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### The Desmon Arnold HB Player's Companion # Table of Contents
- ##### [
3
Chapter 1: Feats
](#chapter-1-common-questions) - [
4
Aren't you a little young for this?
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4
Dysthemia
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Great Weapon Duelist
](#chapter-1-common-questions-display-page-number-on-last-page) - [
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Gunsmith Adept
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Gunsmith Initiate
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Innovater
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Item Weaver
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Jesters Bladework
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Natural Blindness
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Natural Deafness
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One Armed
](#chapter-1-common-questions-hue-shifting) - [
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Situational Awareness
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Sociopathy
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Spokesmith Adept
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Spokesmith Initiate
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Sword Juggler
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Titan's Grip
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Wingless
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Chapter 2: Archetypes
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Field of Study: Magitop Technician
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Arcane Tradition: Gun Weaver
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Arcane Tradition: School of Familiarity
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Otherworldly Patron: Raven Prince
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Witch Coven: Spirit Binding Magic
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Chapter 3: Spells
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Chapter 4: Equipment
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Expanded Adventuring Gear and Shields
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Expanded Weapons
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Firearms
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# PART 1 ##### Feats
\pagebreakNum ## Part 1: Additional Feats This portion of the document gives the details of a list of feats I have written to add a bit more customization to character playstyles. Each feat I've written I believe adds a new dynamic to the character being played and the characters specific playstyle. ### Aren't you a little young for this? **Prerequisite:** *None, can be taken for free at character creation, cannot be taken at any point past that.*
Some folks start their journeys a little earlier than others. This feat can only be taken if you are bellow the average age of physical maturity for your race. You gain the following traits. These traits are lost once the character reaches that physical maturity.
* Your Strength and Intelligence, until you reach your races age of physical maturity, are reduced by 2. * You are one size category smaller than your races usual size category, and follow the size rules as normal. * You may move through any space of a creature a size larger than you, and if they are an allied creature, you may stay in that location. * If you are not tiny, you gain +1 to your armor class because of your size, as you are smaller and more difficult to hit than your race would normally be. * Children that become adventurers often do so, not because they are talented, but because they are lucky. An amount of times per day equal to half of your proficiency bonus rounded up, you may reroll any saving throw, ability check, or attack roll that you make, or is made against you, choosing which of the rolled dice you'd prefer and using that one. You may choose to do this after the dice is rolled but before a result is given. > **If you are reduced to Tiny because of this feat:**
• You lose the ability to use weapons not specifically built for your size, unless they are light, which you can wield with two hands. Weapons built specifically for you, deal two dice size categories less in damage. 1d12 to 1d8, or 1d8 to 1d4. If a dice is reduced lower than 1d4, it isntead deals 1 damage + modifiers, and no dice are involved.
• You have disadvantage on Strength saving throws and (Athletics) Strength ability checks.
• You can move into spaces of any creature larger than you without being impeded.
• Your nonmagical melee weapon attacks do half as much damage as they would have previously done.
• At first level, you have -1 maximum hit point, and every time your maximum hit points would increase because of a gained they increase by 1 less.
• Your hit dice are always smaller than they would be otherwise, reduced by one dice size. 1d10 to 1d8, or 1d6 to 1d4, for example.
• You add twice the normal amount you would add to your armor class whenever your Dexterity modifier is added to it, regardless of the armors normal limit for this.
### Dysthymia **Prerequisite:** *None, can be taken for free at character creation, but cannot be taken at any point past that.*
Restlessness, pain, fatigue. When depression gets bad, so do you. Some people, are unable to get through those times and are cursed with an eternal feeling of guilt, shame, and sadness hanging over them. You gain the following features to reflect your constant pain. * You have grown use to sleeping, and eating less, because of your illness. You take a -1 to both your intelligence and wisdom score for every level of exhaustion you have. However, you count as having half of your current exhaustion levels when determining the detriments of your current exhaustion levels (Rounded Down). Additionally, you are able to gain up to a maximum of 12 levels of exhaustion instead of 6. Ex. You have a -4 to both Intelligence and Wisdom Scores when you accumulate four levels of exhaustion, however you count as having only two levels of exhaustion and only suffer 2 levels of effects. * You have disadvantage on Wisdom saving throws to stay sane, or to avoid effects that would frighten or charm you. \pagebreakNum ### Great Weapon Duelist **Prerequisite:** *A Strength score of 15 or higher*
You have learned to use great weapons with one hand. Properly positioning their weight and size in a way that makes it possible to do so without losing their balance. If you are a medium sized creature or larger, you gain the following list of features. If you are a size of small, you instead are able to use heavy weapons without any disadvantage. - This feat allows you to carry two-handed, and heavy melee weapons with just one hand. When wielding a weapon of this kind with one hand, you are also considered to be wielding it with two for the purposes of other features. - When wielding heavy weapons in one hand, the damage dice they were previously is changed to the dice depicted in the following chart. | Previous Weapon Dice | New Weapon Dice | |:---:|:---:| | 1d6 | 1d4 | | 1d8/2d4 | 1d6 | | 1d10 | 1d8 | | 1d12/2d6/3d4 | 1d10 | - When you make an attack that does not already have disadvantage with a heavy weapon that you are wielding in one hand, you can choose to give the attack disadvantage. If you hit with the attack, if the creature is of one size category larger than you or smaller you can choose to as part of that attack attempt to knock the creature back. Make A Strength (athletics) check contested by a check of the same type by the target. If you win, they are knocked back 5ft, plus an additional 5ft for every size category smaller than you they are. If they win, nothing happens. ### Gunsmith Adept **Prerequisite:** *You must have the Gunsmith Initiate feat*
You have begun to develop the rather niche art of constructing and assembling firearms. This practice grants you the following features. - You may increase your Dexterity or your Intelligence by 1. - Your proficiency bonus with tinker's tools is doubled when making ability checks with them. - You can now craft all firearms, and are no longer limited to primitive ones, as long as you have the required blueprints. When crafting primitive firearms, you craft at twice the speed you would normally craft them at, but when crafting modern firearms your rate is still 10 gp per day with readied parts, and 5 gp without. - You may now craft attachments for your firearms, given that you have the appropriate blueprint to do so. This is done at the same rate as crafting firearms, and is done as per crafting any normal items. ### Gunsmith Initiate **Prerequisite:** *An Intelligence score of 13 or higher, and proficiency in tinker's tools*
Your gunsmithing has begun to surpass that of the renaissance and enter the modern. With your creations becoming more complx, you gainthe following features. - You may increase your Dexterity or your Intelligence by 1. - You gain proficiency in smith's tools if you didn't have it already. If you already had proficiency in them, your proficiency bonus is doubled when making ability checks with them. - You now have the ability to craft primitive firearms, as long as you have the required blueprints. When crafting firearms, you craft them at a rate of 10 gp of the weapons gold value per day presuming the parts are easily accessible. If you need to create the parts from scratch, but have the materials required to do so. You craft these items at a rate of 5 gp per day in stead, taking roughly twice the amount of time a simple assembly would take. Making parts in this way requires smith's tools in addition to the required tinker's tools. - You may now craft ammunition for your firearms. This is done at the same rate as crafting firearms, and is done as per crafting any normal items. ### Innovator **Prerequisite:** *You must be able to craft some sort of item that would require blueprints or recipes, like magic items, firearms, or similar*
Many in the world craft. They follow guides, and they follow instructions. They follow the diagrams given and simply do as they are told. You are different, you are an innovater, and gain the following features because of it. - You may increase any ability score by 1. - Over the course of a long rest, you may go over your notes, plan, and experiment with designs in your head and on paper. When you do this, explain to your DM what you are attempting to invent, and then attempt an Intelligence (relevant tool or skill) ability check, with a DC based on the chart below. If you succeed, you gain a number of progress points towards your blueprint or recipe equal to 1d4 + your Intelligence modifier. Upon reaching the required progress points for the plan, you successfully finish the blueprint or recipe. Once this is done, the DM will give you the details of this design and what is required for the item you wish to learn to craft. Multiple innovators can work together, adding their progress points to the same blueprints to achieve discoveries more quickly. | Magical Recipe Rarity/Blueprint GP Value | Innovation DC | Progress Points needed to Complete | |:---:|:---:|:---:| |*Magical Items* | Common | 15 | 15 | | Uncommon | 20 | 30 | | Rare | 25 | 60 | | Very Rare | 30 | 120 | | Legendary | 35 | 240 | |*Mechanical Items* | 0-499 gp | 10 | 10 | | 500-999 gp | 15 | 20 | | 1,000-1,999 gp | 20 | 40 | | 1,999-4,999 gp | 25 | 80 | | 5,000+ gp | 30 | 160 | \pagebreakNum >##### Variant Rule: Beginning with Blueprints >Some characters may wish to come into game with the knowledge of how to craft things. Characters who have been aspiring their whole lives to eventually complete a complex firearm, or finish an enchantment their father designed. Either way, this is an entirely reasonable request. > >This variant rule allows characters to at character creation, purchase blueprints for 5x, or magical recipes for 10x, the progress points required to complete the item's blueprint or recipe in gp. These plans can come in any form, but are most commonly in some sort of physical paper form. ### Item Weaver **Prerequisite:** *You must have at least one 5th level or higher spell slot*
Manipulating the weave, and coercing it to manifest inside an item for your own use. A skill not often learned, and even less often taught. You have to your luck, received this training, and therefore gain the following features. - You may increase either your Intelligence, Wisdom, or Charisma by 1. - You can now craft magical items as long as you have the recipe, and the ingredients necessary to assemble and enchant said item. This crafting process is different for every item. It takes different amounts of time, has different material costs, and sometimes requires certain kinds of spellcasters to even perform the rituals required to enchant the item. ### Jesters Bladework **Prerequisite:** *You must have the Sword Juggler feat*
Using light weapons has become your passion. When in combat with weapons of this sort you are a flurry of bouncy yet precise blades. This training grants you the following list of features. - Any non-two handed weapons you wield are considered to have the thrown property, with a range of 30/60. Light weapons that gain the thrown property in this way have a thrown range of 45/90. - When you make a thrown weapon attack within the normal range of the weapon bring thrown, you may throw it in a way where it will bounce back. Upon making a thrown weapon attack you may use your reaction to throw a bouncing attack. If you hit, make a Acrobatics check with a DC of 15 to see if you catch the weapon. If you fail, the weapon instead lands at your feet. ### Natural Blindness **Prerequisite:** *None, can be taken for free at character creation, cannot be taken at any point past that.*
Some people grow up blind, and even then, thirst for adventure. This feat can only be taken if your character was born naturally blind, and grew up learning to deal with that. Because of this, you gain the following traits, that are lost if your sight is ever returned to you. * You are permanently under the effects of the blindness condition. This condition can only be restored by the greater restoration spell. * You have begun to adapt to this blindness though, and because of this, you have advantage on all (Perception) Wisdom checks made using your hearing or smell. * Attack rolls against you do not have advantage as per the blindness condition if they are made within 5ft of you, or you can hear the oncoming attack, and vice versa, you do not have disadvantage attacking creatures if they are within 5ft of you or you can perceive them in some other way. (Ex. blindsight, tremorsense) * You are vulnerable to thunder damage, and you make all Constitution saving throws that would involve assaults against your hearing, or smell (Ex; A loud screech, or poisonous gas.) with disadvantage. ### Natural Deafness **Prerequisite:** *None, can be taken for free at character creation, but cannot be taken at any point past that.*
You've never been able to hear, and with that, have adapted to dealing with that struggle. You gain the following features to reflect that, that are lost if your hearing is restored to you. * You are permanently under the effects of the Deafened condition. This condition can only be restored by the greater restoration spell. * You have begun to adapt to this deafness though, and because of this, your passive perception is increased by 5 when the target rolling against it is in your line of sight. * Attack rolls made against you from targets you cannot see have advantage regardless of whether or not they are hidden from you. * You are vulnerable to radiant damage from visual sources, and have disadvantage on Constitution saving throws against sources that are entirely visual. (Ex. Sunburst, or Color Spray) * People who grew up deaf, learn to communicate. Sign language isn't universal. So, your character begins knowing their own unique sign language. It could be regional, or universal, or even created by the character, depending on where they grew up. This sign language functions as purely visual way of communicating. You can teach another creature this language in the same amount of downtime it would take to learn a regular language. ### One Armed **Prerequisite:** *None, can be taken for free at character creation if your character is only has one arm, or as a regular feature for a character who has been with a single arm for more than 30 days.*
At some point in your life, you lost an arm, but your remaining arm has learned to catch up. When this feat is taken, choose one of your arms. (Preferably the arm you still have) This features benefits only apply to the chosen arm. * You are considered to have +2 to your Strength and Dexterity Scores when making saving throws, attack rolls, or ability checks that only require the use of your single arm, regardless of the stats normal maximum. \pagebreakNum ### Situational Awareness **Prerequisite:** *A character taking this feat must have the Natural Blindness feat beforehand.*
You have become more adjusted to your lack of vision, and therefore gain the following traits to reflect this. If the Natural Blindness feat is ever lost, this feat persists anyway. * You only gain the benefits of this feature whilst under the blindness condition. * As long as you can hear, you have a blindsight with a range of 30ft, and a tremorsense with a range of 10ft. * You have advantage on Dexterity saving throws made against sources within 60ft of you that you can hear. * You gain the ability to focus your senses for short periods of time. As a bonus action, you can go into this ultra-sensitive trance. In this state, the range of your blindsight and tremorsense is doubled, you gain advantage on Dexterity saving throws made against sources within 120ft of you that you can hear instead of 60ft, and you gain an additional reaction between turns. This trance ends after 1 minute. This ability can only be used once, and you regain the ability to do so on a short or long rest. ### Sociopathy **Prerequisite:** *None, can be taken for free at character creation, but cannot be taken at any point past that.*
Near emotionless, life is your game, and everyone is your pawn. You gain the following features to reflect your lack of conscience or empathy. \columnbreak * You are immune to all instances of non-magical charmed, and frightened conditions. * Your lack of empathy often scares or at least unnerves people, especially those who believed you had a heart. When you resist a effect that would charm or frighten you because of this ability, all allies that can see the event must make a wisdom saving throw with a DC equal to 8 + your bonus to deception, or be frightened of you for one minute. ### Spokesmith Adept **Prerequisites:** *You must have the Spokesmith Initiate feat*
Your crafting of vehicles, and love of the wheel have brought you quite far. You've been able to remove the kinks of your crafting, and polish your creations to the point of near perfection, because of this, you gain the following features. - You may increase your Strength or your Intelligence by 1. - Your crafting rate when crafting vehicles is now doubled, allowing you to craft at twice the speed you would normally. 20 gp per day with easily accessible parts, and 10 gp per day making them from scratch. - Vehicles you make no longer have a chance to stall. As well as this, you may remove the stall chance from other vehicles. Doing this happens over the course of a day, and requires 100 gp of replacement parts. These parts can be made with smith's tools, and similarly to the Spokesmith Initiate feat, if you are crafting these parts from scratch, the repair takes two days instead of one. - When you repair vehicles, you do so much quicker than the average person. Instead of needing to work on vehicles for a day, you instead allow vehicles to recover the hit points you would normally allow it to recover, but in an hour of work instead. You can only quickly repair a vehicle in this way three times, regaining the ability to do so again upon completing a long rest.
\pagebreakNum ### Spokesmith Initiate **Prerequisites:** *An Intelligence of 13 or higher*
Whether it be out of love of locomotion, a need for speed, or something entirely different, you have begun to learn the complex and taxing art of crafting complex land vehicles. From bicycles to cars, with the right parts, you can create it. - You may increase either your Strength or Intelligence by 1. - You gain proficiency in mechanic's tools if you did not have them already. If you already had proficiency in them, your proficiency bonus is doubled when making ability checks with them. - You now have the ability to craft vehicles, though shoddily, as long as you have the required blueprints. When crafting vehicles, you craft them at a rate of 10 gp of the vehicles gp value per day presuming the parts are easily accessible. If you need to create the parts from scratch, but have the materials required to do so. You craft these items at a rate of 5 gp per day in stead, taking roughly twice the amount of time a simple assembly would take. Making parts in this way requires smith's tools in addition to the required mechanic's tools. - Vehicles made by you now have a chance to stall. Every 10 miles the vehicle travels, the DM must roll 1d20, and add the creator of the cars Intelligence modifier to the roll. The roll must match the DC of 15, or the vehicle stalls, and comes to a stop. If the vehicle had moved more than 200ft in the last round before the stall, the driver must roll a DC 15 driving check or lose control. - You are able to repair vehicles that have been damaged over rather fluctuating periods of time. Over the course of a day, you may repair a vehicle, and it recovers 1d6 + your Intelligence modifier in hit points. \columnbreak ### Sword Juggler **Prerequisite:** *A Dexterity score of 15 or higher*
You've learned how to properly maneuver lighter weapons in ways most find inconvenient or ridiculous. This training grants you the following list of features. - Any light weapons you wield are considered to have the thrown property as well, with a range of 30/60. If the weapon already had the thrown property, it's range is doubled. - When you make a thrown weapon attack within the weapons normal range, the attack is considered to be a melee attack as well as a ranged attack for the purposes of other features. - When you use two-weapon fighting with light or thrown weapons, you may add your dexterity to the damage rolls on top of any other bonuses you would normally add. ### Titan's Grip **Prerequisite:** *You must have the Great Weapon Duelist feat*
You have become rather talented at wielding great weapons on their own. Even more so, you have managed to grow skilled enough to wield two at once. This training has granted you the following features. - While wielding two heavy melee weapons in either hand, you are able to use two-weapon fighting. - You have learned to master using your weapons weight to your advantage, striking in quick succession, knocking people off guard. Every time you hit a creature with a heavy melee weapon, gain a stack of *Overwhelm*. You deal an additional 2 points of damage on all attacks made with heavy melee weapons for every stack of *Overwhelm* you have at the time of making the attack. You lose all of your stacks of *Overwhelm* at the beginning of your turns, or when you miss an attack. - You can draw or stow two heavy weapons when you
would normally be able to draw or stow only one. ### Wingless **Prerequisite:** *None, can be taken for free at character creation if your character is missing wings they once had, or as a regular feature for a character who has been without their wings for more than 30 days.*
You once had wings, but no longer do. You grew up able to fly, and the skies were yours, but this freedom has been taken away. You have learned to live with this, even in a world where everyone around you has it. You gain the following benefits because of this. * You have incredible air control. While falling, for every 5ft you fall, you can move 5ft in any direction. * You have resistance to damage taken from falling. * When making a running long jump, if you make a 20ft run up instead of a 10ft run, you may choose to jump up to double the distance you would normally be able to jump.
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# PART 2 ##### Archetypes
\pagebreakNum # Fields of Study ### Magitop Technician Out there in the multiverse, there is an organizationg of people who have dedicated their lives to the study, and perfection of magical trinkets called Magitops. ##### Genius Sparks | Tinkerer Level | Spells | |:---:|:-----------:| |3rd| Zephyr Strike |5th| Find Constructed Familiar |9th| Tiny Servant |13th| Hallucinatory Terrain |17th| Steel Wind Strike
#### Bonus Proficiencies When you choose this field of study at 3rd level, you gain proficiency with the heavy armor and shields. #### Magitop Construction Upon reaching 3rd level, you have mastered the art of constructing a type of magical battle construct known as a Magitop. Magitops are small 5 or so inch wide spinning tops imbued with various kinda of magic to produce different effects on the battle field. You gain the ability to construct a Magitop as an action. Do to so, you must have a Magitop core, shell, and frame, as well as a set of tinkerer's tools to put them together with, and an affect engine to power it with. Similarly, you can spend one minute dismantling a Magitop, separating it into it's seperate parts. Different effect engines effect your Magitops performance in different ways, displayed in a chart below. Magitops have a base stat black included in this document, that is altered by the parts used to construct it. You also gain the ability to construct Magitop parts. Doing so requires different gold amounts per part based on the following charts, and are constructed like any other item, using tinkerer's tools.
> **Context:** This subclass is designed for the Tinkerer class that I am quite a big fan of, linked [here](https://www.gmbinder.com/share/-L1Abp7h2mIE831JuO2f/-L45euZL14LU_2GTcCGb). \columnbreak
##### Core Magitop cores are small cork sized rotors. When building a rotor the technician need to balance how long they want it to last, and how quick they want it to move. It's a game of balancing weight, whilst keeping a good battery capacity. | Type | Value | Magitop Hit Dice | Speed | |:---:|:---:|:---:|:---:| | Light | 50gp | 1d6| 60ft | Medium | 50gp | 1d8| 40ft | Heavy | 50gp | 1d10| 20ft ##### Shell Magitop shells are the outer ring of the Magitop. Often named after swords, the Magitiop shell's quality determines the damage that a Magitop can deal. | Type | Value | Magitop Damage Dice | |:---:|:---:|:---:|:---:| | 'Dagger' | 25gp | 1d4| | 'Short Sword' | 100gp | 1d6| | 'Long Sword' | 250gp | 1d8| | 'Great Sword' | 1000gp | 2d6| ##### Frame Magitop frames, though often unseen, are one of the most important parts of a Magitops combative ability. Similarly named after Shields, they determine how resilient a Magitop can be, and how protected the core inside is. | Type | Value | Magitop Base Armor Class | |:---:|:---:|:---:|:---:| | 'Buckler' | 25gp | 11 | | 'Targe Shield' | 100gp | 12 | | 'Kite Shield' | 250gp | 14 | | 'Tower Shield' | 1000gp | 16 | ##### Engine Used | Type | Effect | |:---:|:---:|:---:|:---:| |Flame Engine| The Magitop deals an additional 1d6 fire damage on it's melee weapon attacks. |Lightning Engine| The Magitop deals an additional 1d4 lightning damage on it's melee weapon attacks. This damage increases by 1d4 for every iteration of 20ft it moves in a straight line this turn. |Cold Engine| The Magitop deals an additional 1d4 cold damage on it's melee weapon attacks. Additionally, as the Magitop moves it leaves behind a trail of icey difficult terrain in any area it moves through that lasts until the beginning of it's next turn. \pagebreakNum ___ > ## Magitop >*Tiny Construct, Unaligned* > ___ > - **Armor Class** Frame AC + Dexterity > - **Hit Points** Dependant on Magitop Launch Roll > - **Speed** Dependant on Core Speed >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4
(-3)|X
(+X)|10
(+0)|1
(-5)|1
(-5)|1
(-5)| >___ > - **Saving Throws** Dexterity > - **Skills** Acrobatics > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > ___ > > ### Actions > ***Strike.*** *Melee Weapon Attack:* Dexterity + Proficiency to hit, reach 5 ft., one target. *Hit:* Shell Damage Dice + Dexterity #### Magitop Activation At 3rd level, you learn to use and control Magitops. You can teach others how to use Magitops as well, as if it was a weapon proficiency. A creature who knows how to use Magitops can activate one as their action. When they do this, the Magitops stats are altered slightly based on the user. The user's Dexterity becomes the Magitops Dexterity, and the Magitops health is rolled. To roll the Magitops health, roll an amount of the Magitops hit dice (which are determined by the Magitops core at construction) equal to the creator of the Magitops Tinkerer level, and use what you rolled as the Magitops new hit point maximum. At the end of each of your turns, your Magitop loses 2 hit points as it's spin begins to slow. If your Magitops movement speed is ever reduced to 0, it immediately drops to 0 hit points. Once you've activated a Magitop, you enter a trance none as the 'Bladers Stance'. During your Bladers Stance, at the beginning of your turn you can use your action to immediately allow your Magitop to take their turn, doing so in the middle of your turn. You control all of the actions it does. If you do not use your action to control your Magitop, it does nothing during that round, staying in place. During your Bladers Stance, your movement speed is halved on turns you use your action to control your Magitop as you concentrate on controlling your Magitop. Your Bladers Stance ends when you choose to end it as a bonus action. Using your bonus action to do this, returns your Magitop to your hand as long as it could feasibly make it's way back to you with it's movement speed. If not, it just stops spinning. Your Bladers Stance can also be ended by you losing your focus. Whenever you take damage you must make a constitution saving throw, with a DC of 10 or half of the damage taken, whichever is higher. If you fail this saving throw, your Bladers Stance ends, and your Magitop immediately stops spinning and is reduced to 0 hit points. \columnbreak #### Fast Attack Upon reaching 7th level, When your Magitop uses it's Attack action, it can make a second Strike attack as part of the same action. Upon reaching 15th level, your Magitop can make three attacks with it's attack action rather than two. #### Magitop Imbuement Also upon reaching 7th level, You may as a bonus action, imbue your Magitop with a spell. Choose a spell with a casting time of one action or bonus action. At some point before the end of your turn, your Magitop can cast the spell as normal, but using your Tinkerer spellcasting DC, and attack bonus instead of what would be its own. Additionally, you may use your Affect Discharge feature when your Magitop hits with an attack as if it was a weapon. #### Magitop Spirit Upon reaching 15th level, your Magitops can be built to house ancient spirits known as spirit dragons. A Magitop gains all of the features of it's spirit dragon whilst the creator of the Magitop controls it. ##### Flame Engine Dragon When you create a Magitop and imbue it with this draconic spirit, it gains resistance to fire damage. Additionally, once per dawn, the Magitop can produce a cone of fiery dragons breath. As an action, your Magitop may breath its dragon breath. This breath weapon's range is a 50ft cone. All creatures caught in this cone must succeed a dexterity saving throw or take 6d6 fire damage, taking half as much on a successful save. The DC for this ability is equal to 8 + your proficiency + the creater of the Magitops intelligence modifier. When you reach level 20, the damage for this ability becomes 12d6, and it's resistance to fire becomes an immunity. ##### Lightning Engine Dragon When you create a Magitop and imbue it with this draconic spirit, it gains resistance to lightning damage. Additionally, once per dawn, the Magitop can produce a cone of electric dragons breath. As an action, your Magitop may breath its dragon breath. This breath weapon's range is 50ft in a cone. All creatures caught in this cone must succeed a dexterity saving throw or take 6d6 lightning damage, taking half as much on a successful save. The DC for this ability is equal to 8 + your proficiency + the creater of the Magitops intelligence modifier. When you reach level 20, the damage for this ability becomes 12d6, and it's resistance to lightning becomes an immunity. ##### Cold Engine Dragon When you create a Magitop and imbue it with this draconic spirit, it gains resistance to cold damage. Additionally, once per dawn, the Magitop can produce a cone of icey dragons breath. As an action, your Magitop may breath its dragon breath. This breath weapon's range is 50ft in a cone. All creatures caught in this cone must succeed a dexterity saving throw or take 6d6 cold damage, taking half as much on a successful save. The DC for this ability is equal to 8 + your proficiency + the creater of the Magitops intelligence modifier. When you reach level 20, the damage for this ability becomes 12d6, and it's resistance to cold becomes an immunity. \pagebreakNum # Arcane Traditions ### Gun Weaver Gun Weavers are wizards who have spent just as much time with their piece as they have with their spellbook. A wizard who's eye is as keen as their mind and who's shot is as sharp as their wit. They specialize in, and eventually perfect the art inscribing spells into their firearms, and casting those spells with the incredible precision. #### Slinger's Training When you choose this tradition at 2nd level, you gain proficiency with light armor and one sidearm of your choice. You also gain proficiency in Tinker's Tools if you do not have it already. #### Gun Inscription Starting at 2nd level, you can inscribe your learned magic into guns. Guns you inscribe on are treated as a spellbook for the purposes of preparing your spells. Guns you work on can have up to 3 spells inscribed at 2nd level, and can store an additional spell at 6th, another at 10th and a final one at 14th level. Inscribing a spell on to a gun requires the spell's level in \columnbreak gold worth of inks, but otherwise this process is identical to copying a spell into a spellbook. You can only inscribe spells into guns that have a casting time of 1 action or 1 bonus action. Spells inscribed on a weapon are always considered to be prepared for you while you are wielding the weapon, and do not count against the number of wizard spells you can prepare per day. Spells that are inscribed on guns can be cast through them. When you do this, the guns act as your spellcasting focus and fulfill the somatic and material requirements for the inscribed spell, as long as the materials have no value (such as 500gp worth of diamonds). If you have inscribed a spell that has a range of self and casting time of 1 action, you can cast it through your firearm as a bonus action. #### Arcane Shot At 2nd level, you have learned how to cast spells that are inscribed on your firearms as though you were firing the gun itself. When you cast a spell through a firearm that would require one or more ranged attack rolls, you may replace the required spell attacks with a ranged weapon attack using the gun the spell ins inscribed on. This attack is considered firing your gun for the purposes of misfire, and any other abilities or features, but does not require any ammunition. Additionally, inscribed spells that are cast through your guns use your Dexterity for the purposes of calculating saving throw DC instead of Intelligence. #### War Adept At 6th level, your training for battle and war reaches new heights. Your quick wit in battle lets you add your Intelligence modifier as well as your Dexterity modifier to your initiative rolls, and also as long as you are wielding a gun with a spell inscribed that matches the spell you are concentrating on, you have advantage on concentration saving throws to concentrate on that spell. Additionally upon reaching 6th level, you also gain proficiency in a new longarm or sidearm of your choice. #### Arcane Sniper When you reach 10th level, you have mastered the art of firing spells through your firearms, and know how to plant your magic into a person like you would plant a bullet in their skulls. When you would cast a spell through a firearm that targets only a single creature, and requires a saving throw, you may cast the spell through your gun. Make a ranged weapon attack against a creature within the spells range with the weapon. This attack is considered to be firing your gun for the purposes of misfire, and any other abilities or features, but does not require any ammunition. If the attack hits it deals no damage, and the creature is considered to have failed the saving throw. You can use this ability once, before needing to complete a long rest to use it again. #### Combat Casting Once you reach 14th level, you have mastered the art of gunslinging and magic, shooting and casting with equal efficiency. When you use your action to cast a spell, you can make one firearm attack roll as a bonus action.
\pagebreakNum ### The School of Familiarity As a member of the School of Familiarity, you have devoted your magic to the summoning, cultivating, and augmenting of familiars and similar conjurations. Arcanists of many kinda practice the techniques of this school, from archliches to grand diviners. Many wizards say that the use of a powerful familiar has unparalleled utility in the grand scheme of the arcane. #### Fires of the Chainmaster Beginning when you select this school at 2nd level, you have gotten down some rather rare and complicated casting techniques that allow you to simply conjure the required magics you need to summon or augment your familiars, without the need for the more basic material components. You no longer need to provide the charcoal, incense, and herbs material components for spells that augment your or summon familiars. #### Mirrored Presence Upon reaching 2nd level, your familiars have begun to reflect your magic. When you cast a spell with a casting time of one action, and is of a 1st level or lower, you may choose a familiar of yours that you are able to communicate telepathically with. The chosen familiar, then casts the spell as well. You may use this feature \columnbreak an amount of times equal to your intelligence modifier, and regain all expended uses upon completing a long rest. The level of spell slot that can be used with this ability increases to 2nd level and below level at level 8, and 3rd level and below at level 16. #### Twin's of the Weave Starting at 6th level, you are able to have up to two familiars under your control at once. Your familiars are bonded to each other the same way you are bonded to them. Your familiars can use their actions to perceive through each others senses in the same way you can as per the Find Familiar spell, as well as all other benefits of this link. #### Malleable Creations Upon reaching 10th level, your familiars have gained the ability to maintain their own enhancements without requiring your constant magical support. Each of your familiars now has the ability to have one 2nd level or lower augmentation that does not cost you an attunement slot. #### Familiar Mastery Starting at 14th level, spells that would create familiars have half the casting time they would have had normally. As well as this, you may have up to three familiars at once, the third getting all the same benefits as the other two as per your Twin's of the Weave feature.
\pagebreakNum # Otherworldly Patrons ### The Raven Prince You wake up in a cold sweat, and your body aches. You slowly open your eyes. "It's been so long..." you think. Everything aches. It feels as though you haven't moved in years, everything is tense, but the tension only lasts a few moments before a warm breath is felt down your neck. "Welcome home, my child. You belong to me now." You turn your head to the voice but all your eyes find is a drifting cloud of black feathers slowly drifting to the ground, and that was when you felt it. The soft, slow compulsion to belong to someone. Every memory is replaced with one of ownership, and every loved one you once had was now him. A figure, dressed in blacks, adorned with silver. Large raven wings protruded from his back, and his eyes were a sharp silver. "How does it feel, to be one of my ravens?" He asked, and "Wonderful." was your truthful reply. *Eris Ravenprince*, once a servant of The Raven Queen, once a servent of Abraxas, and also, once a servant of Vecna. Though yet to surpass them, Eris has gained power to the point that the mere limits of mortal magic do not bind him. Entire covens of hags come to his beck and call, Nightmare beg to carry him to his destinations, and the spiritual all simply obey. At some point in your life you met this man, whether that was a mistake or not is up to you, but that does not matter now. You are his. Every fiber of your being is tied to one of his many puppet strings. Though some of his servants call him friends, they are false in believing so. Aside for a very select few of chosen, Those that Eris makes pacts with are often purely out of boredom, or some alterior motive. ##### Expanded Spell List The Raven Prince lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the Warlock list for you. | Spell Level | Spells | |:---|:---|---:| | 1st | *Sleep, Ceremony* | | | 2nd | *Nystuls Magic Aura, Detect Thoughts* | | | 3rd | *Spirit Guardians, Blink* | | | 4th | *Death Ward, Otiluke's Resilient Sphere* | | | 5th | *Animate Objects, Modify Memory* | | #### Child of the Coven Starting at 1st level, your connection to the Raven Prince has connected to you to the same well of magic that was once his. This allows those that are also of his flock to aid you magically as they would aid others of their craft. You are considered to be a member of the Witch coven of *Spirit Binding Magic* for the purposes of the Witch's *Spellcraft* ability. \columnbreak #### Conjure Avatar of Ravens Additionally, at 1st level you gain the ability to call upon the Raven Prince at a whim, summoning one of his many duplicates to fight by your side. As a bonus action, you may perform a short verbal rite to call upon his power. Ravens will cloud and forth he will come, or at least a copy of. You may conjure your replication of the Raven Prince at any unoccupied space within 30ft of you. The copy has an amount of hit points equal to twice your warlock level, an AC of 10, and resistance to all damage. This duplicate is not a creature for the purposes of spells and effects that specify creatures as the only eligible targets. The Raven Princes duplicate has an amount of charges per day equal to half of your warlock level rounded up, and can spend those charges on abilities. The duplicate requires concentration to keep manifested, and can exist for a number of minutes equal to your warlock level per day. If at any point you lose concentration on your replica, or it is reduced to 0 hit points you lose your connection to the raven prince temporarily and cannot use this ability for one minute after that. You regain all expended time and charges once you've completed a long rest. If another creature uses this ability, and your Raven Prince replica is within 30ft of them, they may instead enhance your existing one. When this is done, the replica gains the enhancers warlock level in maximum hit points and heals that much, they gain as many charges as the the enhancers sees fit, losing one of their own replicas charges per charge granted this way, and their AC increases by 2. The Raven Prince Replica functions right before your turn in initiative, and has a turn as per normal, with an action, a bonus action, and a reaction. They have a walking speed, a fly speed of 30ft, and the following array of stats: Strength 8, Dexterity 16, and a Constitution of 14. Though enhancers affect the creatures stats and abilities, the replica is always controlled by the initial creator. The replica can take any of the following actions, or any normal combat action.
##### Raven Prince Replica Actions: **Jian Attack**, *Action, Zero Charges*
The Raven Prince makes a melee weapon attack at a creature within 5ft of him. This attack has a bonus to hit equal to the creators or one of the enhancers spellcasting ability, whichever is higher. The attack deals 1d8 + 3 slashing.
**Spellcraft**, *Reaction, One Charge*
When a creature that is a member of the Witch Coven of Spirit Binding Magic casts a spell, The Raven Prince may use it's reaction to increase the spells casted level by 1d4 to a maximum of level 9.
**Vampiric Bite**, *Action, One Charges*
The Raven Prince makes a melee weapon bite attack at a creature within 5ft of him. This attack has a bonus to hit equal to the creators or one of the enhancers spellcasting ability, whichever is higher. The attack deals 1d10 + 5 necrotic damage that cannot be healed by magic.
\pagebreakNum **Disintegration Beam**, *Action, Three Charges*
The Raven Prince raises his staff and launches a void like beam of energy at a creature, That creature must make a dexterity saving throw, with the spell save DC for this spell is equal to the creators, or one of the enhancers warlock spell save DC, whichever his higher On a failed save, the creature takes 4d6+16 Force Damage. When you use this ability, you may increase the amount of damage dealt by 2d6+8 force by expending an additional charge upon using the ability. If this damage reduces the target to 0 hit points, it is disintegrated as per the disintegrate spell. It is also considered to be the same effect for the purpose of destroying magical force.
**Cast a Spell**, *Spells Casting Time, Four Charges*
The Raven Prince can cast any spell from the Raven Prince expanded spell list, or the creators known spell list, as long as they are lower than the creators, or an enhancing warlock's warlock spell slot level. This spell is cast at the base level of the spell.
**Unsolicited Sequester**, *Action, Ten Charges*
Ravens cloud the target as the Raven Prince waves a hand at them, casting the spell Sequester at it's base level, with the exception of that it can be cast on an unwilling target. That target makes a charisma saving throw against this spells spell save DC or be effected by the spell. The spell save DC for this spell is equal to the creators, or one of the enhancers warlock spell save DC, whichever his higher. If a creature is immune to being charmed it is immune to this effect. #### Always Watching The Raven Prince is always watching, and he constantly keeps an eye on his ravens. At 6th level, you can cast the spell clarivoyance without expending a spell slot or needing material components, as long as the location is a place that would be reachable by a raven leaving your location if they attempted to reach there. Walls of force, deadly traps, and other similar things would block this ability. #### Servants Title At this point, the Raven Prince has begun to grow rather fond of you, or at least your usefulness. At level 10 you become one of his personal flock. Choose a title of some kind that would imply ownership, and that is his title for you now.
Your Raven Prince Replica now gains the following action:
**My "___"**, *Action, Four Charges*
The Raven Prince calls out to you, and enhances you with as much magic as he can bolster. For one minute, you gain a magical immunity to all spells cast at third level or lower you do not wish to be affected by, and are considered to be under the effects of the spell haste. This ability requires the Replicas concentration to persist.
Additionally, any creature that calls you by your chosen title that is not The Raven Prince or one of his replicas must make a wisdom saving throw with a DC equal to your warlock spell save DC or take 6d10 psychic damage, taking half on a successful save. Calling you by this title is consided a harmful action, even if a creature does not know so, and creatures feel reluctant to speak the title in your presense. \columnbreak #### Keeping Promises The Raven Prince keeps his promises, even
to those he plans to betray. He is willing to
do anything in his power to keep his word
to those that he deems strong or worth
even a moment of his time. At 14th
level your Raven Prince Replica no
longer has a time limit and can stay
as long as you can concentrate.
Your Raven Prince
now gains the following action:
**Bend Reality**, *Action, Five Charges*
The Raven Prince uses his ability to warp the
realms on a whim to aid you. The Raven Prince may replicate any spell of 5th level or lower as if casted by the wish spell.
Additonally, at this level, you can cast the spell divination at will. Tapping into your connection with The Raven Prince and being able to personally communicate with him. Similarly to the previous ability, The Raven Prince cannot answer questions they would not reasonably be able to know the answers to with scouting ravens. If a raven could not possibly be present to learn information required to answer a question, the Raven Prince cannot answer and the spell fails.
\pagebreakNum #### Optional Feature: Pact Thief The Raven Prince has no special invocations of his own. To counteract that, you can tap into Eris' past patrons power and steal the residual energy they left with him. You are considered to be either a warlock of the Raven Queen, Archfey, Celestial, or Fiend for the purposes of invocation prerequisites, chosen at character creation. You may only choose one. Your active Pact Thief patron can be changed whenever you would change invocations.
\columnbreak
> **Context:** The ability *Child of the Coven* references a 'Witch' class. Said class can be found at the reddit link provided [here.](https://www.reddit.com/r/UnearthedArcana/
comments/54eua2/the_witch_class_v25_5_archetypes_1_spell/) \pagebreakNum # Witch Covens ### The Coven of Spirit Binding Magic Spirit binding magic is the coven that focus' on trapping the spirits of the dead and manipulating them and using them for their own needs. Extorting the abilities that can be harnessed from the power of the emotions they felt at death, they manage to empower both themselves and their magic. Members of this coven often keep fallen friends and loved ones trapped within them in the hopes of one day being able to resurrect them. You gain the following cantrip(s): Guidance, Mage Hand ##### Spirit Binding Magic Expanded Spell List | Spell Level | Spells | |:---|:---|---:| | 1st | *Hex, Ceremony* | | | 2nd | *Nystuls Magic Aura, Healing Spirit* | | | 3rd | *Spirit Guardians, Blink* | | | 4th | *Death Ward, Otiluke's Resilient Sphere* | | | 5th | *Awaken, Enervation* | | | 6th | *Soul Cage, Contingency* | | | 7th | *Divine Word* | | | 8th | *Holy Aura* | | | 9th | *True Resurrection* | | #### Binding Rites At 1st level you can bind spirits to your service. Binding a spirit is much like casting a ritual spell and takes 10 minutes of uninterrupted focus to complete. To do the use this ability, the witch must have the corpse of a creature who has died in the past 7 days, and who had an intelligence score of 6 or higher; which they use as an anchor to track and trap the spirit that the witch is attempting to bind. During the ritual, the witch speaks the invocations required to summon the spirit forth and enacts a rite of binding that would coax the spirit off it's path to peace. The witch must have a spirit in mind when performing this rite. An angry spirit may be tempted with a threat or insult, while a spirit of compassion may be tricked with a cry for help or plea. The type of spirit is decided based on the most powerful emotion the being was feeling during death. This allows for some spirits to have uncharacteristic emotions. When you bind a spirit, you fill one of your available spell slots with the spirit. The spell slot used is no longer available for casting spells, and it remains unavailable for as long as the spirit filling it remains bound to you. The spirit is of a
> **Context:** This archetype is made as an inspired adaptation of a rather theme specific [Witch](https://www.dmsguild.com/product/244806/The-Witch?filters=45469_0_0_0_0_0) class that had cool ideas, and was wonderful overall, but wasn't available in the game I was playing. So I made it as a subclass for a more broad 'Witch' class that I happen to adore, and the DM would allow. Said class can be found [here](https://www.reddit.com/r/UnearthedArcana/
comments/54eua2/the_witch_class_v25_5_archetypes_1_spell/). level equal to the spell slot filled to bind it. Thus, a Spirit of Passion occupying a 6th level spell slot is a level 6 spirit. You cannot have more than one spirit with the same name bound at one time. Depending on the type of spirit, you gain certain benefits while the spirit remains bound and an additional effect when you release the spirit, as detailed in the Binding Rites section at the end of this document. Releasing a spirit is a bonus action, although some spirits allow release as a reaction. Once a spirit has been released, it no longer provides its passive effect and the spell slot it occupied is considered expended. Additionally, while a spirit is bound, all timers for the bound spirit, for things like resurrection time limits and and similar effects are paused. If the creature who's spirit was taken is ever resurrected in some form, or raised as an undead, the bound spirits release effect happens as if you had used it, and the spirit is expended. #### Personal Familiar Beginning at 3rd level, you may put a bound spirit in to your familiar, allowing them to inhabit the new form. The familiar's mental stats are replaced with that of the creature who's spirit was bound. The familiar must obey your commands, but is still the person who they were before, with the added roleplay effect that they will always have a strong feeling of whichever emotion the kind of spirit they are possesses. A spirit bound in this way does not take up a spell slot, and is considered to be of a level equal to your proficiency bonus. Both the witch and the familiar gain the passive effects of the kind of spirit bound. Also, when the spirit is released, the source of that release can be either the witch or the familiar. #### Sympathetic Magic At 6th level, you gain the power to cast spells on targets over vast distances beyond what the spell may ordinarily allow. Provided you have an article (blood, hair, clothing) from the target, your spells of 5th level or lower which have a single target may affect the creature in question from up to one mile away per witch level. When you cast a spell that affects a creature this way, the article you have from the target is consumed. #### Sanctum Ethereal At 10th level, your sanctum artifact grows in power as your domain begins to merge with that of those you hunt. Within 1 mile of the artifact, the wild life and foliage seems to gray, and the color of all non sentient things seems to dull. Everything will seem more ghostly, and the occasional cry or moan is heard as if from nowhere. Additionally, for mechanical purposes, all within the radius are considered to be both in and out of the ethereal plane at all times. All things are considered corporeal, and beings with resistances or immunities based on being incorporeal, like a banshees immunity to grappling or a ghosts resistance to most damage types, are removed. \pagebreakNum #### Blood Binding At 14th level, if a living creature dies within 60 feet of you, you may bind its soul as a reaction. The witch performs a quickened version of the binding rite ritual, which functions like a magical net for the spirit being targeted. You bind it's spirit to a spell slot of your choice, and the creature who provided the soul cannot be resurrected during the time that its spirit remains bound. You may use this ability an amount of times equal to half your spellcasting modifier rounded up per day, recharging on a long rest. #### Sanctum Spirit-Prison At 17th level your sanctum artifact has developed to insane levels of control over the souls of others. The border of your sanctums 1 mile effect radius becomes a spectral one way wall for the ghostly. Undead, ethereal, and incorporeal beings are unable to leave once they've entered. The walls function similar to the *Wall of Force* in the way that if a disintegrate spell is cast on the wall, a 5 foot radius breach will open, and it will slowly close over the course of 1 minute. Also, all undead that are trapped in this way are considered charmed and friendly to you, even if they are immune to the charmed condition. This charm is broken for 12 hours if you take aggressive action towards them. \columnbreak #### Ghostly Step At 20th level you gain the ability to enter the spirit realm as a bonus action by projecting part of yourself beyond the material plane. You and your belongings become ethereal for up 10 minutes. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything m ore than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. If you end your turn in an object, you are dealt 1d10 force damage and shunted towards the closest free space. If their are more than one you decide. You may rematerialize in your present location as a bonus action. If you choose to maintain this form until the duration expires a you stay in the ethereal plane and the effects of this ability end. You may use this ability once, after which you must complete a long rest to use it again.
\pagebreakNum ## Binding Rites Following is a list of different spirits a Witch may bind with their binding rites ritual. #### Agony In the presence of a spirit of Agony, foes’ wounds continue to bleed and fires continue to burn. While Agony is bound, for every damage die you roll that shows a 1, you may treat the roll as the maximum possible number for that die for a number of dice up to the level of the spirit per damage roll. **Release.** You may release Agony as part of any attack or spell which deals damage. In addition to the damage, you may roll an extra number of equivalent dice equal to the level of the spirit. If the attack or spell uses more than one type of die, choose the largest. This extra damage is psychic damage. Additionally, all 1s are treated as the maximum value for each die. #### Desire Spirits of Desire impress your will onto others and enhance existing desires. Friendly and charmed creatures within 30 feet of you have disadvantage on Wisdom saving throws against your spells. Once an affected creature succeeds on a Wisdom saving throw against one of your spells, that creature is immune to this spirit’s passive effect for 24 hours. **Release.** When you release this spirit as a bonus action, a number of creatures within 30 feet up to the spirit level become charmed if they fail a Wisdom saving throw against your spell save DC. This effect lasts one minute. The effect ends prematurely if you or your allies damage the creature. The spirit's level also determines what kind of creatures can be charmed. At 3rd level and below, only humanoids and animals can be affected. At 4th level and above, all creatures can be affected. #### Empathy Spirits of Empathy force your enemies to share your pain. While Empathy is bound, whenever you are dealt damage from a creature, you may use your reaction to deal the creature psychic damage equal to two times the level of this spirit. **Release.** You can release Empathy as a reaction when you or an ally within 30 feet takes damage from a creature. The creature is dealt psychic damage equal to half the damage taken plus three times the spirit’s level. #### Envy Spirits of Envy take from others what they covet for themselves – life. Whenever you deal damage with a spell or spirit effect to a hostile creature while Envy is bound, you regain the spirit’s level in hit points. You may only gain hit points this way once per turn. **Release.** You may release Envy as a bonus action to grant yourself or an ally within 30 feet temporary hit points equal to 3 times the spirit level. As long as these temporary hit points remain, enemies within 30 feet of the ally have disadvantage on attack rolls against creatures other than the affected creature.
\pagebreakNum #### Fear Spirits of Fear bring nightmares to life. While Fear is bound, you gain proficiency in Charisma (Intimidation) checks, or add twice your proficiency bonus if you already are proficient. In addition, attacks made against you are at disadvantage. Once a foe has rolled against you with disadvantage and hits, it can no longer be affective by this passive ability for 24 hours. **Release.** When Fear is released from its bonds as a bonus action, a number of creatures equal to the spirit level within 30 feet make a Wisdom save or be frightened of you for 1 minute. An affected creature must make a Wisdom saving throw at the start of each of its turns. On a successful save, the fear effect ends. #### Generosity Spirits of Generosity are always willing to make sacrifices for those who bind them with good intentions. Your spells that heal restore an additional 1d4 hit points per level of the spirit. If the spell heals more than one creature each creature is instead healed an extra number of hit points equal to the spirit level. **Release.** You may release Generosity as a bonus action and gift the spirit to an ally within 30 feet. The spirit protects the ally, granting them temporary hit points equal to 5 times the spirit level. These temporary hit points last 10 minutes. #### Guilt Spirits of Guilt cause your enemies hesitation in acts that would wrong you and your allies. While Guilt is bound, as a reaction when you or an ally within 30 feet are hit with an attack, you can raise the AC of the target creature by the level of the spirit. Hit or miss, the effect then ends. **Release.** When you release Guilt from your power as a bonus action, a single target within 30 feet has disadvantage on attack rolls against you or an ally of your choice for a number of rounds equal to the level of the spirit released. #### Hate Spirits of Hate inspire a ferocity in you. When you are damaged by a creature, you gain advantage on attack rolls against that creature until the end of your next turn. **Release.** When you are hit by an attack or spell, you can use your reaction to make an attack or cast a spell with a casting time of 1 action and an attack roll against the creature who struck you. The creature is dealt additional psychic damage equal to 1d6 per spirit level regardless of whether you hit. #### Hunger Spirits of Hunger both sustain their friends and deprive their enemies of energy. While Hunger is bound to you, you require no food or water to survive. **Release.** You may release Hunger as a bonus action to impart one level of exhaustion on a number of creatures within 30 feet equal to the spirit’s level. The creature cannot be affected by a Spirit of Hunger again for 24 hours. \columnbreak #### Passion Spirits of Passion give those who bind them the power to push themselves and others further in order to accomplish a task. When this spirit is bound you gain a number of bonus dice equal to the spirit level. These dice are d6s. You may choose to roll one of these dice and add the result to any attack roll, ability check or saving throw you make, or to any such roll an ally within 30 feet of you makes. You lose all remaining dice when you release Passion. **Release.** You may release Passion as part of an attack roll, ability check, or saving throw. You make this roll with advantage. In addition all allies within 30 feet of you gain a d6 which they can add once to any attack roll, ability check, or saving throw made. After a number of rounds equal to the spirit's level, this effect ends and unused dice are lost. #### Serenity Spirits of Serenity bring peace and clarity of thought to those who bind them. You require only half the time worth of sleep or rest as long as Serenity remains bound. You still require 8 hours to gain the full benefits of a long rest. Additionally, when you or an ally within 30 feet roll a Hit Die to regain hit points, you regain an additional amount equal to the spirit level. **Release.** When you release Serenity from your power as a reaction when you would suffer from the following conditions, you may avoid being afflicted: Blinded, Deafened, Frightened, Paralyzed, Poisoned, and Stunned. #### Sloth Spirits of Sloth inspire sluggishness and laziness of thought and action around you. While Sloth is bound, spaces within 10 feet of you count as difficult terrain for enemies. Additionally, creatures provoke opportunity attacks from you even if they take the disengage action. **Release.** When Sloth is released as a bonus action, foes within 30 feet lose their reaction for a number of rounds equal to the spirit level. #### Sorrow The failures of your enemies continue to haunt them in the presence of a spirit of Sorrow. While Sorrow is bound to you, enemies within 30 feet who fail a saving throw against a spell of 1st level or higher cast by you or an ally are dealt psychic damage equal to the spirit’s level. **Release.** When Sorrow is released as a bonus action, choose a creature within 30 feet. That creature has disadvantage on its next saving throw, ability check, or attack roll. Should this roll fail, they are dealt 1d6 psychic damage and this spirit's release effect triggers again on the same creature. Once this damage has been dealt a number of times equal to the spirit level, it is no longer renewed.
\pagebreakNum .
\columnbreak #### Trust While emboldened by a spirit of trust, you can help your allies through cooperative spellcasting, or protect them from harmful spellcasting effects from other allies. While Trust is bound, you can use the Help action to aid an ally within 30 feet to cast a spell, giving them advantage on an attack roll or ability check made with that spell before the end of your next turn. Alternatively, if that spell deals damage in some way, the caster may reroll a number of damage dice equal to the level of this spirit. Finally, you can also use the Help action to render a single ally within 30 feet immune to the harmful effects of any ally's spells until your next turn. **Release.** When trust is released as part of your Help action, you impart a bonus to the spell save DC of a single ally within 30 feet for the next spell they cast before your next turn. This bonus is equal to the level of this spirit. If the spell forces more than one creature to make a saving throw, only one creature is affected by the increased DC. #### Valor Spirits of Valor give those who bind them the power to pull through with confidence against poor odds. While Valor is bound, you and allies within 5 feet of you have advantage on saves against being frightened. Additionally when you have line of sight to a hostile creature, you may use an action to inspire an ally within 30 feet, granting them temporary hit points equal to the spirit's level. These temporary hit points leave when the hostile creature leaves an ally's line of sight. **Release.** When you release this spirit as a bonus action, one creature per spirit level within 30 feet is no longer frightened and may immediately make a saving throw to end any other effect or condition afflicting them which would normally allow saving throws. #### Wonder You radiate an aura of awe when a spirit of Wonder is bound to you. While Wonder is bound, you can use your reaction to impose disadvantage on Wisdom (Insight) checks against one creature within 30 feet for the round. You can also use your action to impose disadvantage on Wisdom (Perception) checks made by creatures within 30 feet make to notice anything other than you for the round. **Release.** You may release Wonder from your power as a reaction when you hit a target with a an attack or spell or they fail a save against one of your spells. For a number of rounds equal to the spirit level, that creature must choose to either take an action or a move up to their speed, but not both, on each of their turns.
>##### Levy of Spirit Binding Magic > The cost of bending and manipulating the ethereal and the astral in such a raw and potent form is taxing, and to keep up with it you must pay the spiritual toll that is taxed on you in other forms. Once a week, the witch must release a spirit without any benefit, using the spirit as a mask, or shield to protect the witches own spirit from the taxing forces of the necrotic that they choose to wield. \pagebreakNum
# PART 3 ##### Spells
\pagebreak ### Part 3: Additional Spells This portion of the document lists spells I wrote that I believe are appropriate expansions on the game that are both balanced and thematic. Some of these may be rebalanced versions of spells either from other homebrew authors or WoTC themselves. Either way, the versions below are at least in some part written by me. #### Familial Augmentation: Assistant *2nd-level transmutation (ritual)* ___ - **Casting Time:** 30 minutes - **Range:** 10 feet - **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs, that must be consumed by fire in a brass brazier, during which a single 50 gp emerald is placed in the flames, that the spell consumes) - **Duration:** Instantaneous - **Classes:** Witch, Wizard As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots. A familiar with the familial augmentation "Assistant" gains proficiency in a single skill of your choice upon gaining the augmentation. #### Familial Augmentation: Caster *2nd-level transmutation (ritual)* ___ - **Casting Time:** 30 minutes - **Range:** 10 feet - **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs, as well as two cantrip spell scrolls for spells on the wizard list, that must be consumed by fire in a brass brazier) - **Duration:** Instantaneous - **Classes:** Witch, Wizard As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots. A familiar with the familial augmentation "Caster" gains the ability to cast the cantrips of the scrolls consumed in the spell at will. It uses your spellcasting ability for it's spell save DC and spell attack bonus. #### Familial Augmentation: Magus *4nd-level transmutation (ritual)* ___ - **Casting Time:** 30 minutes - **Range:** 10 feet - **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs, as well as two 1st-level spell scrolls, and one 2nd-level spell scroll, for spells on the wizard list, that must be consumed by fire in a silver brazier) - **Duration:** Instantaneous - **Classes:** Witch, Wizard As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots. A familiar with the familial augmentation "Magus" has the ability to cast the spells from the spell scrolls that were consumed in the casting of this spell, as if they were you, as long as they are able to telepathically communicate with you. Spells cast in this way consume your spell slots, use your spellcasting attack bonus and saving throw DC, and any spell like Find Familiar or Find Steed is considered to have been cast by you. #### Familial Augmentation: Scout *2nd-level transmutation (ritual)* ___ - **Casting Time:** 30 minutes - **Range:** 10 feet - **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs, that must be consumed by fire in a brass brazier, during which five 10 gp rubies must of had be placed around the brazier, that the spell consumes) - **Duration:** Instantaneous - **Classes:** Witch, Wizard As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots. A familiar with the familial augmentation "Scout" has an increased telepathy range. While your augmented familiar is within 1 mile of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can instead choose to only perceive one of the familiars senses, and keep one of your own. For example, if you choose to see what your familiar can see, you are still able to hear, and vise versa. #### Familial Augmentation: Spy *2nd-level transmutation (ritual)* ___ - **Casting Time:** 30 minutes - **Range:** 10 feet - **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs, that must be consumed by fire in a brass brazier, during which five 50 gp rubies must of had be placed around the brazier, that the spell consumes) - **Duration:** Instantaneous - **Classes:** Witch, Wizard As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots. \pagebreakNum A familiar with the familial augmentation "Scout" has an increased telepathy range. While your augmented familiar is within 10 miles of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. You retain all of your own senses during this time. #### Familial Augmentation: Titan *4th-level transmutation (ritual)* ___ - **Casting Time:** 30 minutes - **Range:** 10 feet - **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a silver brazier, during which the blood of a giant must be pooled beneath, and had been mixed with 500 gp of emerald powder that the spell consumes) - **Duration:** Instantaneous - **Classes:** Witch, Wizard As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots. A familiar with the familial augmentation "Titan" is then always under the effects of the Enlarge/Reduce spell as if it had been enlarged. #### Familial Augmentation: Warrior *2nd-level transmutation (ritual)* ___ - **Casting Time:** 30 minutes - **Range:** 10 feet - **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier, during which 100 gp of silver dust that is lined along the rim of the brazier, that the spell consumes) - **Duration:** Instantaneous - **Classes:** Witch, Wizard As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots. A familiar with the familial augmentation "Warrior" gains the ability to take the attack action. When it does so, it uses your proficiency bonus when calculating it's to hit, and adds your spellcasting ability when to it's damage rolls.
\columnbreak #### Familial Augmentation: Worker *2nd-level transmutation (ritual)* ___ - **Casting Time:** 30 minutes - **Range:** 10 feet - **Components:** V, S, M (10 gp worth of charcoal, incense, and herbs, as well as any tool kit, gaming set, or instrument, that must be consumed by fire in a brass brazier) - **Duration:** Instantaneous - **Classes:** Witch, Wizard As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots. A familiar with the familial augmentation "Worker" gains proficiency in the tool kit, gaming set, or instrument used in the casting of the spell. As an action, your familiar can conjure a spectral version of the tool kit, gaming set, or instrument, as well as maneuver the pieces and items that are a part of it as if the familiar had hands to do so. Keeping these items manifested requires your familiars concentration, and they can be dismissed as a bonus action. #### Find Bestial Familiar *3rd-level conjuration (ritual)* ___ - **Casting Time:** 1 hour - **Range:** 10 feet - **Components:** V, S, M (50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a silver brazier) - **Duration:** Instantaneous - **Classes:** Wizard You gain the service of a familiar, a spirit that takes an animal form you choose: boar, dolphin, giant badger, giant crab, giant frog, giant poisonous snake, giant rat, giant weasel, panther, or wolf. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast. Your familiar mechanically functions identically to the familiars created by the spell Find Familiar, and you can still only have one of any kind of familiar at a time. #### Find Constructed Familiar *2nd-level transmutation (ritual)* ___ - **Casting Time:** 1 hour - **Range:** 10 feet - **Components:** V, S, M (25 gp worth of charcoal, incense, and herbs, mixed with metal shavings, that must be consumed by fire in a silver brazier) - **Duration:** Instantaneous - **Classes:** Wizard You gain the service of a familiar, a spirit that takes an animal form you choose: any animal form available with the Find Familiar spell, or a Servo. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Construct if it was not already, is immune to being charmed or poisoned, and is immune to poison damage. Your familiar mechanically functions identically to the familiars created by the spell Find Familiar, and you can still only have one of any kind of familiar at a time. \pagebreakNum #### Find Greater Familiar *5th-level conjuration (ritual)* ___ - **Casting Time:** 3 hours - **Range:** 10 feet - **Components:** V, S, M (500 gp worth of charcoal, incense, and herbs that must be consumed by fire in a gold brazier) - **Duration:** Instantaneous - **Classes:** Wizard You gain the service of a familiar, a spirit that takes a form you choose: gazer, imp, pseudodragon, quasit, or sprite. Appearing in an unoccupied space within range. Your familiar mechnically functions identically to the familiars created by the spell Find Familiar, and you can still only have one of any kind of familiar at a time. #### Find Necromantic Familiar *2nd-level necromancy (ritual)* ___ - **Casting Time:** 1 hour - **Range:** 10 feet - **Components:** V, S, M (25 gp worth of charcoal, incense, and herbs, mixed with bone dust, that must be consumed by fire in a silver brazier) - **Duration:** Instantaneous - **Classes:** Witch, Wizard You gain the service of a familiar, a spirit that takes a form you choose: any animal form available with the Find Familiar spell, or a crawling claw. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is an Undead if it was not already, is immune to being exhausted, or poisoned, and is immune to poison damage. Your familiar mechanically functions identically to the familiars created by the spell Find Familiar, and you can still only have one of any kind of familiar at a time. #### Preservation *3rd-level necromancy* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M - **Duration:** Instantaneous - **Classes:** Cleric, Druid, Witch You gain the ability to grant life to someone, in exchange for your own. You may press your hands agaist the chest of a creature who has died within the last ten minutes, and hold them there for the entirety of the spells casting time. After that minute, you may use an action to give some of your life force to the creature permanently. The creature is returned to life at 1 hit point. After casting this spell, you permanently lose the life force you gave to the other creature. Permanently from this point on, you instantly die upon failing two death saves instead of three. If this spell is casted a second time, the amount of failed saves required to die becomes one. These effects can not be reversed with anything short of a wish spell.
\pagebreakNum
# PART 4 ##### Equipment
\pagebreak ### Part 4: Additional Equipment ##### Extra Adventuring Gear | Name | Cost | Weight | |:---:|:-----------:|:-------:| |*Ammunition* | Arrow/Bolt, Barbed | 2 gp + Arrow/Bolt Cost | .5 lb | Arrow/Bolt, Smoldering | 50 gp +
Arrow/Bolt Cost| .5 lb | Arrow/Bolt, Smoking | 5 gp + Arrow/Bolt Cost | .5 lb | Arrow/Bolt, Splintering | 5 gp + Arrow/Bolt Cost | .5 lb | Great Arrow | 5gp (20) | 10 lbs | Primitive Sidearm Round | 2gp (20) | 2 lbs | Primitive Longarm Round | 2gp (20)| 2 lbs | Sidearm Round | 4gp (20)| 2 lbs | Longarm Round | 4gp (20)| 2 lbs |*Other* | Smoke Pellet | 15 gp | .5 lb | Smokestick | 25 gp |1/2 lb #### Extra Adventuring Gear Most extra equipment has special rules that are listed here. ***Arrows/Bolts, Barbed.*** This piece of ammunition causes bleeding wounds. A creature hit with a barbed arrow or bolt takes 1 point of piercing damage at the beginning of its turn until it uses an action or a bonus action to pull the arrow free. Once pulled free of the wound, the ammunition is destroyed. ***Arrows/Bolts, Smoldering.*** This piece of ammunition has a hollow point containing alchemist’s fire and a simple ignition mechanism. A creature you hit with a smoldering arrow or bolt takes 1d4 fire damage at the beginning of its next turn. Once ignited, or if the arrow misses, the ammunition is destroyed. ***Arrows/Bolts, Smoking.*** This piece of ammunition lets out a blast of smoke on contact. A 10 foot radius area centered on the creature or space you hit is heavily obscured for one minute, or for one round in heavy wind. Once ignited, or if the arrow misses, the ammunition is destroyed. ***Arrows/Bolts, Splintering.*** When you hit a creature with a splintering arrow or bolt, it explodes into wooden or bone shards. Each creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d4 piercing damage. Once it explodes, or if the arrow misses, the ammunition is destroyed. ***Smoke Pellet.*** As an action or bonus action, you can throw a smoke pellet at a point within 10 feet of you. The smoke pellet then detonates, creating a 10-foot cube filled with smoke. This area is heavily obscured until the end of your next turn. ***Smokestick.*** As an action, you can ignite a smokestick using a torch, tinderbox, or other source of fire or intense heat. Once ignited, the smokestick is consumed and a 10 foot cube around it is filled with thin smoke for one minute. This area is lightly obscured. A moderate or strong wind disperses the smoke in one round. \columnbreak ##### Expanded Shields | Name | Cost | Weight | Properties |:---:|:-----------:|:----:|:---:| | Buckler | 10 gp | 2 lb | AC +1, special | Spiked shield | 20 gp | 5 lb | AC +1, light, special | Sticky shield | 50 gp | 4 lb | AC +1, special #### Shields New shield types allow defensive characters a few more options. **Buckler**: While wielding a buckler, your Armor Class increases by 1. When you are wearing a buckler and are the target of a melee weapon attack by a creature you can see, you can use your reaction to parry the blow, further increasing your AC by 2 against that attack. You can don or doff a buckler as though interacting with an object instead of as an action. Creatures that are proficient with light armor are proficient with bucklers. **Spiked shield**: While wielding a spiked shield, your Armor Class increases by 1. A spiked shield also serves as a light melee weapon that deals 1d6 piercing damage. Creatures that are proficient with regular shields are proficient with spiked shields, both as a shield and a weapon. **Sticky shield**: This shield is inspired by those worn by kuo-toa. While wielding a sticky shield, your Armor Class increases by 1. When a creature misses you with a melee weapon attack while wielding a sticky shield, you can use your reaction to try to catch the weapon. The attacking creature must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the weapon becomes stuck to your shield. While stuck to the shield, the weapon can’t be used. The weapon’s wielder can choose to let go of the weapon at any time if it is able. If it chooses to hold onto it, the creature becomes grappled while it holds the weapon. A creature can pull the weapon free by using its action to make a Strength check with the same DC as the initial saving throw. The weapon is freed on a success. Creatures that are proficient with regular shields are proficient with sticky shields.
\pagebreakNum
#### Masterworking Weapons Similarly to having a weapon silver, many weapons can be masterworked during the process of creation to be easier to wield. This increases the value of the weapon by 150 gp. Masterwork weapons gain an additional +1 to hit.
>**Note:** Much of the equipment in this section is clearly inspired if not taken directly from other sources. Most of these sources are copied from older editions, and other systems, but I failed to find an original for any of these sources. \columnbreak #### Expanded Weapon Properties Additional weapon properties that expand on the given mechanics to add versatility and flavor. **Covert.** You have advantage on Dexterity (Slight of Hand) checks made to hide this weapon. **Disarm Immune.** You cannot be disarmed of this weapon. **Disguised.** You have advantage on Charisma (Deception) checks made to disguise the fact that this item is a weapon. **Forceful.** When you hit a creature with this weapon, if you roll maximum on the damage dice, the creature is knocked 5ft away from you. This number range can be can be expanded, and that range is included in the weapon properties. **Misfire.** If you make an attack roll and the roll matches or is lower than a firearm's misfire number, (such as 2, for example), your gun jams. You cannot make an attack with it again until you spend an action to clear the chamber. Your firearm's misfire number then goes up by 1, to a maximum of 5. You can spend 1 minute and make a DC 10 + your firearm's misfire number Dexterity (Tinker's tools) or Intelligence (Tinker's tools) check to reduce your gun's misfire number by 1, to a minimum of its original misfire number. **Overwhelm.** When you hit a creature with this weapon, if you roll maximum on the damage dice, the creature is knocked prone away from you. This number range can be expanded, and that range is included in the weapon properties. **Primitive.** If you make more than two attacks with these weapons on your turn, the firearm's misfire number goes up by 1, to a maximum of 10. Primitive firearms also require a different kind of ammunition than other guns. **Reload.** Some ranged weapons can be fired a number of times before they must be reloaded. Ranged weapons with the reload property take an action or a bonus action to reload its ammunition. If you wield two light ranged weapons with the reload property, you can reload them both at once as an action during your turn. **Returning.** When you throw this weapon and miss, it returns to you. As this happens, you may catch the weapon as a item interaction, or as a reaction. Otherwise it instead lands at your feet. **Scatter.** Firearms with the scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you hit a creature with a firearm that has the scatter property, creatures within 5 feet of the target take scatter damage if the attack would hit them. The original target does not take this damage. #### Special Weapons New weapons with special properties and mechanics are described here. **Bolas.** When you hit a Large or smaller creature with a bolas, it must make a DC 10 Dexterity saving throw or be grappled by it. A creature can end this condition by breaking free of the bolas, either by making a DC 10, Strength check as an action or by dealing 5 slashing damage to the bolas. In either case, the bolas is destroyed. Bolas have an AC of 11. Formless creatures are immune to the effect of a bolas. If you land a critical hit with this weapon, they are knocked prone in addition to the grappled condition. \pagebreakNum
##### Expanded Weapons | Name | Cost | Damage | Weight | Properties |:-------------------------------:|:---:|:---|:---:|:---:| |*Simple Melee Weapons* |Dagger, Boot-Toe| 15 gp| 1d4 Piercing|1 lb| Covert, finesse | *Martial Melee Weapons* | Ball and Chain | 25 gp | 1d8 bludgeoning | 20 lb | Forceful +1, heavy, reach, two-handed | Claw Bracer | 30 gp | 1d6 slashing | 2 lb | Disarm immune, finesse, light | Harpoon | 20 gp | 1d6 piercing | 5 lb | Special, thrown (range 15/30) | Heavy Flail | 50 gp | 2d6 bludgeoning | 10 lb| Heavy, two-handed | Garrote | 5 gp | 1d4 slashing | 1 lb | Finesse, special, two-handed | Hunting Knife | 5 gp | 1d4 piercing | 1 lb | Finesse, special | Jian | 25 gp | 1d8 slashing | 2 lb | Finesse | Machete | 10 gp | 1d4 slashing | 3 lbs | Light, special | Parrying Dagger | 5 gp | 1d4 piercing | 1 lb | Finesse, light, special | War Fan | 10 gp | 1d4 bludgeoning | 1 lb | Diguised, finesse | *Martial Ranged Weapons* | Bolas | 2 gp| 1 bludgeoning | 1 lb | Special, thrown (range 30/90) | Boomerang | 5 sp | 1d4 bludgeoning | 1 lb | Finesse, light, special, thrown (range 20/60), returning | Greatbow | 150 gp | 1d12 piercing | 50 lb | Ammunition (range 200/800), heavy,
loading, overwhelm +1, special, two-handed
| Class | Weapon Proficiencies Gained | |:---:|:-----------:| | Druid | Harpoon, Hunting Knife, Machete | | Rogue | Garrote, Jian, Parrying Dagger, Bolas, and Boomerang | | Monk | Claw Bracer, Jian, War Fan |
___ - **Harpoon.** This spear is attached to a rope or light chain. If you hold the rope, you can automatically pull the harpoon back to you once per turn. When you hit a creature with a harpoon, you can use a bonus action to pull it toward you if the target is one size category larger than you or smaller. Make a Strength check contested by a Strength check from the target. On a success, the creature is pulled up to 15 feet closer to you. **Garrote.** When you attack with this weapon and hit, you can forgo dealing damage to instead grapple the target if it is one size larger than you or smaller and is not formless. Ability checks you make to maintain this grapple can be made with Dexterity (Sleight of Hand) instead of the normal required ability check. This grapple ends early if you let go of either end of the garrote. Until the grapple ends, the target can’t breathe and you have advantage on attack rolls against it. If the creature attempts to cast a spell with verbal components while grappled by a garrote, it must make a DC 10 Constitution saving throw or fail to cast the spell. \columnbreak ___ - **Great Bow.** The great bow requires incredible feats of strength to properly fire, regardless of its reliance on accuracy. When making an attack with a great bow, you must roll a strength saving throw with a DC of 20. If you succeed, you successfully fire the bow without issue. On a failed save, you make the attack as if the weapon had half of it's normal range, and you roll the attack with disadvantage. **Hunting Knife.** A knife designed for a specific purpose. To skin your hunts. This knife requires proficiency in Survival to use. This item gives you advantage on ability checks when harvesting from beasts, dragons, humanoids, and monstrosity creatures. **Machete.** This weapon is great for those who wish to clear their own path through a mighty jungle. This weapon requires proficiency in Nature to use. This item deals an additional 1d12 slashing damage to fibrous environmental objects and plant type creatures. **Parrying dagger.** When you wield this weapon and are targeted by a melee weapon attack, you can use your reaction to increase your AC by 2 against that attack. \pagebreakNum
##### Firearms | Name | Cost | Damage | Weight | Properties |:---------------------------:|:---:|:---:|:---:|:---:| |*Sidearms* |Flintlock Pistol| 50 gp| 1d6 piercing| 3 lbs| Ammunition (range 30/90), loading, light, misfire 3, primitive |Dragoon |60 gp |1d8 bludgeoning| 4 lbs |Ammunition (range 10/30), loading, misfire 3, scatter (1d4), primitive |Pepperbox |160 gp|1d8 piercing | 4 lbs| Ammunition (range 40/120), light, reload 4, misfire 1 |Pistol |500 gp|1d6 piercing|2 lbs |Ammunition (range 40/120), light, reload 8 |Heavy Pistol|575 gp| 1d8 piercing | 3 lbs |Ammunition (range 40/140), reload 8 |Sawn-Off Shotgun|600 gp| 2d4 bludgeoning|4 lbs| Ammunition (range 20/40), reload 4, misfire 1, scatter (1d4) |*Longarms* |Musket |100 gp|1d12 piercing|10 lbs |Ammunition (range 70/200), two-handed, loading, Misfire 2, primitive |Arquebus |40 gp|3d4 piercing| 13 lbs| Ammunition (range 60/150), two-handed, loading, heavy, misfire 4, primitive |Blunderbuss|180 gp| 1d12 bludgeoning| 7 lbs| Ammunition (range 15/45), two-handed, loading, scatter (1d6), misfire 3, primitive |Carbine| 675 gp|1d10 piercing |6 lbs |Ammunition (range 60/200), two-handed, reload 8 |Heavy Rifle| 1450 gp|3d6 piercing|18 lbs| Ammunition (range 200/1,000), two-handed, loading, heavy |Rifle|750 gp|1d12 piercing |10 lbs |Ammunition (range 90/300), two-handed, reload 6 |Shotgun|1000 gp| 1d12 bludgeoning| 7 lbs |Ammunition (range 30/60), two-handed, scatter (1d6), reload 6 |Wheellock Gun |80 gp| 1d10 piercing |5 lbs| Ammunition (range 50/160), two-handed, loading, misfire 2, primitive
##### Firearms as a Proficiency Firearms, unlike regular weapons, do not come as martial or simple. Firearms are a seperate category of weapons that are split into sidearms and longarms. Features that refer to martial and simple weapons do not include firearms for the purposed of their abilities. Creatures who wish to start with proficiency in guns as apposed to their normal weapon proficiencies may replace 'Simple Weapons' proficiency from their class if they have it with 'Sidearms', or, they can trade 'Martial Weapons' proficiency from their class with 'Longarms and Sidearms'. Firearm proficiencies are treated as normal otherwise.
\pagebreakNum
Just a bunch of Homebrew
This book holds just a bunch of homebrew stuff I've put together over the years. I liked the idea of compiling everything I write into one document, and formatting it to look pretty. I'm pretty happy with it, and I hope other people enjoy it as much as I do. I use most of the homebrew I write, so, if no one else enjoys it, at least I will.
~ Desmon Arnold
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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## Art Credits **Cover: "Judgement"** https://www.artstation.com/midfinger
**Part 1: "Cat"**
https://www.artstation.com/guweiz
**AYALYFT: "This War of Mine"** https://www.artstation.com/nereida
**Spokesmith: "The Expedition"** https://www.artstation.com/schwinnmasavisut **Titan's Grip: "Swordsman"** https://www.artstation.com/tomercs
**Part 2 Art: "Female Knight"** https://www.artstation.com/ijm86
**Magitop Technician: "Spinning Tops Clip Art"**
https://www.kisspng.com/png-beyblade-spinning-tops-clip-art-one-sheet-1393340/
**Gun Weaver: "Gun"**
https://www.artstation.com/ayakun
**School of Familiarity: "Give me my Sword!"**
https://www.artstation.com/anto-finnstark
**Raven Prince: "Raven Clipart 95**
http://clipartfans.com/post/raven-clipart-95.html
**Raven Prince: "Raven Clipart 2**
https://openclipart.org/detail/259888/raven-silhouette-2
**Raven Prince: "Transparent Raven Circle #91"**
https://ubisafe.org/explore/transparent-raven-circle/
**Raven Prince: "Langon"**
https://www.artstation.com/acemetery
**Spirit Binding Magic: "Death Black Rider"**
https://www.artstation.com/guillemhp
**Spirit Binding Magic: "Polypore"** https://www.artstation.com/loish
**Spirit Binding Magic: "Pagan Stuff"** https://www.artstation.com/skeeziks
**Spirit Binding Magic: "Duel"** https://www.artstation.com/guillemhp
**Part 3 Art: "Cernunnos"** https://www.artstation.com/lorandesore
**Familial Augments: "When the Cat's Away"** https://www.artstation.com/charco
**Find Greater Gamiliar: "Heather Fairy"** https://www.artstation.com/nereida
**Part 4 Art: "Hunter"**
https://www.artstation.com/sonech
**Expanded Equipment: "Yellow Charge**
https://www.artstation.com/dtmayer
**Firearms: "Sarah Meoquanee"** https://www.artstation.com/mario_wibisono