Updated Armoury

by Nightkill101

Search GM Binder Visit User Profile

New Armour, Weapons, and Feats

Name Cost Damage Weight Properties
Simple Melee Weapons
Arcane Quarterstaff 15 gp 1d6 bludgeoning 5 lb. Arcane focus, versatile (1d8)
Brass Knuckles 2 gp 1d6 bludgeoning 1 lb. Light
Druidic Quarterstaff 5gp 1d6 bludgeoning 5 lb. Druidic focus, versatile (1d8)
Fist of Gratia 10 gp 2d4 bludgeoning 2 lb. Light, special
Holy Bident 15 gp 1d6 piercing 4 lb. Holy symbol, thrown (range 20/60), versatile (1d8)
Hunting Horn 20 gp 1d8 bludgeoning 30 lb. Bardic focus, heavy, special, two-handed
Iron Ball 5 gp 1d8 bludgeoning 10 lb. Thrown (15/45)
Ring Knife 5 sp 2 slashing/ piercing - Added to unarmed/ grapple damage
Spiked Ball 5 gp 1d8 piercing 5 lb. Thrown (15/45)
Simple Ranged Weapons
Throwing Dagger 2 gp 1d4 piercing 1/2 lb. Ammunition, finesse, light, thrown (range 20/60)
Martial Melee Weapons
Cat-Of-Nine-Tails 4 gp 3d4 slashing 5 lb. Finesse, reach
Great Hammer 60 gp 1d12 bludgeoning 10 lb. Heavy, two-handed
Spiked Whip 3 gp 1d4 piercing 3 lb. Finesse, reach
Martial Ranged Weapons
Greatbow 75gp 1d10 piercing 20 lb. Ammunition (range 200/800), heavy, special, two handed
Trick Melee Weapons
Amygdalan Arm 70 gp 1d10 bludgeoning 3 lb. Trick
Beast Claw 25 gp 1d4 slashing 2 lb. Finesse, light, trick
Beast Hunters Saif 25 gp 1d6 slashing 5 lb. Finesse, trick
Beast Cutter 30 gp 1d8 bludgeoning 8 lb. Heavy, trick
Blade of Mercy 35 gp 1d8 slashing 3 lb. Finesse, trick
Bloodletter 30 gp 1d6 bludgeoning 10 lb. Special, trick
Boom Hammer 55 gp 1d8 bludgeoning 10 lb. Trick, versatile (1d10)
Burial Blade 90gp 1d6 slashing 6 lb. Finesse, trick, versatile (1d8)
Chikage 80 gp 1d8 slashing 3 lb. Finesse, special, trick, versatile (1d10)
Church Pick 30 gp 1d6 piercing 10 lb. Finesse, trick
Holy Moonlight Sword 100 gp 1d10 slashing 6 lb. Heavy, trick, versatile (2d6)
Hunter Axe 30 gp 1d6 slashing 5 lb. Trick
Kirkhammer 30 gp 1d10 bludgeoning 8 lb. Heavy, trick, two-handed
Logarius' Wheel 65 gp 1d6 bludgeoning 8 lb. Heavy, special, trick
Ludwig's Holy Blade 40 gp 2d6 slashing 8 lb. heavy, trick, two-handed
Rakuyo 80 gp 1d8 slashing 4 lb. Finesse, trick
Sawcleaver 30 gp 1d6 slashing 4 lb. Trick
Sawspear 30 gp 1d6 slashing 4 lb. Trick
Stake Driver 50 gp 1d6 piercing 5 lb. Trick
Threaded Cane 20 gp 1d6 bludgeoning 3 lb. Finesse, trick
Tonitrus 55 gp 1d6 bludgeoning 5 lb. Trick
Whirligig Saw 70 gp 1d6 bludgeoning 8 lb. Reach, trick, versatile (1d8)
Name Cost Damage Weight Properties
Trick Firearm Weapons
Gunlance 400 gp 1d10 fire 16 lb. (Range 10/20), misfire 5, reload 1, trick, two-handed
Reiterpallash 400 gp 1d10 piercing 4 lb. (Range 50/120), misfire 1, reload 2, trick
Riflespear 430 gp 1d8 piercing 7 lb. (Range 25/75), misfire 3, reload 1, trick
Simon's Bow Blade 420 gp 1d8 piercing 5 lb. Ammunition (range 200/800), trick, two-handed
Firearms
Bad News 600 gp 2d12 piercing 25 lb. (Range 200/800), misfire 2, reload 1, two-handed
Blunderbust 300 gp 2d8 piercing 10 lb. (Range 25/60), misfire 2, reload 1, scatter
Cannon 500 gp 2d12 piercing 25 lb. (Range 50/100), heavy, loading, misfire 5, reload 1
Church Cannon 450 gp 2d10 piercing 20 lb. (Range 30/80), heavy, loading, misfire 4, reload 1
Dwarven Blunderbuss 400 gp 2d8 piercing 10 lb. (Range 25/60), misfire 1, reload 1, scatter
Evelynn 550 gp 1d12 piercing 3 lb. (Range 200/600), light misfire 2, reload 4
Flamesprayer 350 gp 1d8 fire 10 lb. (Range 15/30), misfire 4, reload 10, scatter
Flintlock Pistol 60 gp 1d6 piercing 1 lb. (Range 40/160), club, light, misfire 1, reload 1
Gatling Gun 600 gp 4d4 piercing 20 lb. (Range 40/100), heavy, loading, misfire 4, reload 4
Hand Mortar 800 gp 2d8 fire 10 lb. (Range 30/60), explosive, misfire 3 reload 1
Heavy Bowgun 400 gp 1d10 piercing 40 lb. (Range 40/160), heavy, misfire 4, reload 5, special, two-handed
Hunter's Blunderbuss 200 gp 1d8 piercing 9 lb. (Range 15/30), misfire 2, reload 2, scatter
Hunter's Pistol 150 gp 1d10 piercing 3 lb. (Range 100/400), light, misfire 1, reload 4
Ludwig's Rifle 500gp 1d8 piercing 10 lb. (Range 30/60), misfire 2, reload 3, scatter
Musket 300 gp 1d12 piercing 10 lb. (Range 120/480), misfire 2, reload 1, two-handed
Palm Pistol 50 gp 1d8 piercing 1 lb. (Range 40/160), light, misfire 1, reload 1
Pepperbox 250 gp 1d10 piercing 5 lb. (Range 80/320), misfire 2, reload 6
Piercing Rifle 400 gp 1d12 piercing 8 lb. (Range 300/900), misfire 4, pierce, reload 6
Pistol 150 gp 1d10 piercing 3 lb. (Range 60/240), misfire 1, reload 4
Repeating Pistol 450 gp 2d10 piercing 3 lb. (Range 100/400), misfire 2, reload 2
Scattergun 500 gp 1d8 piercing 10 lb. (Range 15/30), misfire 3, reload 2, scatter

Weapon Proficiencies

This chart adds three new weapon proficiencies. Trick Melee Weapons can still be used but they cannot be transformed and are stuck in the form that they are found in. There are also Trick Firearm Weapons, and Firearms. These proficiencies can be found in backgrounds or gained as feats detailed later

Weapon Properties

Club. In tough times a weapon with this property can be used as a close combat weapon deals 1d4 of bludgeoning damage and uses your strength.

Explosive. Upon hitting a creature, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8+ proficiency+ Dexterity modifier) or take 1d8 fire damage. If the weapon misses, the ammo fails to detonate and bounces away harmlessly.

Loading. A weapon with this feature must be loaded as an action regardless of class abilities do to the delicate processes needed to load each shot.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower then the weapon's misfire score, it miss fires. The attack misses, and the weapon cannot be used again until you spend an action to repair it. To repair the weapon, you must make a successful Tinker's Tool check (DC equals 8+ misfire score). If the check fails, the weapon is broken and must be repaired out of combat at half of it's cost.

Pierce. A weapon with this property if it kills a target with its damage will pass through and deal damage to the next creature is a straight line make a new attack roll against the new target and it deals -2 less damage that gets exponentially worse for each target after. (e.g -2,-4.-8, etc., etc.).

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload it. You must have one free hand to reload a firearm.

Scatter. A weapon with this trait can fire a special ammunition that hits everything in the weapons first range increment. Make an attack roll against each target within range separately, but only make one damage roll for all targets hit.

Trick. Weapons that have this property can be transformed as an action. What they transform into is described later in the Trick Weapons section. Transforming your weapon is an action and weapons can lose and gain traits as they transform.

Special Weapons

Bloodletter. You must siphon part of your life to transform the weapon. You give up any number of your hit die and take that as damage as force damage and your hit die are expended.

Fist of Gratia. When you Score a critical hit with this weapon it gives the target the Stunned condition until the end of its next turn.

Chikage. While transformed this weapon if siphons your health at the end of each of your turns you take 1d8 of force damage.

Greatbow. You must have a strength score of 15 or higher to use this weapon.

Heavy Bowgun. "Anything" can be ammo if you are brave enough. Depending on what improvised ammunition you are firing it either increases or decreases this weapons misfire and damage die. The DM determines the damage and misfire of the ammo you chose and lets you know after it has been fired once. Only things that can fit down the barrel of the gun can be fired.

Hunting Horn. You must be proficient in a musical instrument to use these features. As an Action you can play a song into the instrument, Choose on of the following effects. Rally. (Your allies have advantage on attack roles as long as they can here the song), Irritating Pipes (Your enemies have disadvantage on attack roles as long as they can hear the song), and Retreat (Your allies can add half their base movement speed as long as they hear the song, this is only added if they are running away from an enemy). You may also play shorter songs as a bonus action and chose one of these effects, Sharp. (Your allies add a 1d4 to there attack roles as long as they hear the song), or Flat (Your enemies subtract 1d4 from their attack roles as long as they hear the song). You can only have one song up at a time.

Logarius' Wheel. Every time you spin the wheel in its transformed stat the weapon siphons more hp during your turn. For every spin you take 1 damage force damage. Can be used up to a maximum of 4 times per use.

Trick Weapons

Amygdalan Arm. A piece of the limb detaches from the club. The weapon gains Reach and deals slashing damage.

Beast Claw. Injecting your off hand with feral hook at the back of the weapon. Your offhand transforms (along with anything being worn or carried) into a bestial claw. You can the Beasthood condition, become proficient in off hand attacks, and it deals 1d6 of slashing damage. This Transformation last for one minute.

Beast Hunter Saif. The sythe-like blade extends from the weapon. The weapon gains Reach

Beast Cutter. The heavy club segments loosen into an extra long whip. The weapon gains Finesse, and has a reach of 15 ft. You have disadvantage to attack anything within 10 ft.

Blade of Mercy. The slender Longsword splits into two smaller swords that deal 1d6 slashing damage each. They have the same weapon properties.

Bloodletter. The weapon extends into a two-handed mace. The weapon gains Two-handed and deals 1d12 of piercing and deals necrotic damage equal to the damage that you took. This transformation last a number of rounds equal to the hit die spent.

Boom Hammer. The back spike of the weapon clicks back. Your next attack deals an extra 1d6 of fire damage before the weapon resets back to its normal state.

Burial Blade. The blade clicks into a handle transforming it into a two-handed scythe. The weapon gains Reach and Two-handed and deals 1d12 of slashing damage.

Chikage. The weapons becomes coated in your blood. It gains Two-handed and uses its versatile damage. The weapon also deals an additional 1d8 necrotic damage.

Church Pick. The miniature-lance extends into a full size war pick. The weapon gains Two-handed and deals 1d10 piercing damage

Gunlance. The gun becomes hidden in the end of a lance as the bayonet conceals the barrel. The weapon looses all firearm properties and gains Reach, deals 1d12 piercing damage, you have disadvantage to attack targets within 5 ft. of you, and it requires two-hands to wield if you are not mounted.

Holy Moonlight Sword. The weapon becomes a blue hue and seems to sparkle like moonlight. The weapon gains Arcane focus and Two-handed and uses its versatile damage. It adds your spell casting modifier to its damage rolls (it adds you Intelligence modifier if you cannot cast spells), and as an action you can fire a slashing beam of moonlight (Targets in a 20 ft. line 5 ft. wide must make a Dexterity saving throw DC equals 8 + proficiency + you spell casting modifier taking 2d12 radiant damage on a failed save. This feature can be used a number of time equal to you Intelligence modifier min. 1)

Hunter Axe. The weapons handle extends. The weapon gains Two-handed and Reach and deals 1d10 slashing damage.

Kirkhammer. The handle comes out of the hammer revealing it to be a sword. The weapon looses Heavy, Two-handed, and gains Finesse, Versatile (1d8). The weapon deals 1d6 slashing damage.

Logarius' Wheel. The weapon splits into two wheels attached to one another. As an action you can spin the wheel up to 4 times to increase its damage. Your next attack adds 1d4 of force damage for every time you spun the wheel during the last time used an action to spin it. You cannot spin the wheel if you have no hit dice.

Ludwig's Holy Blade. The blade for this weapon is the sheath to a long sword. The weapon loses Heavy, Two-handed, and gains Versatile (1d10). The weapon deals 1d8 slashing damage.

Rakuyo. The hilt of the sword splits off into a dagger. The weapon gains Light, and as a bonus action you can make an attack roll with your off hand that deals 1d6 piercing damage on a hit.

Reiterpallash. The gun tucks away neatly into the hilt of the rapier. The weapon looses all firearm properties and gains Finesse. The weapon deals 1d8 piercing damage.

Riflespear. The gun becomes hidden in the end of the spear as the bayonet conceals the barrel. The weapon looses all firearm properties and gains Thrown (range 20/60) and Versatile (1d8) The weapon deals 1d6 piercing damage.

Sawcleaver. The serrated saw-like blade extends from the weapon. The weapon gains Reach

Sawspear. The pointed saw-like blade extends from the weapon. The weapon gains Reach and deals 1d6 piercing damage

Simon's Bow Blade. The two halves of the bow fold together to make a sword. The weapon looses Ammunition (range 200/800), Two-handed and gains Finesse. The weapon deals 1d8 slashing damage

Stake Driver. The weapon clicks down into a piston. Your next attack deals an extra 2d6 piercing damage and the weapon resets to its normal state.

Threaded Cane. The weapons becomes a segmented bladed whip. The weapon gains Reach and deals 1d4 slashing damage.

Tonitrus. The weapon becomes coated in electricity. While in this state the weapon deals an extra 1d6 lighting damage for 1 minute.

Whirligig Saw. The weapon locks into two serrated saw blades. The weapon gains Two-handed and looses Versatile (1d8). The weapon deals 1d10 slashing damage.

Armour

This section adds new armour and shields. Whether its a druid wearing the bard from a tree of their homeland. Or a cleric who comes from a land with no metal.

Light Armour

Weaved Leather. Tough strips of leather woven together made to catch projectiles and piercing weapons on impact. Normally a shirt of some kind worn underneath to prevent chafing.

Medium Armour

Bark. Large pieces of bark from the strongest trees shaped to cover most of the wearers body. Normally attached to soft padding and leather to hold it all together.

Bone. The bones of great best are knitted into leather and quilted materials to prevent injury should the bones fracture or splinter off. Normally large bits of bone protect the shoulders, chest, and sometimes head if a large enough skull is found. While straighter pieces are added to the legs and arms to offer more protection.

Heavy Armour

Bamboo Splint. Bits of hardened bamboo run in straight lines riveted to the back of leather with strong plant fibers to cover the joints. It is typically worn in areas where metal sacred or hard to come by.

Shields

Loch Shield. This is a unique silvered shield designed for use against magic. The shield grants 1/2 cover against magical attacks.

Riot Shield. These are tall shields with slots to shoot and mount crossbows/ small firearms through. You can grant yourself 3/4 cover against ranged weapon and firearm attacks. You can still use two-handed firearms and crossbows while using this shield.

Armour Cost Armour Class (AC) Strength Stealth Weight
Light Armour
Weaved Leather 50 gp 13 + Dex modifier - Disadvantage 13 lb.
Medium Armour
Bone 60 gp 14 + Dex modifier (max 2) - Disadvantage 15 lb.
Bark 40 gp 15 + Dex modifier (max 2) - - 20 lb.
Heavy Armour
Bamboo Splint 75 gp 16 - Disadvantage 30 lb.
Shields
Loch Shield 50 gp +2 - - 6 lb.
Riot Shield 80 gp +2 - - 10 lb.

Adventuring Gear

This section describes items that have special rules or require further explanation.

Ammo Box. A box meant to hold ammo for firearms. It can hold up to 50 basic bullets, 30 scatter shots, or 4 hand mortar shots. Not all ammo can be carried in an ammo box.

Bandolier. Comes in scatter shot and throwing knife versions. It can hold 10 scatter shots or 10 throwing knives.

Bomb. As an action you can throw the bomb 20 ft. Make a ranged attack roll against a spot within range (objects have an AC 15 for targeting them), if you hit every target withing 5 ft. must make a DC 15 Dexterity saving throw taking 3d6 fire damage on a failed save or half as much on a success. If you miss the bomb fails to detonate and rolls away harmlessly.

Equipment packs

Some backgrounds may give you one of these packs or you can purchase them for their price shown.

Hunter's Pack (50 gp)

A pack developed by the hunters of Nosgoth to help them fight the beast of the night. Includes a backpack,2 flasks of holy water, a hunting torch, 5 torches, a bedroll, 5 days of rations, a tinderbox, a skinning knife, and a waterskin. The pack also has 50 ft. of hemp rope attached to the side.

Engineer's Pack (90 gp)

Includes a chest, 2 flasks of oil, 5 candles, 5 sheets of paper, a bottle of ink, an ink pen, 4 days of rations, a set of tinker's tools, 3 tiny clockwork toys, and a waterskin.

Hunting Torch. A torch that is more durable and can be used as a weapon in ones time of need. The torch counts as an improvised weapon that deals 1 bludgeoning and 1d4 fire damage. It also works the same as a normal torch

Molotov Cocktail. As an action you can throw bottle up to 20 ft, shattering it on impact. Make a ranged attack against the creature or object, treating the Molotov cocktail as an improvised weapon. On a hit, the target takes 2d6 fire damage, and any object not being worn or carried catches on fire.

Shaman Bone Blade. A hooked bone blade coated in a

disgusting fluid, it bites deep into its victims with an unknown toxin that cause excruciating pain and blurs the lines between friend and foe. Make an attack roll with this item. On a hit the target must succeed a DC 15 Wisdom saving, on a failure the target attacks its allies as if they where its enemies for 3 rounds. On a success nothing happens, in either case the weapon is consumed.

Skinning Knife. A small knife with a hook on it designed for skinning animals. You can add 1d4 to nature checks made in order to help you skin beasts or other appropriate creature.

Tiny Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. The toy breaks down after 12 hours and must be fixed to be used again.

War Banner. A banner made as the symbol of a country, faction, or religious order made to inspire and give hope to the common folk. If the banner is in the ground and unfurled allies that can see the war banner may add 1d4 to saves against fear and intimidation checks. If the banner should hit the ground or be destroyed you and your allies subtract 1d4 to all saves against fear and intimidation checks.

Item Cost Weight
Ammo box 2 gp 5 lb.
Bandolier 5 cp 1/2 lb.
Bomb 25 gp 1 lb.
Chain (50 feet) 50 gp 50 lb.
Firearm ammo, fire (20) 15 gp 5 lb.
Firearm ammo, hand mortar (1) 10 gp 5 lb.
Firearm ammo, regular (10) 5 gp 1 lb.
Firearm ammo, scatter (5) 5 gp 1/2 lb.
Hunting torch 1 sp 1 lb.
Molotov cocktail 35 gp 1 lb.
Shaman bone blade 600 gp 1 lb.
Skinning knife 5 sp -
Tiny clockwork toy 4 gp 1/2 lb.
War banner 100 gp 10 lb.

Feats

This section goes over new feats to help non player hand book races, the new weapon types, and the game overall.

Cybernetic Enhancer

You have been intrigued the the advancement of technology and have begun to ride the wave or progress. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20
  • You gain proficiency in 2 Artisan's tools of your choice
  • You can build and fix cybernetic/ natural body replacements for the cost of the materials
  • You have advantage on Investigations for reading blueprints for technology

Firearms Trainee

From bows and crossbows you see the way of progress and black powder. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20
  • You gain proficiency if Firearms and Tinker's tools
  • You can repair Firearms out of combat

Shield Wall

Putting yourself between your allies and a stampeding enemy is where you feel at home. You gain the following benefits:

  • While holding a shield, if you see and enemy move at least 10 ft. in a strait line towards you or an ally, you can use your reaction to move 10 ft. If you end your movement within 5 ft. of an enemy you may make a weapon attack with your shield. On a hit the attack deals 1 plus your Strength modifier in bludgeoning damage, and the target that you hit cannot use its remaining movement to move passed you unless they move 10 ft. around you. This effect last until the start of your next turn.
  • When you attack and enemy with your shield as a reaction you gain +1 to your AC against the target that you attacked. This last until the start of your next turn

Trick Firearm Utility

Prerequisite: Proficiency in Firearms and Trick Weapons

By combining the versatility of range weapons with close combat your knowledge grows. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • You gain proficiency in Trick Firearm weapons

Trick Weapon Novice

Prerequisite: Proficiency with Simple Weapons

You Have trained in the art of Trick Melee Weapons and thus begins a long road. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • Proficiency In Trick Melee Weapons

Trick Weapon Master

Prerequisite: Proficiency in Trick Weapons

You have mastered the art of of trick weapons and how they work has become second nature to you. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • You can transform Trick Melee and Trick Firearms weapons as a bonus action. You can use this bonus action between extra attacks, but must use the weapons new properties that it has in the new transformed state

Racial Feats

Angelic Ancestry

Prerequisite: Aasimar

Your connection to the Celestial powers deepen. You learn the cure wounds, searing smite, and zone of truth spells. You can cast these spells once each without expending a spell slot. You regain the ability to recast these spells this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Coldstrider

Prerequisite: Goliath

Your upbringing in the cold snowy mountains aids you in the ability to traverse similar environments. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20
  • You gain resistance to cold damage
  • You ignore difficult terrain caused by ice and snow
  • You acclimate to high altitude in half the time

Born in the Legion

Prerequisite: Hobgoblin

Raised in the unforgiving ranks of your people, you carry their knowledge of combat and can use that on the battlefield. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20
  • Once of each of your turns you may add your Intelligence modifier as extra damage to one target with an attack or spell. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses at the end of a long rest

Deceptive Voice

Prerequisite: Kenku

You may not have a voice of your own yet that doesn't stop you from using that to your advantage. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20
  • You can use your Mimicry up to 15 feet away from you to a spot that you can see. If they pass the Wisdom (Insight) check to discern that it is an imitation they do not know that it originated from you unless they can also see you.
  • You gain the ability to use the verbal component of spells. You choose a sound that is close to you and that sound then replaces the verbal component of most spells. (This does not replace the component that requires you to say a sentence as part of the spell eg. Gift of Gab)

Defender of the Depths

Prerequisite: Triton

Your people have defended the surface world from the creatures of the depths for centuries and you are no exception. You gain the following benefits:

  • Increase your base swim speed by 10 ft.
  • Echolocation: You have blindsight for 20ft, this is doubled underwater. This does not functioned if you are deafened
  • You learn the Light cantrip using Charisma for your spellcasting ability

Draconic Servant

Prerequisite: Kobold

Years of slavery in service to your draconic masters has toughened you beyond your fellow kin. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20
  • You have advantage on saves against exhaustion
  • You gain resistance to acid, cold, fire, lightning, or poison damage (choose 1)

Driven to Perfection

Prerequisite: Vedalken

You peoples desire to improve and learn cannot be stopped. You gain the following benefits:

  • Increase your Intelligence or Wisdom Score by 1 to a maximum of 20
  • Your Tireless Precision Trait now adds 1d6 rather than 1d4
  • You become proficient in one of the following skills of your choice: Animal Handling, History, Perception, or Religion . You also become proficient in one tool of your choice. This skill and tool also benefit from your Tireless Precision trait

Elemental Ancestry

Prerequisite: Genasi

You receive a gift from you native plane of ancestry as a form of adviser. You gain the following benefits:

  • Your Constitution score increases by 1 to a maximum of 20
  • You gain a mephit that relates to your elemental heritage. This mephit follows the same rules as the find familiar spell except you can channel any spell through it as if the spell originated from the mephit, and the mephit can still use its breath attack once per long rest. Constitution is your spellcasting ability for this spell. You regain the ability to recast this spell at the end of a long rest.
  • The mephit you can choose is as follows: Air Genasi (dust, ice, or smoke), Earth Genasi (dust, magma, or mud), Fire Genasi (magma, smoke, or steam), and Water Genasi (ice, mud, or steam)

Ever Changing Form

Prerequisite: Elf (Eladrin)

You become closer to the true ever changing form that elves had all those years ago. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20
  • You learn to read and write Sylvan
  • You learn the alter self spell, you can cast this spell once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Feline Instincts

Prerequisite: Tabaxi

Your cat like nature allows for you to move anywhere for no trinket is to far and no distance to short. You gain the following benefits:

  • You learn the spell catnap and can cast the spell once without expending a spell slot. You regain the ability cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
  • You can fall up to half of you current movement speed without taking any damage, however your movement speed becomes 0 when you land until the start of your next turn.

Friend of the Forest

Prerequisite: Firbolg

Your connections with plants and animals deepen. You learn the speak with animals, beast sense, and the speak with plants spells. You can cast these spells once each without expending a spell slot. You regain the ability to recast these spells this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Horned Beasts Call

Prerequisite: Minotaur

The seeds that your kind are the chosen of Baphomet flows in your veins and some of those savage tendencies begin to manifest. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to maximum of 20
  • You learn to read and write Abyssal
  • When you hit a creature with a weapon attack you may add an extra weapon damage die. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses at the end of a long rest.

Horsemanship

Prerequisite: Centaur

Your equine build has many uses as you carry your friends into battle and battle as one. You gain the following benefits:

  • Increase you base walking speed by 10 feet
  • You may carry 1 medium or smaller humanoid on your back and use you as a mount. They follow the rules for riding an intelligent mount
  • If you moved at least 30 feet during you turn and someone is riding you, if they hit with a melee weapon they may add an extra 1d6 of to their weapons damage die

Nothing Left to Waste

Prerequisite: Lizardfolk

You learn to craft more advanced equipment with your cunning artisan feature. You now may also craft the following during a long rest only: a set of bone armour, two shortswords, three daggers, a longsword, 1 greatsword, or 1d20 arrows or bolts.

Psionic Master

Prerequisite: Gith

Your understanding of the psychic powers your people posses deepens your connection to the minds of others. You learn the message cantrip. You also learn the compelled duel and levitate spells, each of which you can cast without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells for Githyanki and Wisdom is your spellcasting ability for these spells for Githzerai. When you cast these spells with this feat, they don't require components.

Serpents Call

Prerequisite: Yuan-ti Pureblood

The call of your serpentine Gods is a great honor and you have received their blessing. You gain the following benefit:

  • Shed Skin: You can shed your skin as a bonus action to free yourself from a grapple, shackles, or other restraints. You can spend one minute eating your shed skin to regain hit points equal to you Charisma modifier times half your level (rounded up). Once you use this feature you cannot use it again until you have finished a long rest.

Shadowfells Call

Prerequisite: Elf (Shar-Kia)

Your connection to the shadowfell deepens. You learn the chill touch cantrip. You also learn the inflict wounds and speak with dead spells, each of which you can cast without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Constitution is your spellcasting ability for all three spells.

Shell Shocked

Prerequisite: Tortle

Your shell is larger and sturdier then most. You gain the following benefits:

  • If you move at least 20 feet in turn and enter your shell, you can make a shell bash attack as an action. You attack a target in a straight line up to your remaining movement with your shell and try to make a shove attack at the same time. On a hit your shell deals 2d6 damage plus your Strength modifier. When you do this you may exit your shell as a bonus action
  • All allies of medium or smaller get 3/4 cover while standing behind you instead of the usual 1/2.

Sloppy Butchers

Prerequisite: Orc

Your peoples savage and brutal nature flows through your veins and nothing brings you joy like watching "cowards" writhe in pain beneath your blade. You gain the following benefits:

  • Increase you Strength or Constitution score by 1, to a maximum of 20
  • Your weapon attacks have a chance to bleed. When you hit an enemy with a weapon attack they must make a Constitution saving throw (DC equals 8 + proficiency + your Strength score). On a failed save the target begins to suffer the bleeding condition.
  • When you hit an enemy with a critical hit with a weapon attack the bleeding damage becomes 1d4 and your critical hit improves by one for the next minute (if you crit on 20 it becomes 19, 19 becomes 18, ect.). This can stack up to 2 times.

Stalwart Avenger

Prerequisite: Loxodon

Bastions of piece your people are not the first to anger, but when they are they are a force to be reckoned with on the battlefield using everything at their disposal including their seldom used tusks. Your tusks grow and you gain the following benefits:

  • Your tusks are now a natural weapon which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 plus your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • When you see an ally drop to 0 hit points you you can use your reaction to move up to half your speed and make and make an attack with your tusks. Increase you tusk damage by 1 for every 5 feet you traveled. On a hit the target must also make a Strength saving (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Taking your Lumps

Prerequisite: Goblin

You have become used to being hit and flung around by your superiors and have learned a way the lessen the blows. You gain the following benefits:

  • You become proficient in Dexterity (Acrobatics) checks
  • When you are struck by a melee attack you can use your reaction to make an Dexterity (Acrobatics) check (DC equals 10 or the damage dealt whichever is higher). If you succeed the check you take no damage and are thrown a number of feet equal to the damage you would have taken stopping at your movement speed maximum and falling prone, this movement does not provoke an attack of opportunity. If you hit a person or object you take 1d4 bludgeoning damage. Whether you succeed or fail the check you are stunned until the end of your next turn.

Tested Experiment

Prerequisite: Simic Hybrid

Your body may be experimented on yet your original form still shines through. You gain the following benefits:

  • Increase one ability score of your choice by 1, to maximum of 20
  • You gain either the Fey Ancestry or Tireless Precision trait based on the language you chose. (Fey Ancestry for Elvish or Tireless Precision for Vendelkan)

Under the Sea

Prerequisite: Elf (Sea)

Your people are born in the water and you take that where ever you go. You learn the create and destroy water, ice knife, and water walk spells. You can cast these spells once each without expending a spell slot. You regain the ability to recast these spells this way when you finish a long rest. Constitution is your Spellcasting ability for these spells.

Verdan Integration

Prerequisite: Verdan

Your people lack of history an ability to adopt others peoples culture is amazing making you as close to them as you can be. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20
  • Choose one other races racial feat. You learn that feat as if you where that race

Warden of the Sky

Prerequisite: Aarakocra

Your connection to the elemental plan of air and the sky is part of who you are. You gain the following benefits:

  • If you are flying and dive at least 30 feet straight towards a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.
  • You learn the gust of wind and warding wind spells, each of which you can cast once without expending a spell slot. You regain the ability these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for both spells.

Well Rested

Prerequisite: Bugbear

Your peoples lazy nature is all to common, but that is not a bad thing after all people do alot after a nice quick nap. You gain the following benefits:

  • Increase you Constitution score by 1, to a maximum of 20
  • When you take a short rest you can sleep. When you roll one or more hit dice you may roll an extra 1d6. If you should go over your hit point maximum you gain the extra health as temporary hit points.

Backgrounds

This section adds more backgrounds that fit the setting for the world Tamiel and its setting. They can be adapted for any campaign however.

Engineer

You spent your days tinkering away at making contraptions. You made clocks and toys for the children. You fixed guns and mechanical body parts for customers and friends. Your not necessarily an artificer but you have dabbled in the science part of their work. Making new inventions bring you untold joy no matter how small, and failure is seen as a step towards progress.

Skill Proficiencies: Investigation, Perception

Tool Proficiencies: Smith's tools, tinker's tools,

Equipment: A set of work clothes, tinker's tools, a pair of work glasses, a tiny hammer, and a pouch containing 10 gp.

Feature: Always Tinkering

You love to tinker and make new things wherever you go. You can spend 5 minutes gathering basic materials to either make an improvised weapon or shield. The weapon deals 1d6 of appropriate weapon damage and falls apart after 24 hours without maintenance. The shield only adds +1 to your AC and will fall apart after 2 hours and the parts cannot be used again.

Night Watchman

You woke up at sunset and went to bed at sunrise. Long nights keeping watch in a tower or patrolling the dark dimly lit streets. The night is your friend and your mistress is the light of the moon and stars. You have learned your city like the back of your hand and who takes watch watch. You take pride in your work and trust in your fellow man, although it doesn't mean that you are innocent. After all the darkness can cover up all matter of wrongdoings, but its only wrong if you get caught.

Skill Proficiencies: Acrobatics, Perception

Weapon Proficiency: Firearms

Equipment: A torch, a gaming set of your choice, notes on the patrols of you home city, 5 sheets of paper, a quill, a bottle of ink, and a pouch containing 5 gp.

Feature: Dark Patrol

You have learned that walking around with a light source is not always the best solution for finding wrongdoers in the night. While taking watch during a short or long rest you can increase you darkvision by 15 ft. as your eyes adjust more quickly to low light conditions.

Old Hunter

Beast of the night are your prey. You have been fighting the creatures that go bump in the night for as long as you can remember. It is a thankless job as some are grateful, but other blame you for the the monsters being there to begin with. You have grown a thick skin to people insults. You walk the solo path but are always able to lend a hand to a fellow hunter or ranger of the wilds. What started your journey in up to you

Tool Proficiencies: Navigator's tools

Weapon Proficiency: Trick Melee Weapons

Equipment: A skinning knife, A book of the basic beasts of the land, 3 weeks of field rations, a claw from the first beast you killed, and a pouch containing 15 gp.

Feature: Loathed and Loved

People both appreciate and hate what you do. People will open there homes to you and your party for rest and a warm meal. People are also eager aid you in your mission of hunting down beasts of the night and tell you what they have seen to the best of their abilities.

Southern Born

You where born south of the great wall of sand. You grew up in a land ruled by dragons and giants. Any food had to be earned and survival of the fittest is the name of the game. Who you served under one of the great beasts that ruled the many land of the south. You grew up on tales of the lands of old and what was beyond the great wall. Tales of when your people lived as kings.

Skill Proficiencies: Medicine, Nature

Tool Proficiencies: 1 Gaming set of your choice, Herbalism kit

Equipment: Traveling clothes, 5 days of dried meats, The scale or toenail of your clan leader, a waterskin, and a small pouch containing 3 gp

Feature: Hidden Passage

As a person born in the southern part of Tamiel you know secret ways through the great wall of sands and how to use that knowledge elsewhere. You can safely bring you (and up to 5 other people) through the great wall of sand that blocks off southern Tamiel from the north. You can also use this in order to pass by castle walls and blockades if you spend at least one week of time studying the layout and guard routes.

New Conditions

Beasthood

The target gains more bestial features such as glowing eyes, elongated canines, and growing excess hair.

  • Advantage on all Intimidation (Charisma) checks
  • Disadvantage on all Intelligence, Wisdom, and Charisma saving throws
  • All of your attacks deal an extra weapon damage die
  • The creature counts as one size larger for determining the weight you can push, drag, or lift
  • The creature becomes vulnerable to all damage (If it is also resistant to a damage type they take normal damage)
  • The creature increases it's standing jump by 10 ft. and it's long jump by 15 ft.

Bleeding

  • At the end of a creatures turn if it bleeding it takes 2 points of damage
  • A creature can spend an action to make a DC 15 Medicine (Wisdom) check to stop itself or another creature from bleeding
  • If a creature is bleeding while at 0 hit points and making death saving throws the damage taken only counts for 1 failure of a death saving throw
  • If a target is affected by the bleeding condition more then once and has not stopped it the damage does add on top of each other
  • If the target is healed it ends the effect of bleeding

Friend's Suggestions

This section is the weapons and thing that my friends wanted yet I could not put anywhere else in this handout. So for you guys here you go. Again these weapons are just for my own game and do not need to be used with the rest of the document. Have fun out there.

Name Cost Damage Weight Properties
Simple Melee Weapons
Daddies Belt 5 cp 1d6 non lethal bludgeoning 1/2 lb. Finesse, light
Energy Saber 100 pp 1d8 force 1 lb. Finesse, light, special versatile (1d10)
Martial Melee Weapons
Buster Sword 100 gp 2d6 slashing 6 lb. Heavy, special, two-handed

Special Weapons

Energy Saber. This weapon cannot be taken in place of any simple melee weapon that is gained from a class or background and must be purchased if you do starting gold rather then chosen gear.

Buster Sword. This weapon has an attunement to runic magics of old. It has 2 runic slots for magical runes to be inscribed into it if you can find a person with the knowledge and have the coin to do so.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.