Archibald's Archive of Adventurous Inventions - The Homebrewery

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Contents Credits

Introduction...............................................................2 Title page: Gafan's Workshop by Dominik Zdenković


Using This Book..........................................................2 Page#2: Library by Duality84 (deviant art)

Chapter 1: Character Options.................................3 Page#3: Waterdeep - Temple to Gond by ElmUnderleaf


Artificer..........................................................................3 (deviant art)
Artificer Specialists..............................................4 Page#4: Ritual Preparations by Olga Drebas
Concoctionist...................................................4 Page#5: Alchemist by Alan Vadell
Alchemist Reborn...........................................6 Page#6: Potion Brewing by Veronika Fedorova
Arithmetitian....................................................7 Page#7: Machine gears by Leonardo da Vinci
Aeronaut...........................................................8 Page#8: Steampunk Jetpack by Vasilis Nicolau
Botanist.............................................................9
Artificer Infusions................................................10 Page#9: Moonflower (copyright by Paizo Publishing)
Ingenious Races.........................................................11 Page#10: Irezumi Workshop by k04sk (deviant art)
Verminkind............................................................11 Page#11: Tunnels of Mount Gram by FerdinandLadera
Subrace: Ratfolk............................................12 (deviant art)
Subrace: Mousekin.......................................12 Page#12: Ratfolk Alchemist by Stephen Wood
Chromeleon..........................................................13 Page#13: Chameleon Adventurer by Lefvaid (deviantart)
Feats.............................................................................15
Backgrounds...............................................................16 Page#14: Mystical Forest by FerdinandLadera (deviantart)
Doctor.....................................................................16 Page#15: Guardian of SummerHall by Stu Harrington
Engineer.................................................................17 (artstation)
Naturalist...............................................................18 Page#16: Archivist by SirHanselot (deviant art)

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

These pages were created with THE HOMEBREWERY online


tool (https://homebrewery.naturalcrit.com/)
1
Introduction

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).

Alchemist Spells Restorative Reagents


You always have certain spells prepared after you reach 9th-level Alchemist feature
particular levels in this class, as shown in the Alchemist You can incorporate restorative reagants into some of your
Spells table. These spells count as Artifcer Spells for you, works:
but they don't count against the number of artificer spells You can cast lesser restoration without expending a
you prepare. spell slot and without preparing the spell. You can do so
Alchemist Spells
a number of times equal to your Intelligence modifier
(minimum of once), and you regain all expended uses
Artificer Level Spell when you finish a long rest.
3rd cure wounds, ray of sickness
Whenever a creature drinks a potion crafted by you, the
5th aid, Melf's acid arrow creature gains temporary hit points equal to 2d6 + your
9th gaseous form, revivify Intelligence modifier.
13th blight, death ward
17th mass cure wounds, raise dead
Alchemical Mastery
15th-level Alchemist feature
You have been exposed to so many chemicals that they
Recipe Ledger pose little risk to you, and you can use them to quickly end
3rd-level Alchemist feature ailments.
Your Recipe Ledger contains directions on how to craft a
large number of potions and poisons. As you gain levels in You gain resistance to acid and poison damage, and you
this class, you automatically learn new recipes of your are immune to the poisoned condition.
choice from the Potions and Poisons tables provided in this The poisons you create with your alchemy are more
supplement. potent than ordinary ones. When you deal poison or
Whenever you craft a potion or posion using the rules acid damage with a spell or a poison that you have
detailed in Chapter 2: Herbalism and Alchemy, the gold crafted, you ignore resistance and immunity to that
you must spend for the crafting is halved. Moreover, damage.
researching a potion or poison recipe takes you only half
the time. You can cast greater restoration and heal without
Note that the Recipe Ledger Table below only displays expending a spell slot, without preparing the spell, and
the number of recipes you automatically learn when you without material components. Once you cast either spell
level up (read this table like a spell slot table). Aside from with this feature, you can't cast that spell with it again
these, you can learn as many recipes by using the rules until you finish a long rest.
detailed in Chapter 2: Herbalism and Alchemy as you
like.
Recipe Ledger
Level Recipes
Common Uncommon Rare Very Rare
3rd 2
5th 3 1
8th 3 2
11th 3 2 1
14th 4 2 2
17th 4 3 2 1
19th 4 3 3 2
6
Arithmetician Add: When you or a creature within 60 feet of you
makes a spell attack roll, you can spend a number of
WHAT IS THE UNIVERSE BUT A SERIES arithmetical symbols of your choice to add an equal
of calculations, easy to comprehend by those with a keen number to the roll. You can do so after the roll, but
mind and the endurance to study their surroundings before you know the outcome.
relentlessly?
Subtract: When you or a creature within 60 feet of you
Arithmeticians use their mathematical genius to alter makes a saving throw against a spell, you can spend a
spells according to geometrical and algebraic concepts. number of arithmetical symbols of your choice to
They understand that even the most otherwordly magic can subtract an equal number from the roll. You can do so
be described using mathematical equations and after the roll, but before you know the outcome.
operations.
Multiply: When you target an ally with a spell that
Tool Proficiency targets only one creature, you can spend a number of
3rd-level Arithmetician feature arithmetical symbols equal to the spell's level to target
You gain proficiency in either cartographer's tools or one additional ally with the spell, if that ally is also
navigator's tools. If you already have both of these within casting range of you.
proficiencies, you gain proficiency with one other type of Divide: When a creature within 60 feet of you takes
artisan's tools of your choice. damage from a spell, you can spend 1 arithmetical
symbol to halve the spell's damage to that creature. You
Weapon Proficiency then instantly take the other half of the damage.
3rd-level Arithmetician feature
You gain proficiency with hand crossbows and heavy Empirical Computation
crossbows. 5th-level Arithmetician feature
Once per turn after you hit an enemy with an attack, you
Arithmetician Spells can find out either the AC or the current hit points of that
You always have certain spells prepared after you reach creature (no action required). You can use this feature a
particular levels in this class, as shown in the Arithmetician number of times per day equal to your proficiency bonus,
Spells table. These spells count as artifcer spells for you, and you regain all expended uses when you finish a long
but they don't count against the number of artificer spells rest.
you prepare.
Unrivaled Intellect
Arithmetician Spells 9th-level Arithmetician feature
Artificer Your inherent understanding of the universe allows you to
Level Spell easily infer information from your surroundings.
3rd Archibald's geometrical shapes,
comprehend languages You gain proficiency in the investigation and arcana
skills if you don't already have them, and your proficieny
5th Tasha's mind whip, ray of enfeeblement bonus is doubled for all checks you make with these
9th intellect fortress, counterspell skills.
13th Otiluke's resilient sphere, confusion You gain resistance to psychic damage.
17th synaptic static, telekinesis
Applied Calculus
Arithmagic 15th-levl Arithmatician feature
3rd-level Arithmetician feature You learn an additional effect for the use of your Arithmagic
Your inherent understanding of the equations that govern feature:
magic allows you to take advantage of loopholes in their Integration/Differentiation: As an action, you can end
fundamental mathematical structure. To do so, you have a one spell effect of 5th level or lower on one creature
special resource, the arithmetical symbols. Whenever a within 60 feet of you. The cost in arithmetical symbols
spell is cast by you or another creature, you can expend a equals the spell's level.
number of artimethical symbols to add, subtract, multiply As part of the same action, you can transfer the effect of
or divide, altering the spell's effect. the spell you have removed to another creature. If the
You have a number of arithmetical symbols as detailed in creature is unwilling, it is only affected if it fails a
the table below. You regain all expended arithmetical Constitution saving throw against your spell save DC. If
symbols when you finish a long rest. the spell requires concentration, that concentration has
to be maintained by you.
Artificer Level Arithmetical Symbols
Examples for spells that can be removed by this feature are
3rd 4 haste, sleep, bane, longstrider, barkskin and hold person.
6th 6
9th 8
12th 10
15th 12
18th 14
7
Aeronaut Dueling
When you are wielding a melee weapon in one hand and no
OH WHAT GRACE, SOARING THROUGH THE SKIES other weapons, you gain a +2 bonus to damage rolls with
like a bird, on graceful wings, to see the world from above. that weapon.
The Aeronaut proposes a different solution: what can be Unarmed Fighting
solved with unreliable magic can easily be solved with Your unarmed strikes deal blugeoning damage equal to 1d6
exactly as unreliable technology, but with this you at least + your Strength modifier on a hit. If you aren't wielding
get to not look like a pidgeon. weapons or a shield when you make the attack roll, the d6
Tools of the Trade becomes a d8. At the start of each of your turns, you can
3rd-level Aeronaut feature deal 1d4 bludgeoning damage to one creature grappled by
You gain proficiency with smith's tools. If you already have you.
this proficiency, you gain proficiency with one artisan's tool
of your choice. Extra Attack
5th-level Aeronaut feature
Aeronaut Spells You can attack twice, rather than once, whenever you take
Starting at 3rd level, you always have certain spells the attack action on your turn.
prepared after you reach particular levels in this class, as
shown in the Aeronaut Spells table. These spells count as Superior Flight
artificer spells for you, but they don’t count against the 9th-level Aeronaut feature
number of artificer spells you prepare. You have mastered your harness, and improved its abilities
considerably. While wearing the harness, your flying speed
Aeronaut Spells is increased by an additional 10 feet, and you can dash as a
Artificer Level Spell bonus action while airborne.
Additionally, you can add your Intelligence modifier to
3rd ensnaring strike, thunderwave the damage roll of your weapon attacks, but only once per
5th blur, warding wind turn (minimum of +1).
9th lightning arrow, wind wall
Master of the Skies
13th greater invisibility, ice storm 15th-level Aeronaut feature
17th steel wind strike, swift quiver You have finally figured out a system of continuous
propulsion. You no longer need to land in between turns,
Aeronautical Expert and can stay airborne for as long as you're concious.
3rd-level Aeronaut feature
You gain the ability to create a harness which allows you to
soar across the battlefield. You create this harness as part
of a long rest, and it is only destroyed if you fall to 0 hit
points or until you craft another harness.
The harness attaches to you and can't be removed
against your will. While wearing the harness, you gain a
flying speed of 30 ft., although you have to land at the end
of your turn, or fall to the ground.
When you are wearing your harness and you make a
melee attack against a creature, you don't provoke attacks
of opportunity from that creature for the rest of the turn,
whether you hit or not.
Aerospace Combat Training
3rd-level Aeronaut feature
You have studied combat, in addition to your intellectual
pursuits. You gain proficiency with martial weapons.
Additionally, you gain a fighting style, choosing from the
options provided below.
Archery
You gain a +2 bonus to attack rolls you make with ranged
weapons.
Crossbow Combat
You gain a +1 to weapon attack rolls when attacking with a
crossbow, and your crossbow attacks ignore the loading
property.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
8
Botanist As a bonus action
on each of your
THE SCIENCE OF BOTANY IS OFTEN FORGOTTEN, turns in combat, you can
labeled as boring and unworthy of studying. Little do those command the
colleages care that without the plants around them, none of plant to use
their petty experiments could be done, for they themselves one of its
would not exist. Little do they know that noone is as adept available
at controlling a battlefield as a practised botanist. actions of your
choice if it is
Tools of the Trade within 30 ft. of you.
3rd-level Botanist feature When you do so, you
You gain proficiency with the herbalism kit. If you already can choose to activate any
have this tool proficiency, you gain proficiency with one number of your Modified
other type of artisan's tool of your choice. Plants within range, and
Moreover, you gain proficiency with the Nature skill. If each of them
you already have this skill proficiency, you gain expertise. can use a
different action
Botanist Spells of your choice.
Starting at 3rd level, you always have certain spells
prepared after you reach particular levels in this class, as Botanical Protection
shown in the Botanist Spells table. These spells count as 5th-level Botanist feature
artificer spells for you, but they don’t count against the You and your allies gain a bonus to Dexterity and
number of artificer spells you prepare. Constitution saving throws equal to your Intelligence
modifier as long as they are within 15 ft. of a Modified
Botanist Spells Plant (minimum +1).
Artificer Level Spell
3rd entangle, goodberry Enhanced Seeds
9th-level Botanist feature
5th spike growth, barkskin You Modified Plants gain access to the Blur spores and
9th plant growth, daylight Noxious cloud actions. Furthermore, the AC of your
13th grasping vine, guardian of nature Modified Plants increases by 2, and the Slashing vine
attack now deals additional damage equal to your
17th awaken, commune with nature Intelligence modifier (minimum +1).
Modified Plants Thornwake
3rd-level Botanist feature 15th-level Botanist feature
At 3rd level, you gain access to a special modified seed, As a reaction when a Modified Plant is destroyed, you can
which you can plant on any unoccupied surface within 5 ft. cause it to explode. Creatures within 15 ft. of it must make
of you as an action using a herbalism kit. You can plant the a Dexterity saving throw against your spell save DC. A
seed on horizontal and vertical surfaces alike. The seed creature takes piercing damage equal to your level in this
instantly grows into a magical seedling, which uses the class on a failed save, or half as much on a successful one.
Modified Plant stat block provided below. The Modified Alternatively as an action, you can cause one of your
Plant occupies its space and its size is medium. intact Modified Plants within 30 ft. of you to explode and be
When you create a Modified Plant, you determine its destroyed, causing the same effect.
appearance, although its speed is always 0, and it
automatically fails Dexterity saving throws.
You gain an additional modified seed at 6th, 12th and
18th level, and you regain all expended seeds when you
finish a long rest.
M
9
Compass of Pinpointing
Artificer Infusions Item: A compass
Encyclopedia of the Mundane As an action once per day, you can concentrate on a
Item: Any book specific object that you have seen, or one you have a very
When you use this infusion on any book, the former detailed description of, as if concentrating on a spell. This
contents of the book vanish, and reappear in the book compass reveals the exact direction in which the object
when you end this infusion. lies, and a tiny mechanical analog display shows the
The Encyclopedia of the Mundane can be used as a spell distance of the object from you. If the object is 1000 feet or
focus, and gives the holder a +10 to History, Arcana and farther away from you, the display shows the number 999.
Nature checks that ask for common knowledge about the If the object is in motion, the compass continuously adjusts
world (information that most ordinary inhabitants would the direction in which it points as long as you are
know, regardless of their profession). The DM decides if concentrating on it. If the object is hidden by magic or
this applies to the knowledge you are looking for. All located on a different plane of existance, the compass
information that the book provides is told to you by an needle spins in circles. The compass can’t locate an object
annoyed voice. if any thickness of lead, even a thin sheet, blocks a direct
path between you and the object.
Ring of Skill If you aren't concentrating on an object you wish to
Item: A ring worth at least 50 gp locate, the compass precisely points north at all times.
This ring is cool to the touch, no matter how long it has
been worn. When you use this infusion, choose one skill. Weapon of Elements
The wearer of the ring gains proficiency with that skill as Prerequisite: 6th-level Artificer
long as they are wearing the ring or until this infusion ends. Item: A simple or martial nonmagical weapon
If the wearer takes off the ring, this effect immediately Choose one elemental damage type (fire, cold, acid,
ends. You may change the chosen skill to any other when thunder, lightining) when you use this infusion. Replace any
you use this infusion on this ring again. slashing, piercing, or bludgeoning damage the weapon
normally deals with the chosen damage type. The damage
The Lexicographicum die of the weapon remains the same as it was before, and
Prerequisite: 6th-level Artificer creatures wielding the weapon gain a bonus to attack rolls
Item: Any book you make with this weapon equal to half your Intelligence
This book's cover is decorated with constantly turning modifier, rounded up.
cogs. When you use this infusion on any book, the former
contents of the book vanish, and reappear in the book Earmuffs of Indifference
when you end this infusion. Prerequisite: 14th-level Artificer
When you use this infusion, choose up to three willing Item: Earmuffs or a helmet (requires attunement)
humanoids, who all have to concentrate on the book for 10 These earmuffs grant extraordinary isolation from sound.
minutes. The Lexicographicum records all skill When you are wearing the earmuffs, and are targeted by a
proficiencies that you and the humanoids who have spell that has a vocal component and requires you to make
concentrated on the book have. It records proficiencies, but an Intelligence, Wisdom or Charisma saving throw, you
not expertise. A creature holding the book and automatically succeed on the saving throw.
concentrating on it (as if concentrating on a spell) can
activate it as an action and thus gains temporary proficieny
in all skills that were recorded by the book. This effect lasts
for 1 hour, or until the holder puts away the book or stops
concentrating on it. Once activated, the book cannot be
activated again until 24 hours have passed.
10
Ingenious Races
Verminkind Names
Verminkind Amongst the Verminkind there is little time for complex
NOW THIS IS TRUE GENIUS! I AM NOT SURE HOW naming structure, and the hive sees itself as one brood.
they made it past my defenses, but using delayed explosives Thus, individual family names are unnecessary. Similarly,
to get through the steel plating is ingenious! Admittedly, little distinction exists between names for males and
while the little buggers are a bit of a nuisance, I admire females, as there are few features that distinguish them
their creativity. I just wish they would stop stealing my from one another, and they occupy the same roles and
drills. ranks in the colony.
-- Archibald The Great
Names: Thump, Scratch, Skitter, Ikk, Crack, Tick, Digger,
The Skittering Host Click, Snipper, Dock, Pick, Draks, Rakkett, Noock
Endless tunnels burrowed through rock and dirt, winding, Verminkind Traits
twisting, splitting and converging endlessly, busteling with
activity of tens of thousands creatures that rush through Your verminkind character has the following racial traits.
them, never finding rest, always seeking to expand, always Ability score increase. Your Intelligence score increases
working, breathing, breeding, dying. The inhabitants of the by 2.
hive live in gigantic colonies that sustain themselves Age. Verminkind reach maturity around age 6. The
through underground farms, mining, and taking from the average lifespan is around 40 years, but those who do not
surface dwellers whatever they can, their greedy unending live in the often overpopulated and disease-ridden
stream giving them the name that others have bestowed environment of the hive have a life expectancy closer to that
upon them: Verminkind. They themselves see the survival of a human.
of their hive as the top priority, forging a unity unheard of Alignment. Verminkind tend toward chaotic due to their
on the surface. Their cities are enormous, and their skittish and erratic nature, though whether they veer
neverending need for resources leads them to always toward good or evil depends mostly on their spawning hive.
expand, burrowing in all directions, so that their hives often Darkvision. You can see in dim light within 60 feet of
shift location over the years. you as if it were bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only shades
The Lie of Divinity of grey.
Skitter scatter. You have proficiency in the Stealth skill.
There is no god that watches over verminkind, in fact, they Tunneling. You can dig through any nonmagical material
shun the very idea of worshiping a being that powerful. that is less stable than solid rock with your hands. You can
They believe that their kind was not created on purpose, dig up to 1 foot per turn as an action, forming a tunnel
there was no benevolent being granting them sentience. traversable for creatures of medium size or smaller.
They had to fight their way into existance, maybe they were Languages. You can speak, read and write common and
an accident of the ancients, maybe they just evolved from one other language of your choice. Verminkind usually
rats, but there certainly was no Moradin that wished them speak the language of settlements their hive is closest to.
into being. Such as this is, one understands how they show
disregard and hostility to those who wish upon divinity to
safeguard them. The centerpiece of their society is science
and the light of progress, helping them overcome the lack
of a benevolent patron. This informs many hives' belief that
they can take from the surface what they wish. It has also
given them their unfortunate name, but most hives simply
seek to exist, and sometimes coexist with the beings that
had more luck than them.
Engineer Kings
Without the favor of the gods, the vermin turned to
rationality and engineering to guide them, and so soon the
smartest among them took charge, applying machinery and
magic to rule their society and allowing their underground
endeavors to grow rapidly. Their leaders are as close to a
mad scientist as one could imagine, with sheer limitless
resources to pursue the progress of their hive. This,
however, comes with a caveat, and that is their lack of
divine right of rule. And so when a ratling comes who can
outsmart their leader, they soon dispose of the former king.
Ratfolk also lack political unity, with each hive only working
towards their own goals, and since most hives prefer to not
meddle too much with other races' business, they are rarely
seen as more than a nuisance by surface dwellers.
11
Subrace: Ratfolk
To the Ratfolk the clan is all, their hives and families giving Mousekin often have names in the fashion of their
them a feeling of belonging. Despite this, many leave, be it neighboring settlements, and so there are mouskin with
for reasons of personal disagreement, seeking of greater elven and dwarven names alike.
purpose, or having been betrayed by those who wish to rise Mousekin that live in large cities often make use of their
in the ladder. nimbleness in less than legal ways. No matter if lonely
Ratfolk aren't inherently evil; even if that is what surface street thief or organized crime network, Mousekin can be
dwellers like to reason to warrent raids of their own. More found among them all.
than anything, they are misunderstood, and often blamed
for natural disaster like landslides, even if there is no hive Ability score increase. Your Dexterity Score increases
to be seen far and wide. by 1.
Ratfolk have great talent and opportunity to become Size. Mousekin are between 4 and 5 feet tall and weigh
artificers, but rangers and warriors are just as common between 60 and 100 pounds. Your size is small.
among their ranks. While their engineers ceaselessly work Speed. Your base walking speed is 25 feet.
toward expanding and maintaining the hive, their rangers Nimble escape. You can take the disengage or hide
scrounge the surface for resources for the purpose of their action as a bonus action on each of your turns.
hive's survival. Warriors are needed to ensure the safety of Innate magic. You know one cantrip of your choice from
the hive, and it is not rare for the Ratfolk to having need of the wizard spell list.
defense from their involuntary neighbors.
Mousekin Adventurers
Ability score increase. Your Constitution Score d6 Reason for Adventuring
increases by 1.
Size. Ratfolk are between 5 and 6 feet tall and weigh 1 Your village was pillaged by invading humanoids, and
between 100 and 160 pounds. Your size is medium. you barely made it out alive.
Speed. Your base walking speed is 30 feet. 2 You have an outstanding talent for arcane magic,
Ratfolk resilience. You have advantage on saving throws even among your kind, and seek teaching outside of
against poison and disease, and you have resistance your comfortable home.
against poison damage. 3 You have responsibilities in your village that you
Superior Darkvision. Flawlessly adapted to life would rather leave behind. So you did.
underground, your darkvision extends out to 120 feet. 4 Your village might be homely, but there is neither
fortune nor a name to be made in idling.
Ratfolk Adventurers 5 You want to see the world, finally witness the
d6 Reason for Adventuring wonders only waiting to be discovered!
1 Your hive was destroyed by natural disaster or flawed 6 As one of few, you struggle with even the slightest
tunnel architecture that led to collapse. hint of producing magic. Out of shame and the fear
to disappoint, you have left your village and family
2 Your worship of a divine being has led your brothers behind.
and sisters to drive you out of the hive.
3 You seek enlightenment beyond material
satisfactions, and have left your hive in search of it.
4 You have been disptached on a quest by your
engineer king.
5 You have lost an object of great personal or material
value when you last roamed the surface, and you aim
to bring it back.
6 You have been cast out for murder.

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

Simple but effective


The herbalism and alchemy skill systems in this homebrew
supplement are held relatively simple on purpose in order to
remain applicable for most DMs, players and campaigns.

As complicated as you want it to be


Ingredients Rarity
Ingredients Rarity Arcti

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

For Further Information


on potions and detailed descriptions of their appearance,
see Dungen Master's Guide, Chapter 7: Treasure.
21
Potions continued
Potion Effect Rarity
Special Effect Potions
Potion of Climbing You gain a cimbing speed equal to you walking speed for 1 hour. Common
During this time, you have advantage on Strength (Athletics)
checks you make to climb.
Potion of Animal Friendship You can cast the animal friendship spell (save DC 13) Uncommon
for 1 hour at will.
Potion of Water Breathing You can breathe underwater for 1 hour after drinking this potion. Uncommon
Potion of Growth You gain the "enlarge" effect of the enlarge/reduce spell for Uncommon
1d4 hours (no concentration required).
Philter of Love The creature that drinks this potion will become charmed Uncommon
by the next creature it sees within 10 minutes for a duration
of 1 hour.
Potion of Fire Breath You can use a bonus action to exhale fire at a target Uncommon
within 30 feet. The target must take 4d6 fire damage or
succeed on a DC 13 Dexterity saving throw to halve
the damage. The effect ends after exhaling fire 3 times,
or after 1 hour.
Potion of Invulnerability For 1 minute after you drink this potion, you have resistance Rare
to all damage.
Potion of Mind Reading When you drink this potion, you gain the effect of the Rare
detect thoughts spell (save DC 13).
Potion of Gaseous Form You gain the effect of the gaseous form spell for 1 hour Rare
(no concentration required) or until you end the effect
as a Bonus Action.
Potion of Clairvoyance You gain the effect of the clairvoyance spell. Rare
Potion of Diminution You gain the "reduce" effect of the enlarge/reduce spell Rare
for 1d4 hours (no Concentration required).
Potion of Heroism For 1 hour after drinking it, you gain 10 temporary hit points Rare
that last for 1 hour. For the same duration, you are under the
effect of the bless spell (no concentration required).
Potion of Invisibility You become invisible for 1 hour. Anything you wear or carry Very Rare
is invisible with you. The effect ends early if you attack
or cast a spell.
Potion of Flying You gain a flying speed equal to your walking speed for Very Rare
1 hour and can hover. If you're in the air when the potion
wears off, you fall unless you have some other means of
staying aloft.
Potion of Speed You gain the effect of the haste spell for 1 minute Very Rare
(no concentration required).
Potion of Vitality When you drink this potion, it removes any exhaustion Very Rare
you are suffering and cures any disease or poison affecting
you. For the next 24 hours, you regain the maximum number
of hit points for any Hit Die you spend.
22
Poisons Poisons
Some poisons can be crafted just like potions with the Item Type Rarity
alchemy skill, while others need very special ingredients
that can only be harvested from certain monsters. Consult Basic poison Injury Common
the Posions table to see what applies to which poison. If a Weak poison Injury Uncommon
poison's rarity is special, the ingredients cannot be aquired Strong poison Injury Rare
by simple herbalism, but rather are gained by carefully
harvesting them from certain creatures. Depending on the Superior poison Injury Very Rare
campaign you're playing, some ingredients may even be Assassin's blood Ingested Uncommon
available for purchase. In this case, consult your DM for the
price. Burnt othur fumes Inhaled Rare
Like potions, poisons require a recipe to be crafted Carrion crawler mucus Contact special
correctly. If a poison's rarity is special, it counts as very rare Drow poison Injury Rare
for the purpose of buying or reseraching the recipe
according to the rules detailed in Chapter 2: Herbalism Essence of ether Inhaled Very Rare
and Alchemy. Malice Inhaled Rare
Details on which poison requires which special
ingredients are listed below. When harvesting poison from Midnight tears Ingested Very Rare
a creature, the creature must be incapacitated or dead, and Oil of taggit Contact Very Rare
the harvesting requires 1d6 minutes followed by a DC 20 Pale tincture Ingested Rare
Intelligence (Nature) check. Proficiency with the poisoner's
kit applies to this check if the character doesn't have Purple worm poison Injury special
proficiency in Nature. On a successful check, a character Serpent venom Injury special
harvests enough poison for a single dose. On a failed Torpor Ingested Very Rare
check, the character is unable to extract the poison. If the
character fails the check by 5 or more, the character is Truth serum Ingested Very Rare
subjected to the creature's poison. Wyvern poison Injury special
Poisons come in the following four types: Basic poison (Injury). As an action, you coat one
Contact. Contact poison can be smeared on an object slashing or piercing weapon or up to three pieces of
and remains potent until it is touched or washed off. A ammunition with the poison. A creature hit by the posioned
creature that touches contact poison with exposed skin weapon or ammunition must succeed on a DC 10
suffers its effects. constitution saving throw or take 2d4 poison damage. Once
Ingested. A creature must swallow an entire dose of applied, the posion retains potency for 1 minute before
ingested poison to suffer its effects. The dose can be dyring.
delivered in food or a liquid. Your DM may decide that a Weak poison (Injury). As an action, you coat one
partial dose has a reduced effect, such as allowing slashing or piercing weapon or up to three pieces of
advantage on the saving throw or dealing only half damage ammunition with the poison. A creature hit by the posioned
on a failed save. weapon or ammunition must succeed on a DC 14
Inhaled. These poisons are powders or gases that take constitution saving throw or take 4d4 poison damage. Once
effect when inhaled. Blowing the powder or releasing the applied, the posion retains potency for 1 minute before
gas subjects creatures in a 5-foot cube to its effect. The dyring.
resulting cloud dissipates immediately afterward. Holding Strong Poison (Injury). As an action, you coat one
one’s breath is ineffective against inhaled poisons, as they slashing or piercing weapon or up to three pieces of
affect nasal membranes, tear ducts, and other parts of the ammunition with the poison. A creature hit by the posioned
body. weapon or ammunition must succeed on a DC 16
Injury. Injury poison can be applied to weapons, constitution saving throw or take 8d4 poison damage. Once
ammunition, trap components, and other objects that deal applied, the posion retains potency for 1 minute before
piercing or slashing damage and remains potent until dyring.
delivered through a wound or washed off, unless stated
otherwise. A creature that takes piercing or slashing
damage from an object coated with the poison is exposed
to its effects.
23
Superior poison (Injury). As an action, you coat one Purple worm poison (Injury). This poison must be
slashing or piercing weapon or up to three pieces of harvested from a dead or incapacitated Purple Worm. A
ammunition with the poison. A creature hit by the posioned creature subjected to this poison must make a DC 19
weapon or ammunition must succeed on a DC 18 Constitution saving throw, taking 42 (12d6) poison damage
constitution saving throw or take 12d4 poison damage. on a failed save, or half as much damage on a successful
Once applied, the posion retains potency for 1 minute one.
before dyring. Serpent venom (Injury). This poison must be harvested
from a dead or incapacitated Giant Poisonous Snake. A
Assassin’s blood (Ingested). A creature subjected to this creature subjected to this poison must succeed on a DC 12
poison must make a DC 12 Constitution saving throw. On a Constitution saving throw, taking 10 (3d6) poison damage
failed save, it takes 6 (1d12) poison damage and is on a failed save, or half as much damage on a successful
poisoned for 24 hours. On a successful save, the creature one.
takes half damage and isn’t Poisoned. Torpor (Ingested). A creature subjected to this poison
Burnt othur fumes (Inhaled). A creature subjected to must succeed on a DC 15 Constitution saving throw or
this poison must succeed on a DC 14 Constitution saving become poisoned for 4d6 hours. The Poisoned creature is
throw or take 10 (3d6) poison damage, and must repeat the incapacitated.
saving throw at the start of each of its turns. On each Truth serum (Ingested). A creature subjected to this
successive failed save, the character takes 3 (1d6) poison poison must succeed on a DC 12 Constitution saving throw
damage. After three successful saves, the poison ends. or become poisoned for 1 hour. The poisoned creature
Carrion crawler mucus (Contact). This poison must be can’t knowingly speak a lie, as if under the effect of a Zone
harvested from a dead or Incapacitated crawler. A creature of Truth spell.
subjected to this poison must succeed on a DC 14 Wyvern poison (Injury). This poison must be harvested
Constitution saving throw or be poisoned for 1 minute. The from a dead or incapacitated Wyvern. A creature subjected
Poisoned creature is paralyzed. The creature can repeat to this poison must make a DC 15 Constitution saving
the saving throw at the end of each of its turns, Ending the throw, taking 24 (7d6) poison damage on a failed save, or
Effect on itself on a success. half as much damage on a successful one.
Drow poison (Injury). This poison is typically made only
by the drow, in a place far removed from sunlight. A
creature subjected to this poison must succeed on a DC 14
Constitution saving throw or be poisoned for 1 hour. If the
saving throw fails by 5 or more, the creature is also
Unconscious while Poisoned in this way. The creature
wakes up if it takes damage or if another creature takes an
action to shake it awake.
Essence of ether (Inhaled). A creature subjected to this
poison must succeed on a DC 15 Constitution saving throw
or become Poisoned for 8 hours. The poisoned creature is
Unconscious. The creature wakes up if it takes damage or
if another creature takes an action to shake it awake.
Malice (Inhaled). A creature subjected to this poison
must succeed on a DC 15 Constitution saving throw or be
poisoned for 1 hour. The poisoned creature is Blinded.
Midnight tears (Ingested). A creature that ingests this
poison suffers no effect until the stroke of midnight. If the
poison has not been neutralized before then, the creature
must succeed on a DC 17 Constitution saving throw, taking
31 (9d6) poison damage on a failed save, or half as much
damage on a successful one.
Oil of taggit (Contact). A creature subjected to this
poison must succeed on a DC 14 Constitution saving throw
or become poisoned for 24 hours. The poisoned creature is
unconscious. The creature wakes up if it takes damage.
Pale tincture (Ingested). A creature subjected to this
poison must succeed on a DC 16 Constitution saving throw
or take 3 (1d6) poison damage and become poisoned. The
poisoned creature must repeat the saving throw every 24
hours, taking 3 (1d6) poison damage on a failed save. Until
this poison ends, the damage the poison deals can’t be
healed by any means. After seven successful saving
Throws, the Effect ends and the creature can heal
normally.
24
Chapter 3: Magical Miscellany
Spells
Archibald's Geometrical Shapes Archibald's Blowtorch
1st-level evocation 2nd-level evocation
Classes: Artificer Classes: Artificer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, M (a tiny triangle, square, and circle cut Components: V, S
out from a thin brass sheet) Duration: Instantaneous
Duration: Instantaneous You produce a tiny flame at your fingertips, the heat of
Two tiny, translucent, bronze-colored geometrical shapes which is so strong that instead of burning ordinary
spring forth from you fingers. You choose if they are materials, it just melts them. You make a continuous cut 1
triangles, squares or cricles. Each shape strikes a creature foot deep for a total length based on the substance of
of your choice within range and deals 2d4 magical slashing whatever object you are cutting. This object can for
(square), piercing (triangle) or bludgeoning (circle) damage. example be a lock, a wooden wall, or a iron grate. You
The shapes strike simultaneously, and you can direct them cannot cut through living material or materials that are
to hit one creature or two. A Shield spell successfully imbued with magic, and the blowtorch makes a loud
negates the damage of this spell. hissing sound audible up to 60 feet away.
Special. If the shapes hit two seperate creatures and the Material Cutting Length
triangle has a right angle for one of its corners when
viewed from above, you can designate one of the creatures Wood 12 feet
hit by this spell, and that creature takes additional damage Plaster 6 feet
equal to your spellcasting modifier. You and your enemies Stone 3 feet
may not be at the same ground level when you cast this
spell. Elevation has no impact on triggering the special Iron 2 feet
effect. Steel 1 foot
When you cast this spell using a spell slot of 2nd level or
higher, each creature struck by the shapes takes an extra
1d4 damage for each slot level above 1st.
Deployable Turret
A word about Archibald's Geometrical Small construct, unaligned
Shapes
This spell is designed to encourage tactical positioning Armor Class 17
during combat, but Archibald's's geometrical shapes is still
Hit Points 30 + 10 for each spell slot level above
3rd
worth casting even when you don't have the option to Speed 30ft.
position yourself in a way that triggers the special effect.
Aside from allowing you to creatively distinguish yourself
STR DEX CON INT WIS CHA
from other spellcasters, this spell deals secure damage,
similar to the magic missile spell. 10 (+0) 16 (+3) 14 (+2) 6 (-2) 6 (-2) 6 (-2)

Condition Immunities charmed, poisoned,


frightened
Archibald's Deployable Turret Languages cannot speak, but understands your
3rd-level conjuration commands
Classes: Artificer
Casting Time: 1 action Focused. The turret always attacks the closest
enemy within reach, unless you command it not
Range: 90 feet to attack at all (no action required by you either
Components: V, S, M (A tiny, folded up metal trinket that way).
expels the turret when you cast this spell)
Duration: 10 minutes Actions
A turret is expelled from a tiny, folded up metal trinket,
the exact appearance of which you determine. The turret Multiattack. The turret makes a number of attacks
equal to half the spell slot level used (rounded
uses the Deployable Turret stat block and always attacks up).
the closest enemy to it, unless you command it not to attack
at all. (no action required by you either way). The turret is Bolt to the Eye. Ranged Weapon Attack: your spell
an ally to you and your companions. In combat, the turret attack modifier to hit, reach 60ft., one target. Hit
shares your initiative count, but takes its turn immediately 10 (2d6 + 3) magical piercing damage
after yours.
25
Archibald's Gravity Well Conductive Arc
3rd-level transmutation Cantrip, evocation
Classes: Artificer, Wizard Classes: Artificer, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 60 ft.
Components: S, M (one inch diameter lead ball) Components: S
Duration: Instantaneous Duration: Instantaneous
You magically alter the lead ball used in the casting of You draw electrical energy from the air around you, and
this spell, changing its physical properties, and send it to a channel it into your fingertips. Make a ranged spell attack
point within range. It magically hovers in the designated against a creature you can see within range. On a hit, an
space, exerting its hold on all objects and creatures that are electrical arc connects you with the creature for a split
within 15 ft. of it. second, and the creature takes 1d8 lightning damage.
For each 5 ft. an affected creature attempts to move away Regardless of if the spell hits or not, your movement speed
from the ball, they must succeed on a Strength check is increased by 5 ft. until the end of your turn.
against your spell save DC or be unable do so. A creature The spell's damage increases by 1d8 when you reach 5th
moving through the area must spend 5 feet of movement Level (2d8), 11th level (3d8), and 17th level (4d8).
for every 1 foot it moves.
Creatures and objects in the area can only be forcefully
moved away from the ball by another creature if that Flame Walk
creature succeeds on a Strength check against your spell 2nd-level evocation
save DC. Classes: Sorcerer, Wizard
Casting Time: 1 action
Blunt Range: 20 ft.
5th-level transmutation Components: V
Classes: Artificer, Wizard Duration: Instantaneous
You traverse up to 30 feet of ground in a straight line,
Casting Time: 1 action leaving a trail of flame in your wake. You don't provoke
Range: 60 ft. opportunity attacks, but you cannot move through other
Components: S, M (A vial of mercury) creatures' space. The fiery trail remains behind you in a
Duration: Instantaneous line up to 30 feet long, depending on distance travelled
Choose up to 3 creatures within range. A creature must with this spell, until the end of your next turn. A creature
succeed on an Intelligence saving throw or have the other than you entering the trail's space or a space within 5
weapons it is currently holding blunted. Nonmagical ft. of it for the first time on a turn takes 1d6 fire damage.
weapons instantaneously and irreversibly become useless, When you cast this spell using a spell slot of 3rd level or
and henceforth count as improvised weapons. higher, the distance you can travel and thus the maximum
Magical weapons have their magical properties removed length of the fiery trail you leave behind increase by 5 feet
and count as improvised weapons for up to 3 turns. A for each slot level above 2nd. The damage also increases by
creature wielding such a weapon can repeat the saving 1d6 for each slot level above 2nd.
throw at the end of each of its turns. On a success, or after
3 turns automatically, the weapon regains its magic and
sharpness. Impossibility
9th-level transmutation
Classes: Wizard
Cloak of Iron
5th-level transmutation Casting Time: 1 action
Classes: Artificer, Wizard Range: 120 ft.
Components: V, S, M (a wooden cubic frame, a bracelet
Casting Time: 1 action made of black steel and an onyx worth at least 2000 gp)
Range: 60 ft. Duration: Instantaneous
Components: S, M (a pinch of iron dust and a rod of You create a 5-foot cube of impossible terrain within
copper) range. You must be able to see the space where you create
Duration: Instantaneous the cube, and all creatures and objects occuping the space
Choose up to 4 willing creatures within range, one of when you create the cube are safely moved to the closest
which can be you. The chosen creatures' skin is covered by possible square. The cube appears as an entity of complete
a thin layer of iron which grants 10 temporary hit points. If blackness, and absolutely nothing can pass through it. No
damage reduces the temporary hit points granted by this amount of force can move the cube, and not even the most
spell to 0, shards of iron splinter off. All creatures within 5 powerful magic can dispel it.
ft. of the creature take 10 magical piercing damage. A wizard is only able to uphold one such cube of
When you cast this spell using a spell slot of 6th level or impossible terrain at a time. Should they cast this spell
higher, both the temporary hit points and damage dealt by while another cube of their making exists anywhere, the
this spell increase by 5 for each slot level above 5th. older cube immediately vanishes, and then the new one
appears.
26
Shard Swarm Water to Lead
3rd-level transmutation 2nd-level transmutation
Classes: Artificer, Wizard Classes: Artificer, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 60 ft.
Components: V, S Components: V, S, M (A vial of each purified water and
Duration: Up to 1 minute, concentration lead)
A vortex of metal shards appears in a 5-foot cube at a Duration: Instantaneous
point you can see within range. You can move the vortex up You draw all moisture from the air and turn it into
to 20 feet as a bonus action on your turn. A creature that droplets of liquid hot lead that rain down in a 20-foot cube
enters the vortex for the first time on a turn or starts its within range. All creatures in the cube must make a
turn in its space takes 6d4 magical slashing damage. The Dexterity saving throw. A creature takes 2d6 fire and 2d6
creature must also succeed on a Strength saving throw or poison damage on a failed save, or half as much on a
be knocked prone. successful one.
When you cast this spell using a spell slot of 4th level or When you cast this spell with a spell slot of 3rd level or
higher, the damage increases by 2d4 for each slot level higher, the damage increases by 1d6 fire or poison (your
above 3rd. choice) for each slot level above 2nd.

Silver Bullets True Alchemy


7th-level transmutation 7th-level transmutation
Classes: Sorcerer, Wizard Classes: Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 120 ft.
Components: S, M (a handful of earth and a drop of silver) Components: V, S, M (pinches of fine metal dust of all of
Duration: Instantaneous the following materials, worth in total 1000 gp, which
You transform the earth used in the casting of this spell the spell consumes: lead, tin, iron, copper, mercury, silver,
into up to four bullets made of pure silver. The bullets and gold)
share a pool of 60 magical piercing damage. You must Duration: Instantaneous
designate how much damage each bullet deals, not You draw on the entirity of your knowledge of alchemy to
exceeding the sum of total damage in the pool. Then make transmute all matter making up a creature into solid gold.
a ranged spell attack for each bullet against a creature Choose a creature you can see within range. At the start of
within range. the creature's next turn, it must make a Constitution saving
On a hit, the creature takes damage equal to the amount throw against your spell save DC. On a failed save, it is
you specified before making the attack roll. Lycanthropes restrained as its flesh begins to harden and permanently
and other creatures that are vulnerable to damage caused turn into gold. On a successful save, the creature isn't
by silver weapons are also vulnerable to the silver bullets. affected and the spell ends.
When you cast this spell using a spell slot of 8th level or If a creature fails this first save, it must make another
higher, the damage pool increases by 10 for each slot level Constitution saving throw at the start of each of its
above 7th. following turns. If it successfully saves against this spell
two times, the spell ends, but the creature remains
restrained. If it fails its saves two times, it is turned to solid
gold and subjected to the petrified condition permanently.
All conditions placed on a creature with this spell can
only be removed by a Wish spell or similarly powerful
magic.
27
Magic items
SEE HERE, MAGIC ITEMS. OR AS I LIKE TO CALL
them: Adventions. In fact, I named this entire volume after
them, as if it held a great many of them in it, so I guess I
owe you at least a few. Well then, here you have some of the
more interesting artifacts I have found on my travels. Not
all of them I could bend to my will for a reason that eludes
me, so obviously I tossed them. Afterall, why would an item
not want to be attuned to me? Anyway, maybe you have
better luck. Oh, and before I forget: if you see Sir Percival's
pestle, let me know. He lost it somehow and he is missing it
terribly...
-- Archibald The Great
Archibald's Workshop Coat
Wondrous item, very rare (requires attunement)
This long-sleeved coat made of high quality tanned leather
is inconspicious from the outside, but holds a seemingly
unending array of toolsets and places to store them on the Sir Percival's Lost Pestle
inside. Archibald crafted a number of these coats for Wondrous item, legendary (requires attunement)
himself, since it happened once or twice that they would This granite pestle is inlaid with intricate brass pieces as if
catch fire during an experiment and needed to be replaced. the rock had flowed and cooled around them. The name
Archibald's Workshop Coat grants a +2 bonus to AC, and 'Sir Percival' is carved into the stone in wobbly lettering, as
resistance to acid and fire damage. if written by a child.
When you find this item, it comes with 5 random The pestle provides a +3 bonus to spell attcks and saving
Artisan's tools (see PHB p. 154), and the inside of this coat throw DC.
can hold an unlimited number of tools. A creature attuned to it automatically succeeds on
While wearing Archibalds Workshop Coat, you gain a +2 brewing potions and poisons of common rarity, and gains a
bonus to ability checks you make using a tool. +3 bonus to alchemy checks made to craft potions and
poisons of uncommon rarity or higher.
Jacket of all Trades If a creature is subjected to a poison brewed using Sir
Wondrous item, uncommmon Percival's Lost Pestle, it has disadvantage on saving throws
While wearing this jacket you gain a bonus to all skills you to resist the poison.
are not proficient with equal to half your proficiency bonus If a creature drinks any healing potion brewed using Sir
(rounded down). Percival's Lost Pestle, it automatically regains the
The jacket has 3 charges. You can expend 1 charge maximum possible number of hit points.
before or after making a skill check using a skill you are not See Chapter 2: Herbalism and Alchemy for a list of
proficient with to automatically roll a 10 on the check. The potions and poisons, and how to craft them.
jacket regains 1d3 charges at dawn.
Sprite in a Bottle
Wondrous item, rare (requires attunement)
Poisoner's Crossbow
Wondrous item, uncommon (+1), rare (+2), very rare (+3) This item resembles a mason jar holding a Sprite of one of
This crossbow is fitted with a mechanism that the following types: fire, cold, poison, acid or lightning.
automatically applies poison to bolts. It exists in different Most Sprites have their own personality and sometimes
models for hand, light and heavy crossbows. telepathically talk to the creature that is attuned to them.
You gain a bonus to attack and Some are mischievous and will try to convince the player to
damage rolls made with this wreak havoc, like the infamous Sprite Cindred, who was
weapon depending on its once in the possession of a pyromaniac and has taken on
rarity. her personality.
You can insert a vial of The Sprite in a Bottle has 3 charges. You can use an
poison into the mechanism action to cause all creatures of your choice within 30 feet to
as a bonus action, which lose resistance to the element of the Sprite. Creatures that
automatically coats the have immunity against the element are weakened and
next 3 bolts that are fired instead have resistance, and creatures weakened in this
in the poison. As normal, way cannot be subjected to the Sprite's effects again for 24
a single vial of poison hours. The effect lasts for 24 hours, and the Sprite in a
cannot coat more than Bottle regains 1d3 charges at dawn. If the last charge is
3 bolts. used up, roll a d10. On a 1, the Sprite escapes, leaving only
the empty jar behind.
Cindred
the Sprite in a Bottle
A creature attuned to the Sprite in a Bottle deals an A creature attuned to the Sprite in a Bottle deals an addit
ddi i l 1d6 d fh S i ' l ih
28
Wax
Wondrous item, legendary (requires attunement by a druid) Spell-crafted body parts
This sickle is decorated with carvings that depict the These are magically enhanced limbs, eyes or
other objects that are able to completely replace
moon's phases and glow with faint blue light. missing body parts, but can just as well fully
Wax gives a +3 bonus to attack and damage rolls made encompass existing ones, fusing with them in
with this weapon, as well as a +3 bonus to spell attacks and the process. They are able to perfectly mimic the
spell save DC. function of the body part they represent.
If you hit a creature with a melee attack using Wax, the Nobody knows who or what created them, and
creature is illuminated by faint moonlight. The next attack some value them as priceless artifacts of
roll made against the creature has advantage, then the immense magical and physical power. Only a few
moonlight fades away, whether the attack hits or not. of these items exist in the world, and many
A druid can use Wax as a spellcasting focus, and is able traders of curiosities dream of trading in these
to perform the somatic components of spells even when creations.
they have weapons or a shield in one or both hands, as long
as they are holding Wax in one of them. Attuning with a Spell-crafted body part is a
lengthy, but fortunately painless process. It takes
Special. If you are in possession of both Wax and Wane longer than attuning with other magical items,
and are attuned to both of them, Wax allows you to cast due to them being integrated into the very fabric
moonbeam at 5th level once per day without using a spell of a person. Thus, one should expect the
slot and without requiring concentration. It regains its attunement process to take roughly 8 hours,
charge at midnight. after which time the item completely
emcompasses an existing body part, or replaces
a missing one. Breaking attunement is a similarily
Wane complicated process and takes about the same
Wondrous item, legendary (requires attunement by a druid) amount of time.
This shield in the shape of the waning moon is said to be
made of volcanic rock from the moon itself, slowly formed
and reformed by the ever incessant tides.
While holding this shield, a creature attuned to it gains a Spell-Crafted Eye
+3 bonus to AC. Wondrous item, Spell-crafted body part, very rare (requires
Wane grants its wearer an aura of faint moonlight as attunement)
long as they are attuned to it. Dim light shines in a 30-foot This mechanical eye hums with the magic woven into it. It
radius sphere around the shield, and you can use a reaction provides a +3 bonus to perception checks and passive
to blind a creature that starts its turn in the sphere until the perception, as well as Truesight out to a range of 15 feet.
end of the creature's next turn, unless it succeeds on a The eye also grants either +2 to spell attack rolls and
Wisdom saving throw against your spell save DC. spell saving throw DC, or +2 to weapon attacks and
A druid can use Wane as a spellcasting focus, and is able weapon damage rolls (your choice when you attune to the
to perform the somatic components of spells even when eye).
they are holding something in both hands, as long as they
are holding Wane in one of them.
Spell-Crafted Arm
Special. If you are in possession of both Wax and Wane Wondrous item, Spell-crafted body part, very rare (requires
and are attuned to both of them, Wane allows you to cast attunement)
tidal wave at 5th level once per day without using a spell Although clearly distinguishable from a real arm by its
slot. It regains its charge at midnight. appearance, this Spell-crafted body part is in no way
inferior to its flesh-based counterpart in
Spell-Crafted Leg terms of functionality.
Wondrous item, Spell-crafted body part, very rare (requires The arm grants a +2 attribute
attunement) bonus to Strength, and your
This mechanical leg grants its owner supernatural carrying capacity is doubled.
dexterity and speed, and allows them to step through space Moreover, the Spell-Crafted
itself to disappear from one place and reappear in another Arm has 3 charges. You can
instantaneoulsy. spend 1 charge to cast
It grants a +2 attribute bonus to Dexterity, an increase to thunderwave at 3rd level, or 1
your walking speed by 10 feet, and your maximum jump charge to cast Archibald's
distance is doubled. You ignore both magical and blowtorch. You can expend
nonmangical difficult terrain. 1 charge as an action to
The Spell-Crafted Leg allows you to cast far step once release a cloud of smoke
per day, and regains its charge when you finish a long rest. from the palm, which
As an action, you can make an unarmed strike with the encompasses a 10-foot
Spell-Crafted Leg that deals magical bludgeoning damage radius shpere with you
equal to 1d8 + your Strength modifier. A creature hit by the in its center. The area within
attack must succeed on a Strength saving throw (DC 15) or the cloud is heavily obscured.
be pushed 10 feet away from you in a straight line. The arm regains 1d3
charges when you finish a
long rest.
29
Manual of Adventurous Inventions
HERE YOU FINALLY HAVE IT. INVENTIONS. SINCE
this is kind of what I named this compendium after, I Invention Tier Examples
figured I might as well explain how to actually invent Listed below are a few examples of inventions and their
something. It's really not that hard once you figured it out. respective tiers to help you get an idea of the rough power
Some people say the most important thing is to think about level of each tier of inventions, and which type of artisan's
what you want to invent before you actually start inventing tools are required to invent them.
it. These people obviously have no idea what they're talking
about! Tier Example Inventions Artisan's tools
1 Pocket sun Tinker's tools/smith's tools or
-- Archibald The Great dial/door jammer tinker's tools
The act of creation lies at the heart of artifice. The forge of 2 Underwater Tinker's tools or smith's
invention burns with the ember of genius and is restricted lantern/self-coiling tools/tinker's tools
solely be the mind of the creator. rope
This section offers guidelines for players who want to put 3 Inventive weapon: Tinker's tools and smith's
their tools to use and create something unique and stake driver/self- tools/carpenter's tools
innovative. Such inventions range from simple objects like driving cart
a pocket sun dial, to once-in-a-lifetime innovations like 4 Pressurized diving Smith's tools and glassblower's
powerful weapons or a pressurized diving suit. suit/hot air balloon tools/Carpenter's tools and
Presented below are examples for inventions of different Weaver's tools
power level and rules on how to make them.
Inventive Weapons
Invention Theory If your invention is a weapon that you intend to use against
Inventions are divided into four tiers (1-4), which your enemies in combat, the amount of damage it should
correspond to the difficulty of inventing it, and the be able to deal per turn depends on its tier. The Inventive
invention's potential power and practicality. After you Weapons table below provides suggestions for damage
decided on the tier of your invention together with your numbers for each tier. Note that these are not numbers
DM, consult the Invention Tier table below. suggested for damage per attack, but damage per turn. If
To invent something, you have to have proficiency in one you are unsure, simply rule that an inventive weapon uses
or more types of artisan's tools. Which tool proficiencies an entire action to attack once.
are required is very individual to your invention. Describe
the invention to your DM, and they will decide on which Inventive Weapons
artisan's tool is best suited in order to invent it. For Tier Damage per turn
example, a simple door jammer may use smith's tools or 1 1d6 - 1d8
tinker's tools depending on the desired material, while an
inventive weapon such as a harpoon canon will most likely 2 2d6 - 2d8
require smith's tools to be crafted. Sometimes your DM 3 3d6 - 2d8
may decide that you need two or even three drifferent tool
proficiencies in order to invent a particular item, depending 4 4d6 - 4d8
on the invention's complexity. Higher tier inventions are
more likely to require multiple tool proficiencies than lower Communication is key
tier inventions. Unsurprisingly, with the sheer unlimited number of possible
Once you know which artisan's tool to use in order to
invent the item and you have proficiency with that tool, you inventions, maintaining the balance of the game can be a
can begin inventing. After you have spent the full amount of challenge.
time required and expended the cost as detailed in the If you are a player, make sure to discuss the mechanics of
Invention Tier table, you may roll an Invention check, this section with your DM, and communicate openly about
which constitutes a straight Intelligence roll that adds only what you hope to achieve with each and every one of your
your Intelligence modifier to the outcome. inventions.
On a successful Invention check, you invention succeeds.
On a failed Invention check, your invention does not If you are a DM, make sure that all your players
succeed, but you may try again using the same rules as understand the systems presented here to ensure that none
before. If the Invention check fails by no more than 5, the of them feel left out, and tell your players what kind of
DC for that particular invention is lowered by 1 each time. inventions you will and will not allow at your table. Don't
forget that the gold cost suggested here, as well as the time
Invention Tiers
spent to invent a particular item and the recommended
Tier DC Invention time Cost
damage numbers for inventive weapons are just that:
1 10 short rest/1 hour up to 5 gp
suggestions.
2 15 3 hours 5 - 50 gp The systems presented in this section are not sufficiently
3 20 12 hours 50 - 100 gp playtested yet and may not be quite right for your game.
4 25 24 hours 100 - 200 gp Feel free to adjust as you see fit!
30
Archibald's Guide to Building your
own Automaton
SIR PERCIVAL, DO YOU THINK WE SHOULD GIVE Your Automaton is Unique
you some weapons as well? No, I agree, you are a bit too When you build your automaton, think about who was the
young for something like that. Now where was I... ah yes, I fictional character in your world who created or acquired it,
wanted to explain how to construct an Automaton, and, and why. Maybe the automaton was purchased by a
importantly, how to assure that it will not attack its prestigious bounty hunter to track down criminals, or
creator... employed by a mages guild who require additional
protection. Maybe it was constructed by an ambitous
-- Archibald The Great artificer who wanted to test her own limits of creativity and
The magnum opus of many Artificers are the magical push the boundaries of what is possible.
machines they build, be it for personal defense, as a
commission from a nobleman, or just for fun. As these All of the above mentioned automatons have a different
Automata often serve as a personal project for their purpose, and will therefore have different tools at their
makers, they are as unique as the geniuses who design disposal to deal with threats and carry out tasks. Each
them. This chapter is more aimed at DMs than players, as automaton is unique: aside from a multitude of available
it offers a handy list of features and how to combine them actions, reactions, passive abilities and tactical templates
in order to create a unique enemy or ally that can use a to choose from, your automaton's appearance is for you
giant variety of abilities in combat. Simply follow the alone to decide. Does it walk on 2 legs or 4, or does it have
guidelines below, choose a challenge rating you wish to go no legs at all? Is it built from rusty scrap metal, or the finest
for, select your desired actions, reactions and passive magically infused materials one can buy? Is it made to look
abilities, and then decide on a combat strategy that the humanoid? Maybe its parts arranged in a more practical
Automaton will employ. The better the chosen abilities manner, in order to be most efficient.
synergize, the more dangerous the result will be.
By following the directions layed out in this section, you
Disclaimer: we take no responsibilty for dead party will build your own unique automaton, which can be as
members, hurt feelings or nightmares caused by your small as a kobold, or as large as a giant. Such an
creations. automaton offers a combat experience like no other
monster out there, and will surely push your players to
their limits. Let your creativity run free with this guide to
building your own automaton!
31
Actions. An automaton has access to a number of
different actions it can take in combat. You choose
which actions your automaton has access to (see
Basic Automaton section Actions below), and the total number of different
actions an automaton can have access to depends on its
Construct, any size, unaligned CR. Each automaton has Multiaction, which allows it to
Armor Class see automaton hit points and AC
take multiple actions per turn. These actions are chosen
table (natural armor)
from its available actions, which must be chosen only
Hit Points see automaton hit points and AC table from the Actions section on the following page. How
Speed 30ft. many actions an automaton can take with Multiaction
on each of its turns in combat depends on its CR.
STR DEX CON INT WIS CHA Reactions. An automaton has access to a number of
different reactions depending on its CR, which you must
choose from the options provideed in the section
Condition Immunities Charmed, Poisoned, Reactions below. As normal, the automaton can take
Exhausted, Frightened, Paralized, Unconcious only one reaction per round.
Damage Immunities poison
Damage Resistances thunder, nonmagical Passive abilities. An automaton has a number of
slashing, piercing and bludgeoning damage passive abilities which always apply. Choose from the
options provided in the section Passive abilities below.
Proficiency bonus. The PB of the automaton is
dependent on its CR and equals the PB of a hero
Tactical template. The automaton employs one specific
of the equivalent level. strategy in battle. Choose from the options provided in
the section Tactical templates below.
Passive abilities
Automaton abilities
The automaton has a number of passive abilities
CR Actions Reactions Passives Multiaction
as detailed in the automaton abilities table.
1-3 3 1 1 2
Actions 4-7 4 1 1 3
Multiaction. see automaton abilities table. The 8-12 5 2 2 4
automaton can take a number of actions per
13-16 7 2 2 6
round as detailed in the automaton abilities table,
choosing only from its available actions. 17-20 9 3 3 8

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).

This is playtest material


Most of the content presented in this section has not been
thoroughly playtested yet, so if you feel that some of the
abilities are too weak or too strong, or the suggested hit
points and AC aren't quite right, feel free to make changes
as you see fit. You can also add your own ideas and features,
and change the automaton's condition and damage
immunities as well as its speed as you like.
34
Offensive Drone Defensive Drone
Small construct, unaligned Small construct, unaligned

Armor Class 14 Armor Class 18


Hit Points equal to twice the automaton's CR Hit Points equal to twice the automaton's CR
Speed walking and flying, 30ft. Speed walking and flying, 30ft.

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)

Condition Immunities Charmed, Poisoned, Condition Immunities Charmed, Poisoned,


Exhausted, Frightened, Paralized, Unconcious Exhausted, Frightened, Paralized, Unconcious
Damage Immunities Poison Damage Immunities Poison
Damage Resistances nonmagical slashing, piercing Damage Resistances nonmagical slashing, piercing
and bludgeoning damage and bludgeoning damage

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.

Changed Master of the Skies feature of the


Aeronaut to no longer grant disadvantage on
ranged attacks when airborne.
Completely reworked the Botanist to offer a
more streamlined and balanced experience.
Adjusted prices for the following Usable
Objects: Alchemist's fire, Flask of Acid, Holy
Water and Flask of Oil.
Infusions: renamed the Lexicum of the
Mundane to Encyclopedia of the Mundane.
Renamed Ring of many Skills to Ring of Skill.
Buffed Earmuffs of Indifference and changed
prerequisite to 14th-level Artificer.
Adjusted Verminkind race and subraces
features to better reflect the differences
between the subraces.
Added the Chromeleon race.
Added the Bestial Heritage, Dreamer and All
for One, One for All Racial Feats.
Adjusted Herbalism and Alchemy DCs and
rebalanced recipe prices, solvent cost and
hours of work required for recipe research.
Added a number of new Spells.
Added a number of new Magic Items.
Added the Manual of Adventurous Inventions
for crafting your own fantastical inventions.
Added Archibald's Guide to Building your own
Automaton.

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

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