magic.
Defensive drone hanger. The automaton deploys two
smaller automata at the start of battle. Use the Defensive
Drone stat block provided below.
Defensive teleport. The first time the automaton falls
below half of its hit point maximum during battle, it
immediately teleports up to 60 feet away (no action or
reaction required).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 15 (+3) 14 (+2) 1 (-5) 1 (-5) 1 (-5) 8 (-1) 13 (+1) 16 (+3) 1 (-5) 1 (-5) 1 (-5)
Target Aquired. Attack rolls made by the Protective Field. For each functional defensive
automaton against a creature that is marked by drone that is within 20 ft. of the automaton, the
the Mark Target ability have advantage. automaton gains a +2 bonus to its AC.
Actions Actions
Force Bolt. Ranged Attack: 3 + automaton PB to Distracting Signal. The defensive drone emits a
hit, reach 40ft., one target. Hit: force damage disturbing sound towards a creature of its choice
equal to half the automaton's CR, rounded up. within 30 ft. The creature must succeed on a
Wisdom saving throw or have disadvantage on
Mark Target. The offensive drone places a mark on attack rolls until the end of its next turn.
a creature within 40 ft. The mark lingers on the The save DC equals the automaton save DC.
target until start of the drone's next turn.
The defensive drone can also take the Dodge and
The offensive drone can also take the Dodge and
Disengage actions.
Disengage actions.
35
Reactions
Arcane countermeasure. When a creature casts a spell
within 30 ft. of the automaton, it can can use its reaction to
shoot an electrified dart at the caster. The creature must
succeed on a Dexterity saving throw or take 1d8 lightning
damage and be stunned until the end of its next turn. If the
creature fails the saving throw, the spell it was casting fails.
Threat repulsion. When a creature moves within 10 ft.
of the automaton, it can use its reaction to shoot a wave of
compressed air, pushing the creature 10 ft. away from it in
a straight line.
Reactive strike. When a creature moves within 5 ft. of
the automaton, it can use its reaction to swing an
appendage at that creature. Melee attack: Str modifier +
PB to hit, reach 5 ft., one target. Hit: bludgeoning damage
equal to 1d10 + half the automaton's CR.
Escape prevention. When a creature within 5 ft. of the
automaton disengages, the automaton can use its reaction
to hurl bolas at that creature's feet. The creature must
succeed on a Dexterity saving throw or be restrained.
Circuit overload. When the automaton takes lightning
damage, it can use its reaction to nullify the damage.
The automaton's next melee or ranged attack deals
additional lightning damage equal to the damage nullified.
Damage nullification. (Recharge 5-6) When the
automaton takes damage from a singular source, it
can use its reaction to nullify it, taking no damage from
this source.
Reactive armor. When the automaton takes damage,
it can use its reaction to become immune to this type of
damage until the start of its next turn.
Tactical Templates
Each automaton employs certain battle tactics. Some are
specifically built to fend off mages, while others analyze
their enemies and adapt their strategy according to the
target they are fighting. Automatons that are employed by
various law enforcement parties are usually programmed
to use non-lethal force.
Mage slayer. The automaton preferrably targets
spellcasters.
Single target elimination. The automaton always
attacks the target with the least hit points and will try to
incapacitate or eliminate it before attacking another.
Weakness exploitation. The automaton analyzes its
enemies and identifies their weaknesses. It will use actions
that require a saving throw preferrably against targets that
have the lowest chance of succeeding.
Non-lethal force. The automaton will try to knock out or
disable its enemies instead of killing them.
_TEMPLATE_NOT_FOUND_. The automaton's
tactical template was removed or damaged to a degree that
left it nonfunctional. As a result, the target of the
automaton's attacks is determined randomly for each
action it takes.
Automatons with a high CR can take up to 8 of actions per
turn (multiaction), which can leave your players feel helpless
or bored when it's the automaton's turn in combat. Consider
splitting up its actions and scattering them throughout each
round of combat to keep it spicy.
36
Appendix: Collection of Usable
Objects
U
sable objects can add depth and flavor to Smoke Grenade
combat and open up interesting strategies. As an action, you can throw a grenade at a point up to 60
However, the PHB rules on usable objects feet away. One round after a smoke grenade lands, it emits
become obsolete quite quickly due to a lack a cloud of smoke that creates a heavily obscured area in an
of effectiveness on higher levels. area, as detailed in the table below. If there is no wind, the
Listed below are usable objects that are smoke disperses after 1 minute.
repriced and rebalanced in order to make A moderate wind (at least 10 miles per hour) disperses
them viable and scaling, so that they may be used the smoke in 4 rounds; a strong wind (20 or more miles per
effectively in higher level adventures. hour) disperses it in 1 round.
The crafting cost of every object is half of the purchase
cost and represents the cost of the materials used in the Quality Area Purchase cost
crafting. The necessary tools as well as the time needed to Cheap 10 ft. rad. 10 gp
craft these objects are determined by the DM and should
vary based on the object's quality rating. Standard 15 ft. rad. 20 gp
Excellent 20 ft. rad. 40 gp
If you are looking to use these objects even more
effectively, consider taking the Lobber feat presented in
Holy Water
Chapter 1: Character Options for your character. It gives them As an action, you can splash the contents of this flask onto
proficiency with all of the usable objects in this Appendix. a creature within 5 feet of you or throw it up to 20 feet,
shattering it on impact. In either case, make a ranged
Alchemist's Fire attack against a target creature. If the target is a fiend or
This sticky, adhesive fluid ignites when exposed to air. As undead, it takes radiant damage as detailed in the table
an action, you can throw this flask up to 20 feet, shattering below.
it on impact. Make a ranged attack against a creature or Quality Damage Purchase cost
object. On a hit, the target takes fire damage at the start of Cheap 2d6 20 gp
each of its turns as detailed in the table below. A creature
can end this damage by using its action to make a Dexterity Standard 3d6 40 gp
check to extinguish the flames. Excellent 4d6 80 gp
Quality DC Damage Purchase cost
Cheap 10 1d4 gp 10 gp Caltrops
As an action, you can spread a single bag of caltrops to
Standard 15 2d4 gp 30 gp cover a 5-foot-square area. Any creature that enters the
Excellent 20 4d4 gp 60 gp area must succeed on a Dexterity saving throw or stop
moving and take piercing damage as detailed in the table
below. Until the creature regains at least a number of hit
Flask of Acid points it has lost through the effect of the Caltrops, its
As an action, you can splash the contents of this vial onto a walking speed is reduced by 10 feet. A creature moving
creature within 5 feet of you or throw the vial up to 30 feet, through the area at half speed doesn't need to make the
shattering it on impact. In either case, make a ranged saving throw.
attack against a creature or object. On a hit, the target
takes acid damage as detailed in the table below. Quality Damage Area Purchase cost
Cheap 1 5 ft. sq. 1 gp
Quality Damage Purchase cost
Standard 3 10 ft. sq. 15 gp
Cheap 2d6 gp 10 gp
Excellent 6 15 ft. sq. 30 gp
Standard 3d6 gp 30 gp
Excellent 4d6 gp 60 gp
37
Hunting Trap Flask of Oil
When you use your action to set it, this trap forms a saw- As an action, you can splash the oil in this flask onto a
toothed steel ring that snaps shut when a creature steps on creature within 5 feet of you or throw it up to 20 feet,
a pressure plate in the center. The trap is affixed by a heavy shattering it on impact. Make a ranged attack against a
chain to an immobile object, such as a tree or a spike target creature or object. On a hit, the target is covered in
driven into the ground. A creature that steps on the plate oil. If the target takes any fire damage before the oil dries
must succeed on a Dexterity saving throw or take piercing (after 1 minute), the target takes additional fire damage
damage as detailed in the table below and stop moving. from the burning oil as detailed in the table below. You can
Thereafter, until the creature breaks free of the trap, its also pour a flask of oil on the ground to cover a 5-foot-
movement is limited by the length of the chain (typically 3 square area, provided that the surface is level. If lit, the oil
feet long). A creature can use its action to make a Strength burns for 2 rounds and deals fire damage to any creature
check, freeing itself or another creature within its reach on that enters the area or ends its turn in the area. A creature
a success. Each failed check deals 1 piercing damage to the can take this damage only once per turn.
trapped creature.
Quality Damage Purchase cost
Quality Damage Dex/Str DC Purchase cost
Cheap 5 20 gp
Cheap 1d4 13 10 gp
Standard 10 40 gp
Standard 3d4 17 30 gp
Excellent 15 80 gp
Excellent 6d4 21 60 gp
Ball Bearings
As an action, you can spill these tiny metal balls from their This is playtest material
pouch to cover a level, square area that is 10 feet on a side. Be sure to discuss the purchase costs of the objects
A creature moving across the covered area must succeed
on a Dexterity saving throw as detailed in the table below presented here with your DM to see if they are feasable in
or fall prone. A creature moving through the area at half the campaign you're playing.
speed doesn’t need to make the save. If you're a DM and you feel like an object costs too little
or too much, feel free to change the prices as you see fit.
Quality DC Purchase cost
Similarly, the damage numbers and save DCs listed here
Cheap 10 1 gp are not fully playtested yet, and might be too high or too
Standard 15 15 gp low, so feel free to adjust as necessary.
Excellent 20 30 gp
Item descriptions are taken directly from the PHB,
p. 148-153.
38
Changelog
v1.3
added changelog. Yay!
Rebalanced the Concoctionist's Experimental
Elixiers and changed subclass spells to better
capture the flavour of the subclass. Adjusted
Hardened Stomach feature.
Adjusted subclass spells of the Alchemist
Reborn to better suit the flavour of the
subclass.
Completely reworked the Arithmagic and
Applied Calculus features of the Arithmetitian
to streamline and rebalance the sublcass.
v1.3.1
Decreased spell level of True Alchemy from
9th level to 7th level. Decreased damage pool
of Silver Bullets. Increased spell level of Blunt
from 4th level to 5th level.
Changed Experimental elixir effect 6 of the
Concoctionist to allow you to cast one of your
cantrips in place of one of the attacks.
39