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⠀CreatorWorks'

⠀CreatorWorks' Classic Monsters


Table of Contents
Welcome 3
Vampire: The Blood Drinker 4
Werewolf: The Shapechanger 16
Ghost: The Memory 23
Golem: The Alchemical 31
Mortal: The Prey 42
Backgrounds 44
Race 46
Wealth 49
Skills and Tools 50
Armor and Weapons 51
Merits & Flaws 52
Credits & Legal 55
Something is out there in the night...
...and that something is you. This book contains rules for playing Creature Types
classic monsters in a modern gothic-punk horror setting, using the
most popular roleplaying system in the world. Rules for Vampire, Vampires, Ghosts, and Mummies are creature type Undead.
Werewolf, Ghost, and Golem (a-la Frankenstein's Monster) are Werewolves in Human and Wolfman form are creature type
included, with rules for additional classes such as Mummy and Humanoid (shapechanger), in Wolf and Direwolf form are
Monster Hunter to be added later. creature type Beast (shapechanger), and in Warwolf form are
Here at the start, let's define some terms: creature type Monstrosity (shapechanger).
Witches, Hunters, Hedge Mages, Strigoi, and all other Humans
Devastating Damage are creature type Humanoid.
Golems are creature type Construct.
Certain types of supernatural damage is especially Devastating to Demons are creature type Fiend. Theoretically, a redeemed or
its target. Devastating damage causes the target's maximum hit not-fallen Angel would be creature type Celestial.
points to be reduced by the damage dealt in addition to its other Faeries are creature type Fey.
effects. The following types of damage are always Devastating: Aliens are creature type Aberration.
The necrotic damage dealt by a Vampire's bite. All animals native to the Material Plane are creature type
Damage dealt by the bite or claw of a Werewolf in War form. Beast. Other planes may contain Dragons, Monstrosities, etc.
Fire damage dealt to a Vampire, Werewolf, or Golem.
Radiant damage dealt to a Vampire or Demon. Holy Water and Consecrated Ground
Damage dealt to a Werewolf by a silvered weapon. Holy Water created by a spell functions as true Holy Water. Holy
Damage dealt to a Fey by a cold iron weapon. Water merely blessed by a devout priest who can't cast spells only
Some class features can also cause damage to be Devastating. functions in this way on targets who are vulnerable to Holy Water.
Maximum hit point reduction can only be healed by spending hit Similarly, an area consecrated by the hallow spell has its effects
dice; it is not healed by a long rest and can't be healed by magic. for all creatures of the types chosen by the spellcaster who
consecrated it; ground that is considered holy merely by being a
Rampage church or other sacred ground only has such effects on those who
As a Classic Monster, you have a Monstrous Curse that burns are vulnerable to or phobic of Holy Ground.
inside you, coiled and ready to pounce. Controlling this Curse is a Spellcasting
major theme of playing these types of characters. When that
control slips, your character has a chance to Rampage. In modern times, the weave of reality allows for a certain amount
At certain times called out in the mechanics, or at appropriate of magic, but not all of it. Generally, magic at a higher level than
story moments at DM discretion, your character may be called to one fourth a creature's character level, or of 6th-level or higher
make a Rampage check, which is a Wisdom saving throw at a DC regardless of character level, can only happen by warping or
determined by the circumstance calling for the check. On a failure, breaking reality in some way, or by cheating. Witches hack the
your character Rampages for the next minute. system with the power of their belief; Vampire Blood Wizards,
There are three types of Rampage: Anger, Terror, and Thirst. being descended from Witches, have some of this hacking folded
Anger Rampage means you are enraged beyond reason, and you into their Blood; Faeries can cast at higher levels but only in the
lash out with murderous intent at anything or anyone nearby. Feywild, or by tearing some of the Feywild into the Material Plane
While in an Anger Rampage you do not distinguish friend from by casting as a Nightmare; Demons are those who wrought
foe, and you spend each turn attacking the creature nearest to you. Creation from nothing, so they can work some higher level magic
A Terror Rampage comes with the Frightened condition, and through the weave that they created. Hedge Mages, Werewolves,
while Terror Rampaging you must flee from the source of your Strigoi, and all others who use magic can't cast spells higher than
fear by any means necessary, attacking anyone or anything that one fourth their character level, maximum 5th-level.
gets in your way. Thirst Rampage is usually only experienced by
Vampires and Strigoi; while Thirst Rampaging you must attack
and drink from the nearest source of Blood, regardless of friend or
foe or keeping your true nature hidden.

What a horrible night to have a curse...


Vampire
The Blood Drinker
Vampire

V
ampires are humans who have been killed and If you have fewer than a quarter of your hit points remaining,
reanimated by another Vampire. Some say that you must make a DC 15 Rampage check the first time each hour
Cain, the first murderer, was also the first Vampire; you see or smell a living human, and the DM can have you make
others believe differently. Vampires are nocturnal, such a check when in the presence of other sources of Blood,
taking damage from sunlight, and they must drink including other Vampires. Once again, on a success, the DM can't
Blood to survive. They hide in plain sight, maintain- ask for a Rampage Check this way for the next hour; on a failure,
ing the illusion that Vampires do not exist, to you enter a Thirst Rampage for the next minute or until you have
protect themselves from the humans who would destroy them. at least half your hit points remaining.
Blush of Health
Class Features You can spend 1 Blood Die to cast alter self (change appearance)
Hit Points without components to look like yourself as a living healthy human
Hit Dice: 1d8 per Vampire level Swiftness
Hit Points at 1st Level: 8 + Constitution modifier You can spend 1 Blood Die to Dash or Disengage as a bonus
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier action and your jump distance is doubled for the turn.
per Vampire level after 1st
Vigor
Proficiencies Whenever you make a Strength or Dexterity check, you can spend
Weapons: Simple weapons 1 Blood Die and add the result to the roll. You can do this after the
Saving Throws: Constitution, Charisma d20 is rolled, but before the DM declares whether it succeeds.
Skills: Choose three from Arcana, Athletics, Deception, History,
Insight, Intimidation, Perception, Persuasion, Religion, Sleight Sunlight Sensitivity
of Hand, and Stealth. You have disadvantage on attack rolls and on Perception checks
Thirst that rely on sight when you, the target of your attack, or whatever
you are trying to perceive is in direct sunlight. Whenever you see
A Vampire is defined, first and foremost, by the Thirst for Blood. an open flame, you must make a Terror Rampage check, DC 8 for
Every Vampire is always at least a little bit hungry, as their Curse a candle, 11 for a torch, 13 for a campfire, and so on.
yearns for that next warm red drink. Others can sense this hunger Starting at 3rd level, whenever you start your turn in direct
in your aura, giving you the Mark of the Predator Flaw. sunlight, you take one Blood Die of radiant damage, plus an
You have a Blood Die, with a size for your level as shown on the additional Blood Die for every two Vampire levels beyond 3rd (1d4
Vampire table. Certain Vampire features require you to "spend a at 3rd level, 2d6 at 5th level, 3d6 at 7th level, etc.). Being radiant,
Blood Die", to draw on your inner Blood reserves to fuel your this damage is Devastating to you.
vampiric abilities. To spend a Blood Die, roll a die of the
appropriate size and take the result in necrotic damage. This Spellcasting
damage can't be reduced or prevented in any way. You can use the power of the Blood to cast some spells.
You have retractable fangs which you can use to make unarmed
strikes using Strength or Dexterity for the attack and damage Blood Magic
rolls. On a hit, instead of 1 bludgeoning damage, they deal piercing To cast a Vampire Spell, you must spend a number of Blood Dice
damage with a damage die equal to your Blood Die size, and once equal to the level of spell you wish to cast. You can cast spells as
per turn you can add an additional Blood Die of necrotic damage. though using a higher level spell slot by spending additional Blood
The necrotic damage increases by an additional Blood Die at 5th Points. You can't cast spells this way at a higher spell level than
level (2d6), 11th level (3d8), and 17th level (4d10). The necrotic your Max Spell Level as shown on the Vampire table.
damage is Devastating, and you regain hit points equal to half the
necrotic damage dealt this way. After the bite, as a bonus action Cantrips
you can lick the wound away, leaving no trace. A creature bit this You know two cantrips of your choice from the Vampire Spell List
way who is not already fighting you is immediately charmed by at the end of this class description. You learn an additional
you, as supernatural ecstasy flows through their veins. The charm Vampire cantrip of your choice at 4th level, and again at 10th level.
lasts for one hour, and usually causes them to rationalize what
happened as something other than being bitten by a Vampire. Spells Known of 1st Level and Higher
When you drink at least one ounce of fresh blood in some other At 1st level, you know two 1st-level spells of your choice from the
way, you regain 1d8 hit points per ounce. You must have drank at Vampire spell list. The Spells Known column of the Vampire table
least one ounce of blood since you last regained hit points from shows when you learn more Vampire spells of your choice of 1st-
resting to gain the full benefits of a rest. If you have not, you can't level and higher. A spell you choose must be of a level no higher
use hit dice to heal on a short rest, you regain only half as many hit than your Max Spell Level as shown for your Vampire level on the
points on a long rest, and a long rest does not heal exhaustion. Vampire table. When you reach 5th level, for example, you learn a
If you have fewer than half your hit points remaining, your new Vampire spell, which can be 1st- or 2nd-level.
hunger becomes strong enough that it has a chance to trigger your Additionally, when you gain a level in this class, you can choose
Curse. When in the presence of a living human, the DM can have one of the Vampire spells you know and replace it with another
you make a DC 10 Rampage Check. On a success, the DM can't spell from the Vampire spell list, which also must be of a level no
ask for a Rampage Check this way for the next hour; on a failure, higher than your Max Spell Level.
you enter a Thirst Rampage for the next minute or until you have
at least half your hit points remaining.
5
Vampire
Proficiency Cantrips Spells Max Spell Blood
Level Bonus Features Known Known Level Powers Die
1st +2 Thirst, Sunlight Sensitivity, Spellcasting, Bloodline 2 2 1st — d4
2nd +2 Powers 2 3 1st 2 d4
3rd +2 Hibernation, Ichor 2 4 1st 3 d4
4th +2 Ability Score Improvement 3 5 1st 3 d4
5th +3 Blood Thrall 3 6 2nd 4 d6
6th +3 Ability Score Improvement 3 7 2nd 4 d6
7th +3 Bloodline Feature, Turn 3 8 2nd 4 d6
8th +3 Ability Score Improvement 3 9 2nd 5 d6
9th +4 — 3 10 3rd 5 d6
10th +4 Bloodline Feature 4 10 3rd 5 d6
11th +4 — 4 11 3rd 6 d8
12th +4 Ability Score Improvement 4 11 3rd 6 d8
13th +5 — 4 12 4th 6 d8
14th +5 Ability Score Improvement 4 12 4th 7 d8
15th +5 Bloodline Feature 4 13 4th 7 d8
16th +5 Ability Score Improvement 4 13 4th 7 d8
17th +6 — 4 14 5th 8 d10
18th +6 Bloodline Feature 4 14 5th 8 d10
19th +6 Ability Score Improvement 4 15 5th 8 d10
20th +6 — 4 15 5th 11 d12

Spellcasting Ability Powers


Charisma is your spellcasting ability for your Vampire spells. You The Blood gives you the ability to cause powerful magical effects.
use your Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier when setting At 2nd level, you gain two Powers of your choice from the list at
the saving throw DC for a Vampire spell you cast and when the end of the class description. You gain additional Powers of
making an attack roll with one your choice at higher levels as shown on the Vampire Table.
Additionally, when you gain a level in this class, you can choose
Spell Save DC = 8 + your proficiency bonus + one of the Powers you know and replace it with another Power
your Charisma modifier that you could learn at that level.
A level prerequisite in a Power refers to Vampire level, not
Spell attack modifier = your proficiency bonus + character level.
your Charisma modifier
Bloodline Hibernation
Your Bloodline is your Vampiric lineage, the line of Vampiric At 1st and 2nd level, you are what is known as a Red-Blood,
heritage from which you were sired. It is popular to declare that undead but still relatively easy to kill. By 3rd level, the Blood has
there are 13 Bloodlines, though in truth there are many more, and blackened in you, and you have become a true Vampire.
there is much debate over which 13 are the "true Bloodlines". You gain resistance to cold, necrotic, and poison damage. When
Seven Bloodlines are defined at the end of this class description; if you are brought to 0 hit points or killed, so long as your Maximum
you wish to use one not listed there, work with your DM to design Hit Points are greater than 0, you do not die or roll death saves.
a subclass for it, using the ones described there as a guide. Instead you instantly stabilize and fall into Hibernation, which is a
Your Bloodline grants you a Weakness and other features at 1st sleep nearly indistinguishable from death.
level, and additional features at 7th, 10th, 15th, and 18th levels.

6
In addition, you no longer need to eat, drink, or breathe, your body Turn
no longer ages, and you can't be aged magically. Welcome to
immortality. Even a wooden stake through your heart merely puts Starting at 7th level, your Blood is strong enough to sire new
you into Hibernation until the stake is removed. True Death only Vampires. This is usually a bad idea, but sometimes there are
comes for you when your Maximum Hit Points are brought to zero good reasons to want to do such a thing.
(usually through Devastating damage such as from fire or To sire a Vampire, first you must drain a creature of all of their
sunlight), or if you are beheaded with a called shot critical hit. Blood, meaning you must use your bite damage to reduce their
When you are brought to True Death, your body crumbles to ash. Maximum Hit Points to zero. Then, you must feed their corpse an
Finally, each dawn you are supernaturally compelled to fall into ounce of your Ichor and spend a number of Blood Dice equal to
this sleep of death, to rise the following dusk. You can smell the the creature's number of hit dice. You and the corpse then make
approaching dawn an hour before sunrise, giving you time to find opposing Constitution checks; if you succeed, the body rises as a
shelter and safety while you sleep. You can resist this compulsion Vampire of your Bloodline. If you fail by 5 or less, the body rises as
for one hour with a Wisdom saving throw, DC 8 plus your Vampire a Clanless Vampire. If you fail by more than 5, the Turning fails
level, and you can repeat this save each hour to continue staying and the body dies its True Death. A willing victim may voluntarily
up, falling into Hibernation until sunset on a failure. You can't rise allow you to win the contest, though in this case you still roll
from Hibernation while you have 6 levels of exhaustion. against DC 8, creating a Clanless on a failure.

Eat Food? Generation


Red-Blooded Vampires can eat and digest food as
The closer in lineage you are to The First Vampire, the
humans can, though they must still drink blood to fully
more powerful your Blood is to start, though these
benefit from a rest as described in the Thirst feature.
differences can be overcome with time and experience.
Starting at 3rd level, however, if a Vampire consumes
It is assumed, unless you work out otherwise with your
anything other than Blood or magic potions, they
DM, that player characters are 13th Generation.
immediately vomit it back up. There is a Merit that you
can take, called "Eat Food", to mitigate this. Your starting level upon being Turned is influenced by
your Generation, as follows:
Generation Starting Level Generation Starting Level
Ichor 15th 1 11th 3-5
Starting at 3rd level, as an action you can spend a Blood Die to 14th 1-2 10th 4-7
produce one ounce of a sanguine black liquid called Ichor, which is
Blood magically enhanced by your vampiric essence. By itself, 13th 1-3 9th 5-9
Ichor's only special property is that it is delicious and addictive to 12th 2-4 8th 6-11
any other than you who drink it (requiring a Constitution save at
your Vampire spell save DC upon tasting it to avoid addiction), but
it is also a component of many Vampire Powers. Ichor loses its
potency 24 hours after it is produced, though there are Powers
that can preserve it for longer. Bloodlines
Ability Score Improvement There are far too many Bloodlines to describe them all here. A
selection of Bloodlines are described below; if you wish to use a
At 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, Bloodline not listed here, work with your DM to design a subclass
you can increase one ability score of your choice by 2, or you can for it, using the ones described here as a guide.
increase two ability scores of your choice by 1, or you can choose a
Feat or 5 Bonus Points worth of Merits. Clanless
Blood Thrall The Clanless are Vampires in whom, for whatever reason, no
signs of the sire's Bloodline show in the progeny.
Starting at 5th level, your Blood is strong enough to create Blood
Thralls. This can be useful, but can often bring complications. Weakness: None
Anyone who drinks at least one ounce of your Ichor must Clanless have no Bloodline Weakness as they have no Bloodline.
succeed on a DC 20 Constitution saving throw or be charmed by However, they are often looked down on by other Vampires, and
you for 24 hours. If they fail this save on three consecutive nights, extremists may even seek to hunt you down and kill you.
they are Thralled by you. The charm becomes permanent, though
it can be removed with a greater restoration or wish spell. Expanded Spells
You can cast the suggestion spell at will on anyone Thralled by For the Vampire spells you learn at 1st, 7th, and 15th levels, you
you in this way, and they have disadvantage to save against it. can choose a spell from any Bloodline's Spell List.
A humanoid Thralled this way becomes a Strigos.
A Thralled creature can make a DC 20 Wisdom saving throw Bonus Powers
after 10 days of not drinking any of their master's Ichor, and again At 7th, 10th, 15th, and 18th levels, you gain a bonus Power. For
every 24 hours after that, breaking the bond on a success. If they these bonus Powers, as well as for the two Powers you get at 2nd
ever drink the master's Ichor, they must wait 10 days to try again. level, you are considered to be a member of every Bloodline for the
purpose of meeting prerequisites. For all other Powers, you are
considered to be a member of no Bloodline.

7
Arcadian Berserker
Arcadian is said to be a Fey Bloodline, and indeed if a Faerie is Berserker Vampires harness the Rage of their Curse to turn their
successfully Turned, they invariably become Arcadians regardless bodies into weapons. They strike out at their enemies with fist and
of their sire. Arcadians have an affinity for enchantment and fang, terrifying to their foes but also to their friends, as they are
illusion magic, and have a strange power over dreams. more prone to Rampages than their calmer brethren. Werewolves
who are successfully Turned invariably become Berserkers.
Weakness: Cold Iron Vulnerability
Like the Fey, you take Devastating damage from cold iron weapons Weakness: Short Temper
You have disadvantage on Anger Rampage checks.
Expanded Spells
Arcadian Vampire spells are on the Vampire Spell List for you. Expanded Spells
Berserker Vampire spells are on the Vampire Spell List for you.
Hypnotic Gaze
At 1st level you gain the Mesmerize Power, not counting against Rage
your number of Powers. In battle, you fight with primal ferocity. On your turn, you can
spend a Blood Die to enter a Rage as a bonus action.
Dream Magic While raging, you gain the following:
Magic that affects the mind comes easier for you. Starting at 7th Advantage on Strength checks and Strength saving throws.
level, whenever you spend Blood Dice to cast an enchantment or Disadvantage on Wisdom checks and Wisdom saving throws.
illusion spell, choose one of the Blood Dice rolled. You gain When you make a melee weapon attack using Strength, you
temporary hit points equal to the result of the chosen die. gain a +2 bonus to the damage roll. This bonus increases to +3
at 10th level, and +4 at 15th level.
Psychic Vampire You have resistance to all damage that isn't Devastating.
Starting at 10th level, once on each of your turns when you deal You can't cast or concentrate on spells.
psychic damage to a creature, you can cause that damage to
become Devastating. If you do, you regain hit points equal to half Your rage lasts for 1 minute. It ends early if you are knocked
the psychic damage dealt this way. If you regain at least 5 hit unconscious or if you use your bonus action and succeed on a DC
points this way, this counts as drinking an ounce of blood. 13 Wisdom save to end it on your turn.
If you are raging and there are no visible enemies to chase or
Dream Portal attack, you must make a DC 13 Anger Rampage Check to avoid
Starting at 15th level, by drinking the blood of a sleeping creature, turning on allies and bystanders.
you can enter the Feywild through its dreams. You enter the part of
the Feywild that closest approximates what the creature is Flurry of Blows
currently dreaming of - though you can travel to other parts of the At 7th level, when you take the Attack action on your turn, if you
Feywild during your stay - and you remain in the Feywild until the are unarmed or wielding only simple weapons you can make one
creature either wakes or dies, at which point you reappear in an unarmed strike as a bonus action, or you can spend 1 Blood Die to
unoccupied space adjacent to the creature's body. make two unarmed strikes as a bonus action.
If you stay in the part of the Feywild where the affected creature
is dreaming, you can shape its dreams by altering the magic there. Brutal Critical
Treat this as casting the dream spell targeting the affected Beginning at 10th level, you can roll one additional weapon
creature, without spending Blood Dice or material components damage die when determining the extra damage for a critical hit
and without entering into a trance. with a melee attack.
Once you use this feature, you can't do so again until you finish a This increases to two additional dice at 15th level and three
long rest. additional dice at 18th level.
Muddle Memories Retaliation
At 18th level, creatures you influence magically (such as with Starting at 15th level, when you take damage from a creature that
charm person) remain unaware of being influenced even if the is within 5 feet of you, you can use your reaction to make a melee
spell or effect says otherwise. weapon attack against that creature.
Additionally, you can cast modify memory on a creature
charmed by you without spending Blood Dice or material Indomitable Might
components. The memory targeted must be within the period of Starting at 18th level, if your total for a Strength check is less than
time they have been charmed by you. Once you do this, you can't your Strength score, you can use that score in place of the total.
do so again until you finish a long rest.
8
Bestial Blood Wizard
Bestial Vampires live in the wilds, abandoned buildings, or sewers, The Blood Wizards are wielders of powerful magics that others
alongside the rats and wolves and bats. They are closer to the can scarcely comprehend. It is said they are descended from
animal aspect of their Curse than other Vampires, and are the only powerful Witches who were Turned, and learned to use the Blood
ones to master Wild Shape. to reclaim some of their previous power.
Weakness: Bestial Features Weakness: Deficient Ichor
You gain the Deformed Flaw at the 2 point level for no Bonus Your Ichor, while powerful for Spellcasting, is weak for Thralling.
Points. Your deformity is an animal feature of some kind; wolf Other Vampires have advantage on resisting being Thralled by
ears, rat teeth, etc. This can be hidden with Blush of Health. you, and you have disadvantage on resisting being Thralled.
Expanded Spells Expanded Spells
Bestial Vampire spells are on the Vampire Spell List for you. Wizard spells are on the Vampire Spell List for you.
Bestialism Blood Wizardry
At 1st level you lose the Mark of the Predator Flaw. Whenever you finish a short or long rest, you can spend a Blood
In addition, you gain your choice of the Wild Shape or Animal Die to create a number of Blood Points equal to 1 plus the die
Companion Power, ignoring prerequisites and not counting result. These Blood Points last until expended or until the start of
against your total number of Powers. your next short or long rest. You can spend a Blood Point in place
of spending a Blood Die for casting Vampire spells.
Improved Bestialism At 1st, 7th, 10th, 15th, and 18th level, you gain an additional
At 7th level, the Power you chose at 1st level with your Bestialism Spell Known. At 7th and 15th level, your Max Spell Level as
feature is improved. shown on the Vampire table increases by 1. However, to cast a
If you chose Animal Companion, your Animal Companion spell at a level higher than shown for your level on the Vampire
learns to speak and understand one language you speak, and you table or a spell not listed on the Vampire spell list, you must
can communicate with it telepathically as long as you are on the expend one ounce of your own fresh Ichor as a material
same Plane of Existence. component consumed by the spell. At 18th level, you need only use
If you chose Wild Shape, you can use Wild Shape as a bonus the Ichor as a spellcasting focus for these purposes, and it is not
action on your turn rather than an action. You also choose an consumed by the spell.
additional form to be able to take with Wild Shape, which can be When you cast a spell at 6th or 7th level by spending Blood
of CR 1/2 or less and can have a flying speed. Points or Blood Dice, you can't cast a spell at that level again by
spending Blood Points or Blood Dice until you finish a long rest.
Beckon Beasts
Starting at 10th level, you can spend a Blood Die as an action to Metamagic
cast conjure animals, except the summoned beasts are not fey At 7th, 10th, and 15th level, you gain one Metamagic option from
spirits but actual beast creatures from the area nearby. The DM among those available to a Sorcerer, using Blood Points in place
chooses the creatures based on what is available in the area. of Sorcery Points. At 18th level, you gain two additional
The spell is cast as though using a spell slot of a level equal to Metamagic options, and you can apply a single Metamagic option
half the Blood Die result (round down) plus 3. Once you use this to a spell without expending Blood Points once with this feature,
feature, you can't do so again until you finish a short or long rest, and regain the ability to do so when you finish a short or long rest.
and you can't do so again within a five mile radius for 24 hours.
Greater Bestialism
At 15th level, the Power you chose at 1st level with your Bestialism
feature is further improved.
If you chose Animal Companion, your Animal Companion is
considered undead, takes Devastating damage from fire and
radiant damage, and gains the Vampire Hibernation feature.
If you chose Wild Shape, you choose an additional form to be
able to take with Wild Shape, which can be of CR 2 or less and
can have a flying speed.
Master Bestialism
At 18th level, the Power you chose at 1st level with your Bestialism
feature is further improved.
If you chose Animal Companion, you can use your action and
spend a Blood Die to summon your Animal Companion to an
unoccupied space within 10 feet of you as long as you are on the
same plane of existence. In addition, you and your Animal
Companion have advantage on attacks targeting a creature within
5 feet of the other if the other is not incapacitated.
If you chose Wild Shape, you can Wild Shape without spending
Blood Dice, and you choose an additional form to be able to take,
which can be of CR 2 or less and can have a flying speed.
9
Necromancer
The Necromancers are powerful practitioners of death magic.
Their mastery over the power of undeath makes them figures of
both awe and fear among other Vampires.
Weakness: Deep Hibernation
The energy of death courses so strongly through you that your
sleep of death clings to you when you wake. You gain one level of
exhaustion when you wake from Hibernation, which lasts until you
finish a short or long rest.
Shadowmancer
Expanded Spells The Shadowmancers are followers of darkness and watchers of
Necromancy spells are on the Vampire Spell List for you. the night. They are the keepers of tradition and loremasters for all
Vampirekind.
Necromancy
At 1st, 7th, 10th, 15th, and 18th level, you gain an additional Spell Weakness: Cast No Reflection
Known, which must be from the Necromancy school of magic. You gain the Cast No Reflection Flaw for no Bonus Points.
Necromastery Expanded Spells
Necrotic damage dealt by necromancy spells you cast ignores Shadow Vampire spells are on the Vampire Spell List for you.
resistance to necrotic damage and treats immunity to necrotic
damage as resistance. Shadowsight
At 1st level, you gain the Shadowsight Power, not counting against
Reanimate your number of Powers.
At 7th level you learn the animate dead spell, and can cast it once
with this feature without spending Blood Dice. At 15th level you Shadow Lair
can cast it twice with this feature instead of once. You regain At 7th level, you gain the ability to sink into shadow and lie in wait.
expended uses when you finish a long rest. You can cast meld into stone as a ritual, or as an action by
spending 3 Blood Dice, if you are in an area of dim light or
Eyes of the Dead darkness, even if the surface or object is not stone.
Starting at 10th level, as an action you can see through the eyes of
any undead currently under your command and hear what it hears Shadow Walk
until the start of your next turn, gaining the benefits of any special At 10th level, you gain the ability to step between shadows. When
senses that it has. During this time you can deliver commands to you are in dim light or darkness, as an action you can spend a
that undead telepathically, and you are deaf and blind with regard Blood Die to magically teleport to an unoccupied space up to the
to your own senses. die result x 50 feet away that is also in dim light or darkness.
Death Parley Shadow Slide
Starting at 15th level, you can cast speak with dead at will without At 15th level you gain the ability to merge with your own shadow.
spending Blood Dice or material components. As an action while in an area of bright light, you step into the
shadow you cast. As a shadow you can slide along floors, walls,
The Quivering even ceilings, as long as you stay in areas of bright light. You can
At 18th level, your command of necromancy is so complete that take no actions except Dash or Hide, but you have advantage on
you can take control of a skeleton even before its owner is any Stealth or Deception checks to appear to be an ordinary
technically deceased. As an action, you can touch a Small or shadow. You return to your normal form after one hour, when you
Medium human-shaped vertebrate creature and spend three Blood are in an area of dim light or darkness, or if you end it early as a
Dice, forcing them to make a Constitution saving throw at your bonus action.
Vampire spell save DC. On a failure they take 10d10 necrotic Once you use this feature you can't do so again until you finish a
damage - which benefits from your Necromastery feature - and short or long rest.
must immediately use their reaction to take one action of your
choosing, as you force their skeleton to make the necessary Blot the Sun
movements against their muscles and tendons. On a successful Starting at 18th level, you can create a column of starlit twilight
save they take half as much damage and are not forced to use their regardless of the time of day. As an action, spend three Blood Dice
reaction. In either case, if the damage brings them to 0 hit points, and choose one of them. A column of dim light appears centered
they are killed outright as their skeleton rips itself from their body on a point you choose within 120 feet of you, with a radius of the
to perform the commanded action, and then remains in your chosen Blood Die result x10 feet and a height of 100 feet. The
service as though a pile of bones targeted by animate dead. column dims bright light as easily as it lightens darkness.
Once you use this feature, you can't do so again until you finish a Sunlight, even magical sunlight, can't pierce the column, and the
long rest. You can only have one skeleton in your service from this time inside it is always considered evening for the purposes of
feature at a time; if you use this feature again, the previous forced Hibernation.
skeleton is released from your control unless you cast animate On each of your turns, you can use your action to move the
dead to reassert control over it. column up to 60 feet in any direction. The column lasts for one
minute, after which it fades unless you spend a Blood Die to
extend it for another minute. After it fades, you can't use this
feature again until you finish a long rest.
10
subsequent turns to maintain this effect, the creature making a
Powers new saving throw each time. Once the creature succeeds, you can't
Unless otherwise noted, you can't take the same Power more than use this feature again until you finish a short or long rest.
once. Fast Movement
Animal Companion Your movement speed is increased by 10 feet
Prerequisite: Bestial Bloodline Gaze of Two Minds
You gain the Animal Companion Merit. You can choose a
Swarm of Beasts instead of a Beast to be your Companion. You can use your action to touch a willing humanoid and perceive
through its senses until the end of your next turn. As long as the
Armor of Shadows creature is on the same plane of existence as you, you can use
You can cast mage armor on yourself at will, without expending your action on subsequent turns to maintain this connection,
Blood Dice or material components. extending the duration until the end of your next turn. While
perceiving through the other creature's senses, you benefit from
Beckon any special senses possessed by that creature, and you are blinded
and deafened to your own surroundings.
Prerequisite: 9th level, Charisma 13 or higher
As an action, you can spend three Blood Dice and choose a Ghostsight
creature you are familiar with, speaking their name out loud as Prerequisite: 7th level
though beckoning to a lover. If the chosen creature is on the same As an action, you gain the ability to see through the Ethereal
plane of existence, it must succeed on a Wisdom saving throw at Plane. Solid objects, invisible creatures, and creatures in the
your Vampire spell save DC or feel an irresistible urge to come Border Ethereal all appear as overlapping translucent images.
find you, wherever you are, though they will not take suicidal This special sight has a range of 30 feet, is not impeded by
actions to do so. This does not reveal to them your exact location, darkness, magical or otherwise, and lasts for 1 minute or until
but as they follow the urge they will find themselves drawn in the your concentration ends (as if you were concentrating on a spell).
right direction to come to you, even if you change location. This During that time, you have disadvantage on Perception checks as
compulsion lasts until they reach your side, until you end it as a the sight of things overlapping transparently is overwhelming.
bonus action, or until dawn. Once you use this Power, you can't use it again until you finish a
Blood Focus short or long rest.
You can use one ounce of fresh Blood as a spellcasting focus. Healing Ichor
Blood Preserve Prerequisite: 3rd level
When a creature drinks your Ichor, they regain hit points equal
Prerequisite: 5th level, Blood Wizard Bloodline to 1d8 plus your Charisma modifier. A creature who gains this
As a one hour ritual, you can fill a specially prepared crystal benefit can't do so again until it finishes a short or long rest.
bottle with one ounce of Ichor and stopper it, causing it to keep its
potency for seven days rather than 24 hours. You can also use this Heightened Senses
ritual to keep ordinary Blood fresh for up to 72 hours. You gain the Keen Senses Merit at the 2 Point level. You can take
Disease Carrier this Power multiple times.
You are an asymptomatic carrier of Sewer Plague. The saving Mesmerize
throw to resist the disease is your Vampire Spell Save DC. As an action you can target one humanoid you can see within 30
Ear for Lies feet of you. If the target can see you, the target must succeed on a
Wisdom saving throw at your Vampire save DC or be charmed by
You have advantage on Insight checks to spot a lie. you. The charmed target regards you as a trusted friend to be
heeded and protected. Although the target isn't under your control,
Evasion it takes your requests or actions in the most favorable way it can,
Prerequisite: 7th level, Dexterity 13 or higher and it is a willing target for your bite attack.
When you are subjected to an effect that allows you to make a Each time you or your allies do anything harmful to the target, it
Dexterity saving throw to take only half damage, you instead take can repeat the saving throw, ending the effect on itself on a
no damage if you succeed on the saving throw, and only half success. Otherwise, the effect lasts 24 hours or until you are
damage if you fail. destroyed, are on a different plane of existence than the target, or
take a bonus action to end the effect.
Eyes of the Rune Keeper Misty Escape
You can read all writing. Prerequisite: 9th level, Bestial Bloodline
Eyes of the Serpent When you drop to 0 hit points, rather than falling into
Hibernation, you transform into a cloud of mist. While in mist
As an action, you can make eye contact with a creature and form, you can't take any actions, speak, or manipulate objects. You
paralyze them with your gaze. They must succeed on a Charisma are weightless, have a flying speed of 20 feet, can hover, and can
saving throw at your Vampire spell save DC or be incapacitated enter a hostile creature's space and stop there. In addition, if air
until the end of your next turn. You can use your action on can pass through a space, the mist can do so without squeezing,
11
though it can't pass through water. You have advantage on Vampire Claws
Strength, Dexterity, and Constitution saving throws, and you are
immune to all nonmagical damage except from sunlight. Prerequisite: 5th level, Strength or Dexterity 13 or higher
You remain conscious in mist form for two hours despite having Your nails become retractable claws similar to your fangs. You
0 hit points, ideally using this time to move to a safe place. When can use them to make unarmed strikes using Dexterity or
you take any damage or at the end of the two hours, you revert to Strength for the attack and damage rolls. On a hit they deal
your normal form and fall into Hibernation as normal. slashing damage with a damage die equal to your Blood Die size.
In addition, you can attack twice instead of once when you take
One With Shadows the Attack action. You can take this Power a second time at 11th
Prerequisites: 10th level level, increasing the number of attacks from two to three.
When you are in an area of dim light or darkness, you can use Vampiric Toughness
your action to become invisible until you take an action or a
reaction, or are in an area of bright light. Your hit point maximum increases by an amount equal to twice
your level. Whenever you gain a level, your hit point maximum
Serpent's Bite increases by an additional 2 hit points.
Prerequisite: 5th level Uncanny Dodge
Choose Serpent Venom or Drow Poison. You can expend 1
Blood Point when you hit with a bite attack to cause your fangs to Prerequisite: 5th level, Dexterity 13 or higher
inject one dose of the chosen poison. You must finish a short or When an attacker that you can see hits you with an attack, you
long rest before you can do this again. You can take this Power a can use your reaction to halve the attack's damage against you.
second time; if you do, you can choose when you spend the Blood
Point which type of poison to inject. Unshakable Calm
Shadow Play You gain the Serenity Merit at the 2 point level.
Prerequisite: Shadowmancer Bloodline Wild Shape
You can control the size and shape of the shadows around you, Prerequisite: Bestial Bloodline
within 5 feet times half your Vampire level (round down) from you. Choose a Medium Beast creature of CR 1/4 or less that does
The shadows must be naturally cast by a light source, but you can not have a flying speed, such as a Wolf or a Swarm of Rats. As an
move and reshape them at will. This change is not merely action you can spend a Blood Die to magically assume the shape
cosmetic, but alters the light level in the affected area. of the chosen creature. You can stay in beast shape for a number
Shadowsight of hours equal to half your Vampire level (rounded up). You then
revert to your normal form unless you expend another 2 Blood
You can see normally in darkness, both magical and nonmagical, Points. You can revert to your normal form earlier by using a
to a distance of 120 feet. bonus action on your turn. You automatically revert if you fall
unconscious, drop to 0 hit points, or die.
Taste for Blood While you are transformed, the following rules apply:
Prerequisite: Blood Wizard Bloodline Your game statistics are replaced by the statistics of the beast,
By tasting a Vampire's Blood or Ichor, you can learn certain but you retain your your hit dice, hit points, alignment,
things about them. The target Vampire makes a Charisma saving personality, and Intelligence, Wisdom, and Charisma scores.
throw at your Vampire spell save DC. On a success, you learn only You also retain all of your skill and saving throw proficiencies,
one item from the following list; on a failure you learn two items, in addition to gaining those of the creature. If the creature has
plus one more for each 5 by which they failed: the same proficiency as you and the bonus in its stat block is
higher than yours, use the higher bonus. If the creature has any
1. Bloodline Vampire level legendary or lair actions, you can't use them.
2. Sire's Name Remaining hit points* You can't cast spells, and your ability to speak or take any
3. Sire's lineage One Power known action that requires hands is limited to the capabilities of your
*At time of sample collection, as an approximate percentage to the nearest 10% beast form. Transforming doesn't break your concentration on
You must learn items on the numbered list in order, though they a spell you've already cast, however, or prevent you from taking
can be before or after or between the items on the bulleted list. actions that are part of such a spell (e.g. call lightning).
You can choose "One Power Known" multiple times, learning a You retain the benefit of any features from class, background,
different Power each time if available, chosen by the DM. etc. and can use them if the new form is physically capable of
This feature can only be used on a sample of fresh Blood or doing so. However, you can't use any of your special senses,
Ichor; if the sample is not fresh, you learn no knowledge or such as darkvision, unless your new form also has that sense.
possibly incorrect knowledge at DM discretion. Once you use this You choose whether your equipment falls to the ground in your
feature, you can't use it with the same sample again, or with a space, merges into your new form, or is worn by it. Worn
sample from the same source until you finish a long rest. equipment functions as normal, but the DM decides whether it
If the creature is not a Vampire, you only learn what type of is practical for the new form to wear a piece of equipment,
creature it is. This does not require a saving throw, but if it is based on the creature's shape and size. Your equipment doesn't
something other than a human or Vampire, ingesting their Blood change size or shape to match the new form, and any
may have unpleasant side effects at DM discretion, such as an equipment that the new form can't wear must either fall to the
Anger Rampage roll from Werewolf Blood or odd hallucinations ground or merge with it. Equipment that merges with the form
from Faerie Blood. has no effect until you leave the form.

12
Strigoi
A Strigos is a human who has been corrupted by Vampire Blood.
Every Strigos becomes this way by being Thralled to a Vampire,
though with DM permission you can start play having already
broken free from the bond to your master.
Class Features
As a Strigos, you gain the following class features
Hit Points
Hit Dice: 1d8 per Strigoi level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier
per Mortal level after 1st
Proficiencies
Weapons: Simple Weapons
Saving Throws: Constitution, Charisma
Skills: Any two of your choice
Thirst
As a Strigos, you are addicted to Ichor, which is the empowered
Blood of a Vampire. It is this Ichor flowing through your veins that
gives you your powers, and drives you constantly to look for more.
If you are Thralled to a Vampire, they will happily provide you with
Ichor, as every time you drink it the bond is refreshed; if you are
independent, finding Ichor is a much more difficult process.
Fortunately, you won't die from not drinking Blood; you will simply
cease to be a Strigos and become Human again.
You have a Blood Die, with a size for your level as shown on the
Strigoi table. Certain Strigoi features require you to "spend a
Blood Die", to draw on your inner Blood reserves to fuel your
abilities. To spend a Blood Die, roll a die of the appropriate size
and take the result in necrotic damage. This damage can't be
reduced or prevented in any way. If you have fewer than half your
hit points, you can't spend Blood Dice.
When you drink at least one ounce of Ichor, you regain 1d8 hit
points per ounce. Eight ounces of fresh human blood can serve the
same purpose, but once it has it can't again until you drink at least
one ounce of Ichor. When you finish a short or long rest, if you
haven't regained hit points from drinking Blood or Ichor in this
way since your last rest, you can't spend Blood Dice until you do.
When you gain a character level, it can't be in this class unless
you have consumed at least one ounce of Ichor in the last month.
After each full month without consuming Ichor, one of your Strigoi
levels is replaced with a Mortal level.
Spellcasting
You can use the power of the Blood to cast some spells.
Blood Magic. To cast a Vampire Spell, you must spend a
number of Blood Dice equal to the level of spell you wish to cast.
You can cast spells as though using a higher level spell slot by
spending additional Blood Points. You can't cast spells this way at
a higher spell level than your Max Spell Level as shown on the
Strigoi table.
Cantrips. You know one cantrip of your choice from the
Vampire Spell List. You learn an additional Vampire cantrip of
your choice at 4th level, and again at 10th level.
Spells Known of 1st Level and Higher. At 1st level, you know
one 1st-level spell of your choice from the Vampire spell list. Any
time you drink Ichor from a Vampire, its Bloodline's Expanded
Spell List is added to the Vampire Spell List for you from then on.

13
Strigoi
Proficiency Cantrips Spells Max Spell Blood
Level Bonus Features Known Known Level Powers Die
1st +2 Thirst, Spellcasting 1 1 1st — d4
2nd +2 Powers 1 1 1st 1 d4
3rd +2 Timeless Body 1 2 1st 1 d6
4th +2 Ability Score Improvement 2 2 1st 1 d6
5th +3 — 2 3 1st 2 d6
6th +3 — 2 3 1st 3 d6
7th +3 — 2 4 2nd 3 d8
8th +3 Ability Score Improvement 2 4 2nd 3 d8
9th +4 — 2 5 2nd 4 d8
10th +4 — 3 5 2nd 5 d8
11th +4 — 3 6 2nd 6 d8
12th +4 Ability Score Improvement 3 6 2nd 6 d8
13th +5 — 3 7 3rd 6 d10
14th +5 — 3 7 3rd 7 d10
15th +5 — 3 8 3rd 8 d10
16th +5 Ability Score Improvement 3 8 3rd 8 d10
17th +6 — 3 9 3rd 9 d10
18th +6 — 3 10 3rd 9 d10
19th +6 Ability Score Improvement 3 11 4th 9 d12
20th +6 — 3 12 4th 11 d12

The Spells Known column of the Strigoi table shows when you Vampire, you are considered to be a member of its Bloodline for
learn more Vampire spells of your choice of 1st-level and higher. A the purpose of meeting Power prerequisites from then on. You
spell you choose must be of a level no higher than your Max Spell gain additional Powers of your choice at higher levels as shown on
Level as shown for your Vampire level on the Vampire table. When the Strigoi Table.
you reach 7th level, for example, you learn a new Vampire spell, Additionally, when you gain a level in this class, you can choose
which can be 1st- or 2nd-level. one of the Powers you know and replace it with another Power
Additionally, when you gain a level in this class, you can choose that you could learn at that level.
one of the Vampire spells you know and replace it with another A level prerequisite in a Power refers to Strigoi level, not
spell from the Vampire spell list, which also must be of a level no character level.
higher than your Max Spell Level.
Spellcasting Ability. Constitution is your spellcasting ability for Timeless Body
your Vampire spells, since you cast them by consuming and By 3rd level, the Ichor in your system preserves your body and
digesting Ichor. You use your Constitution whenever a spell refers prevents it from aging. You do not age and you can't be aged
to your spellcasting ability. In addition, you use your Constitution magically as long as you continue regularly drinking Ichor. At the
modifier when setting the saving throw DC for a Vampire spell you end of a full month without drinking Ichor, you lose the benefit of
cast and when making an attack roll with one. this feature until your next drink of Ichor. If your true age is
greater than 100 but less than 250, at the end of a full month
Spell Save DC = 8 + your proficiency bonus + without drinking Ichor you instead begin rapidly aging at 10 times
your Constitution modifier the normal rate. If your true age is 250 or more, at the end of a full
month without drinking Ichor your body crumbles to dust.
Spell attack modifier = your proficiency bonus +
your Constitution modifier Ability Score Improvement
Powers At 4th level, and again at 8th, 12th, 16th and 19th level, you can
The Blood gives you the ability to cause powerful magical effects. increase one ability score of your choice by 2, or you can increase
At 2nd level, you gain one Power of your choice from among two ability scores of your choice by 1, or you can choose a Feat or
those available to a Vampire. Any time you drink Ichor from a 5 Bonus Points worth of Merits.

14
Vampire Spell List Arcadian Vampire Spell List
Level Spell
Cantrips 3rd-Level
Light Clairvoyance 0th dancing lights, minor illusion
Message Dispel Magic 1st faerie fire, silent image
Ray of Frost Fear
Thaumaturgy Haste 2nd mirror image
True Strike Sleet Storm 3rd hypnotic pattern, major image
Slow
1st-Level Tongues 4th hallucinatory terrain, phantasmal killer
Bane Vampiric Touch 5th dream, seeming
Charm Person Water Walk
Command Berserker Vampire Spell List
Comprehend Languages 4th-Level
Detect Magic Blight Level Spell
Detect Poison and Disease Compulsion
Expeditious Retreat Confusion 0th shillelagh
False Life Dimension Door 2nd heat metal, shatter
Fog Cloud Freedom of Movement
Inflict Wounds Ice Storm Bestial Vampire Spell List
Jump Polymorph
Sleep Level Spell
5th-Level
2nd-Level Cloudkill 1st animal friendship, speak with animals
Blindness/Deafness Cone of Cold 2nd alter self
Blur Contagion 3rd conjure animals, gaseous form
Calm Emotions Dominate Person
Darkvision Geas 4th dominate beast, faithful hound, giant insect
Detect Thoughts Hallow 5th commune with nature, insect plague
Enthrall Hold Monster
Hold Person Mislead
Invisibility Modify Memory Shadow Vampire Spell List
Knock Passwall Level Spell
Levitate Scrying
Misty Step Telekinesis 0th minor illusion
Ray of Enfeeblement 1st silent image
See Invisibility
Silence 2nd darkness
Spider Climb 4th black tentacles
Suggestion
Werewolf
The Shapechanger
Werewolf

W
erewolves are humans or wolves cursed by the bite
of another Werewolf to be neither and both,
trapped between the civilized world of men and the Werewolf
savage world of wolves. They have live tribal lives in Prof. Rage Rage
the wilderness, seeking harmony with nature and Level Bonus Points Damage Features
the spirits, yet they must combat the tug of 1st +2 2 +2 Heritage, Phase, Rage
civilization from their human side, and the fires of
Rage from their Curse burning within. 2nd +2 2 +2 Shapeshifting, Regeneration
3rd +2 3 +2 Phase Feature
Class Features 4th +2 3 +2 Ability Score Improvement
Hit Points 5th +3 3 +2 Extra Attack
Hit Dice: 1d10 per Werewolf level 6th +3 4 +2 Ability Score Improvement
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier 7th +3 4 +2 Phase Feature
per Werewolf level after 1st 8th +3 4 +2 Ability Score Improvement
Proficiencies 9th +4 4 +3 Brutal Critical (1 die)
Weapons: Simple weapons 10th +4 4 +3 Phase Feature
Tools: Herbalism kit
Saving Throws: Strength, Wisdom 11th +4 4 +3 Land's Stride
Skills: Choose two from Animal Handling, Arcana, Athletics, 12th +4 5 +3 Ability Score Improvement
Intimidation, Nature, Perception, Religion, and Stealth.
Phase Feature,
Heritage 13th +5 5 +3
Brutal Critical (2 dice)
Choose your Heritage from among Human-Born, Wolf-Born, or 14th +5 5 +3 Ability Score Improvement
Mule, all detailed at the end of the class description. 15th +5 5 +3 Relentless
Phase 16th +5 5 +4 Ability Score Improvement
Choose your Phase from among New, Crescent, Half, Gibbous, or 17th +6 6 +4 Brutal Critical (3 dice)
Full, all detailed at the end of the class description. Your choice 18th +6 6 +4 Feral Senses
grants you features as you gain levels in this class.
19th +6 6 +4 Ability Score Improvement
Rage 20th +6 7 +4 Phase Feature
In battle, you fight with primal ferocity. On your turn, you can
spend one Rage point to enter a Rage as a bonus action.
While raging, you gain the following:
Advantage on Strength checks and Strength saving throws.
Disadvantage on Wisdom checks and Wisdom saving throws.
When you make a melee weapon attack using Strength, you
gain a +2 bonus to the damage roll. This bonus increases as
you gain levels in this class.
You have resistance to all damage that isn't Devastating.
You can't cast or concentrate on spells.
Your rage lasts for 1 minute. It ends early if you are knocked
unconscious or if you use your bonus action and succeed on a DC
13 Wisdom save to end it on your turn.
If you are raging and there are no visible enemies to chase or
attack, you must make a DC 13 Fury Frenzy Check to avoid
turning on allies and bystanders.
You have a number of Rage points as indicated for your
Werewolf level on the Werewolf table. You regain all expended
Rage points when you finish a short or long rest.

17
Shapeshifting Warwolf
At first level, you are infected with Lycanthropy, but the Curse has The Warwolf is the true war form of the Werewolf, the form for
not yet fully matured in you. It is unknown whether or not you will when no solution save violence will do. A hybrid of human and
ever experience the First Shift. Starting at 2nd level, the First Shift wolf, infused with the superhuman strength of this warrior race,
becomes possible, followed by countless more to come. the Warwolf is one of the most efficient killing machines in the
world. Humans suffer such terrifying ancestral memories when
As an action on your turn, you can attempt to Shift into one of witnessing an angry Warwolf that they often break down into
your five forms: Human, Wolfman, Warwolf, Direwolf, or Wolf. hysterics, forcing themselves to forget that such a monster exists.
To Shift, make a Wisdom saving throw; on a 13 or higher, you In Warwolf form, your size is increased to Large, your Strength
can take Human, Wolf, or Warwolf form; on a 15 or higher, you score is increased by 6 (to a maximum of 26), your Dexterity score
can take Wolfman or Direwolf form. If you fail, you can spend a is increased by 4 (to a maximum of 24), you gain natural armor of
Rage point to succeed instead (or on a success, you can spend a +2, your base walking speed is increased by 10, and you gain claw
Rage point to Shift instantly). If you fail the save and do not spend attacks with a d6 damage die and a bite attack with a d8 damage
a Rage point, no action is spent but you can't try again this turn. die. Ordinary humans flee from you unless they succeed on a DC
Shapeshifting is a physically taxing ordeal; when you Shift, you 20 Wisdom saving throw.
are incapacitated until the start of your next turn while your bones If a human or wolf takes damage from your Warwolf form's bite
crack and grow and rearrange themselves, your flesh expands and attack, it must succeed on a DC 11 Constitution saving throw or
builds pounds of muscle out of nowhere, and thick fur sprouts contract the Curse of Lycanthropy.
from every centimeter of your skin. If you spent a Rage point, you The Warwolf form is very taxing unless you are a Mule,
can use that Rage to Shift instantly without becoming incapacit- inflicting one level of exhaustion after each 4 straight hours in this
ated, but you gain a level of exhaustion if you do so. form, and when you shapeshift out of Warwolf form, if you are not
Any worn equipment that can't fit your new form falls to the exhausted, you gain one level of exhaustion.
ground at your feet; nonmagical equipment that can't do so freely
(such as clothing) is destroyed in the process. Direwolf
You can still spend your Bonus Action to Rage on the same turn The Direwolf is the massive wolf of nightmare, a throwback to
you shapeshifted despite being incapacitated. If you spent a Rage prehistoric days when the dire wolves were the size of ponies. In
point to shapeshift you do not need to spend an additional point to Direwolf form, your size is still Medium (barely), but your Strength
enter a Rage on the same turn. If you are already raging, you and Dexterity scores are increased by 2 (to a maximum of 22), you
automatically succeed any attempt to shift into Warwolf form. gain natural armor of +1, your base walking speed is increased by
You automatically succeed any attempt to take your Heritage 15 feet, you gain bite and claw attacks with a d6 damage die, and
form, and you revert to your Heritage form when you die. When you have advantage on Perception or Nature checks for tracking
you fall unconscious, you can make a DC 17 Wisdom save to stay or hunting. In this form you can only speak Wolfspeak, and you
in your current form, otherwise you revert to your Heritage form. can't perform the verbal or somatic components of spells.
Human
This quarter-form is uncomfortable, inflicting one level of
exhaustion after each 24 straight hours in this form.
The Human form is basically indistinguishable from that of an
ordinary human being; in this form, the Werewolf can travel Wolf
through cities and crowds without being discovered. The Wolf form allows the Werewolf to hunt and live among wolf
Wolfman
packs, or to call on the speed and superior senses of the wolf. In
Wolf form, your size is Medium, your Dexterity and Wisdom
The Wolfman form is taller, hairier, and beefier than most humans. scores are increased by 2 (to a maximum of 22), your base walking
In Wolfman form, your size is still Medium (barely), but your speed is increased by 10 feet, you gain gain claw attacks with a d4
Strength score is increased by 4 (to a maximum of 24), you gain damage die and a bite attack with a d6 damage die, and you have
natural armor of +1, your base walking speed is increased by 5 advantage on Perception checks related to smell. In this form you
feet, and you gain bite and claw attacks with a d4 damage die. can only speak Wolfspeak, and you can't perform the verbal or
However, unless magically disguised, you have disadvantage on all somatic components of spells.
attempts to pass for human in dim light or darkness, and such
attempts automatically fail in bright light.
This quarter-form is uncomfortable, inflicting one level of
exhaustion after each 24 straight hours in this form.

18
Regeneration
Starting at 2nd level, you regain 10 hit points at the start of each of
your turns while in Warwolf form. If you take damage from a
silvered weapon, this feature doesn't function on your next turn.
Ability Score Improvement
At 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level,
you can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1, or you can choose a
Feat or 5 Bonus Points worth of Merits.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage
die when determining the extra damage for a critical hit with a
melee attack.
This increases to two additional dice at 13th level and three
additional dice at 17th level.
Land's Stride
Starting at 11th level, moving through nonmagical difficult terrain
costs you no extra movement. You can also pass through non-
magical plants without being slowed by them and without taking
damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants
that are magically created or manipulated to impede movement,
such those created by the entangle spell.
Relentless
Starting at 15th level, if you roll for Initiative and have no Rage
points remaining, you regain 1 Rage point.
Feral Senses
At 18th level, you gain preternatural senses that help you fight
creatures you can't see. When you attack a creature you can't see,
your inability to see it doesn't impose disadvantage on your attack
rolls against it. You are also aware of the location of any invisible
creature within 30 feet of you, provided that the creature isn't
hidden from you and you aren't blinded or deafened.

19
Heritage Expertise
At 7th level, and again at 13th level, choose two of your skill
Your Heritage is your parentage and what form you were born in. proficiencies. You gain expertise with those skills.
Human-Born One with Shadows
You are a Human who was bitten by a Werewolf in War form. Starting at 10th level, when you are in an area of dim light or
Until level 10, you have advantage on rolls to masquerade as darkness, you can use your action to become invisible until you
human, but you have disadvantage on social rolls to interact with take an action or a reaction, or are in an area of bright light.
wolves, spirits, and Wolf Werewolves. Starting at level 10, you have
assimilated enough as a Werewolf that these no longer apply. Reliable Talent
At 20th level, whenever you make an ability check with proficiency,
Wolf-Born you can treat a d20 roll of 2 to 9 as a 10.
You are a Wolf who was bitten by a Werewolf in War form.
Until level 10, you have advantage on rolls to masquerade as a Crescent Moon
wolf, but you have disadvantage on social rolls to interact with As the crescent moon pierces the night, so does the Crescent
humans and Human Werewolves. Starting at level 10, you have Moon Werewolf pierce the soul. The mystics of the Werewolves,
assimilated enough as a Werewolf that these no longer apply. they understand the Spirit world better than anyone, and often this
Mule understanding leads to a greater knowledge of that which lies
within as well.
Mule Werewolves are the deformed and sterile progeny of two
Werewolves who bred with each other. Werewolves breed true Spellcasting
with humans or wolves, but when they breed with each other their Through the power of your connection to nature and the spirits,
Curses double up and mutate the offspring. Mules are born in you have the ability to cast some spells.
Warwolf form and have a special affinity for it, but they are always Cantrips. At 1st level, you know one cantrip of your choice from
sterile, have some kind of mutation or deformity, and are a mark of the druid or sorcerer spell lists. You learn additional such cantrips
shame on their parents and their tribe. as you gain levels in this class, as shown on the Crescent table.
Mules have no special advantage or disadvantage on social Spell Slots. The Crescent table shows how many spell slots you
interaction or masquerading. Instead they take no exhaustion from have to cast your spells of 1st level and higher. To cast one of these
using or leaving Warwolf form as it is their Heritage form, and spells, you must expend a slot of the spell's level or higher. You
they must take at least 3 points of Flaws (for no Bonus Point regain all expended spell slots when you finish a long rest.
reward) to represent their Mule deformity. What Flaws may be Additionally, as a bonus action on your turn, you can spend a
taken for this is ultimately at DM discretion, but their effect must number of Rage points to restore a spell slot of that level.
be visible (though it may be able to be hidden with a disguise) and For example, if you know the 1st-level spell burning hands and
representative of a physical or magical mutation. Points of Mule have a 1st-level and a 2nd-level spell slot available, you can cast
deformity Flaws beyond 3 may award Bonus Points, though how burning hands using either slot.
many are permitted is at DM discretion. Spells Known of 1st Level and Higher. You know two 1st-level
spells of your choice from the druid spell list, one of which may be
Phases from the sorcerer spell list instead. The Crescent table shows
Your Phase is the phase of the moon you were born under. Your when you gain additional druid spells of your choice. Each of these
choice grants you features as you gain levels in this class. spells must be of a level for which you have spell slots. For
instance, when you reach 7th level in this class, you can learn one
New Moon new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and
20th level can be from the sorcerer spell list instead of druid.
New Moon Werewolves are the Tricksters, born outside of Luna's Additionally, when you gain a level in this class, you can choose
light. Their ways are mysterious, but they serve their tribe in times one of the spells you know and replace it with another spell from
where Tooth and Claw are not appropriate. the druid spell list (or the sorcerer spell list if you are replacing
Moonshadow one of your sorcerer spells), which also must be of a level for
At 1st level, you gain proficiency with Stealth and with Thieves' which you have spell slots.
Tools. If you are already proficient, you gain expertise instead. Spellcasting Ability. Wisdom is your spellcasting ability for
In addition, you can Hide as a bonus action on your turn. your Werewolf spells, as they come from your understanding of
nature and the spirits. You use your Wisdom score whenever a
Sneak Attack spell refers to your spellcasting ability. In addition, you use your
Beginning at 3rd level, you know how to strike subtly and exploit Wisdom modifier when setting the saving throw DC for a
distraction. Once per turn, you can deal an extra 1d6 damage to Werewolf spell you cast and when making an attack roll with one.
one creature you hit with an attack if you have advantage on the
attack roll and it uses a finesse, ranged, or natural weapon. Spell Save DC = 8 + your proficiency bonus +
You don't need advantage on the attack roll if another enemy of your Wisdom modifier
the target is within 5 feet of it, that enemy isn't incapacitated, and
you don't have disadvantage on the attack roll. Spell attack modifier = your proficiency bonus +
The amount of the extra damage increases as you gain levels in your Wisdom modifier
this class, to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 13th level,
and 5d6 at 20th level.

20
Ritual Caster
You have learned a number of spells that you can cast as rituals. Crescent / Gibbous
These spells are written in a ritual book, which you must have in Cantrips Spells
hand while casting one of them. Level Known Known 1st 2nd 3rd 4th
At 1st level, your ritual book contains two 1st-level spells of your
choice from the druid or wizard spell lists. You add another spell 1st 1 — — — — —
to your book at 7th level of 2nd-level or lower, at 10th level of 3rd- 2nd 1 — — — — —
level or lower, and at 13th level of 4th-level or lower. You must
choose your spells from the druid or wizard spell lists, and they 3rd 2 3 2 — — —
must have the ritual tag. 4th 2 4 3 — — —
If you come across a spell in written form, such as a magical
spell scroll or a Witch's spellbook, you might be able to add it to 5th 2 4 3 — — —
your ritual book. The spell must be on the druid or wizard spell 6th 2 4 3 — — —
list, the spell's level can be no higher than one quarter your level
(rounded up), and it must have the ritual tag. The process of 7th 2 5 4 2 — —
copying the spell into your ritual book takes 2 hours per level of 8th 2 6 4 2 — —
the spell. In the same way, you can inscribe any spell you learn 9th 2 6 4 2 — —
from this class in the book if it has the ritual tag.
10th 3 7 4 3 — —
Focused Rage 11th 3 8 4 3 — —
At 10th level, you learn to partially harmonize your rage and your
spellcasting, gaining the following benefits: 12th 3 8 4 3 — —
You can concentrate on a spell even while raging. 13th 3 9 4 3 2 —
When you fail a concentration check, you can spend a Rage 14th 3 10 4 3 2 —
point to reroll and use the second result.
15th 3 10 4 3 2 —
Beast Spells 16th 3 11 4 3 3 —
At 20th level, you can perform the somatic and verbal components
of a spell while in any form. 17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
Half Moon 19th 3 12 4 3 3 1
The Half Moon Werewolves forever seek a balance, to see all sides
of things. They act as the judges and ambassadors for the 20th 3 13 4 3 3 1
Werewolves, maintaining sight of purpose at all times.
Natural Diplomat
At 1st level you are a master of mediation and diplomacy. When Quelled Rage
you make a Charisma check to try to bring peace or understanding While rage is useful, sometimes cooler heads must prevail.
between two or more creatures, you can treat a d20 roll of 2 to 9 Starting at 7th level, you can cast the calm emotions spell as an
as a 10. (You can be one of the two or more creatures.) action on your turn by spending a Rage point.
Animal Companion Beast Allies
At 3rd level, you gain the Animal Companion Merit for no Bonus Starting at 10th level, you can spend a Rage point as an action to
Point cost. If you already have the Animal Companion Merit, you cast conjure animals, except the summoned beasts are not fey
gain 4 Bonus Points to spend on other Merits instead. spirits but actual beast creatures from the area nearby. The DM
chooses the creatures based on what is available in the area.
The spell is cast as though using a spell slot of a level equal to
your remaining Rage points (after spending) plus 3.
Once you use this feature, you can't do so again until you finish a
short or long rest, and you can't do so again within a five mile
radius for 24 hours.
Universal Speech
At 13th level you become able to communicate with any creature.
As an action on your turn, you can spend a Rage point to cast
tongues on yourself without components.
Nature's Sanctuary
At 20th level, spirits and creatures of the wild know better than to
attack you. When a beast, plant, or spirit creature attacks you, that
creature must make a DC 20 Wisdom saving throw. On a failed
save, the creature must choose a different target, or the attack
automatically misses. The creature is aware of this effect before it
makes its attack against you.
21
Spellcasting Ability. Charisma is your spellcasting ability for your
Werewolf spells, as they come from your interaction with nature
and the spirits. You use your Charisma score whenever a spell
refers to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
Werewolf spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +


your Charisma modifier
Song of Rest
Gibbous Moon Beginning at 3rd level, you can use soothing music or oration to
The artists, the singers, the poets, the dancers... The Gibbous help revitalize your wounded allies during a short rest. If you or
Moon Werewolves remind their kin of the joys of life, and inspire any friendly creatures who can hear your performance regain hit
them in their fight against corruption. points by spending Hit Dice at the end of the short rest, each of
those creatures regains extra hit points equal to a roll of your
Bardic Inspiration Bardic Inspiration die.
You can inspire others through stirring words or music. To do so, Countercharm
use a bonus action on your turn to choose one creature other than
yourself within 60 feet of you who can hear you. That creature At 10th level, you gain the ability to use music or words to disrupt
gains one Bardic Inspiration die, a d6. mind-influencing effects. As an action, you can start a performance
Once within the next 10 minutes, the creature can roll the die that lasts until the end of your next turn. During that time, you and
and add the number rolled to one ability check, attack roll, or any friendly creatures within 30 feet of you have advantage on
saving throw it makes. The creature can wait until after it rolls the saving throws against being frightened or charmed, and are
d20 before deciding to use the Bardic Inspiration die, but must immediately granted such a saving throw even if one would not
decide before the DM says whether the roll succeeds or fails. Once normally be allowed. A creature must be able to hear you to gain
the Bardic Inspiration die is rolled, it is lost. A creature can have this benefit. The performance ends early if you are incapacitated
only one Bardic Inspiration die at a time. or silenced or if you voluntarily end it (no action required).
You can use this feature a number of times equal to your Font of Inspiration
Charisma modifier (a minimum of once). You regain all expended At 20th level, whenever you roll initiative you gain 4 uses of Bardic
uses when you finish a long rest, or early if you spend a Rage point Inspiration. If these are not used in the next minute, they are lost.
as an action on your turn.
Your Bardic Inspiration die changes when you reach certain Full Moon
levels in this class. The die becomes a d8 at 7th level, a d10 at 13th The Full Moon Werewolves are the warriors. Like their namesake,
level, and a d12 at 20th level. there is nothing of subtlety to the Full Moons. They are the
Spellcasting champions of battle and the vanguard of war.
Through the power of your connection to nature and the spirits, Primal Fortitude
you have the ability to cast some spells. Your Werewolf hit dice are d12s instead of d10s.
Cantrips. At 1st level, you know one cantrip of your choice from
the druid or bard spell lists. You learn additional such cantrips as Reckless Attack
you gain levels in this class, as shown on the Gibbous table. Starting at 3rd level, you can throw aside all concern for defense to
Spell Slots. The Gibbous table shows how many spell slots you attack with abandon. When you make your first attack on your
have to cast your spells of 1st level and higher. To cast one of these turn, you can decide to attack recklessly. This gives you advantage
spells, you must expend a slot of the spell's level or higher. You on melee weapon attack rolls using Strength during this turn, but
regain all expended spell slots when you finish a long rest. attack rolls against you have advantage until your next turn.
Additionally, as a bonus action on your turn, you can spend a Action Surge
number of Rage points to restore a spell slot of that level. Starting at 7th level, you can push yourself beyond your normal
For example, if you know the 1st-level spell burning hands and limits for a moment. On your turn, you can spend a Rage point to
have a 1st-level and a 2nd-level spell slot available, you can cast take one additional action, but only once per turn.
burning hands using either slot.
Spells Known of 1st Level and Higher. You know two 1st-level Extra Attack (2)
spells of your choice from the druid spell list, one of which may be Starting at 10th level, you can attack three times instead of twice
from the bard spell list instead. The Gibbous table shows when whenever you take the Attack action on your turn.
you gain additional druid spells of your choice. Each of these
spells must be of a level for which you have spell slots. For Indomitable
instance, when you reach 7th level in this class, you can learn one Beginning at 13th level, you can reroll a saving throw that you fail.
new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and If you do so, you must use the new roll, and you can't use this
20th level can be from the bard spell list instead of druid. feature again until you finish a long rest.
Additionally, when you gain a level in this class, you can choose Extra Attack (3)
one of the spells you know and replace it with another spell from At 20th level, you can attack four times instead of three whenever
the druid spell list, which also must be of a level for which you you take the Attack action on your turn.
have spell slots.
22
Ghost
The Memory
Ghost

G
hosts are the spirits of the dead who linger in the
Ethereal Plane rather than passing on to the next
life because they cling to some unfinished business
on the Material Plane. They are defined by their
Drives, which spur them forward; their Anchors,
which hold them back; and their Shade, which
wishes always to drag them down toward Oblivion.
Class Features
Hit Points
Hit Dice: 1d12 per Ghost level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier Shade
per Ghost level after 1st
Your Shade is all the worst parts of you - your darkest desires and
Proficiencies most self-destructive tendencies - made manifest as a second
Saving Throws: Charisma, Constitution personality in your head. It taunts, torments, and tempts you, with
Skills: Choose two from Arcana, Deception, History, Insight, the ultimate goal of dragging you down into Oblivion.
Intimidation, Nature, Perception, Performance, Persuasion, Whenever you reach 0 hit points or would be killed, instead of
Religion, or Stealth. dying, your Shade drags you through a portal into a nightmare
realm pulled from your own subconscious where you undergo a
Ethereal Wrack, a nightmare of horrors from your past and deepest fears
As an undead spirit, you do not need to eat, drink, or breathe. You that you must overcome. The nature of this challenge is always
are resistant to cold and necrotic damage and immune to poison mental or emotional rather than physical, and is up to the DM to
damage. You are native to the Ethereal Plane, by default unable to design. Your Constitution score is permanently reduced by 1 if you
interact with the Material Plane. To even see into it you must pass, or by 1d4 if you fail. Either way, you are then returned to
travel from the Ethereal Plane to the Border Ethereal where you where you were as though only one minute had passed, with your
can peer through the Threshold to see a ghostly reflection of the hit points restored to your maximum (which may be lower now)
Material Plane and observe the goings on there. and all other effects cleared from you (including Manifest).
While in the Border Ethereal, you are invisible to the Material If your Constitution score ever reaches zero, you are dragged
Plane, but you can see and hear into it with reasonable clarity for kicking and screaming into Oblivion, to become a Spectre if you
60 feet, and lightly obscured by gray fog for another 60 feet beyond are lucky, or else to cease existing altogether.
that. You can't affect or be affected by anything on the Material
Plane unless the effect states otherwise. You can pass through Passing On
creatures and objects as though they are difficult terrain, but you The unspoken goal of every Ghost is to Pass On; to complete or
take 1d10 force damage if you end your turn inside an object. If move on from your Drives, overcome or outlast your Anchors, and
you pass through a creature, that creature may feel an odd sense resist the influence of your Shade to finally leave this undead
of presence - a cold sweat, a chill down their spine, a prickle at the existence and go to whatever lies Beyond. No one knows for sure
back of the neck - as though something undefinable is there. by what method this is achieved, though Wracks are thought to
play a part in it somehow. Whether and how you can ever Pass On
Pneuma is at DM discretion.
In death, your spirit self is defined by three things: Your Drive, Manifest
which spurs you forward; your Anchor, which holds you back; and
your Shade, which drags you down toward Oblivion. As an action on your turn while in the Border Ethereal, you can
force yourself through the Threshold to Manifest an incorporeal
Drive form on the Material Plane. While Manifested you are visible on
Your Drive is your driving goal, the thing you left undone in life that the Material Plane as a ghostly apparition approximating your
you wish to complete in death. Work with your DM to determine appearance from just before your death, but the details are too
your Drive; with DM permission, you may have more than one. blurry to identify hand signs or facial expressions, and any sound
Higher level features will grant you bonuses for pursuing your you make is muffled beyond comprehension and no louder than a
Drive, and you must fulfill or move past it to Pass On. whisper. You can be targeted by effects from the Material Plane,
but you have resistance to bludgeoning, piercing, and slashing
Anchor damage from nonmagical weapons.
Your Anchor is the thing you care about enough that it ties you to If you end your turn inside a creature while Manifested, the
the world of the living. It can be a person, an object, or a place. creature must succeed on a Constitution saving throw at your
Work with your DM to determine your Anchor; with DM Ghost spell save DC (see below) or take 2d6 cold damage. The
permission, you may have more than one. You always know the cold damage increases by 1d6 at 5th level (3d6), 11th level (4d6),
location of your Anchor relative to you if it is on the same plane of and 17th level (5d6).
existence as you, or if it is on the Material Plane and you are in the You can stay Manifested for a number of minutes equal to your
Border Ethereal. Higher level features will grant you bonuses for Ghost level, after which you must finish a short or long rest before
slumbering in your Anchor, and you must overcome your ties to it you can Manifest again. Your Manifestation ends early if you are
(or it must be destroyed) for you to Pass On. knocked unconscious or if you end it early as a bonus action.
24
Ghost
Proficiency
Level Bonus Ectoi Features Cantrips Known Spells Known Max Spell Level
1st +2 — Ethereal, Pneuma, Manifest — — —
2nd +2 2 Memoriam, Spellcasting, Ectoi 2 3 1st
3rd +2 3 Guild 2 3 1st
4th +2 3 Ability Score Improvement 3 3 1st
5th +3 4 Uncanny Dodge 3 4 2nd
6th +3 4 Guild Feature 3 4 2nd
7th +3 5 Evasion 3 5 2nd
8th +3 5 Ability Score Improvement 3 5 2nd
9th +4 6 — 3 6 3rd
10th +4 6 Guild Feature 4 6 3rd
11th +4 7 — 4 7 3rd
12th +4 7 Ability Score Improvement 4 7 3rd
13th +5 8 — 4 8 4th
14th +5 8 Guild Feature 4 8 4th
15th +5 9 — 4 9 4th
16th +5 9 Ability Score Improvement 4 9 4th
17th +6 10 — 4 10 5th
18th +6 10 Restless 4 10 5th
19th +6 11 Ability Score Improvement 4 11 5th
20th +6 15 — 4 11 5th

You can carry items from the Ethereal Plane with you when you Phantom Defense
Manifest, but they drift back across the Threshold with you when You can spend 1 Memoriam Point to take the Dodge action as a
your Manifestation ends. Any items native to the Material Plane on bonus action on your turn.
your person when your Manifestation ends drop to the ground on
the Material Plane in the square you were standing. Spellcasting
Memoriam You can use the power of your Memoriam to cast some spells.
You are a reflection, an incarnation of memory. Starting at 2nd Cantrips
level, you have a number of Memoriam Points equal to your Ghost You learn two cantrips of your choice from the Ghost spell list. You
level, which you can expend to power various features. You regain learn an additional Ghost cantrip of your choice at 11th level.
all expended Memoriam Points when you finish a long rest if at
least one living person remembers your living self (as opposed to Casting Spells of 1st-Level and Higher
remembering your Ghost). You regain all expended Memoriam To cast one of your Ghost spells of 1st level or higher, you must
Points when you finish a short or long rest if you spent that rest expend a number of Memoriam Points equal to the spell's level or
slumbering in your Anchor, or if you spent at least a full hour higher. You can cast a spell as though using a higher level spell slot
pursuing your Drive since you last regained Memoriam. by expending additional Memoriam Points. You cannot cast spells
at a level higher than that indicated in the Max Spell Level column
Focused Phasing of the Ghost table. You use your own Memoriam as a spellcasting
You can spend 2 Memoriam Points as a bonus action on your turn focus for these spells.
to ignore difficult terrain, including that imposed by passing
through creatures or objects, until the end of your turn. You do not Spells Known of 1st-Level and Higher
take damage from ending this turn inside an object. You know three 1st-level Ghost spells of your choice.
The Spells Known column of the Ghost table shows when you
Phantom Swiftness learn more Ghost spells of 1st level or higher. Each of these spells
You can spend 1 Memoriam Point to take the Disengage or Dash must be of a level you can cast using Memoriam Points. For
action as a bonus action on your turn, and your jump distance is instance, when you reach 5th level in this class, you can learn one
doubled for the turn. new spell of 1st or 2nd level.
25
Whenever you gain a level in this class, you can replace one of the
Ghost spells you know with another spell of your choice from the Guilds
Ghost spell list. The new spell must be of a level you can cast The Evokers', Necromancers', and Transmuters' Guilds are
using Memoriam Points. detailed here. You can find subclasses for the other Schools of
Magic elsewhere if you know where to look.
Spellcasting Ability
Choose Charisma or Wisdom to be your spellcasting ability for Evocation
your Ghost spells. You use the chosen ability whenever a spell or The Evokers' Guild is on hard times, as the elements are stunted
feature refers to your spellcasting ability. In addition, you use the and cold in the Ethereal Plane. Where the living master Fire and
chosen ability modifier when setting the saving throw DC for a Acid and Thunder, Ghosts are limited primarily to Cold, and a little
Ghost spell you cast and when making an attack roll with one. Lightning. That said, the frigid powers of a Ghost Evoker can stop
their enemies dead in their tracks.
Spell Save DC = 8 + your proficiency bonus +
your Charisma or Wisdom modifier Evocation Savant
At 3rd level, and again at 6th, 10th, 14th, and 18th level, you learn
Spell attack modifier = your proficiency bonus + an additional Ghost spell from the evocation school of magic that
your Charisma or Wisdom modifier
doesn't count against your number of spells known.
Ectoi Sculpt Spells
You can create pockets of relative safety within the effects of your
As a Ghost, you have access to various magical powers fueled by evocation spells. When you cast an evocation spell that affects
your Memoriam. You gain two Ectoi of your choice at 2nd level, other creatures that you can see, you can choose a number of
and you gain an additional Ectos of your choice at certain levels in them equal to 1 + the spell's level. The chosen creatures
this class, as shown on the Ghost table. automatically succeed on their saving throws against the spell, and
they take no damage if they would normally take half damage on a
Guild successful save.
The Stygian Guilds are divided by their study of the different Potent Cantrip
schools of magic. Even if you do not officially join a Guild, you Starting at 6th level, your damaging cantrips affect even creatures
must choose a school of magic to focus on. Your choice grants you that avoid the brunt of the effect. When a creature succeeds on a
features at 3rd level and again at 6th, 10th, and 14th level. saving throw against your cantrip, it takes half the cantrip's
Ability Score Improvement damage (if any) but suffers none of the cantrip's other effects.
At 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, Empowered Evocation
you can increase one ability score of your choice by 2, or you can Beginning at 10th level, you can add your spellcasting ability
increase two ability scores of your choice by 1, or you can choose a modifier to one damage roll of any Ghost evocation spell you cast.
Feat or 5 Bonus Points worth of Merits.
Overchannel
Uncanny Dodge Starting at 14th level, you can increase the power of your simpler
spells. When you cast a Ghost spell of 1st through 3rd-level that
Starting at 5th level, when an attacker that you can see hits you deals damage, you can deal maximum damage with that spell.
with an attack, you can use your reaction to halve the attack's The first time you do so, you suffer no adverse effect. If you use
damage against you. this feature again before you finish a long rest, you take 2d12 force
Evasion damage for each level of the spell, immediately after you cast it.
Each time you use this feature again before finishing a long rest,
Starting at 7th level, when you are subjected to an effect that the force damage per spell level increases by 1d12.
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the saving Necromancy
throw, and only half damage if you fail. The Necromancers' Guild are sometimes referred to as the
Artificers, or, in whispered, fearful tones, the Soulforgers. Where
Restless Necromancy in the world of the living pertains to controlling or
Starting at 18th level, you require only ten minutes to gain the even reanimating the dead, such power over death in the world of
benefits of a short rest and only two hours for a long rest. the dead is an overwhelming and terrifying notion.
Necromancy Savant
At 3rd level, and again at 6th, 10th, 14th, and 18th level, you learn
an additional Ghost spell from the necromancy school of magic
that doesn't count against your number of spells known.
Grim Harvest
When you reduce a Ghost or other incorporeal undead to 0 hit
points or kill it outright with an attack or spell, you can spend a
number of Memoriam Points equal to half its Constitution score
(round up) to capture its ectoplasm rather than allowing it to be
dragged down into a Wrack. You harvest a number of pounds of
raw ectoplasm equal to the creature's number of hit dice.
26
Soul Forging
You gain proficiency with Soulforger's Tools, a proficiency that
cannot be gained in any other way. By expending pounds of raw
ectoplasm, Memoriam Points, and hours of concentration with
Soulforger's Tools, you can craft a Relic item.
A Relic is a magic item obviously forged from ectoplasm. The
following table shows the ectoplasm, Memoriam, and time
requirements to craft each rarity of item:
Ectoplasm Memoriam Time Rarity
1 pound 1 point 1 hour Common
5 pounds 2 points 24 hours Uncommon
20 pounds 5 points 720 hours Rare
60 pounds 11 points 7,200 hours Very Rare
120 pounds 17 points 72,000 hours Legendary
360 pounds 20 points 720,000 hours Artifact

The required time does not have to be spent consecutively, but


times longer than 1 hour must be spent in 8 hour increments. If
your concentration is interrupted, progress from the interrupted Decay
increment is lost and must be repeated later. You must spend the You can cause an object to superficially age and rot. You can cause
required pounds of ectoplasm at the start of the process, and the metal to rust, wood to gray and splinter, paint to fade and chip, etc.
required points of Memoriam all at once at the end to complete it. These effects are permanent but purely aesthetic, however, by
Undead Thralls spending 1 Memoriam Point and 10 minutes of concentration
At 6th level, you learn to craft Soulsteel Chains, an uncommon while targeting a nonmagical object no larger than 5 times your
Relic item that requires attunement, which takes the form of a set Ghost level feet in any dimension, you can cause the object to
of manacles connected to a collar. As an action, you can fasten a actually age by one year, plus one year for each consecutive 10
Soulsteel Chain around a willing or incapacitated creature. While minutes of concentration and additional Memoriam Point (2 years
an undead creature is bound by a Soulsteel Chain you are attuned the second, 3 years the third, etc.) If you end this concentration
to, it is charmed by you and follows your orders to the best of its voluntarily upon completing a 10 minute increment, the aging is
ability, except suicidal ones. Unattuned Soulsteel Chain can be permanent; if your concentration is interrupted early, the object
unlocked with a DC 20 Thieves' Tools check; attuned Soulsteel gradually reverts to its original state over the next 24 hours.
Chain can only be unlocked by the creature attuned to it. You can use this feature on an object in the Material Plane even
Soulsteel Chain can be carried across the Threshold by while you are in the Border Ethereal.
Manifesting and left there. They function even if the attuned Horrifying Visage
creature is on a different plane of existence. As an action, you can force each non-undead creature within 60
Oblivion Smite feet of you that can see you to make a Wisdom saving throw at
Starting at 10th level, whenever you deal damage to a creature your Ghost spell save DC. On a failure, they are frightened of you
with a necromancy spell, you can spend additional Memoriam for 1 minute. If the save fails by 5 or more, the target also ages 1d4
Points to deal additional necrotic damage. The extra damage is × 10 years. A frightened target can repeat the saving throw at the
2d8 for 1 Memoriam Point, plus 1d8 for each Memoriam Point end of each of its turns, ending the frightened condition on itself
beyond the first, to a maximum of 5d8. on a success. If a target's saving throw is successful or the effect
If the target is undead, the damage increases by 1d8 (to a ends for it, the target is immune to your use of this feature for the
maximum of 6d8), ignores resistance to necrotic damage, and next 24 hours. The aging effect can be reversed with a greater
treats immunity to necrotic damage as resistance. restoration spell, but only within 24 hours of it occurring.
Additional Thralls Plasmorph
Starting at 14th level, you can attune to a number of Soulsteel At 10th level, you learn the polymorph spell (if you already know it,
Chains equal to your spellcasting ability modifier (minmum 1) you learn another Ghost spell of your choice of a level you can cast
without them counting against your number of attuned items. with Memoriam Points). You can cast polymorph without
expending a spell slot. When you do so, you can target only an
Transmutation incorporeal undead and transform it into a beast whose challenge
rating is 1 or lower, except it is still an incorporeal undead.
The Transmuters' Guild focuses on harnessing the power of the Once you cast polymorph in this way, you can't do so again until
elements and exerting control over them. They specialize in you finish a short or long rest, though you can still cast it normally
altering the state of energy or matter, changing the nature of a using Memoriam Points.
thing or changing it from one thing into another.
Master Plasmorph
Transmutation Savant Starting at 14th level, when you cast polymorph using your
At 3rd level, and again at 6th, 10th, 14th, and 18th level, you learn Plasmorph feature, if you concentrate on the spell for the full
an additional Ghost spell from the transmutation school of magic duration, you can choose for the transformation to last until
that doesn't count against your number of spells known. it is dispelled.
27
Ectoi Lifesense
Aura of Misfortune As an action, you can spend a Memoriam Point to sense life force.
Until the end of your next turn, you know the location of any beast,
When an enemy creature within 10 feet of you rolls a 20 on an humanoid, or undead within 60 feet of you that is not behind total
attack roll, ability check, or saving throw, they must reroll the die cover. You know the type (beast, humanoid, or undead) of any
and use the new roll. While Manifested, the aura's range is being whose presence you sense, but not its identity.
increased to 30 feet. This feature can also sense other living things, such as dragons
This feature can affect the Material Plane while you are in the or monstrosities, but unless you are already familiar with such
Border Ethereal. creatures, you will likely not be able to identify the type, only
knowing that it is not a beast, humanoid, or undead.
Darkvision
You have superior vision in dark and dim conditions. You can see One with Shadows
in dim light within 60 feet of you as if it were bright light, and in When you are in an area of dim light or darkness, you can use your
darkness as if it were dim light. You can't discern color in action to become invisible until you take an action or a reaction, or
darkness, only shades of gray. If you already have darkvision from are in an area of bright light.
another source, you gain the effects of taking this Ectos a second
time instead. Plasmic Toughness
If you take this Ectos a second time, you can see normally in
darkness, both magical and nonmagical, to a distance of 120 feet. Your hit point maximum increases by an amount equal to twice
your level. Whenever you gain a level, your hit point maximum
Deathsense increases by an additional 2 hit points.
As a bonus action, you can spend a Memoriam Point and focus Plasmus
your senses on a single creature you can see within 30 feet of you.
You know any conditions that creature is suffering from (charmed, This Ectos enhances your ability to Manifest through the
exhausted, etc.), any poisons or diseases it is afflicted with, and its Threshold. You can spend 2 Memoriam Points to Manifest again
approximate percentage of remaining hit points (nearest 10%). even if you have not rested yet. When you Manifest, your
Manifestation is clear enough to recognize facial expressions and
Dread Gaze hand signals, and your spells and features can affect targets on the
Material Plane. If you spend 1 Memoriam Point as you Manifest,
As an action, lock eyes with a creature you can see who can see or as a bonus action while Manifested, for the duration your hands
your eyes who is within 30 feet of you. They must make a Wisdom become solid enough for simple interactions with the Material
saving throw at your Ghost spell save DC or be paralyzed until the Plane. Treat this as using the mage hand cantrip, except there are
end of your next turn. You must then finish a short or long rest two spectral hands and they are still connected to your body.
before you can do this again. You can take this Ectos a second time at 5th level. If you do, your
Manifestation is clear enough to pass for your living self as you
Eidolon were just before your death, with whatever wounds you died with
You have advantage on all rolls to resist or combat the influence of appearing as visible but long healed scars, but only from further
your Shade (such as Rampage checks when provoked, etc.). than 5 feet away. Up close, a faint translucence is noticeable, and
of course you are still incorporeal. Your hands become mage hand
Ethereal Defense soild while Manifested without needing to spend a Memoriam
point, and if you do spend a Memoriam point in the same way your
Your Armor Class equals 10 + your Dexterity modifier + your hands solidify further, allowing for full range of interaction such as
spellcasting ability modifier. wielding a weapon or lifting an object with your full Strength score
You can take this Ectos a third time at 11th level. If you do, your
Fast Movement Manifest duration is measured in hours instead of minutes. In
Your movement speed is increased by 10 feet. addition, when you Manifest you can spend an additional
Memoriam Point for your Manifestation to appear solid to all
Levitation senses. While Manifested this way, your Manifest duration is
measured in minutes instead of hours, but you are indistinguish-
You can cast levitate on yourself at will while not Manifested, or by able from your living self. You are warm to the touch and you can
spending 1 Memoriam Point while Manifested, without providing performatively breathe, drink, and even eat, though you still do not
components. need to. The only way that nonmagical senses can detect that you
You can take this Ectos a second time at 7th level. If you do, you are not your living self is to notice your lack of heartbeat, which
can cast fly on yourself at will while not Manifested, or by spending requires checking your pulse with a successful Perception or
2 Memoriam Points while Manifested, without providing Medicine check at a difficulty of your Ghost spell save DC.
components.
28
Possession While reanimated this way, treat your Strength and Constitution
scores as 18 and your Dexterity score as 14. You have resistance
You can spend a Memoriam Point to possess an inanimate to necrotic and psychic damage and immunity to poison damage
nonmagical object you can see within 5 feet of you that is no larger and the charmed, exhaustion, frightened, paralyzed, poisoned, and
than 5 feet in any dimension. While you possess the object, you stunned conditions, but fire and radiant damage are Devastating
are aware of your surroundings as if you were in the object's to you. Your unarmed strikes have a damage die of 2d6 instead of
space. Your incorporeal form can't be targeted by any attack, spell, 1, and when you take the Attack action with an unarmed strike you
or other effect; spells and effects that would do so target the can make an additional unarmed strike as a bonus action. You
possessed object instead. You can't move or use reactions. The regain 10 hit points at the start of each of your turns; if you take
only action you can take is to leave the object as a bonus action. Devastating damage, you do not regain these hit points at the start
This happens automatically if the object is broken or destroyed. of your next turn. Only if you start your turn with 0 hit points and
You can communicate telepathically with anyone who is touching do not regenerate are you forced from your body into a Wrack,
or carrying the object. The object counts as magical - and if it is a after which you cannot possess your body again for 24 hours.
weapon it has a +1 bonus to attack and damage rolls - while you If you are in the Border Ethereal, you can possess targets in the
are possessing it. After one hour you are expelled from the object Material Plane. Otherwise your target must be on the same plane
and returned to the Border Ethereal unless you spend another of existence as you. You can't possess incorporeal targets.
Memoriam Point to extend the effect for another hour.
You can take this Ectos a second time at 5th level. If you do, you Requiem
can spend 2 Memoriam Points to force one beast creature you can You can cast the silence spell centered on yourself without
see within 5 feet of you to make a Charisma saving throw at your spending Memoriam Points or providing components. The spell
Ghost spell save DC. On a failure, the creature is possessed by moves with you, staying centered on you for the duration.
you; your incorporeal form disappears, and the target is Once you use this feature, you can't do so again until you finish a
incapacitated and loses control of its body. You now control the short or long rest.
body, but this doesn't deprive the target of awareness. Your
incorporeal form can't be targeted by any attack, spell, or other Shadow Play
effect; spells and effects that would target you target your You can control the size and shape of the shadows around you,
possessed body instead. You use your game statistics in place of within 5 feet times half your Ghost level (round down) from you.
the possessed creature's, with the addition of any special actions The shadows must be naturally cast by a light source, but you can
that are part of the creature's body, such as a wolf's bite attack. You move and reshape them at will. This change is not merely
don't automatically gain access to the creature's knowledge, class cosmetic, but alters the light level in the affected area. You can use
features, or proficiencies, but you can communicate with the this feature to affect the Material Plane while you are in the
creature telepathically from inside their mind, including being able Border Ethereal by spending 1 Memoriam Point.
to target them with magic, so they can share knowledge or skill
with you if they can be convinced to. A creature possessed this way Spider Climb
is permitted an additional saving throw at the end of each of its
turns, ending the possession on a success. If the creature drops to You gain a climbing speed equal to your walking speed. You can
0 hit points or is killed while you are possessing it, the possession use this speed to move up, down, and across vertical surfaces and
ends and any excess damage carries over to your incorporeal upside down along ceilings, all while leaving your hands free.
form. For example, if the body takes 10 damage and had only 1 hit Tranquility
point left, your incorporeal body takes 9 damage. After one minute
you are expelled from the creature and returned to the Border Prerequisite: 11th level
Ethereal unless you spend another 2 Memoriam Points to extend You can enter a special meditation that surrounds you with an
the effect for another minute. aura of peace. At the end of a long rest, you gain the effect of a
You can take this Ectos a third time at 11th level. If you do, the sanctuary spell at your Ghost spell save DC that lasts until the
duration of object possession is increased from one hour to 24 start of your next long rest (the spell can end early as normal).
hours, and the duration of beast possession is increased from one
minute to one hour, with a save allowed at the end of each minute Unshakable Calm
instead of each turn. In addition, you can spend 3 Memoriam You gain the Serenity Merit at the 2 point level.
Points to target a non-beast creature for possession as though it
was a beast creature, with a possession duration of one minute Whisper
and a new save at the end of each of its turns as before. When Manifested, your voice is no longer muffled beyond
Finally, at 17th level you can take this Ectos a fourth time. If you comprehension, allowing you to communicate with those who are
do, you can spend 4 Memoriam Points while in the presence of near enough to hear you whisper. By spending one Memoriam
your own remains to possess them, reanimating yourself as a Point as a bonus action, you can whisper through the Threshold
Revenant. The power of your Memoriam restores the body to the this way for the next minute without Manifesting.
state it was immediately before death, healing wounds and rot and Also, while Manifested, you can spend one Memoriam point to
even reconstituting from ashes if necessary. Though your unleash a loud scream that can be heard from quite a distance, but
reconstituted body is undead, to nonmagical senses it is nearly it is too brief to contain more than one word, and parsing the word
indistinguishable from your living self. You are warm to the touch from the scream requires a successful Perception check, DC 8
and you can performatively breathe, drink, and even eat, though plus 1 for every 10 feet of distance from you.
you still do not need to. The only way that nonmagical senses can If you have the Plasmus Ectos at least twice, you can speak at a
detect that you are not alive is to notice your lack of heartbeat, normal volume while Manifested, though there is a faint echo to
which requires checking your pulse with a successful Perception your voice that is noticeable with a Perception check at a difficulty
or Medicine check at a difficulty of your Ghost spell save DC. of your Ghost spell save DC.

29
Ghost Spell List
Cantrips 2nd-Level 3rd-Level 4th-Level
Chill Touch Alter Self Animate Dead Arcane Eye
Dancing Lights Augury Bestow Curse Banishment
Guidance Blindness/Deafness Clairvoyance Black Tentacles
Light Blur Counterspell Blight
Minor Illusion Calm Emotions Dispel Magic Compulsion
Ray of Frost Darkness Fear Confusion
Resistance Darkvision Glyph of Warding Control Water
Shocking Grasp Detect Thoughts Haste Death Ward
Spare the Dying Enhance Ability Hypnotic Pattern Dimension Door
Thaumaturgy Enthrall Lightning Bolt Divination
Gentle Repose Major Image Freedom of Movement
1st-Level Heat Metal Nondetection Greater Invisibility
Charm Person Hold Person Phantom Steed Ice Storm
Command Invisibility Protection from Energy Locate Creature
Comprehend Languages Knock Remove Curse Phantasmal Killer
Detect Evil and Good Lesser Restoration Sending Resilient Sphere
Detect Magic Locate Object Slow
False Life Magic Weapon Speak with Dead 5th-Level
Feather Fall Mirror Image Spirit Guardians Animate Objects
Fog Cloud Misty Step Stinking Cloud Antilife Shell
Grease Moonbeam Tongues Couldkill
Identify Pass without Trace Vampiric Touch Cone of Cold
Inflict Wounds Protection from Poison Water Breathing Contact Other Plane
Jump Ray of Enfeeblement Water Walk Contagion
Longstrider See Invisibility Dispel Evil and Good
Mage Armor Shatter Dream
Protection from Evil and Good Silence Hold Monster
Purify Food and Drink Spider Climb Insect Plague
Sanctuary Suggestion Legend Lore
Silent Image Web Modify Memory
Sleep Zone of Truth Scrying
Seeming
Telekinesis
Telepathic Bond
Wall of Force
.
Golem
The Alchemical
Golem

G
olems are artificial constructs which have been
brought to life through the strange and terrible
power of lightning. While this can happen by
accident, the most common way for a Golem to
come into being is to be built and animated by
another Golem, in their endless instinctual
irresistible effort to perfect the alchemy that they
themselves were born from to create the Ultimate Lifeform.
Class Features
Hit Points
Hit Dice: 1d12 per Golem level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier
per Golem level after 1st
Proficiencies
Weapons: Simple weapons
Tools: Alchemist's supplies, any one other tool of your choice
Saving Throws: Intelligence, Constitution
Skills: Choose one from Arcana, Medicine, or Science, and Formulaebook
choose 2 from Arcana, Athletics, Deception, Intimidation, At 1st level, you have a Formulaebook containing four 1st level
Medicine, Nature, Perception, or Science. Alchemist spells of your choice. Each time you gain a Golem level,
Construct you can add two Alchemist spells of your choice to your
Formulaebook. These spells must be of a level for which you can
While you are now a living creature - needing to eat, breathe, prepare extracts, as shown on the Golem table. On your
sleep, etc. - you were not born in the normal way. Rather, your adventures, you might find other spells that you can add to your
body was constructed from inanimate parts, and then brought to Formulaebook (see the "Your Formulaebook" sidebar).
life with the help of lightning. Your creature type is Construct, you
have immunity to lightning damage, and whenever you are Extracts
subjected to lightning damage you take no damage and regain a The Golem table shows how many levels of extracts you can have
number of hit points equal to the lightning damage dealt. prepared at a time, as well as the maximum level of extract you
Choose which type of material your body was constructed from can prepare. For example, at 5th level you can have any number of
before it was animated, from among Plant, Frost, Clay, Stone, extracts prepared whose combined total spell levels are less than
Metal, or Flesh, all detailed at the end of this class description. or equal to ten, each of which can be 1st- or 2nd-level.
Regardless of the material your body was initially constructed You can prepare extracts at the end of a short or long rest; you
from, the lightning that animated it transformed that body into one must spend at least 30 minutes of the rest in concentration with
approximating the appearance of an ordinary human, albeit an your Formulaebook and Alchemist's Supplies in order to do so.
especially large and strong one. You are at least six feet in height When you prepare an extract, you can prepare it at a higher level
and weigh at least two-hundred pounds, but from at least 5 feet so that when it is used the spell is cast as though using a higher
away you can pass for a human. Up close, however, traces of your level spell slot. If you prepare more extracts than your allowed
true origin are clearly noticeable; ice flecks on your skin, straw in maximum, a number of your extracts of your choice immediately
your hair, scars where your fingers were stitched to your hands, or become inert and useless so that you only have your allowed
other similar details belie your artificial nature. number of extracts prepared. All spell components must be
As a construct, your fists hit harder than those of a normal provided when the extract is prepared, after which the spell is
human. Your unarmed strikes use a damage die as shown for your ready to be cast at any time. You must make all choices for the
level in the Slam column of the Golem table. spell (other than target) when preparing the extract (for example,
choosing between Enlarge and Reduce).
Alchemical Magic Extracts detect as magical as though they were potions.
Golems use a blend of magic and science to perform feats which Extracts with harmful effects also detect as poisons.
are very similar to spellcasting. All Alchemist spells (including The spell is cast by using the extract as an action, which usually
cantrips) have a Material component, even if the spell usually does requires drinking it, smearing it on a creature or object, or
not, and are cast by mixing these components into an Extract, throwing it at a target (as indicated in the Alchemist spell list).
which is then usually drunk, though it could also be smeared or Using an Extract counts in all ways as casting a spell (it can be
thrown, depending on the spell. countered with counterspell, for example), but does not require
components (as these were spent when preparing the extract) and
Cantrips can be done by anyone capable of drinking, smearing, or throwing
You know two cantrips of your choice from the Alchemist spell list. it. The user uses their own game statistics for throwing or
You learn an additional Alchemist cantrip of your choice at 4th smearing, but the spell is cast using your game statistics no matter
level and again at 10th level. You use Alchemist Cantrips the same who uses the extract. Concentration spells use your concentration
way you use Alchemist Extracts of 1st-level and higher, but you no matter who uses the extract. Be careful who you give your
don't have to prepare them ahead of time. concentration extracts to!
32
Spellcasting Ability
Intelligence is your spellcasting ability for your Alchemist spells,
Your Formulaebook since you learn your spells through dedicated study and
The spells that you add to your Formulaebook as you memorization. You use your Intelligence whenever a spell refers to
gain levels reflect the alchemical research you conduct your spellcasting ability. In addition, you use your Intelligence
on your own, as well as intellectual breakthroughs you modifier when setting the saving throw DC for an extract you
have had about the nature of the physical world. You
might find other spells during your adventures. You
prepare or cantrip you cast.
could discover a spell recorded on a scroll in a Witch's Spell Save DC = 8 + your proficiency bonus +
lair, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find an your Intelligence modifier
Alchemist spell of 1st level or higher, you can add it to You do not make spell attacks for Alchemist spells. Instead, your
your Formulaebook if it is of a level for which you can extracts have up to three methods of use from among drink,
prepare extracts and if you can spare the time to smear, or throw, all described at the start of the Alchemist spell list
decipher and copy it.
Copying a spell into your Formulaebook involves
after this class description.
reproducing the basic form of the spell, then Discoveries
deciphering the unique system of notation used by the
spellcaster who wrote it. You must practice the formula In your studies of the natural and magical sciences, you have
until you understand the steps and ingredients required, unearthed alchemical discoveries, fragments of hidden knowledge
then transcribe it into your Formulaebook using your about the nature of science and magic.
own notation. The process takes 2 hours for each level At 2nd level you gain two Discoveries of your choice from the
of the spell. Once you have finished the process, you options detailed at the end of the class description. When you gain
can prepare the extract just like your other spells. certain Golem levels, you gain additional Discoveries of your
You can follow this same process to reverse engineer
a potion you find, spending the same amount of time
choice, as shown in the Discoveries column of the Golem table.
and gold to reverse engineer the formula for preparing Keraunos
that potion as an extract, assuming it has an equivalent
Alchemist spell. As Prometheus stole fire from the gods, the Modern Prometheus
Replacing the Book. You can copy a spell from your has stolen lightning from the heavens and laced it through your
own Formulaebook into another book - for example, if veins to give you life. Starting at 3rd level, you gain the ability to
you want to make a backup copy of your Formulaebook. channel some of this lightning.
This is just like copying a new spell into your At 3rd level you learn shocking grasp as a Keraunos cantrip.
Formulaebook, but faster and easier, since you At 10th level you learn lightning bolt as a Keraunos spell. You
understand your own notation and already know how to can cast it once with this feature and regain the ability to do so
brew the extract. You need spend only 1 hour for each
level of the copied spell.
when you finish a long rest.
If you lose your Formulaebook, you can use the same At 13th level you gain a 4th-level spell slot, and at 17th level you
procedure to transcribe the extracts that you have gain a 5th-level spell slot. You can expend these spell slots to cast
prepared into a new Formulaebook. Filling out the any Keraunos spell you know, and you regain them when you
remainder of your Formulaebook requires you to find finish a long rest.
new spells to do so, as normal. For this reason, many Constitution is your spellcasting ability for your Keraunos spells,
Golems keep backup Formulaebooks in a safe place. and you can cast them without material components. If a Golem
The Book's Appearance. Your Formulaebook is a ever regains hit points from damage you deal with a Keraunos
unique compilation of alchemical formulae, with its own spell, you take necrotic damage equal to the hit points regained, as
decorative f1ourishes and margin notes. It might be a your inner fire is drained to recharge theirs. This necrotic damage
plain, functional leather volume that you received as a
gift from your master, a finely bound gilt-edged tome
can't be reduced or prevented in any way.
you found in an ancient library, or even a loose Ability Score Improvement
collection of notes scrounged together after you lost
your previous Formulaebook in a mishap. At 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level,
you can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1, or you can choose a
Feat or 5 Bonus Points worth of Merits.
33
Golem
Proficiency Cantrips Levels of Max Extract
Level Bonus Features Slam Discoveries Known Extracts Level
1st +2 Construct, Alchemical Magic 1d4 — 2 2 1st
2nd +2 Discoveries 1d4 2 2 4 1st
3rd +2 Construct Feature, Keraunos 1d4 3 2 6 1st
4th +2 Ability Score Improvement 1d4 3 3 8 1st
5th +3 — 1d6 4 3 10 2nd
6th +3 Ability Score Improvement 1d6 4 3 12 2nd
7th +3 Construct Feature 1d6 5 3 14 2nd
8th +3 Ability Score Improvement 1d6 5 3 16 2nd
9th +4 — 1d6 6 3 18 3rd
10th +4 Keraunos 1d6 6 4 20 3rd
11th +4 Construct Feature 1d8 7 4 21 3rd
12th +4 Ability Score Improvement 1d8 7 4 22 3rd
13th +5 — 1d8 8 4 23 4th
14th +5 Ability Score Improvement 1d8 8 4 24 4th
15th +5 Construct Feature 1d8 9 4 25 4th
16th +5 Ability Score Improvement 1d8 9 4 26 4th
17th +6 — 1d10 10 4 27 5th
18th +6 Construct Feature 1d10 10 4 28 5th
19th +6 Ability Score Improvement 1d10 11 4 29 5th
20th +6 — 1d12 15 4 30 5th

Construct In addition, choose one type of favored terrain: arctic, coast,


desert, forest, grassland, mountain, swamp, underground, or
Plant urban. Your choice should reflect the source of the plants your
body was constructed from. When you make an Intelligence or
Plant Golems are also called Scarecrows, and are constructed Wisdom check related to your favored terrain, your proficiency
from dead plant matter, often wood and straw with a carved bonus is doubled if you are using a skill that you're proficient in. In
pumpkin for a head. As long as you do not move or take actions, addition, you have the following benefits while in that terrain:
you can appear to be simply a scarecrow. You have a +10 bonus to You ignore difficult terrain.
any Stealth or Deception checks to go undetected in this way. You have advantage on initiative rolls.
You can speak with plants as though you shared a language. In On your first turn during combat, your first attack against a
addition, whenever you finish a short or long rest, if you spent at creature that has not acted has advantage.
least 30 minutes of that rest with your feet anchored in fresh soil,
you are considered to have eaten enough food for that day. Land's Stride
Starting at 7th level, you have advantage on saving throws against
Deft Explorer plants that are magically created or manipulated to impede
You are a master of navigating the natural world, and at 1st level movement, such those created by the entangle spell.
you gain the following benefits when traveling for an hour or more: In addition, while in your favored terrain you can pass through
Difficult terrain doesn't slow your group's travel. nonmagical plants without being slowed by them and without
Your group can't become lost except by magical means. taking damage from them if they have thorns, spines, etc.
Even when you are engaged in another activity while traveling
(such as foraging or tracking), you remain alert to danger. Natural Awareness
When traveling alone, you can move stealthily at a normal pace. At 11th level you learn commune with nature as a Keraunos spell.
When you forage, you find twice as much food as normal. You can cast it as a ritual while in your favored terrain. While in
While tracking creatures, you learn their exact number, their other terrain you can cast it as a ritual once with this feature, and
sizes, and how long ago they passed through the area. you regain the ability to do so when you finish a long rest.

34
Vanish Your earthen flesh is malleable and you have control over its
Starting at 14th level, you can Hide as a bonus action. In addition, appearance. You can cast alter self (change appearance) at will
when in your favored terrain, you can appear to be natural local without concentration and with a duration of "permanent". You
plantlife instead of a scarecrow with your Plant Construct feature. can change your height but not your weight or total body mass.
Nature's Sanctuary Earthglide
When you reach 18th level, creatures of the natural world sense Starting at 3rd level, you have a burrowing speed equal to your
your connection to nature and become hesitant to attack you. walking speed. You can use this speed only to move through
When a beast or plant creature attacks you, that creature must nonmagical soft earth (such as dirt or mud, but not stone or fired
make a Wisdom saving throw against your Keraunos spell save clay). You don't disturb the material you move through this way.
DC. On a failed save, the creature must choose a different target, Stonemeld
or the attack automatically misses. The creature is aware of this At 7th level you learn meld into stone as a Keraunos spell and can
effect before it makes its attack against you. cast it as a ritual.
Frost Molded Fists
Frost Golems are also called Snowmen, and are constructed from At 11th level, you gain the ability to mold the clay of your hands
packed snow and ice. As long as you do not move or take actions, into more powerful weapons. As a bonus action, you can shift one
you can appear to be simply a snowman. You have a +10 bonus to or both of your fists into a hammer, axe, or spike. This lasts for one
any Stealth or Deception checks to go undetected in this way. minute, or until you shift it back early as a bonus action. While
You have immunity to cold damage, and whenever you are shifted this way, an unarmed strike with that hand uses two Slam
subjected to cold damage you take no damage and regain a dice for damage instead of one, and the damage is bludgeoning,
number of hit points equal to the cold damage dealt. However, you slashing, or piercing, as appropriate to the chosen weapon.
also have vulnerability to fire damage.
Sculpt Self
Frostwalker At 15th level you learn polymorph as a Keraunos spell. You can
Starting at 3rd level, you ignore difficult terrain from snow and ice. cast it twice on yourself using this feature, and regain all expended
In addition, when you step onto the surface of water, you can uses when you finish a short or long rest. You don't gain a
freeze a 5 foot diameter platform of ice beneath your foot, which swimming or flying speed this way, even if the chosen beast has
can support the weight of one Medium or smaller creature at a one. While polymorphed this way, you keep your own Wisdom,
time. If the water is calm, the platform is stable and lasts for one Intelligence, and Charisma scores, as well as your Earthglide
minute before melting away. If the water is not calm, the platform feature. You choose whether your equipment falls to the ground in
is considered difficult terrain as it is jostled by the water's your space, merges into your new form, or is worn by it when you
movements, and it breaks into pieces at the end of your next turn. transform. Worn equipment functions as normal, but the DM
You can create a number of platforms this way equal to your decides whether it is practical for the new form to wear a piece of
Golem level, after which you must finish a short or long rest before equipment, based on the creature's shape and size. Your
you can create another one. equipment doesn't change size or shape to match the new form,
and any equipment that the new form can't wear must either fall to
Igloo the ground or merge with it. Equipment that merges with the form
Starting at 7th level, you learn tiny hut as a Keraunos spell. You has no effect until you leave the form.
can cast it as a ritual while in snowy terrain. While in other terrain
you can cast it as a ritual once with this feature, and you regain the
ability to do so when you finish a long rest. The color of the dome
is always white as snow.
Ice Punch
Starting at 11th level, once on each of your turns, when you deal
damage with an unarmed strike, you can deal an additional Slam
die of cold damage.
Freezing Aura
At 15th level, you gain the ability to surround yourself in freezing
winds flecked with ice shards. You can summon this aura as a
bonus action on your turn. The aura is considered difficult terrain,
and when a creature starts its turn there or enters it for the first
time on its turn it takes 3d10 cold damage.
The aura has a radius of 10 feet and stays centered on you for
the duration. It lasts for one minute or until you lose concentration
on it as though concentrating on a spell. Once you use this feature,
you can't use it again until you finish a long rest.
Clay
Clay Golems are also called Mudmen, and are constructed from
soft earth. As long as you do not move or take actions, you can
appear to be simply a clay statue. You have a +10 bonus to any
Stealth or Deception checks to go undetected in this way.
35
You can use an action to produce water from your inner stores
from your hands or mouth. The water stops pouring out at the
start of your next turn. Choose from the following options:
Stream. You produce 1 gallon of water.
Fountain. You produce 5 gallons of water.
You can drink water directly from your inner stores without
needing to produce it first.
Geyser
At 7th level, you gain an additional option to use with your
Waterspout feature:
Geyser. You produce 30 gallons of water that gushes forth in a
geyser 30 feet long and 1 foot wide. As you can't store 30
gallons at once, to use this option you must be in contact with a
body of water with enough volume to draw the difference from,
pulling it in and expelling it as part of the same action. Each
creature in the line must succeed on a Strength saving throw at
your Keraunos spell save DC or take a Slam die of bludgeoning
damage and fall prone. Each object in the line that isn't being
worn or carried and that weighs no more than 200 pounds is
either knocked over or pushed up to 15 feet away from you.
Stoneskin
At 11th level you learn stoneskin as a Keraunos spell, and you can
cast it on yourself at will.
Gargoyle Wings
At 15th level, you gain the ability to sprout a pair of stone wings
from your back, gaining a flying speed equal to your walking
speed. You can create these wings as a bonus action on your turn.
They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the
armor is made to accommodate them, and clothing not made to
accommodate them might be destroyed when you manifest them.
Metal
Metal Golems are also called Robots, and are constructed from
plates and gears and wires of copper and bronze and steel. As long
as you do not move or take actions, you can appear to be simply a
metal statue. You have a +10 bonus to any Stealth or Deception
checks to go undetected in this way.
You have resistance to piercing and slashing damage, and to
bludgeoning damage from nonmetal weapons. Magical attacks
overcome these resistances.
Constructed Weaponry
Stone Starting at 3rd level, as a bonus action you can produce in one or
Stone Golems are also called Gargoyles, and are constructed from both of your hands any simple or martial weapon that doesn't have
carved solid stone. As long as you do not move or take actions, you the two-handed or heavy property. If the weapon has the
can appear to be simply a stone statue. You have a +10 bonus to ammunition property, it produces its own ammunition. The
any Stealth or Deception checks to go undetected in this way. weapon and ammunition are made entirely of non-silver metal
You sink like a stone in water and can't swim. However, you can (steel, bronze, lead, etc.). This weapon can't leave the hand it was
breathe water as easily as air, and you can walk at your normal produced from, and you can have no more than one such weapon
speed while underwater. in each hand at a time. The weapon stays in your hand until you
retract it as a bonus action.
Waterspout You are considered proficient with weapons you produce this
At 3rd level you gain the ability to draw water into your stone body, way, and you can use your Slam die in place of the weapon's
purify it, and store it for later. Any time you are in contact with damage die if you wish.
water, you can use your action to draw it into yourself, magically Starting at 11th level, you can produce firearms with your
filtering and desalinating it, up to the maximum you can store. You Constructed Weaponry feature as though they were martial
can store a number of gallons of water equal to your Constitution weapons. Starting at 15th level, weapons you produce can have
score. Water stored this way is made clean and fresh, and is the two-handed or heavy property, but you must produce such a
affected by a purify food and drink spell. weapon in both hands at once.

36
Database Scan
Starting at 7th level, as an action you can focus your senses on a
creature you can see within 30 feet of you. You learn that
creature's type. You can use your action on subsequent turns to
maintain your focus, learning additional information, as follows:
2nd turn: Its number of hit dice
3rd turn: The number and types of weapons it is carrying
4th turn: Its surface thoughts, as the detect thoughts spell
In addition, you can scan the area around you for signs of life.
As an action, you can focus your senses on the area around you.
Until the end of your next turn, you know the number of creatures
within 60 feet of you that are not behind total cover. You do not
learn their types, locations, or identities.
You can use this feature a number of times equal to your
Intelligence modifier (minimum once). You regain all expended
uses when you finish a long rest.
Laser Blast
At 11th level you learn scorching ray as a Keraunos spell. You can
cast it once with this feature, and regain the ability to do so when
you finish a short or long rest.
Toxic Gas
At 15th level you learn cloudkill as a Keraunos spell. When you
cast it as a Keraunos spell, it is centered on you, and you take no
damage from it. You can cast it once with this feature, and regain
the ability to do so when you finish a long rest.
Flesh
The least likely to come about by accident, Flesh Golems are also
called Frankensteins - after the infamous doctor known for being
the first to accomplish this feat - and are constructed rather
macabrely from pieces of other dead bodies. As long as you do not
move or take actions, you can appear to be simply a corpse. You
have a +10 bonus to any Stealth or Deception checks to go
undetected in this way.
Your flesh is living enough that healing spells and potions can
affect you as though you were not a construct.
Preserve Flesh
At 3rd level you learn gentle repose as a Keraunos spell and can
cast it as a ritual.
Speak with Flesh
At 7th level you learn speak with dead as a Keraunos spell. You
can cast it once with this feature, and regain the ability to do so
when you finish a short or long rest.
Animate Flesh
At 11th level you learn animate dead as a Keraunos spell. You can
cast it as a ritual, but only to create a zombie, and you must be in
contact with the corpse for the full casting time.
Gangrenous Touch
At 15th level you learn contagion as a Keraunos spell. You can cast
it once with this feature, and regain the ability to do so when you
finish a long rest.

37
The Great Work
Alchemist Discoveries
Every Golem has the inborn need to create another of Each Discovery can be taken only once unless noted otherwise.
its kind. This is often interpreted initially as a need for Each time you gain a level in this class, you can replace one of
companionship, for friendship or love, but many your Discoveries with a new one you could learn at that level.
Golems have met each other or even succeeded in
creating a new Golem, but neither of these acts fulfil Acid Resistance
the urge. The other is always not quite right, not fully You gain resistance to acid damage. If you take this Discovery a
complete, imperfect in some way. It may scratch the second time, you gain immunity to acid damage.
itch for a moment, but the urge to create always returns.
Over time each Golem comes to the same inevitable Animal Companion
conclusion: it is not merely about finding or creating You gain the Animal Companion Merit. You must build your
another Golem, it is about creating a Perfect Golem. Animal Companion the same way you would build a new Golem. It
Finding the perfect combination of alchemy, magic, and uses the game mechanics of the chosen beast except that its
science - and most importantly, the perfect lightning
strike - to create The Ultimate Lifeform. This pursuit has
creature type is Construct and it has the base Construct feature of
come to be called among Golems "The Great Alchemy"
its material type.
or simply "The Great Work".
To create a new Golem requires at least 200 pounds
Awakened Intellect
of material components of the correct material for the Prerequisite: 18th level
chosen Construct type (plant, clay, etc.). It must then be Your Intelligence Score and Maximum Intelligence Score
molded into the shape of a body using an Intelligence increase by 2. You can take this Discovery up to twice.
check with the appropriate Skill or Tool (Medicine,
Stoneworker's Tools, etc.) with a DC of 25. If the check Blood Tincture
fails, you know the body is not quite right, and you can You learn how to deliver extracts through the bloodstream rather
try again with the same materials 24 hours later. than the digestive system. As an action, you can smear any drink
With a successful check, you have assembled the extract you have prepared on a piercing or slashing weapon; the
body well enough that it is ready to be animated. This next time that weapon deals damage to a creature within one
requires dealing at least 50 lightning damage to the minute of applying the extract, its spell is cast on that creature.
body in a single strike; this is possible to accomplish After the spell is cast this way or after one minute has passed
with your own Keraunos, but unlikely, and if you
succeed you immediately drop to 1 hit point and take
since the application, the extract becomes inert.
two levels of exhaustion as a piece of your inner fire is If you take this Discovery a second time, the extract becomes
carved away to animate your new creation. Because of inert after the second casting instead of the first.
this, many Golems seek to attract natural bolts of
lightning instead. Concentrated Venom
A newly created Golem is not charmed by you, nor Prerequisite: 5th level
under your influence in any way. It is its own individual Any time a creature takes poison damage from a poison you
being, and acts as the DM chooses based on its crafted, an extract you prepared, or an Alchemist cantrip you cast,
personality, which comes about naturally and without it must make a Constitution save at your Golem spell save DC or
regard to the wishes of its creator. become poisoned for one minute.
The irresistible impulse to pursue The Great Work is
not represented in game mechanics - there is no Constructed Defense
enforced punishment for not creating a new Golem
every specific period of time - but the urge should be
Your Armor Class equals 10 + your Dexterity modifier + your
roleplayed at all times. Your Golem wants to reproduce,
Constitution modifier.
and to do so perfectly, so eventually and inevitably they
will be drawn to attempt to do so. Constructed Toughness
Rules for creating a new Golem are detailed above, Your hit point maximum increases by an amount equal to twice
but rules for achieving The Great Work and perfecting your level. Whenever you gain a level, your hit point maximum
The Ultimate Lifeform are not. It is left entirely to the increases by an additional 2 hit points.
DM to decide how - or even if - such a thing can
actually be accomplished.

38
Darkvision Masked Draught
You can see in dim light within 60 feet of you as if it were bright Prerequisite: 11th level
light, and in darkness as if it were dim light. You can't discern You gain the ability to prepare a special extract that, when
color in darkness, only shades of gray. If you already have mixed with another one of your extracts, prevents both extracts
darkvision from another source, you gain the effects of taking this from being detected. Nonmagical detection (such as taste or smell)
Discovery a second time instead. automatically fails. Magical detection is affected by a dispel magic
If you take this Discovery a second time, you can see normally in of the special extract's spell level.
darkness, both magical and nonmagical, to a distance of 120 feet.
Mixed Drink
Extra Attack Prerequisite: 9th level
Prerequisite: 5th level, Strength or Dexterity 13 or higher You can prepare a special Mixed Extract, which combines two
You can attack twice instead of once when you take the Attack extracts in one. Both extracts must have the drink method, and are
action. You can take this Discovery a second time at 11th level, cast at the same level. This counts as one extract for determining
increasing the number of attacks from two to three. how many levels of extracts you have prepared, but you can only
have one Mixed Extract prepared at a time. Drinking this Mixed
Fast Movement Extract casts and targets the drinker with both spells at once.
Your movement speed is increased by 10 feet.
Permanency
Healing Draught Prerequisite: 18th level
Whenever you prepare extracts, you can prepare one cure wounds When you prepare an extract with a duration longer than
(D) extract that does not count against your number of extracts instantaneous that does not require concentration, you can
prepared. It becomes inert the next time you make such an extract. replace its duration with "until dispelled". After you use this
If you take this Discovery a second time, you can prepare two feature, you must finish a long rest before you can do so again.
such extracts, and their healing power can affect constructs.
If you take this Discovery a third time, you can prepare three Philosopher's Stone
such extracts, and their healing power can affect undead. Prerequisite: 18th level
You create a Philosopher's Stone, which looks like a rough-cut
Heightened Senses blood-red gemstone about the size of a chicken egg.
You gain the Keen Senses Merit at the 2 Point level. You can take Once per day during a short rest, you can use a Philosopher's
this Discovery multiple times. Stone and Alchemist's Supplies to brew 8 ounces of a liquid called
the Elixir of Life, which looks like softly glowing liquid gold and
Indomitable tastes like celestial honey. Drinking 8 ounces of this liquid halts all
Prerequisite: 9th level aging, including magical aging, for one week. There is no benefit
You can reroll a saving throw that you fail. If you do so, you must to drinking the Elixir of Life in greater quantities or frequency
use the new roll, and you can't use this feature again until you than 8 ounces per week.
finish a long rest. In addition, once per day during a short rest you can use a
You can take this Discovery a second time at 13th level and a Philosopher's Stone and Alchemist's Supplies to transmute up to
third time at 17th level, gaining an additional use of this feature one pound of solid gold from the same weight of lesser metals.
between rests each time. If you lose your Philosopher's Stone, you can create a new one
by spending 720 hours of concentration with your Formulaebook
Indomitable Might and Alchemist's Supplies. These hours do not need to be
Prerequisite: 18th level consecutive, but must be spent in 8 hour increments. You can also
If your total for a Strength check is less than your Strength create another Philosopher's Stone by taking this Discovery a
score, you can use that score in place of the total. second time. (This does not allow you to use a Philosopher's
Stone more often, but it gives you a backup in case you lose one.)
39
Practiced Digestion
Prerequisite: 5th level
When you consume a potion, poison, extract, etc. that rolls dice
to determine its effects (such as healing or damage), you can roll
for the effects twice and choose either result.
Pure Body
You become immune to disease.
Rage
Whenever you prepare extracts, you can prepare an additional
extract that allows you to fight with primal ferocity. You can only
have one such extract prepared at a time. You can drink this
extract to enter a rage as a bonus action.
While raging, you gain the following:
Advantage on Strength checks and Strength saving throws.
Disadvantage on Wisdom checks and Wisdom saving throws.
When you make a melee weapon attack using Strength, you
gain a +2 bonus to the damage roll. This bonus increases to +3
at 10th level, and +4 at 15th level.
You have resistance to all damage that isn't Devastating.
You can't cast or concentrate on spells.
Your rage lasts for 1 minute. It ends early if you are knocked
unconscious or if you use your bonus action and succeed on a DC
13 Wisdom save to end it on your turn.
If you are raging and there are no visible enemies to chase or
attack, you must make a DC 13 Fury Frenzy Check to avoid
turning on allies and bystanders.
Reckless Attack
You can throw aside all concern for defense to attack with fierce
desperation. When you make your first attack on your turn, you
can decide to attack recklessly. Doing so gives you advantage on
melee weapon attack rolls using Strength during this turn, but
attack rolls against you have advantage until your next turn.
Regeneration
Prerequisite: 18th level
You regain hit points equal to your Constitution modifier at the
start of each of your turns. When you take this Discovery, choose
two damage types (such as fire or acid). When you take damage of
either type, your Regeneration does not function on your next turn.
You can regrow missing limbs, including your head, regaining one
missing limb per short rest. You need only make death saving
throws on turns where your Regeneration does not function.
If you have or gain resistance or immunity to one or both of the
chosen damage types from a permanent feature (such as from
race or class, but not from a spell or potion), the DM can have you
choose a different damage type to replace it.
Retaliation
Prerequisite: 15th level
When you take damage from a creature that is within 5 feet of
you, you can use your reaction to make a melee weapon attack
against that creature.
Slow Release
The duration of extracts you prepare is doubled.
Toxin Tolerance
You gain resistance to poison damage and advantage on saving
throws to avoid the poisoned condition. If you take this Discovery
a second time, you gain immunity to poison damage and to the
poisoned condition.
40
Cantrips Lesser Restoration (D)
Alchemist Spell List Acid Splash (T) Levitate (D)
Guidance (D) Magic Mouth (S)
Alchemist spells prepared as extracts or cast as cantrips can be Light (S) Protection from Poison (D)
used in one of up to three ways, called a "method". These methods Mending (S) See Invisibility (D)
are drink, smear, and throw. Poison Spray (T) Shatter (T)
Drink Resistance (D) Silence (T)
Spells with the drink method are cast when the extract is Shillelagh (S) Spider Climb (D)
consumed by a creature, and target the creature who consumes it. Spare the Dying (D) Web (T)
Such an extract can be mixed into food or drink without changing 1st-Level 3rd-Level
its effectiveness, but if mixed into a potion or another extract, both Alarm (S) Animate Dead (S)
become inert (or explode or have other strange effects, at DM Bane (S,T) Create Food and Water (S)
discretion). Bless (D,S) Daylight (S)
Smear Charm Person (D) Dispel Magic (D,S)
Comprehend Languages (D) Fireball (T)
Spells with the smear method are cast when the extract is applied Detect Magic (D) Haste (D)
to a creature, object, or surface, and target the creature or object Detect Poison and Disease (D) Magic Circle (S)
or surface it is applied to. If the target is unwilling, you must hit Disguise Self (D) Nondetection (D,S)
them with a melee attack (you can use Strength or Dexterity for Entangle (T) Protection from Energy (D,S)
this attack; you are proficient with this attack, others generally are Expeditious Retreat (D) Remove Curse (D,S)
not). If you miss, the extract is spilled and lost. Faerie Fire (T) Revivify (D)
Throw False Life (D) Stinking Cloud (T)
Spells with the throw method are cast by throwing the extract at a Fog Cloud (T) Tiny Hut (S)
target, which can be a creature or object or a point in space within Grease (T) Tongues (D)
range, depending on the spell. Identify (S) Water Breathing (D)
Illusory Script (S) Water Walk (S)
Spells with the throw method that use a spell attack or that Inflict Wounds (D)
automatically hit a target have a range of (20/60) regardless of the Jump (D) 4th-Level
spell's listed range, and are delivered with a thrown attack (you are Longstrider (D) Arcane Eye (S)
proficient with this attack, others generally are not). A willing Purify Food and Drink (S) Blight (T)
target can cause their Dexterity modifier to be subtracted from, Sleep (D) Death Ward (D)
rather than added to, their AC for the purpose of this attack. Fabricate (S)
Spells with the throw method that use a saving throw and do 2nd-Level Freedom of Movement (D,S)
not target an area have their range altered as above; after the first Acid Arrow (T) Greater Invisibility (D)
range increment, the targets have advantage on their saving throw. Alter Self (D) Polymorph (D)
Spells with the throw method that target an area have a Arcane Lock (S) Stoneskin (S)
maximum range as the second range increment above. Barkskin (S)
Blindness/Deafness (T) 5th-Level
Blur (D) Animate Objects (S)
Calm Emotions (D) Antilife Shell (D)
Continual Flame (S) Awaken (S)
Darkness (T) Cloudkill (T)
Darkvision (D) Contagion (D,S)
Detect Thoughts (D) Geas (D)
Enhance Ability (D) Greater Restoration (D)
Enlarge/Reduce (D) Mislead (D)
Gentle Repose (S) Modify Memory (D)
Invisibility (D) Passwall (S)
Knock (S) Raise Dead (D)
Teleportation Circle (S)
Mortal
The Prey
Mortal

M
ortals are ordinary humans without any
magical ability. They are subject to the Veil,
meaning they likely don't believe magic Human
exists at all, or if they do they think of it in Prof. Bonus
terms of crystals and astrology or miracles Level Bonus Features Points
and religious devotion, and would reject the 1st +2 — —
idea of a Vampire, Werewolf, Golem, etc.
2nd +2 Bonus Points 2
Class Features 3rd +2 — 3
As a Mortal, you gain the following class features 4th +2 Ability Score Improvement 3
Hit Points 5th +3 — 3
Hit Dice: 1d6 per Mortal level 6th +3 — 4
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier 7th +3 — 5
per Mortal level after 1st 8th +3 Ability Score Improvement 5
Proficiencies 9th +4 — 5
Saving Throws: One of your choice 10th +4 — 6
Skills: Any two of your choice
11th +4 — 7
(Blank First Level)
Mortals start play with only the features from Race, Background, 12th +4 Ability Score Improvement 7
and Merits and Flaws. 13th +5 — 7

Bonus Points 14th +5 — 8


As you gain levels in this class, you gain additional Bonus Points 15th +5 — 9
to spend on Merits, as shown on the Human table. For every 2 16th +5 Ability Score Improvement 9
Bonus Points gained by this feature, you may also take 1 point of
Flaw for another additional Bonus Point. These Bonus Points do 17th +6 — 9
not need to be spent immediately, but can be saved up over time. 18th +6 — 10
With DM permission, you can spend Bonus Points gained by
this feature to buy away Flaws in addition to buying new Merits. 19th +6 Ability Score Improvement 11
Whenever you gain a level in this class, you can sacrifice one of 20th +6 — 16
your Merits, gaining Bonus Points equal to its cost.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th and 19th level, you can
increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1, or you can choose a Feat or
5 Bonus Points worth of Merits.
Backgrounds,
Skills, and
Equipment
Backgrounds, Skills, and Equipment

I
n modern times, Backgrounds like "Folk Hero" or "Noble Athlete
(Knight)" aren't really appropriate, and several new types
of tools and equipment are available. Because of this, Athletes include amateur athletes of Olympic quality and
presented here are new rules for Backgrounds, Skills, and professional athletes of all types, including gymnasts, weight
Equipment to use for modern times. trainers, wrestlers, boxers, martial artists, swimmers, skaters, and
those who engage in any type of competitive sport.
As an athlete, you gain the following benefits.
Backgrounds Skill Proficiencies
The following Backgrounds are appropriate to modern times. You You are proficient with Athletics and Performance.
can build a custom background with your DM based on these. Feature: Echoes of Victory
Academic You have attracted admiration among spectators, fellow athletes,
and trainers in the region that hosted your past athletic victories.
Academics include librarians, archaeologists, scholars, professors, When visiting anywhere your reputation preceds you, there is a 50
teachers, and other education professionals. percent chance you can find someone there who admires you and
As an academic, you gain the following benefits: is willing to provide information or temporary shelter.
Skill Proficiencies Equipment
You are proficient with Perception and one of the following: Wealth: 2-6
History, Insight, Medicine, Nature, Religion, or Science. Example equipment: Sports car, smartphone, exercise machines
You can speak an additional language if you wish.
Feature: Researcher
When you attempt to learn or recall a piece of knowledge, if you do
not know that information, you often know where and from whom
you can obtain it. Usually, this information comes from a library,
research laboratory, university, or an expert in that field of
knowledge. Your DM might rule that the knowledge you seek is
secreted away in an almost inaccessible place, or that it simply
cannot be found.
Equipment
Wealth: 0-4
Example equipment: Smartphone, laptop, briefcase or backpack,
sedan or minivan of low to medium quality
Adventurer
Adventurers include professional daredevils, big-game hunters,
relic hunters, explorers, extreme sports enthusiasts, field
scientists, thrill-seekers, and others called to face danger for a
variety of reasons.
As an adventurer, you gain the following benefits.
Skill Proficiencies
You are proficient with Perception and Nature.
You can speak an additional language if you wish.
You are proficient with two firearms or vehicles of your choice.
Feature: Wanderer
You have an excellent memory for maps and geography, and you
can always recall the general layout of terrain, settlements, and
other features around you. In addition, you can find food and fresh
water for yourself and up to five other people each day, provided
that the land offers berries, small game, water, and so forth.
Equipment
Wealth: 0-3
Example equipment: Beat up truck or motorcycle with trailer,
flip-phone, hunting rifle, military surplus rucksack and med kit

45
Blue Collar
Blue collar occupations include factory work, food service jobs,
construction, service industry jobs, taxi drivers, postal workers,
and other jobs that are usually not considered to be desk jobs.
As a blue collar worker, you gain the following benefits.
Skill Proficiencies
You are proficient with Insight, Persuasion, and any two tools.
Feature: Working Class
You have a contact that acts as your liaison to a union or
association. You know how to reach your contact at all times. Your
contact can provide you with the means to requisition equipment
used in manufacturing or shipping.
Creative
Equipment The creative covers all types who fan their creative spark into a
Wealth: 0-3 career. Illustrators, copywriters, cartoonists, graphic artists,
Example equipment: Flip-phone, beat-up car or truck, tools, novelists, magazine columnists, actors, sculptors, game designers,
work clothes with sturdy shoes or boots musicians, screenwriters, photographers, and web designers all
Celebrity fall under this background.
A celebrity is anyone who, for whatever reason, has been thrust As a creative, you gain the following benefits.
into the spotlight of the public eye. Actors, entertainers of all types, Skill Proficiencies
newscasters, radio and television personalities, and more fall You are proficient with Insight, Performance, and two of the
under this background. following tools: computers, a type of artisan’s tools, or a musical
As a celebrity, you gain the following benefits. instrument of your choice.
Skill Proficiencies Feature: Body of Work
You are proficient with Performance, with either Deception or You can always find a place to display your creations, usually in a
Persuasion, and with either a disguise kit or a musical instrument gallery, but sometimes in private shows or at convention centers.
of your choice. At such a place, you receive free lodging and food of a modest or
Feature: By Popular Demand comfortable standard (depending on the quality of the
You can always find a place to perform, usually in a nightclub or establishment), as long as you are on hand for the display. In
bar but possibly at a festival or theatre, or even at a private party. addition, your creativity makes you something of a local figure.
At such a place, you receive free lodging and food of a modest or When strangers recognize you in an area where your creations
comfortable standard (depending on the quality of the have been showcased, they typically take a liking to you.
establishment), as long as you perform each night. In addition, Equipment
your performance makes you something of a local figure. When
strangers recognize you in an area where you have performed, Wealth: 0-4
they typically take a liking to you. Example equipment: Laptop, smartphone, musical instruments,
recording equipment, art supplies
Equipment
Wealth: 3-7 Criminal
Example equipment: Nice car, fancy clothes, smartphone This illicit background reveals a background from the wrong side
of the law. This occupation includes con artists, burglars, thieves,
crime family soldiers, gang members, bank robbers, and other
Race? types of career criminals.
This document assumes a setting where everyone is
As a criminal, you gain the following benefits.
Human, but in theory other settings could allow any 5e Skill Proficiencies
compatible Races. A modern fantasy setting might have
Elf Vampires and Dwarf Werewolves, etc. For the default You are proficient with two of your choice from among Deception,
setting, Variant Human is recommended as the base Stealth, or Sleight of Hand; thieves’ tools, and a gaming set.
race of every person, as it is versatile enough to cover a
wide breadth of racial heritages while still all falling Feature: Criminal Contact
neatly under the umbrella of Human: You have a reliable and trustworthy contact who acts as your
liaison to a network of other criminals. You know how to get
ASI: One Ability Score of your choice is increased by +2.
Size: Your size is Medium.
messages to and from your contact, even over great distances;
Feat: You gain one feat of your choice. specifically, you know the local messengers, corrupt officials, and
Skilled: You gain proficiency with one skill of your choice. seedy characters who can deliver messages for you.
Languages: You can speak, read, and write one language that
you and your DM agree is appropriate for your character, Equipment
most likely Common/English. For language variety, the Wealth: 0-3
optional Linguistics Rules are recommended. Example equipment: Smartphone, backup burner flip-phone,
. thieves' tools, inconspicuous car
46
Dilettante Entrepreneur
Dilettantes usually get their wealth from family holdings and trust Entrepreneurs have an obsession about being their own boss.
funds. The typical dilettante has no job, few responsibilities, and at They believe in themselves, have an abundance of confidence, and
least one driving passion that occupies his or her day. That the ability to acquire the funds necessary to bankroll their newest
passion might be a charity or philanthropic foundation, an ideal or moneymaking venture. These small to large business owners have
cause worth fighting for, or a lust for living a fun and carefree a knack for putting together business plans, gathering resources,
existence. and getting a new venture off the ground. They rarely want to stick
As a dilettante, you gain the following benefits. around after the launch, however, as they prefer to put their
energies into the next big thing.
Bonus Languages As an entrepreneur, you gain the following benefits.
You learn two additional languages of your choice.
Skill Proficiencies
Feature: Daddy’s Money You are proficient with Insight and Persuasion.
While you have significant financial resources of your own, you
can also draw on your family’s resources in a pinch. However, this Feature: Network
assistance is rarely without strings attached. You have a network of contacts in the business and financial world
Equipment that you can use as a source of information, loans, or equipment
Wealth: 4-8 requisitions, usually in return for favors.
Example equipment: Nice car, fancy clothes, smartphone Equipment
Doctor Wealth: 2-6
Example equipment: Smartphone, laptop, medium to nice car
A doctor can be a physician (general ­practitioner or specialist), a
surgeon, or a psychiatrist. Financier
As a doctor, you gain the following benefits. This background is for those who make money with money, either
Skill Proficiencies by buying and selling investments or by managing such
You are proficient with Insight, Medicine, and your choice of investments for somebody else.
pharmacist’s tools or surgical tools. As a financier, you gain the following benefits.
Feature: Medical Access Skill Proficiencies
You have access to medical equipment that you might not You are proficient with Persuasion, Deception, and computers.
otherwise be able to requisition, such as x-ray machines and
medical labs. In addition, you can write prescriptions for various Feature: Networking
substances that are otherwise illegal to obtain. You have connections in high places. If you need resources or
something fixed, the right person is usually just a phone call and a
Equipment quick bribe away.
Wealth: 2-6
Example equipment: Medium to nice car, scrubs and masks, Equipment
medical equipment, smartphone Wealth: 5-10
Example equipment: Smartphone, laptop, nice car, nice suit
Emergency Services
Rescue workers, firefighters, paramedics, hazardous material
handlers, and emergency medical technicians fall under this
category. As an emergency services provider, you gain the
following benefits.
Skill Proficiencies
You are proficient with Athletics, Medicine, and civilian ground
vehicles
Feature: First Responder
You have a rank from your career as a emergency services
provider. Active and former emergency services personnel still
recognize your authority and influence, and they defer to you if
they are of a lower rank. You can invoke your rank to exert
influence over other personnel and requisition simple equipment
for temporary use. You can also usually gain access to events and
locations where your rank is recognized.
Equipment
Wealth: 1-4
Example equipment: Low to medium quality car, first aid kit,
medical equipment, sturdy work clothes with strong boots

47
Investigator Military
There are a number of jobs that fit within this background, Military covers any of the branches of the armed forces, including
including investigative reporters, photojournalists, private army, navy, air force, and marines, as well as the various elite
investigators, police detectives, criminologists, criminal profilers, training units such as Seals, Rangers, and Special Forces.
espionage agents, and others who use their skills to gather As military personnel, you gain the following benefits.
evidence and analyze clues.
As an investigative, you gain the following benefits. Skill Proficiencies
You are proficient with Athletics, Nature, firearms, grenades, and
Skill Proficiencies one type of military vehicle of your choice.
You are proficient with Perception, Insight, evidence kits, civilian
ground vehicles, and a firearm of your choice. Rank & Privilege
You have a rank from your career in the military. Active and former
Feature: Connected military officers still recognize your authority and influence, and
When you attempt to learn or recall a piece of information, if you they defer to you if they are of a lower rank. You can invoke your
do not know that information, you often know where and from rank to exert influence over other officers and requisition simple
whom you can obtain it. Usually, this information comes from an equipment for temporary use. You can also usually gain access to
anonymous informant, a law enforcement agency, or criminal events and locations where your rank is recognized.
contacts. Your DM might rule that the information you seek is
almost impossible to get out of your sources, or that it simply Equipment
cannot be found. Wealth: 0-3
Example equipment: Humvee or APC, pistols and assault rifles,
Equipment body armor, nightvision goggles, fatigues with combat boots
Wealth: 0-4
Example equipment: Police cruiser or similar company car, Religious
sidearm pistol or taser, evidence kit, magnifying glass Ordained clergy of all persuasions, as well as theological scholars
Law Enforcement and experts on religious studies fall within the scope of this
starting occupation.
Law enforcement personnel include uniformed police, state As a religious figure, you gain the following benefits.
troopers, federal police, federal agents, SWAT team members, and
military police. Skill Proficiencies
As law enforcement, you gain the following benefits. You are proficient with Religion, Insight, and your choice of
Deception, Intimidation, or Persuasion.
Skill Proficiencies
You are proficient with Perception, Athletics, civilian ground Feature: Faith Community
vehicles, and two firearms of your choice. You command the respect of those who share your faith, and you
can perform the religious ceremonies of your order. You and your
Feature: Thin Blue Line companions can expect to be received favorably at a temple,
You have a rank from your career as a law enforcement officer. shrine, or other established presence of your faith. Those who
Active and former law enforcement officers still recognize your share your religion will offer their personal and financial support
authority and influence, and they defer to you if they are of a lower to a limited degree.
rank. You can invoke your rank to exert influence over other
officers and requisition simple equipment for temporary use. You Equipment
can also usually gain access to events and locations where your Wealth: 0-4
rank is recognized. Example equipment: Vestments, scriptural texts, holy symbol
Equipment
Wealth: 0-3
Example equipment: Police cruiser or SWAT Humvee, police
issue shotgun and pistol, kevlar vest, riot shield and helmet

48
Rural White Collar
Farm workers, hunters, and others who make a living in rural Office workers and desk jockeys, lawyers, accountants, insurance
communities fall under this category. agents, bank personnel, financial advisors, tax preparers, clerks,
As a rural worker, you gain the following benefits. sales personnel, real estate agents, and a variety of mid-level
managers fall within the scope of this background.
Skill Proficiencies As a white collar worker, you gain the following benefits.
You are proficient with Animal Handling, Nature, commercial
ground vehicles, and hunting rifles. Skill Proficiencies
You are proficient with Insight, and your choice of Deception or
Feature: Live Off The Land Persuasion.
You have a feel for the countryside, and you can always recall the
general layout of terrain, small towns, and other features around Comfort of Conformity
you. In addition, you can find food and fresh water for yourself and You are familiar with the etiquette and adherence to protocol that
up to five other people each day, provided that the land offers comes with working in an office environment. While in such an
berries, small game, water, and so forth. environment, no one questions your presence, and entry level
workers are likely to respond in a submissive manner... especially
Equipment if you have a clipboard.
Wealth: 0-3
Example equipment: Overalls and work boots, hunting rifle, Equipment
tractor, beat-up truck Wealth: 1-5
Example equipment: Smartphone, laptop, business suit, sedan
Student
A student can be in high school, college, or graduate school. They
could be in a seminary, a military school, or a private institution. A Wealth
college-age student should also pick a major field of study. In modern times, micromanaging every copper piece and length of
As a student, you gain the following benefits. rope is a less ideal way to track equipment and wealth. Instead,
Skill Proficiencies you have a Wealth rating from 0 to 10, representing your standard
You are proficient with two of the following: History, Medicine, of living, as follows:
Nature, Performance, Religion, or Science; and with computers,
and either a musical instrument or a language of your choice. 0
Working poor: You live paycheck-to-paycheck, or you have
no income and survive on odd jobs and begging.
Feature: Student ID Lower class: You’ve got a small apartment, perhaps a cheap
Your student ID gives you access to services and discounts that 1
vehicle, and a working-class income.
are not available to the general public, as well as access to school Middle class: You’ve got an apartment, some savings, a
resources such as libraries, laboratories, and conference spaces. 2
vehicle, and enough money for occasional indulgences.
Equipment Wealthy: You either own or have decent equity in some
Wealth: 0-4 3 property, plus a vehicle, investments, and savings. You
Example equipment: Smartphone, laptop, beat up car, backpack could maintain a 1-point standard of living indefinitely.
Millionaire: You own a large house, some property, at least
Technician 4
two vehicles, and notable levels of savings and investments.
Scientists and engineers of all types fit within the scope of this Welcome to the 1%: As a multimillionaire, you’ve got
starting occupation. 5
substantial holdings, investments, and savings.
As a technician, you gain the following benefits.
6 Hollywood money: Whatever you want, you’ve got it.
Skill Proficiencies 7 Billionaire: You can influence an entire industry.
You are proficient with Perception, Science, electrician's tools, and
mechanic's tools. 8 Bill Gates level wealth: You own companies.
9 Bruce Wayne level wealth: You own governments.
Technical Tap
Electronic and mechanical devices just seem to work better when 10 Jeff Bezos level wealth: You own everything.
you’re around, but when they misbehave, sometimes all it takes is a
swift kick in the right area to set things right. You should work out with your DM based on your Wealth and
Bakcground what kinds of items you have on your person at a
Equipment given time, and what kinds of items you have access to at your
Wealth: 0-3 home base, but you don't have to micromanage every object; with
Example equipment: Smartphone, work clothes with sturdy DM permission you can "remember" that you had something on
shoes, beat up car, tools hand or at home if it makes enough sense.
Each Background has a range of starting Wealth ratings to
choose from. Pick the one that best suits your character's
backstory; for each point you choose below the maximum for your
Background, you get 1/2 a Bonus Point for choosing Merits.

49
Skill Proficiencies Artisan's Tools
The Abilities listed here are suggestions. Most rolls with these Tool Ability Example
skills will be made using the listed Ability modifier, but the DM is
welcome to make exceptions in special circumstances. Alchemist's Supplies Int Identify or brew a potion
Cha or Paint a landscape or portrait
Skills Artist's Supplies
Dex Create a logo or banner
The 16 main skills are as follows: Int or
Brewer's Supplies Identify or brew an alcohol
Wis
Skill Ability Example
Int or
Animal Wis or Cook's Utensils Cook a meal
Train or calm a wild animal Dex
Handling Cha
Int or Rewire a broken appliance
Arcana Int Know about or understand magic Electrician's Tools
Dex Hotwire a public telephone
Str or Int or Investigate a crime scene
Athletics Jump, Climb, Lift something heavy Evidence Kits
Dex Dex Tamper with gathered evidence
Deception Cha Tell a convincing lie Glassblower's Tools Dex Create a glass bottle
History Int Recall information about something Hacking Tools Int Break into an electronic safe
Insight Wis Read a person's intent Int or Cut a gemstone
Jeweler's Tools
Str or Dex Design and craft an amulet
Intimidation Influence someone through fear
Cha Int or
Leatherworker's Tools Saddle a horse
Int or Understand a poison or disease Dex
Medicine
Wis Dress and bind a wound Int or
Fix a carburetor
Int or Follow tracks through unknown terrain Mechanic's Tools Str or
Nature Rebuild an engine
Wis Recognize and find edible plants Dex
Int or Notice someone sneaking up on you Int or Find your way across an ocean,
Perception Navigator's Tools
Wis Find a hidden door or trap Wis desert, or other wilderness
Cha or Int or
Performance Sing, Dance, Give a speech Pharmacist's Tools Identify or prepare medication
Dex Dex
Persuasion Cha Influence someone with an argument Int or Identify the type or age of clay
Potter's Tools
Dex Make a vase
Int or
Religion Know about a god or faith Str or Build a brick wall
Wis Stoneworker's Tools
Dex Carve a stone sculpture
Science Int Understand physics, chemistry, etc.
Int or Operate on an infection
Sleight Surgical Tools
Dex Palm an item, Pickpocket, Juggle Dex Stitch a wound
of Hand
Int or
Stealth Dex Hide, Move silently Tailor's Tools Knit a sweater, Patch jeans
Dex
Int or Design and build a clockwork toy
Tools Tinker's Tools
Dex Maintain or upgrade a firearm
Tool proficiencies are a special type of Skill proficiency that Int or Build a metal desk
requires the use of the appropriate tool to even attempt the roll. Welder's Tools
Str Repair a tear in a car door
General Tools Int or
Build a shed, Cut down a tree,
Woodworker's Tools Str or
Tool Ability Example Whittle a stake
Dex
Look up information
Computers Int
Diagnose and fix a glitch Gaming Sets
Int or Tool Ability Example
Disguise Kit Design or apply a disguise
Dex
Dice Int or Cha Liar's Dice, D&D, Exalted
Int or
Forgery Kit Copy or falsify a document Board Games Int or Cha Monopoly, Ticket to Ride
Dex
Herbalism Kit Wis Brew a healing potion Card Games Int or Cha or Wis Poker, Baccarat, Tarot

Int or Video Games Int or Dex Halo, Skyrim, Minecraft


Poisoner's Kit Create or apply a poison
Dex
Thieves Tools Dex Pick a lock, Disarm a trap

50
Musical Instruments Martial Weapons
It is usually a Charisma or Dexterity check to play a musical Few people are proficient with Martial Weapons in modern times,
instrument. These listed here are just examples, there are many as Firearms have almost entirely supplanted their use. However,
more types of instruments your DM might allow proficiency with. some still learn fencing for sport, for example, so stats for these
weapons are provided in case they are needed.
Tool Example Tool Example
Weapon Damage Properties Example
String (Strum) Guitar, Ukelele String (Bow) Violin, Cello
Battleaxe 1d8 S versatile (1d10) fireman's axe
String (Pick) E. Guitar, Bass Brass Tuba, Trumpet
Blowgun 1P ranged (25/100) —
Percussion Drums, Bells Woodwind Flute, Oboe
ranged (150/600),
Keyboard Piano, Keytar Weird Tech Theremin Bow and Arrow 1d8 P hunting bow
two-handed
Vehicles Crossbow 1d10 P
ranged (100/400),

two-handed, loading
It is nearly always a Dexterity check to drive a vehicle.
Tool Example Flail 1d8 B — cat-o-nine-tails
Civilian Ground Sedan, Pickup Truck, Motorcycle Greataxe 1d12 S heavy, two-handed —
Civilian Water Canoe, Kayak, River Raft Greatsword 2d6 P/S heavy, two-handed nodachi
Civilian Air Cesna, Hang Glider Lance 1d12 P reach, special —
Commercial Ground Tractor, Semi-Truck Longsword 1d8 P/S versatile(1d10) katana
Commercial Water Speedboat, Yacht, Freighter Maul 2d6 B heavy, two-handed —
Commercial Air Airliner, 747 Pickaxe 1d8 P versatile(1d10) —
Military Ground Humvee, APC heavy, reach, pike, glaive,
Polearm 1d10 P/S
two-handed halberd
Military Water Destroyer, Carrier, Submarine
Rapier 1d8 P/S finesse fencing foil
Military Air Fighter, Bomber, Helicopter
cavalry saber,
Armor Tank Shortsword 1d6 P/S finesse, light
scimitar
Armor Warhammer 1d8 B versatile(1d10) sledgehammer
Armors of leather, chain, and plate have mostly gone by the Whip 1d4 S finesse, reach —
wayside. Stats for them exist if you know where to find them but Firearms
such armors are unlikely to be found in modern times, and nobody
is likely to be proficient with them anymore. Instead three types of Firearms are the standard of deadly weaponry in modern times.
armor are available that do not require proficiency: Every firearm does Piercing damage and has the ammunition and
Armor Benefit loading properties. Clip is the number of shots that can be made
with a weapon before a character must reload it using an action or
Kevlar Vest AC: 12 + Dex a bonus action (character's choice). Specific versions of each
Kevlar Full Body Armor AC: 15 + Dex (max 2) weapon may have a different Clip rating.
A weapon that has the burst property can make a single-target
Riot Shield AC +2 attack, or it can spray a 10-foot-cube area within normal range
Walking around openly armored in modern times, especially with shots. Each creature in the area must succeed on a Dexterity
carrying a shield, is likely to raise questions. saving throw with a DC of 8 plus your Proficiency bonus plus your
Dexterity modifier or take the weapon's normal damage. This
Weapons action uses ten pieces of ammunition.
Weapon Damage Range Clip Properties Example
Simple Weapons
Old Pistol 1d10 30/90 1 — Flintlock
Simple weapons are easy to use. Most people are proficient with
them (Witches are a notable exception). Damage types are Musket 1d12 40/120 1 two-handed Arquebus
abbreviated: Bludgeoning, Piercing, Slashing. Auto-Pistol 2d6 50/150 15 burst MP5
Weapon Damage Properties Example two-handed,
Auto-Rifle 2d8 80/240 30 AK-47
Club 1d4 B light police baton heavy, burst

finesse, light, Pistol 2d8 40/120 6 — Colt 45


Dagger 1d4 P/S hunting knife
thrown(20/60) Rifle 2d10 80/240 5 two-handed Springfield
Handaxe 1d6 S light, thrown(20/60) hatchet Shotgun 2d12 10/30 2 two-handed, heavy Remm. '89
Light Hammer 1d4 B light, thrown(20/60) claw hammer Sniper Rifle 2d12 0/300 1 two-handed, heavy Sharps '74
Quarterstaff 1d6 B versatile(1d8) walking stick
A Sniper Rifle's first range increment is 0, thus a shot with it has
Spear 1d6 P
thrown(30/120),
javelin
disadvantage by default; it is expected that you will use an Aim
versatile(1d8) action or the Sharpshooter feat (or both) to counteract this.
51
Merits
Flaws
&

52
Merits
. and Flaws
This system assumes the use of this optional ruleset, and the Feats
following additional Merits and Flaws are included for use with it: Classic Monsters assumes the use of the optional Feat
rules, however, any feat (or Merit) that grants the use of
Merits a spell requires DM approval, and should have a good
reason. Shadow Touched would be appropriate for a
Shadowmancer Vampire for instance, and Fey Touched
1 Deceptive Aura (in mechanics with a change in flavor) would work well
Prerequisite: Non-humanoid creature type for a Demon or Ghost, but neither of these feats would
Your aura is unusually human for a supernatural creature. be appropriate for a Golem as it doesn't fit with their
Nonmagical effects and senses treat you as a mere humanoid, style of magic. A feat or Merit should not grant
though magic can still see and affect you for what you truly are. spellcasting to a character that can't already cast spells,
usually should not grant a spell not on their spell list,
and certainly should not grant spellcasting to a Mortal.
1 Eat Food
Prerequisite: Vampire
You have the capacity to eat food and even savor its taste. While
you cannot derive any nourishment from eating regular foods, this Flaws
ability will serve you well in pretending to be human.
-1 Animal Musk
1 Healing Touch Prerequisite: Werewolf
Prerequisite: Vampire You have the odor of an animal, even in Human form. Whenever
Normally vampires can only seal the puncture wounds left from you are indoors or in a crowd of people, you make all Charisma
drinking blood by licking them. With but a touch, you can achieve checks at disadvantage. Outdoors or in situations where you can
the same effect. distance yourself from humans, your odor is not noticeable.
Wolves and wolf-born Werewolves take little notice of this Flaw.
2 Fair Wolfman
Prerequisite: Werewolf -1 to -5 Beastsign
Your Wolfman form can pass for human, though a somewhat Your supernatural form shows on your mortal body. A one-point
larger and hairier human than average. You have no penalty to Flaw would be a slight bluish cast to the skin of a Troll, a two-point
disguising yourself as human in Wolfman form. Flaw would be permanent Vampire fangs, a three-point flaw would
be Wolfsign such as hairy pentagramed palms, and a five-point
3 Calm Heart Flaw would be a pair of ram-like Demon's horns.
You are naturally calm and do not easily fly off the handle. You For strange eyes specifically, 1 point means your eyes are a
have advantage on all Rampage checks. Berserker Vampires may startling color, maybe emerald green, violet, or yellow. For 3
not take this Merit. points, your strangely colored eyes also glow in their color. The
color may be hidden with colored contacts, but the glow must be
hidden by a stronger covering such as sunglasses.
3 Mixed-Morph Any of these features may make it difficult to explain yourself to
Prerequisite: Werewolf mortals. While most people may simply wonder at these bizarre
You have especially fine control over your shapeshifting allowing physical manifestations, Hunters who know what to look for may
you to shift specific parts of yourself rather than your entire body suspect your true nature.
at once. For example, you could shift your larynx and tongue to
allow you speak human language in Wolf form, or your hands and -1 to -5 Echoes
nails to gain your Wolfman claw attack in Human form. Doing so You are linked on a fundamental level with the folklore associated
requires an action and Wisdom save as though changing form, but with your supernatural type, and as such you display odd
with a DC of only 11, and it does not incapacitate you. phenomena and/or weaknesses. Work with your DM to determine
the nature and Bonus Point value of your Echoes. This Flaw
5 Unbondable should not be used to duplicate the effects of any other Flaws, but
You are immune to being Thralled by Vampires. Blood Wizard can be used to fill in any gaps not already covered by other Flaws.
Vampires cannot take this Merit.
-1 to -3 Forced Transformation
7 Metamorph Prerequisite: Werewolf
Prerequisite: Werewolf Certain circumstances force you to undergo an uncontrollable
Shapechanging for you is as easy as breathing. You can change shift in form. You may delay the change for one hour by spending a
forms as an action at will without needing to make a Wisdom save Rage Point, but once you have been forced to change you may not
or spend a Rage point, doing so does not incapacitate you, and the change back until the triggering situation has passed. You may use
quarter-forms do not exhaust you. the following examples, or work with your DM to design your own.
1: Alcohol intoxication forces you into Wolfman form
2: The touch of the full moon's light forces you into Warwolf form
3: The full moon being in the sky forces you into Warwolf form

53
-1 Short -3 Victim of the Veil
You are well below average height (4' 6" or less), and find this You refuse to believe you are a supernatural creature. You remain
world is not built for people of your stature. Your size is Small convinced that there is some logical scientific explanation for your
instead of Medium, and you and the DM should make sure your condition, and spend as much time as you can searching for it.
height is taken into account in all situations. Rolls for taking any overtly supernatural action (shapeshifting,
spellcasting, etc.) are at disadvantage. This Flaw must be
-2 Dull Bite roleplayed at all times.
Prerequisite: Vampire -4 Fifteenth Generation
For some reason your fangs never developed fully, or they may
not have manifested at all. Your bite's piercing damage is 1 rather Prerequisite: Clanless Vampire
than using your blood die. Clanless and high Generation vampires Whenever you spend Blood dice, you lose two additional hit
often manifest this Flaw. points per die spent. What’s more, you lose and can't gain the
Blood Bond and Embrace features.
-2 Need Invitation The weakening of the Curse of Caine has compensations,
Prerequisite: Vampire though. Radiant damage, even from sunlight, is not Devastating
You can't enter a private dwelling until invited by one who lives for you, and you gain the benefits of the Eat Food Merit. Strangest
there or one who own the property. The only way to revoke an of all, once in a while you might actually have a child the normal,
invitation is to consecrate the dwelling as with the hallow spell. human way... though it will hardly be a normal, human child.

-2 Thralled -4 Grip of Terror


You are Thralled to a vampire. Your master may or may not treat Prerequisite: Vampire
you badly, but your will is not entirely your own. This knowledge There is no ecstasy in your bite — only terror and pain. Victims
gnaws at you, even as you find yourself lost in devotion to your of your bite do not automatically become charmed by you, and will
vampiric master. Strigoi cannot take this Flaw. likely struggle and shriek while you attempt to feed, requiring you
to grapple with them for as long as you wish to take their blood.
-2 Vulnerable to [Material] -4 Mule Sire
You suffer Devastating wounds from any weapons (bullets, knives, Prerequisite: Non-Mule Werewolf
etc.) made of or coated with a specific material, and the mere You are the parent of a Mule cub from an illicit relationship with
touch of such objects discomfits you. Common examples are another Werewolf. Work with your DM to determine the
silver, cold iron, holy water, or crosses; less common examples circumstances surrounding the birth of the child — who the other
would be garlic, wolfsbane, gold, or oil of mistletoe. Werewolves parent is, when this happened, if you are attempting to raise the
automatically have this effect with silver, Faeries automatically child yourself, or if the cub was fostered out to avoid further
have this effect with cold iron, and Demons automatically have embarrassment. You have disadvantage on any Charisma checks
this effect with holy water and crosses. targeting Werewolves who know of your shame, and you must take
If you are vulnerable to Holy Water, even Holy Water merely responsibility for your cub’s welfare. You will likely be unable to
blessed by a devout priest functions as though created by magic. hold any important position or be trusted with important tasks in
-2 Vulnerable to Holy Ground Werewolf society, no matter how you strive to prove yourself.
If a character sires or bears a Mule cub during the events of the
Any location considered sacred - churchyards, temples, etc. - are chronicle, the penalties of this Flaw may apply, but no bonus
considered to have been consecrated by the Hallow spell for you. points are granted for it.
You must be a Fiend or Undead to take this Flaw, and Demons
automatically have this effect.
-3 Fourteenth Generation
Prerequisite: Vampire
You were created five or fewer years ago by a member of the
Thirteenth Generation. You are likely Clanless, for your blood is
probably too thin to pass down the distinguishing characteristics
of a Bloodline. Whenever you spend Blood dice, you lose one
additional hit point per die spent.
3. Offer and Acceptance: By Using the Open Game Content You
Credits indicate Your acceptance of the terms of this License.
Written and designed by Caleb Wichman, with advice and suggestions 4. Grant and Consideration: In consideration for agreeing to use this
from the Storyteller's Vault Monday Writers' Group. License, the Contributors grant You a perpetual, worldwide, royalty-
Inspired by Bram Stoker's Dracula, the werewolf myth, ghost stories, Mary free, nonexclusive license with the exact terms of this License to
Shelley's Frankenstein: The Modern Prometheus, Robert Louis Use, the Open Game Content.
Stevenson's The Strange Case of Dr Jekyll and Mr Hyde, the Universal
Classic Monsters movies, Joss Whedon's Buffy the Vampire Slayer and 5. Representation of Authority to Contribute: If You are contributing
Angel, and the World of Darkness series of roleplaying games. original material as Open Game Content, You represent that Your
Cover images by Bram Clark. Contributions are Your original creation and/or You have sufficient
Art on pages 17, 18, and 31 are licensed from stock.adobe.com. rights to grant the rights conveyed by this License.
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Ad layout with assistance from Debra Leonard. 6. Notice of License Copyright: You must update the COPYRIGHT
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OPEN GAME LICENSE Version 1.0a including as an indication as to compatibility, except as expressly
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specifically excludes Product Identity. (e) "Product Identity" means
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storylines, plots, thematic elements, dialogue, incidents, language,
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symbols, or graphic designs; and any other trademark or registered Game Content due to statute, judicial order, or governmental
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create Derivative Material of Open Game Content. (h) "You" Not for 14. Reformation: If any provision of this License is held to be
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means the licensee in terms of this agreement.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
2. The License: This License applies to any Open Game Content that Wizards of the Coast, LLC. System Reference Document 5.1
contains a notice indicating that the Open Game Content may only Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
be Used under and in terms of this License. You must affix such a Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
notice to any Open Game Content that you Use. No terms may be James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
added to or subtracted from this License except as described by the Steve Townshend, based on original material by E. Gary Gygax and
License itself. No other terms or conditions may be applied to any Dave Arneson.
Open Game Content distributed using this License.
©2021 Caleb Wichman
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