
Contents
Part I
The Ronin: Lore .............................................................................. 4
The Ronin: Main Features & Table ............................................. 5
The Ronin: Class Features & Subclasses .................................. 6
The Ronin: Subclas Features ....................................................... 7
The Ronin: Subclas Spell List ................................................... 10
Part II
The Crackshot: Lore ...................................................................... 12
The Crackshot: Main Features & Table ................................... 13
The Crackshot: Class Features ................................................. 14
The Crackshot: Subclas Features ............................................. 15
Part III
The Swordmaster: Lore .............................................................. 20
The Swordmaster: Main Features & Table ............................. 21
The Swordmaster: Class Features ........................................... 22
The Swordmaster: Subclas Features ....................................... 23
The Swordmaster: Spell List ..................................................... 26
The Swordmaster: Arcane Swords Descriptions .................. 27
Prologue: Thank you
This project has been in the works for almost five years. All three classes were previously published to receive valuable feedback, which helped in refining and correcting them as needed.
I am grateful for the journey that has led me to this point, and I hope that those who have supported me with comments, up-votes, and sharing my posts have also enjoyed the content I have created.
Also, in addition to this book, I have launched a Patreon page where, for those who wish to support me further, I will be sharing exclusive content developed for my campaigns and one-shots. I would be immensely grateful to have you join me there.
Lastly, I, again, want to express my sincere gratitude for your comments, 'ups', and shares. Your participation is invaluable. So, for those who liked these three classes, I want you to know, that a second book is already on the works.
Please feel free to share and enjoy this project with your fellow adventurers, creating unforgettable characters together.
See you in the comments.
~ Gastón.
Thanks to the r/DnDHomebrew community for all your support!
PART I
The Ronin
Ronin
'A long and sharp sword slices through an unrecognisable creature. "Forward! . ." they said. They did not know what they were against.'
'A large silhouette runs in the night. Rushing with light feet, slashing his enemies throats. The group frightened, throwing their torches at that thing trying to defend themselves, but was in vain.'
'Sitting on a rock, with the moonlight reflecting on its clean sword, lays a masked warrior counting the bodies of what once were his enemies.'
No more Bushido Code
A warrior who swore to protect his master and allies under the Bushido code. Justice, Courage, Compassion, Respect, Honesty, Honor and Loyalty were his virtues, but that was no more the code to follow, no more path to take, neither was the morality of a warrior who lost it all fighting for what previously thought was a good cause.
As an ex-Samurai, you travel, escaping your past and following the steps of a vanishing future which lies about freedom and peace, while searching for a new objective to devote yourself to.
Without Owner
Previously, you owed your life to a Commander or a Leader, not now. Your life is yours and surviving in this land, with your hurt honor and soul only depends on you. Few called you a 'friend', and now, everyone can be your enemy. Your future is blurry and every move, sweep and slash counts when defending yourself.
Some Ronin were seen as adventures, others helped some village's militia instead. There are myths talking about some assasins that look like shadows using long and thin swords and some demonic-faced gigantic warriors that destroy complete armies with a single strike.
Multiclassing and the Ronin
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Ronin as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least a Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a Ronin.
Proficiencies Gained: If Ronin isn't your initial class, here are the proficiencies you gain when you take your first level as a Ronin: Martial weapons and one skill of your choice.

Creating a Ronin
When building a Ronin, think about what made your character escape, betray or abandon his/her path, or why it though that wandering in a new world was a great idea. Vengance or safety are great and simple words that you can build your background around.
Was there a greater mission? Was your master a tyrant? And your family? Was it murdered/exiled? Are you skilled enough? Were you useless?
These questions could be used as a guide to create a 'fallen' background. As a counterpart, you can always say that you where trained by a Ronin and use some of those questions as a guide.
Class Features
As a Ronin, you gain the following class features:
Hit Points
Hit Dice: 1d8 per Ronin Level
Hit Points at 1st Level: 8 + Constitution Mod.
Hit Points: 1d8 (or 5) + Constitution Mod. per Level
Proficiencies
Armor: Light Armor & Medium Armor
Weapons: Simple Weapons, Martial Weapons (Katana, Nodachi, Naginata)
Tools: Choose one type of Artisan’s Tools or one musical Instrument
Saving Throws: Dexterity, Intelligence
Skills: Choose Three from Acrobatics, Athletics, Intimidate, Insight, Stealth, Medicine,
Perception, Religion, Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Katana, (b) Nodachi or (c) Naginata
- (a) Padded armor, longbow and 20 Arrows or (b) Chain Shirt
- (a) an Explorer’s Pack, (b) a Herbalism kit or (c) a Dungeoneer’s Pack
Wealth [4d4 x 10 Gold Pieces]
Quick Build
First, make Dexterity your highest ability score. Your next-highest score should be Constitution. Second, choose the soldier background.
Martial Stance
At 1st level, you learn the art of fighting with versatile strategies. At the beginning of any combat, you start without any stance prepared. Depending on the stance you choose, your combat skills will gain advantages and disadvantages. To prepare or switch your stance, you must spend half of your movement speed. Additionally, you can maintain the same stance in subsequent turns without any cost, but you cannot switch to another stance within the same turn.
-
Hogo: While being in this stance, you have the ability to use your reaction when you are being targeted by an attack to add your proficiency bonus to your AC against this attack roll.
-
Bōkō: While in this stance, you adopt an offensive pose. Each time you attack with your weapon, you gain +2 to your damage roll. However, while using this stance, your movement speed is halved.
-
Taira: This stance utilizes the stability of your body to achieve a perfect balance between offense and defense. While in this stance, your movement speed increases by 5ft x your Dexterity modifier. Additionally, you can use your bonus action to Disengage from one creature of your choice.
Ronin
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Martial Stance |
| 2nd | +2 | Sharp Sense |
| 3rd | +2 | Samurai Training |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Critical Spot |
| 7th | +3 | Samurai Training |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Critical Spot |
| 10th | +4 | Samurai Training |
| 11th | +4 | Extra Attack |
| 12th | +4 | Ability Score Improvement, Critical Spot |
| 13th | +5 | Tireless Spirit |
| 14th | +5 | Unerring Accuracy, Samurai Training |
| 15th | +5 | Rapid Strike |
| 16th | +5 | Ability Score Improvement, Tireless Spirit |
| 17th | +6 | - |
| 18th | +6 | Path of the Warrior |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Extra Attack, Unerring Accuracy |
Weapons added with this Class:
Katana: Cost - 12 gp; Damage 1d8 Slashing; Weight - 2 lb; Properties: Finesse – Versatile (1d10).
Nodachi: Cost - 50 gp; Damage 1d12 Slashing; Weight - 5,5 lb; Properties: Finesse – Heavy – Two Handed.
Naginata: Cost - 20 gp; Damage 1d10 Slashing; Weight - 3,5 lb; Properties: Reach – Two Handed - Finesse.
Sharp Sense
At 2nd level, your perception in combat has reached a point where nothing escapes your awareness. Your proficiency bonus is doubled for any perception ability check.
Also, you have advantage on Dexterity saving throws against effects that you cannot see, such as projectiles, traps and spells.
Samurai Training
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one from Way of the Orochi, Way of the Nobushi, Way of the Kensei, Way of the Yabusame or Way of the Yōkai. All detailed at the end of the class. The archetype you choose will grant features at 3rd, 7th, 10th, 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class, and to four when you reach 20th level in this class.
Critical Spot
Beginning at 6th level, you can utilize your bonus action to pinpoint a weak spot in your enemy's defenses. This grants you a +1 bonus to your attack roll against that specific enemy on your next attack action.
You can use this feature a number of times equal to your Intelligence modifier before needing to take a short rest.
Additionally, at 9th level, this bonus goes up to +2 and, at 12th level, increases to +3 to your attack roll.
Tireless Spirit
Starting at 10th level when you roll for initiative, you can spend a number of hit dice, up to a maximum equal to your Intelligence modifier, to heal yourself.
All hit dice used with this feature will not be able to use in your next short rest, unless you take a long rest.
At 16th level, the healing received from your hit die is doubled when using them with this feature.
Unerring Accuracy
At 14th level, your mastery of weapons grants you extraordinary accuracy.
If you miss an attack roll on your turn, you can re-roll it. You can use this feature only once per turn and a maximum amount equal to your Dexterity modifier before requiring a long rest.
At 20th level, you can use this ability once every turn without needing a long rest.
Wild Strike
Starting at 15th level, you learn to trade accuracy for fast strikes. If you take the Attack action on your turn and have advantage on an attack roll, you can forgo the advantage to make an additional weapon attack as part of the same attack action.
Path of the Warrior
Starting at 18th level, you gain unparalleled control over your mind and abilities as a wandering Samurai, allowing you to unleash your full power.
With this feature, your movement speed is doubled, and you gain an additional reaction per turn.


Samurai Training
In every soldier's life, they must choose their way to victory. Those who combine the knowledge of their masters and the power of painful training are the ones who triumph in battle.
Way of the Orochi
With an incredible speed and no mercy, the Way of the Orochi shows fast strikes and an excellent mobility with which he squanders his enemies with no remorse.
Instant Punish
Beginning at 3rd level, you can use your action to perform a 20-foot forward dash towards a creature. This allows you to make an attack action against the target. You can also chain the "Extra Attack" feature if available.
If this feature is used to 'dash away' from an enemy, the enemy will have disadvantage on opportunity attacks against you. This feature can be used only while wielding one weapon that does not have the Heavy property.
No Room for Error
At 7th level, when a creature misses you with a melee attack, you can use your reaction to make an opportunity attack against them with advantage.
You can only use this feature if you wield a weapon with the Versatile property as two-handed. This feature can be used a number of times equal to your Intelligence modifier per short rest.
Instant Punish II
At 10th level, while using the 3rd-level feature "Instant Punish", you gain an additional 1d8 to your damage rolls when you make an attack using this feature.
Additionally, if you use this feature to 'dash away' from an enemy, they are unable to make an opportunity attack against you.
Slashing Burst
At 14th level, as a bonus action, you can choose a single creature that you can see and mark it. While attacking the marked target, your damage increases by an additional 1d4 for each successful attack.
This bonus ends if you attack another creature or if you defeat the marked target.
Way of the Nobushi
Incredible precision and accuracy makes the Way of the Nobushi the most complex yet complete and dominant warrior in battle.
Snake Dash
At 3rd level, you can make a melee attack with a weapon that has the Reach property and then move 5ft backward. The target of your attack cannot make an opportunity attack against you in response. This feature can be used once per turn.
Unbreakable Cover
At 7th level, when you are targeted by a ranged attack, you can use your reaction to add +3 to your AC against that attack.
If the attack does not hit, you can redirect it by making a ranged weapon attack with a range of 20/40 feet.
This feature can be used a number of times equal to your Intelligence modifier per short rest.
Endless Swirl
At 10th level, when facing more than one creature within 10 feet of you, immediately after taking the Attack action, you can use your bonus action to make a number of strikes equal to the number of attacks you make when using your main Attack action. However, these additional attacks do not add your ability modifier to their damage.
Brutal Bleeding
At 14th level, whenever you hit an enemy with slashing or piercing damage, the target must make a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency modifier.
If the target fails the saving throw, it takes 1d4 necrotic damage at the start of each of its turns until it reaches 0 hit points.
This bleeding can stack up to three times, dealing a maximum of 3d4 of necrotic damage per turn.
The creature affected by this feature can attempt to stop the bleeding by making a Medicine skill check with a DC equal to the one used for the Constitution save.
Way of the Kensei
With a gigantic soul and sword, the Way of the Kensei sweeps through the front line of the battlefield while protecting those behind using his spirit to empower his hits.
Heavy Impact
Beginning at 3rd level, when you make an attack with advantage, you can reroll one of the dice once.
Additionally, your weapon attacks score a critical hit on a roll of 19 or 20. This feature is active only when you are wielding one weapon that has the Heavy property.
Petrifying Look
Starting at 7th level, you gain the ability to enter a state of tranquil focus, channeling your spirit to fortify your body. As an action, you assume a defensive stance, remaining rooted in place and prepared to withstand any melee attack.
When targeted by a melee attack while in this stance, you are able to deflect the attack, taking no damage, and retaliate, as a reaction, with a counterattack against the assailant.
If you are targeted by a ranged attack while in this stance, you are able to dodge the attack, avoiding the damage entirely. However, if this ranged attack requires you to make a saving throw, like a spell, this feature will not work.
You can use this feature a number of times equal to your Intelligence modifier per short rest.
Complete Soul
At 10th level your hit die become a d12. All hit point rolls for levels 10th to 20th are thrown with this new hit die.
Intense Regeneration
Starting at 14th level, if your current hit points are below half of your maximum hit points, you can harness your inner resilience to initiate a healing process.
As a bonus action, you focus your energy and restore 8 + your Constitution modifier hit points until your current hit points reach half of your maximum hit points. You can use this feature a number of times equal to your Constitution modifier + your Intelligence modifier per long rest.
Way of the Yabusame
With their expert marksmanship and unrivaled range, the Way of the Yabusame rain down a storm of arrows upon their foes, striking with unwavering precision.
Bonus Proficiency
When choosing this way at 3rd level, you gain proficiency with longbows.
Swift Archery
Starting at 3rd level, when you use the Attack action on your turn to make an attack with your longbow, you can use a bonus action to fire a second arrow in quick succession to the same target. However, this second arrow damage roll does not benefit from your Dexterity modifier.
Eagle Eye
At 7th level, your keen eyesight and mastery of the longbow grant you enhanced accuracy and precision. You gain the following benefits:
- You have advantage on Perception checks that rely on sight.
- When you make a ranged attack with a longbow, you ignore half cover and three-quarters cover.
- Your longbow attacks ignore resistance to piercing damage.
Hail of Arrows
At 10th level, when you take the attack action with your longbow, you can forgo your bonus action to shoot a barrage of arrows towards a designated area.
Each creature within a 15ft radius around the point of impact must make a Dexterity saving throw with a DC equal to 8 + your Dexterity modifier + your proficiency bonus. Those who fail their saving throw take piercing damage equal to 2d8 + your Dexterity modifier. Those who succeed on their saving throw take half damage.
You can use this feature once per turn and a number of times equal to your Intelligence modifier per short rest.
Lethal Technique
At 14th level, your training and concentration allow you to you add your Intelligence modifier to your attack rolls made with your longbow.
Additionally once per turn, you can imbue one of your arrows with poison.
When a target is hit, this one will need to make a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency modifier.
If failed, the creature will take 1d8 + your Intelligence modifier of poisonous damage and receive poisoned condition for 1 minute.


Way of the Yōkai
Two wandering souls meet, combining their prowess and making the Way of the Yōkai the most complete of the paths to glory.
Yōkai's Shadow
At 3rd level, the chains of your soul are unleashed, and your path becomes intertwined with that of a loyal spirit who has chosen to accompany you as your companion, granting you its spells and techniques to aid you in combat.
Familiar Phantom. Your bond with your spiritual partner allows you to summon them as their original humanoid or animal form (this feature works as 1st-level spell "Find Familiar".)
The AC of your Yōkai is equal to 10 + your Intelligence modifier and its hit points are a number of d6s equal to your Ronin level. Additionally, in case of dropping to 0 hp, your Yōkai companion cannot be summoned until a day passes.
Spiritual Bond
Each Yōkai masters a specific elemental art. At 3rd level, you must choose which elemental art your companion masters from the next five options: Earth Art, Fire Art, Shadow Art, Water Art or Wind Art.
Each of these four options will provide different benefits depending on your choice.
-
Earth Art: When another creature damages you with a melee attack, you can use your reaction to halve any incoming bludgeoning, piercing or slashing damage.
-
Fire Art: When hitting another creature with a melee weapon attack, you have additional fire damage equal to your Intelligence modifier.
-
Shadow Art: You have great vision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. Additionally, you can see normally in magical darkness to a distance of 30 feet. However, you can't discern color in darkness, only shades of gray.
-
Water Art: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to change positions with the target receiving the attack while imposing disadvantage on the attack roll.
-
Wind Art: When subjected to both magical and nonmagical difficult terrain, you have advantage on all saving throws required to escape grappling effects related to the difficult terrain. Additionally, your speed is not halved by any nonmagical difficult terrain.
Spellcasting
When you reach 3rd level, your martial prowess combines seamlessly with the mystical essence of your Yōkai companion, allowing you to manifest potent techniques.
Cantrips. You learn a number of cantrips equal to half your Intelligence modifier rounded down (minimum of 1) of your choice from the Yōkai spell list, which is specified at the end of this class.
Spell Slots. The Way of the Yōkai Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know a number of spells equal to your Intelligence modifier + half your proficiency modifier of your choice.
Whenever you gain a level in this class, you can replace one spells you know with another spell of your choice from the Yōkai spell list. The new spell must be of a level for which you have spell slots.
Ritual Casting. You can cast a Yōkai spell as a ritual if that spell has the ritual tag and you already know the spell.
Spellcasting Ability. The intimate connection between your soul and that of the Yōkai has unlocked within you a specialized understanding of magic.
Your spellcasting ability is rooted in your intelligence, as the manipulation of magical energy demands a profound and mental comprehension. As you learn and refine your magical skills, your intelligence becomes the key to channeling the spiritual force you share with your loyal companion.
Spell Save DC
Spell attack modifier
Way of the Yōkai Spellcasting
| Ronin Level |
1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| 3 | 2 | — | — | — |
| 4 | 3 | — | — | — |
| 5 | 3 | — | — | — |
| 6 | 3 | — | — | — |
| 7 | 4 | 2 | — | — |
| 8 | 4 | 2 | — | — |
| 9 | 4 | 2 | — | — |
| 10 | 4 | 3 | — | — |
| 11 | 4 | 3 | — | — |
| 12 | 4 | 3 | — | — |
| 13 | 4 | 3 | 2 | — |
| 14 | 4 | 3 | 2 | — |
| 15 | 4 | 3 | 2 | — |
| 16 | 4 | 3 | 3 | — |
| 17 | 4 | 3 | 3 | — |
| 18 | 4 | 3 | 3 | — |
| 19 | 4 | 3 | 3 | 1 |
| 20 | 4 | 3 | 3 | 1 |
Sealed Techniques
At 7th level, your Yōkai grants you knowledge of a special technique exclusive to each Elemental Art. You can use this special technique a number of times equal to your Intelligence modifier per long rest.
-
[Earth] Stone Art: When taking damage of any kind, you can use your reaction with this technique to increase your AC by an amount equal to your Intelligence modifier against the triggering attack or, in case of failing a Strength, Dexterity or Constitution saving throw, you can increase your throw by a number of points equal to your Intelligence modifier.
-
[Fire] Flame Art: Using an action, you unleash a flaming slash with your weapon, shooting a burst of infernal flames that deal a number of d12s equal to your proficiency modifier + your Intelligence modifier to all creatures within a 5ft wide, 40ft long line that fail a Dexterity saving throw, taking half damage on a successful save.
-
[Shadow] Void Art: Using a bonus action, you imbue your body with a mystical darkness, making all attacks made against you have disadvantage until the start of your next turn.
-
[Water] Aquatic Art: You can expend one use of your technique without requiring any actions to move through hostile creatures without provoking opportunity attacks, while also doubling your speed until the end of your turn.
-
[Wind] Burst Art: When hitting a creature with a melee weapon attack, you can use a bonus action with this technique to attain dizzying speeds, allowing you to triplicate your previous successful attack.
Yōkai Awakening
At 10th level, the bond between you and your Yōkai reaches a new level of harmony. While your Yōkai is within 60ft of you, it gains the ability to cast spells, but not cantrips.
The Yōkai can use its turn to cast spells from your spell list and expend your spell slots, channeling the magical energy through your connection, requiring you to use your reaction during its turn to let it cast, and using your concentration if needed, following the rules of your spellcasting ability.
Soul Ascendancy
At 14th level, you unlock the true potential of your connection with your Yōkai companion. As a bonus action, you can unchain your own soul to channel the arcane and elemental powers of your companion for 1 minute, giving you the following benefits:
-
All the spells you cast gain additional damage equal to twice your Intelligence modifier.
-
All creatures that require to make a Saving throw against your spells have disadvantage.
-
You gain one additional attack per attack action.
After the duration, you loose those benefits and obtain 2 levels of exhaust. You can use this feature once per long rest.
Yōkai Spell List
Earth Art Spells
Cantrips (0 Level)
- Blade Ward (PhB)
- Druidcraft (PhB)
- Mage Hand (PhB)
- Mold Earth (PhB)
- Resistance (PhB)
- Thorn Whip (PhB)
1st Level
- Absorb Elements (PhB)
- Alarm (PhB)
- Detect Magic (PhB)
- Earth Tremor (XGE)
- Ensnaring Strike (PhB)
- Entangle (PhB)
2nd Level
- Barkskin (PhB)
- Earthbind (XGE)
- Dust Devil (XGE)
- Maximilian's Earthen Grasp (XGE)
- Spike Growth (PhB)
- Wall of Sand (XGE)
3rd Level
- Dispel Magic (PhB)
- Erupting Earth (XGE)
- Meld into Stone (PhB)
- Protection from Energy (PhB)
4th Level
- Grasping Vine (PhB)
- Stoneskin (PhB)
- Stone Shape (PhB)
- Summon Earth Elemental (TCE)
Fire Art Spells
Cantrips (0 Level)
- Blade Ward (PhB)
- Control Flames (XGE)
- Fire Bolt (PhB)
- Light (PhB)
- Mage Hand (PhB)
- Produce Flame (PhB)
1st Level
- Absorb Elements (PhB)
- Alarm (PhB)
- Burning Hands (PhB)
- Detect Magic (PhB)
- Hellish Rebuke (PhB)
- Searing Smite (PhB)
2nd Level
- Agranazzar's Scorcher (XGE)
- Continual Flame (PhB)
- Fire Dragon's Breath (PhB)
- Flaming Sphere (PhB)
- Heat Metal (PhB)
- Scorching Ray (PhB)
3rd Level
- Daylight (PhB)
- Dispel Magic (PhB)
- Fireball (PhB)
- Protection from Energy (PhB)
4th Level
- Fire Elemental Bane (XGE)
- Fire Shield (PhB)
- Summon Fire Elemental (TCE)
- Wall of Fire (PhB)
Shadow Art Spells
Cantrips (0 Level)
- Blade Ward (PhB)
- Chill Touch (PhB)
- Green-Flame Blade (TCE)
- Mage Hand (PhB)
- Mind Sliver (TCE)
- Minor Illusion (PhB)
1st Level
- Absorb Elements (PhB)
- Alarm (PhB)
- Arms of Hadar (PhB)
- Detect Magic (PhB)
- Witch Bolt (PhB)
- Inflict Wounds (PhB)
2nd Level
- Blindness/Deafness (PhB)
- Blur (PhB)
- Darkness (PhB)
- Misty Step (PhB)
- Shadowblade (XGE)
- Pass without Trace (PhB)
3rd Level
- Dispel Magic (PhB)
- Fear (PhB)
- Protection from Energy (PhB)
- Vampiric Touch (PhB)
4th Level
- Freedom of Movement (PhB)
- Hallucinatory Terrain (PhB)
- Phantasmal Killer (PhB)
- Shadow of Moil (XGE)
Water Art Spells
Cantrips (0 Level)
- Blade Ward (PhB)
- Druidcraft (PhB)
- Frostbite (XGE)
- Mage Hand (PhB)
- Ray of Frost (PhB)
- Shape Water (XGE)
1st Level
- Absorb Elements (PhB)
- Alarm (PhB)
- Create or Destroy Water (PhB)
- Detect Magic (PhB)
- Fog Cloud (PhB)
- Ice Knife (PhB)
2nd Level
- Aid (PhB)
- Cold Dragon's Breath (PhB)
- Levitate (PhB)
- Misty Step (PhB)
- Protection from Poison (PhB)
- Snilloc's Snowball Swarm (XGE)
3rd Level
- Dispel Magic (PhB)
- Protection from Energy (PhB)
- Tidal Wave (XGE)
- Water Walk (PhB)
4th Level
- Cold Elemental Bane (XGE)
- Ice Storm (PhB)
- Summon Water Elemental (TCE)
- Watery Sphere (XGE)
Wind Art Spells
Cantrips (0 Level)
- Booming Blade (TCE)
- Blade Ward (PhB)
- Druidcraft (PhB)
- Gust (XGE)
- Mage Hand (PhB)
- Thunderclap (XGE)
1st Level
- Absorb Elements (PhB)
- Alarm (PhB)
- Detect Magic (PhB)
- Feather Fall (PhB)
- Thunderous Smite (PhB)
- Thunderwave (PhB)
2nd Level
- Gust of Wind (PhB)
- Levitate (PhB)
- Misty Step (PhB)
- Shatter (PhB)
- Skywrite (XGE)
- Warding Wind (XGE)
3rd Level
- Fly (PhB)
- Protection from Energy (PhB)
- Thunder Step (XGE)
- Wind Wall (PhB)
4th Level
- Freedom of Movement (PhB)
- Storm Sphere (XGE)
- Summon Wind Elemental (TCE)
- Thunder Elemental Bane (XGE)


PART II
The Crackshot
Crackshot
"In the dark of a cold house, illuminated by the dimmer light of a nearly dead fire, lays an inventor."
"His big, round shaped, purple eye bags tell the story of a lifetime full of ambition and ideas."
" ' I... I made it. This... it finally done! ' - said the tired man, while in his hands lied a gray, complex and... bloody future."
Modern Days
All this started with an idea. Black powder and Gunpowder were recent discoveries. The musket, blunderbuss and pistol where not reliable, despite of being revolutionary weaponry.
With this context, in a world of business, creatures, wars and, most importantly, adventurers, something needed to be done. Only a very few could rely on magic, so lots of artisans begun to change their names to 'inventors'.
Smiths learned how to manipulate some alchemical materials, and Alchemists started building their forges.
Now call me: Gun-Smith
You were given a new profession, a new name. You were now a 'gunsmith'. This first wave of gunsmiths, of which you are part, dared to innovate with new materials and techniques, creating rare, complex and often useless weapons.
But, you didn't do such a thing. Your creation was not useless and, after months of no-sleep nights and lots of failures, you created a ranged, metallic, fire spitting weapon: The Revolver.
This is how you begin your journey. With an incredible invention which everyone should be proud of; everyone should know about- ... really? Should they?
Creating a Crackshot
When building a Crackshot, think about what made your character create his/her invention. Remember that as the levels go by, the "project" evolves, so it is not finished in the first levels, far from it, depending on the archetype you choose, changes completely.
An approach with the phrase: 'too dangerous for our society', can be an easy and practical thing to start with. Or, perhaps, you developed this weaponry to defend your home, who knows.
These could be used as a guide to create an inventor type of background. As a counterpart, you can always say that you inherited the project or weapon and where taught by someone.
Multiclassing and the Crackshot
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Crackshot as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a Crackshot.
Proficiencies Gained: If Crackshot isn't your initial class, here are the proficiencies you gain when you take your first level as a Crackshot: Smith's tools, Alchemist's Supplies and one skill of your choice.
Feats and Multiclass:
- The ‘Gunner’ feat does not remove the ‘Reload’ property from this class and its weapons.
- Any Crackshot weapon can be used by another class when using the multiclass feature. These weapons are 'class weapons'.
- There are only two ways to Dual Wield with this class: First, a dagger or smth. one handed with the Fast Pace archetype; Second, using the Heavy Artillery archetype, were you are already using the revolver and shotgun each one in one hand (this last eg. is considered Dual Wielding).
Class Features
As a Crackshot, you gain the following class features:
Hit Points
Hit Dice: 1d6 per Crackshot Level
Hit Points at 1st Level: 6 + Constitution Mod.
Hit Points: 1d6 (or 4) + Constitution Mod. per Level
Proficiencies
Armor: Light Armor & Medium Armor
Weapons: Simple Weapons
Tools: Alchemist’s supplies and Smith’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from History, Survival, Insight, Persuasion, Investigation, Medicine, Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A Dagger and Smith’s tools.
- (a) Leather Armor and Alchemist’s Supplies or (b) Chain Shirt.
- (a) an Explorer’s Pack, (b) a Dungeoneer’s Pack or (c) a gunpowder horn.
Wealth [4d4 x 10 Gold Pieces]
Quick Build
First, make Dexterity your highest ability score. Your next-highest score should be Intelligence. Second, choose the guild artisan background.
Eureka!
At 1st level, after years of research, you develop new weaponry: the revolver. This new weapon is used with one hand and shoots metal projectiles, propelled by gunpowder, that can travel up to 60ft.
This weapon can hold up to 6 bullets. You can use a bonus action to reload half of the loader, or an Action to reload all six bullets. You are proficient with this and all your new weaponry.
Spice Up
At 1st level, you also craft your first bullets. You obtain 12 bullets when reaching this feature. These projectiles will inflict 1d8 + Dexterity Modifier of piercing damage to a creature when hit, making a thunderous sound when shot that can be heard up to 100ft from your position.
To craft these bullets, you will need Smith’s tools and some gunpowder, having to throw a crafting DC 10 Saving Throw when taking a short or long rest. If failed, you craft one bullet per gunpowder use, when passed, you craft two bullets per gunpowder use. (Crafting recipes are at the end of the class)
Your crafting save modifier is equal to your Intelligence Modifier + your proficiency bonus. Whenever you make a crafting saving throw to make some bullets, you can add this modifier to your throw.


The Crackshot
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Eureka!, Spice Up |
| 2nd | +2 | Master's Touch |
| 3rd | +2 | Primed! |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Primed! Feature |
| 7th | +3 | Nice Touch |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Primed! Feature |
| 10th | +4 | Master's Craft |
| 11th | +4 | Primed! Feature |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Nice Touch II |
| 14th | +5 | Master Smith |
| 15th | +5 | Primed! Feature |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Extra Attack II |
| 18th | +6 | Old Reliable |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Crackshot |
Gunpowder (DMG + Special Rules):
The gunpowder uses is the number of times a gunpowder canister can be used to craft bullets before it runs out.
Taking the DMG as reference, these gunpowder canisters are:
- Gunpowder Horn (35gp, 2lb): Can be used 20 times before it's empty.
- Gunpowder Keg (250gp, 20lb): Can be used 150 times before it’s empty.
Also, there is a list of special rules at the end of the class that you might want to read.
Broken? Lost?
Anyone can lose or brake their inventions when on an adventure.
If you lose or brake your weapon, you will have to work for a new one for at least 2 days with your Smith's tools, 8lb of Iron (8sp) and lots of patience.
Master's Touch
At 2nd level, when crafting your own bullets, all successful crafting throws will give you 4 bullets instead of 2, and all failed crafting throws will give you 2 instead of 1.
Primed!
At 3rd level, you choose one Weaponry Branch in what you will specialize yourself. Choose from Fast Pace, High Caliber, Heavy Artillery or Wyvern Gunner, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 9th, 11th and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level in this class.
Nice Touch:
At 7th level, you correct certain downsides of your weapon. When reaching this level, you craft one of the following upgrades for your weapon:
- Rifling: You add spiral impressions in the barrel to make the bullets spin while in the air. This gives the bullets +30ft range and +1 to the attack roll.
- Larger Hammer: You change the weight of the hammer, adding a stronger spring to the mechanism which makes for a powerful shooting. This gives your bullets +1d4 to the damage roll but makes the weapon-kick harder to handle, resulting in a -1 to your attack roll.
- Bigger Loader: You enlarge the slot of the loader to fit a bigger one. This causes the weapon's ammo capacity to increase by +2 shots before needing to reload. This upgrade does not change the reload action. You still reload 6 bullets with an action and 3 bullets with a bonus action.
Any of these upgrades will require that you spend, at least, 1 day working on your gear before it becomes effective (crafting the modifications and adding them to the weapon). This will also apply for the 13th level feature "Nice Touch II".
Master's Craft
At 10th level, now when crafting your own ammo successfully, you will get 6 bullets instead of 4, and when failing, you will gain 3 instead of 2.
Also, when using your Smith’s Tools to repair any small size object, the repairing DC is lowered 5 points.
Nice Touch II:
At 13th level, you come by the idea for a second upgrade to your weapon. Choose one of the following:
- Magnifying Glass: You add a glass-sight at the top of your gun that helps you aim at your target. With this upgrade you ignore all disadvantage related to your sight. To use this upgrade you must be able to see, meaning that any darkness, invisibility or blindness affects you anyways. Also, when using this upgrade, you can use the glass-sight upgrade to reroll one attack roll per turn. You must use the new roll after using this feature.
- Explosive Rounds: By using your Smith's tools and your Alchemist's supplies combined with three gunpowder uses you create rounds with an effective range of 25ft and a damage on hit of 1d8. These rounds explode on impact or when at maximum range, inflicting 3d8 of fire damage to each creature in a radius of 5ft that fails a DC 15 Dexterity Saving throw.
- Silence Maker: You modify the structure of the weapon’s cannon making part of it hollow, reducing the sound that makes when shooting the weapon. With this upgrade you do not lose your stealth when shooting while hidden to a creature at a range greater than 20ft.
Master Smith
At 14th level, when crafting your own ammo, every successful crafting throw will give you 10 bullets instead of 6, and every failed crafting throw will give you 5 instead of 3.
Besides, you can now perfectly repair small size objects without any skill throw and any materials needed and use the cantrip Mending as a non-magial action only with your Smith's tools.
Old Reliable
At 18th level, you get to choose one more upgrade from anyone on 'Nice Touch' crafting lists (I or II).
Crackshot
At 20th level, your mastery with your new weaponry is such that you created an ultimate concentration technique. On your turn, you can stand still aiming and calculating bullet trajectories against your objectives. In order not to break your concentration, you must not be hit or use any action, reaction or movement. In case of being hit, you must throw a concentration check.
When your next turn arrives, you fire all your bullets left in your loader as an attack action with full power and precision at the targets you were aiming. Each bullet fired with this feature has +5 to the attack roll and +4d8 damage.
You can use this feature twice per long rest.
Primed!
Gun's ready to fire. The question is, where is it firing?
Fast Pace
"Armor? What for? Speed is the Key here. " - A dead man .
Fast Handed
At 3rd level you gain the ability to shoot again if your first shot did not hit the target. This new attack roll will have disadvantage. You cannot shoot again if you miss the second chance shot.
Shootin' Frenzy
At 6th level, you can use your bonus action to shoot with hip-fire once. When hip-firing, your shots will have halved distance.
Evading Reload
At 9th level, you can dash 15ft backwards and reload all your loader at the same time by using your Action. A creature cannot use its reaction to perform an opportunity attack against you when you move away from it with this feature.
Un-Safe Distance
At 11th level, you get advantage while shooting a standing creature at 30ft or less from you.
Handy-Man
At 15th level, your hip-fire bonus action can now shoot twice. Also, hip-firing will no longer have halved distance.
High Caliber
Larger rounds make bigger holes. Bigger holes make an easy job.
Heavy Cannon
At 3rd level you find a way to craft heavier and more lethal bullets. These High Caliber Rounds require you to modify your revolver, making it bigger and with a larger cannon. Now, to use this weapon, you will need both hands.
The damage of the new ammunition is 1d12 + Dexterity Modifier of piercing damage with (90ft - 120ft) range.
To craft High Caliber Rounds you have to add one gunpowder use with your Smith’s Tools to a revolver bullet without any crafting roll. (The crafting recipes are at the end of the class)
Hold Breath
At 6th level, you crouch while stabilizing your aim, gunning at the vital points of your target.
To use this technique you have to crouch, using 5ft your movement to do so. Using your knee as a foothold will add +1d12 to your damage roll. To get up, you will need to use 5ft of your movement. While in this position, you become vulnerable to all melee attacks. These have advantage against you.
Dot Fifty
At 9th level, you force your weapon to its limits, adding new modifications to your gun, such as a stock, when creating the Magnified Round. (The crafting recipes are at the end of the class)
This round is larger than the others and carries lots of gunpowder, making it dangerous to shoot and inflicting 2d12 + Dexterity Modifier of piercing damage on hit with a range of (200ft - 350ft).
Kickback Style
At 11th level, you add the last modification to your gun: a movable trigger guard that increases the rate of fire: the lever-action. This last improvement lets you fire two more times with your attack action while standing or crouching.
If you lay on the floor, the lever-action makes you have to turn the gun to load a round, which makes it uncomfortable to use and slows down shooting from the ground, being impossible to shoot two more times.
Wall Breaker
At 15th level, you make an upgrade to the Magnified Rounds, sharpening its structure and tweaking its gunpowder balance. This last improvement gives you +1 to your attack rolls and makes your bullets able to go through walls or objects made of soft materials, such as wooden boards.
Heavy Artillery
Alchemy: the key to a big * boom * .
Powder Game
At 3rd level, you craft and carry a new weapon: a short double barrel cannon that fires special ammunition, the shotgun. You can use the shotgun in your off hand while in your main hand you hold the revolver and shoot it with an attack action or using the Extra Attack feature to shoot both guns.
The shotgun fires as main ammunition the pellet shell that, when it's shot, makes every creature in a 15ft cone take 3d8 + Dexterity Modifier of piercing damage when hit at 5ft range, 2d8 + Dex Mod when hit at 10ft range and, at maximum range, 1d8 + Dex Mod when hit at 15ft. Both barrels shoot separately, which means that making an attack discharges one barrel, letting the other one loaded.
The shotgun pellet shell needs Alchemist Supplies and gunpowder to be crafted, with a crafting saving throw DC 12. If the crafting throw is failed, you lose the gunpowder used. (The crafting recipes are at the end of the class)
When the area of this attack involves multiple creatures, you only throw one attack roll that has to pass each of the targets’ armor classes individually.
To reload this gun, you must carry its ammunition and, to load them, you must use an action.
Alchemical Shells
At 6th level, your understanding of this new weaponry sharpens your mind. You discovered new ways of using your materials to craft the following special ammunition: Paralyzing and Sleeping Darts, Tearing Slugs and Dragonbreath Shells.
When reaching this feature you get one of each and, to craft one of any kind, you must pass a crafting DC 12 Saving Throw. (The crafting recipes are at the end of the class)
Each of these have special effects and ways to use them:
-
Paralyzing Darts: A long and thin yellow dart that inflicts 1d6 + Dexterity Modifier of piercing damage to a creature hit with a range of 40ft. Also, on hit, the creature must make a constitution saving throw DC 15 to avoid being paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
-
Sleeping Darts: A small blue dart that inflicts 1d6 + Dexterity Modifier of piercing damage to a creature hit with a range of 40ft. Also, on hit, the creature must make a constitution saving throw DC 18 to avoid being slept for 1 minute. The slept creature can be awakened by receiving damage or by being shaken, slapped or moved with an action.
-
Tearing Slug: This bullet size and weight is similar to a human’s hand. It inflicts 5d6 + Dexterity Modifier piercing damage on hit, and has a range of 25ft. Additionally, when hitting a target, the slug explodes into shrapnel inside the creature. This causes the creature to receive an additional 2d6 necrotic damage.
-
Dragonbreath Shell: One shell is enough to burn a forest down to ashes. Shooting it will create a 5ft by 15ft-line that origins in front of you. All creatures inside that fail a Dexterity Saving throw DC (8 + proficiency bonus + your Int. modifier), will receive 5d8 of fire damage, or half as much damage on a successful save.
To use these special bullets you will have to load them like you do with the pellet shells. You can load separate ammunition in each shotgun barrel. (ex. Left - Sleeping Dart / Right - Paralyzing Dart or any other)
You can select, unload and reload these bullets in a single action and, with the Multi Attack feature, shoot both loaded barrels in an attack action.
Speedloader
At 9th level, you develop a new artifact to load your revolver with ease: the speedloader. This artifact will let you load the six bullets of your gun with a bonus action. (ex. Revolver reload with bonus and Shotgun reload/shot with Action.)
Bullet Train
At 11th level, you master the wielding of your weaponry, being now even more agile in the battlefield.
You can slide up to 20ft towards a creature and shoot it four times in a single attack action with your guns, getting advantage on any attacks shot at 10ft or less of the target.
Additionally, if you use this feature while running towards a creature of a greater size than yours, you can pass below it, without provoking any opportunity attacks.
You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) per long rest.
Alchemical Perfection
At 15th level, you master the crafting of your shotgun ammunition, meaning that, when crafting special ammunition, you will instantly succeed your crafting saving throw.
Also with this feature, your pellet shells are improved with +1d8 of damage dice and, when crafting pellet shells, you will gain 3 shells when passing the crafting throw and, when failed, you will not lose gunpowder, instead, you gain 1 shell.
Normal Bullets recipes:
Common Bullets: 1 Gunpowder use + Smith’s tools per craft roll.
High Caliber Rounds: 2 Gunpowder uses + Smith’s tools per craft roll.
Shotgun - Pellet Shell: 2 Gunpowder uses + Alchemist Supplies per craft roll.
High Caliber - Magnified Rounds: 4 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
Alchemical Shells recipes:
Paralyzing darts: 1 Gunpowder use + Alchemist Supplies + Smith’s tools per craft roll.
Sleeping darts: 1 Gunpowder use + Alchemist Supplies + Smith’s tools per craft roll.
Tearing Slugs: 4 Gunpowder uses + Smith’s tools per craft roll.
Dragonbreath Shells: 5 Gunpowder uses + Alchemist Supplies per craft roll.
The amount of bullets crafted depends on the crafting saving throw.

Wyvern Gunner
You have adapted ancient hunting techniques, crafting a weapon inspired by the legendary hunters of distant lands.
The Bowgun
At 3rd level, you learn to transform your revolver into a much larger weapon: a Heavy Bowgun, a unique and powerful ranged weapon.
This new weapon has the same loader and reloading times as your old revolver, and its ammo has the same crafting DCs and times as your old bullets. However, you cannot load your loader with different ammo types.
Heavy Bowgun Overview
Your Heavy Bowgun has the following properties:
- Type: Ranged weapon
- Range: Ammo Range
- Damage: Ammo Damage + Dexterity Modifier
- Properties: Heavy, Two-Handed
- Weight: 15 pounds
Additionally, wielding the Heavy Bowgun reduces your speed by half while the weapon is in hand. Dropping or sheathing the weapon allows you to regain your full movement speed.
Ammunition Configuration
Due to the intricate mechanisms required to fire different types of ammunition, your Heavy Bowgun must be calibrated to specific shot types.
At 3rd level, you may choose a number of ammunition types equal to your Intelligence modifier to equip (minimum of 1) , including any ammo unlocked at higher levels.
You can change these configurations during a long rest by reconfiguring your weapon.
Specialized Ammo Restrictions
The versatility of these weaponry comes with certain trade-offs. When configuring your ammunition types during a long rest, the following restrictions apply:
-
I. Configuring your Bowgun to fire both Exhausting Shots and Cluster Shots increases reload times, limiting you to firing one shot per round, even with Extra Attack feature.
-
II. Elemental Shots are mutually exclusive if their elements are oppositional (e.g., fire and cold, lightning and thunder) . However, using neutral elements like poison or acid does not conflict with other types.
Ammunition Versatility
The Heavy Bowgun has access to specialized ammunition types, making it a highly adaptable tool in combat. The effectiveness of your specialized ammunition reflects your ingenuity and expertise. As such, your Intelligence modifier determines the Save DC for these effects.
Ammo Save DC
These ammunition are still crafted the same way you would craft the bullets for your revolver (as shown in the "Spice Up!" feature) .
All ammo recipes in this and other features are shown at the end of the subclass.
You may create, load and fire the following types of ammunition:
-
Normal Shots: Standard shots that deal 1d10 piercing damage with a range of (60/120) feet.
-
Piercing Shots: Shots that pierce through creatures in a 5ft wide 30ft long line, dealing 1d10 piercing damage on hit. When the area of this attack involves multiple creatures, you only throw one attack roll that has to pass each of the targets’ armor classes individually. This bullet stops piercing creatures when the attack roll fails or when reaching its maximum range.
-
Spread Shots: Close-range shots that hit all creatures in a 15-foot cone. Each creature must pass a Dexterity saving throw or take 2d10 piercing damage. These shots have no disadvantage when used within 5 feet.
Specialized Ammunition
At 6th level, you refine your Bowgun to fire advanced ammunition types, unlocking new tactical possibilities.
You gain access to the following ammunition types:
-
Exhausting Shots: Short-range projectiles that sap the energy of their target, forcing it to pass a Constitution saving throw or gain disadvantage on all attack rolls and ability checks until the end of its next turn. This ammo has 30 feet as its maximum range and deals 1d4 poison damage on hit.
-
Cluster Shots: Mortar-like projectiles that explode in a 15-foot-radius area on impact, dealing 2d6 fire damage to all creatures in the area that fail a Dexterity saving throw. Cluster Shots have a range of (30/60) feet.
-
Elemental Shots: Special projectiles infused with elemental energy. When you craft a batch of these bullets, you choose one damage type: acid, cold, fire, lightning, poison or thunder. These crafted shots deal 1d10 damage of the chosen type and have the same range of normal ammo, (60/120) feet.
Wyvernshots
At 9th level, your expertise with the Bowgun allows you to incorporate devastating ammunition into your arsenal.
These specialized shots are exceptionally powerful, but require careful preparation, since you can craft only one per crafting roll and, if the crafting throw is failed, you lose the gunpowder used. Additionally, having one of this Wyvenshots prepared still requires a slot within your ammo configuration.
You may choose one of the following WyvernShots as part of your ammunition configuration, since only one WyvernShot can be equipped at a time.
Also, loading a Wyvernshot charge occupies all your loader with only one shot, and once fired, a WyvernShot must be manually reloaded, which requires your action to load another charge.
WyvernSnipe
A devastating long-range shot that tears through everything in a 60 feet, 5 feet wide line, forcing each creature in the line to make a Dexterity saving throw.
On a failed save, the creature takes 2d12 piercing damage plus 1d12 fire damage.
On a successful save, the creature takes half as much damage.
Wyvernheart
A continuous barrage of high-velocity shots fired in rapid succession, making 8 ranged weapon attack rolls in quick succession with 30 feet range and 1d8 piercing damage.
You may distribute these shots among any number of creatures within range.
Bowgun Mastery
At 11th level, your expertise with the Heavy Bowgun allows you to move and fight with unprecedented fluidity.
At this level, you gain the following benefits:
-
Unburdened Movement: You no longer suffer a penalty to your movement speed while wielding your Heavy Bowgun.
-
Quick Configuration: You may reconfigure your Heavy Bowgun’s ammunition types as a short rest, instead of a long rest.
Master Rank Arsenal
At 15th level, you have mastered the craft of this specialized ammunition, enabling you to enhance every type of shot, pushing their performance to the limit.
Each ammunition type gains an additional effect, as described below:
-
Normal Shots: Now deal 1d12 piercing damage. Additionally, on a critical hit, the shot pierces through the target, hitting another creature directly behind it (within 10 feet) for half the damage dealt.
-
Piercing Shots: The range of the shot increases to 60 feet in a straight line, and it can now pierce creatures with resistance to piercing damage without penalty..
-
Spread Shots: The range increases to a 25-feet cone. Additionally, creatures hit are knocked back 5 feet on a failed saving throw.
-
Exhausting Shots: The range increases to 60 feet, and creatures that fail their saving throw, have now also their speed reduced to 0 until the end of their next turn.
-
Cluster Shots: The explosion radius increases to 20 feet and the damage goes up to 3d6 fire damage. Additionally, creatures that fail their saving throw are knocked prone.
-
Elemental Shots: Now creatures that take damage from these shots have disadvantage on saving throws against spells or abilities of the same damage type until the end of your next turn.
Bowgun Ammo recipes:
Normal Ammo: 1 Gunpowder use + Smith’s tools per craft roll.
Elemental Ammo: 1 Gunpowder use + Alchemist Supplies + Smith’s tools per craft roll.
Piercing Ammo: 2 Gunpowder uses + Smith’s tools per craft roll.
Spread Ammo: 2 Gunpowder uses + Smith’s tools per craft roll
Exhausting Ammo: 2 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
Cluster Ammo: 4 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
Wyvernheart Charge: 10 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
Wyvernsnipe Charge: 10 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
The amount of bullets crafted depends on the crafting saving throw.
PART III
The Swordmaster
Swordmaster
In a time long past, when the echoes of clashing blades reverberated through the land, an ancient order of warriors known as 'the Swordmasters' thrived. Clad in armor adorned with the symbols of their noble lineage, they stood as paragons of skill and mastery in the art of magical swordplay.
Once, the Swordmasters were guided by revered and enigmatic masters who possessed unparalleled knowledge and wisdom. These legendary figures, whose names are now whispered only in tales of old, imparted their sacred teachings to a chosen few, passing down the secrets of their martial prowess from generation to generation.
The passage of time proved relentless, erasing the footprints of the once-mighty Swordmasters from the annals of history. The masters who held the ancient knowledge vanished, leaving behind only fragments of their teachings etched upon crumbling scrolls and faded tapestries.
Forgotten and Rediscovered
Their combat style was not merely a dance of steel, but a harmonious blend of strength, agility, and profound understanding of magic. They embraced the philosophy that true mastery lay not only in the physical realm but also in the mastery of oneself, being a balance between body, mind, and soul.
Now, the Swordmasters exist as a fading memory of a bygone era. The echoes of their battles have grown silent, and their training grounds lie abandoned, reclaimed by nature. Yet, the spirit of the Swordmasters lives on, echoing through the veins of those who dare to take up the mantle.
No simple swordsman
In a world that has forgotten the true essence of swordsmanship, you will wield your blade with ancient and forgotten techniques. Through discipline, perseverance, and the unwavering spirit of a true warrior, you will revive the art of the Swordmaster and carve a new legend in history.
Prepare yourself, for the shadows of darkness loom, and the realm yearns for a new hero. A champion who will honor the legacy of the Swordmasters and rekindle the flame of their ancient art.
Creating a Swordmaster
When building a Swordmaster, think about what event made your character learn this special tradition. Who or what made it learn about magic but also train its combat skills.
You can also think of the Swordmaster as an ancient and forgotten Wizard school that transformed into the Blade Singing school.
How did your character find this knowledge? Who taught him/her?
This can be used as a guide, but you can always ignore this and think of the Swordmaster as a special school of Wizardry.
Multiclassing and the Swordmaster
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Swordmaster as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a Swordmaster.
Proficiencies Gained: If Swordmaster isn't your initial class, here are the proficiencies you gain when you take your first level as a Swordmaster: Light Armor and choose one from: Arcane, Athletics, History, Insight, Investigation, Perception, Religion.
The Swordmaster
| Level | Proficiency Bonus | Features | Runic Conversion Level |
|---|---|---|---|
| 1st | +2 | Runic Reserves, Book of Swords (4) | 1 |
| 2nd | +2 | Mental Temple | 1 |
| 3rd | +2 | Mastery | 1 |
| 4th | +2 | Ability Score Improvement | 1 |
| 5th | +3 | Extra Attack | 2 |
| 6th | +3 | Soul Shield (two uses) | 2 |
| 7th | +3 | Mastery feature, Book of Swords (6) | 2 |
| 8th | +3 | Ability Score Improvement | 2 |
| 9th | +4 | — | 3 |
| 10th | +4 | Mental Temple II | 3 |
| 11th | +4 | Mastery feature | 3 |
| 12th | +4 | Ability Score Improvement | 3 |
| 13th | +5 | — | 4 |
| 14th | +5 | Book of Swords (8) | 4 |
| 15th | +5 | Mastery feature | 4 |
| 16th | +5 | Ability Score Improvement | 4 |
| 17th | +6 | — | 5 |
| 18th | +6 | Mental temple III | 5 |
| 19th | +6 | Ability Score Improvement | 5 |
| 20th | +6 | Mental Overload | 5 |
Class Features
As a Swordmaster, you gain the following class features:
Hit Points
Hit Dice: 1d10 per Swordmaster Level
Hit Points at 1st Level: 10 + Constitution Mod.
Hit Points: 1d10 (or 6) + Constitution Mod. per Level
Proficiencies
Armor: Light Armor & Medium Armor
Weapons: Simple Weapons and Shortswords
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcane, Athletics, Insight, History, Perception, Investigation, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two daggers or (b) a quarterstaff
- (a) Leather armor and a shorsword or (b) a Chain Shirt
- (a) an Explorer’s Pack or (b) a Scholar’s Pack
- A Spellbook
Wealth [4d4 x 10 Gold Pieces]
Quick Build
First, make Intelligence your highest ability score. Your next-highest score should be Strength. Second, choose the Noble (Knight) or Hermit background depending what did your character study or with who.
Runic Reserves
Starting at 1st level, you gain access to a unique pool of arcane energy, reflecting your mastery of blending magic and swordsmanship.
This resource, called Runic Reserves, empowers your spellcasting and abilities, granting you flexibility and strength in battle.
Cantrips
At 1st level, you know a number of cantrips equal to your proficiency modifier of your choice from the Swordmaster spell list.
Runic Reserves Pool
You have a Runic Reserves pool that fuels your magical abilities. The size of this pool is determined by your Swordmaster level + your Intelligence modifier. You regain all expended points from your Runic Reserves pool when you complete a long rest.
Runic Conversion
Unlike Wizards, who study external arcane forces, Swordmasters channel the power of ancient runes and the energy stored within their blades.
Instead of spell slots, you expend points from your Runic Reserves pool to cast spells from the Swordmaster spell list.
However, your ability to learn and cast spells of higher levels follows the Runic Conversion Level Table shown at your class table. You know spells equal to your Intelligence modifier + half your Swordmaster level from the swordmaster spell list of your choice.
Additionally, when you gain a level in this class, you can choose one of the swordmaster spells you know and replace it with another spell from the swordmaster spell list, which also must be of a level you can cast.
The cost of casting a spell is determined by its level, as shown in the following table:
| Spell Level | Runic Reserves Cost |
|---|---|
| Cantrip | 0 |
| Level 1 | 2 |
| Level 2 | 3 |
| Level 3 | 5 |
| Level 4 | 6 |
| Level 5 | 7 |
Spellcasting ability
Intelligence is your spellcasting abilily for your swordmaster spells, since you learn your spells through practice and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a swordmaster spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast any spell from your Swordmaster spell list as a ritual if it has the ritual tag and you know the spell. Ritual casting does not consume points from your Runic Reserves.
Spellcasting Focus
You can use your magical swords or an arcane focus (found in chapter 5) as a spellcasting focus for your swordmaster spells.
Book of Swords
At 1st level, you have a spellbook that contains a list of spells. When used, these spells create different magical swords. You can choose to use your magic to summon and bind up to four swords to yourself.
To unbind these summoning spells, you must finish a long rest. After this long rest, you can choose to break some or all of the spells to then choose different arcane swords.
Upon reaching 7th level, your ability to bind magical swords improves, allowing you to bind up to six swords. And at 14th level, you gain the ability to bind a total of eight swords.
Bound Swords
When you bind your arcane swords, you do not physically create them; instead, you prepare the spells that will summon your arcane swords in combat. This can be compared to what wizards do when preparing their spells.
Many arcane swords have special properties that require specific resources to be used, such as some runic reserves or meeting certain conditions, like halving the weapon's duration.
You are proficient with all weapons summoned by your Book of Swords. Additionally, you can use your Intelligence modifier for attack rolls with these weapons instead of relying on Strength or other modifiers.
All summoned weapons possess the same properties as their non-magical counterparts. For example, you cannot dual-wield the Selenium and Lyco since both are greatswords.
You cannot summon the same weapon again once its duration reaches its limit, nor can you summon the same weapon twice simultaneously. When a weapon's duration expires, you must summon another sword from your bound list before being able to summon the first one again. This is due to the spells undergoing an overcharge that must be reduced before they can be used again.
Lastly, you can use one point from your runic reserves to summon two weapons with a single bonus action, but remember that, if any weapon summoned by you leaves your hand, it dispels, requiring you to summon another sword.
Mental Temple
At 2nd level, you now regain a number of Runic Reserves equal to your Intelligence modifier when finishing a shot rest.
Mastery
At 3rd level, you choose how to master your combat style, learning different techniques and skills. Choose one school from Void Walker, Arcane Forge or Sorcerous Knight. All detailed at the end of the class.
The school you choose will grant features at 3rd, 7th, 11th, 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, whenever you take the Attack action on your turn.
Soul Shield
At 6th level, on your turn you can summon a crystal-like sphere that will protect you for one hour. When using this feature, you gain a number of d6 equal to your Intelligence modifier of temporary hit points.
Also, you can use some Runic Reserves to empower this shield. Per each Runic Reserve used with this feature, you get an additional d6 to your temporal hit dice throw.
You can use this feature a number of times equal to your intelligence modifier before needing a short rest.
Mental Temple II
At 10th level, you can now regenerate a number Runic Reserves equal to your Intelligence modifier plus your proficiency modifier when finishing a short rest.
Mental Temple III
At 18th level, you now can regenerate a number equal to half of your total Runic Reserves as a short rest.
Mental Overload
At 20th level, you ignore the 'concentration property' of your bound sword spells while overloading your mind with power.
When taking an action, you summon all of your bound swords simultaneously. These weapons will float around you until your next attack action, where you make an attack with all of them.
This means that you will be able to make one attack with each weapon that was not summoned before using this feature, and you can use your main/previously equipped sword to benefit from your Extra Attack feature as usual.
As this technique requires a significant amount of energy to function, you can only use it twice per long rest.
Mastery
As the decisive strikes of battle come closer to them, many fighters tend to run or die. To avoid that, masters from every spectrum created their train of thought, so every fighter could find their way into battle.
Void Walker
This school was developed by an ancient order of wizards. These wise and scholarly individuals, whose knowledge has been lost to time, explored the secrets of the void and created a unique style of magic based on their mastery.
Bonus proficiency
When choosing this mastery at 3rd level, you gain the 2nd-level spell "Darkness".
Arcane Phasing
At 3rd level, when being attacked, you can use your reaction to teleport up to 5ft x your Intelligence modifier to an unoccupied space that you can see, without receiving any damage.
You can use this feature twice before needing a long rest.
Shadow Cloak
As a master of the void, at 7th level you can merge with the shadows and become practically invisible to those around you.
While in darkness or dim light, you can use a bonus action to receive the next benefits:
- You have advantage on Stealth checks and Dexterity saving throws until you leave the darkness or dim light.
- You can move through creatures and non-magical objects as if they were difficult terrain, but you cannot end your movement inside them.
"Shadow Cloak" becomes inactive once you are under direct light or sunlight.
Darkened Strikes
At 11th level, your connection with the void allows you to infuse your attacks with obscure energy.
You have resistance to necrotic damage and when you hit a creature with a melee attack, you can spend one of your Swordmaster Hit Dice to add bonus necrotic damage equal to the dice.
Abyssal Eruption
At 15th level, your connection with the abyssal powers enables you to unleash a devastating eruption of dark energy.
You can use an action to unleash a torrent of obscure energy in a 30-foot radius centered on yourself, forcing each creature within that area to make a Constitution saving throw.
Creatures that fail take 10d8 necrotic damage, and those that succeed take half that damage.
After using this feature, you cannot use it again until you complete a long rest.
Arcane Forge
This school was created by a group of blacksmiths who leaned to create special weapons using what the wizards taught them.
Bonus Proficiency
When choosing this mastery at 3rd level, you gain proficiency with Smith's Tools.
Forging Initiate
At 3rd level, you have the ability to summon one of your swords as a physical weapon using an action. These summoned swords can be handed to other individuals. When a sword is passed to someone else, it gains the concentration property, meaning the wielder must maintain concentration while holding it to prevent the weapon from disappearing.
It's important to note that you cannot summon more weapons than the ones you have previously bound. Additionally, the summoned weapons will disappear once their duration, which is 1 minute, comes to an end.
Weapon Incantation
At 7th level, when summoning any sword, you can improve its properties by choosing one of the following options:
- (a) Duplicate the sword's duration.
- (b) Add +2 to the sword's attack roll.
- (c) Add +1d6 to the sword's damage roll.
The chosen bonus lasts until the duration of the sword reaches its limit.
Forging Expert
At 11th level, you have the ability to forge one of your bound swords into a magical item that you can now keep as a physical weapon. The sword will no longer have the properties of a spell, such as duration or verbal and somatic components, but it will retain any inner spells, features or upgrades it had.
The sword you choose to forge permanently will gain one property from the Weapon Incantation feature. Once it is forged, you cannot change the chosen property from the Weapon Incantation feature, nor can you replace this weapon with another bound weapon from your arsenal.
Forging Expert II
At 15th level you can now forge another of your weapons as a magical item, as explained in the 11th-level feature.
What happens when forging some swords:
There are some special cases where the magical properties from a pair of swords get confusing when forging them with the Forging Expert features.
Case 2. Luxuria: When forging this weapon, its special treat does not halve any duration, because it does not have it anymore. In this case, the second dagger gains 1 minute duration property.
Sorcerous Knight
This school was created by a warrior who combined the secrets of the wizards with the mighty power of paladins.
Bonus Proficiency
When choosing this mastery at 3rd level, you gain proficiency with shields.

Empowerment
At 3rd level, you can channel your runes to enhance your attacks. You can choose one of these techniques per turn.
-
Imperabus: By expending 1 runic reserve, your next attack imposes disadvantage on the target's next attack action.
-
Selerio: By expending 3 runic reserves, you can use your bonus action to make an additional attack. If you expend 5 runic reserves, you can make two additional attacks instead of one.
-
Empodare: By expending 2 runic reserves, you add an extra d6 of damage to all your attacks made within your next attack action.
Skillful Combatant
At 7th level, your expertise in combat allows you to adapt easily to different equipment, enabling you to develop two distinct combat styles:
Defensive
While wielding a shield with your off-hand, you can utilize special techniques to enhance your defense.
-
Mitigea: As a reaction, when when another creature damages you, you can expend 3 runic reserves to reinforce your shield with crystalized magic, gaining temporal hit points equal to 3d6 to protect yourself against the triggering attack. If these are not depleted when receiving the attack, they last for 1 minute.
-
Repelaris: When another creature hits you with a melee attack, you can use your reaction and 4 runic reserves to try stopping it by receiving bonus AC equal to your Strength + Constitution modifiers. This bonus AC only protects you from that triggering attack, which in case of effectively stopping it, you retaliate, inflicting the attacker a number of d8s equal to your Intelligence modifier of force damage.
Offensive
When not equipped with a shield, you can utilize special techniques to capitalize on your enemies' mistakes.
-
Repeendio: When a creature misses you with a melee attack, you can use 3 runic reserves and your reaction to perform an opportunity attack against it, dealing an additional 1d8 damage on hit.
-
Reflectorus: When a creature hits you, you can use 4 runic reserves and your reaction to retaliate with two attacks against the creature, both with disadvantage.
Adaptive Combatant
At 11th level, your skill with weapons increases as you use your magic to assist you in combat. When using any weapon, you can use 3 runic reserves to improve your movement if meeting certain conditions:
-
When using any weapon with Light properties, immediately after you take the attack action on your turn, you can make two attacks with a light melee weapon you hold in your offhand as a bonus action.
-
When using any weapon with Versatile properties, your damage die becomes 1d10 even if not used with two hands. This effect lasts 1 minute.
-
When using any weapon with Heavy properties, you can give yourself disadvantage to your next attack roll. If your attack hits, it will count as critical.
-
When using any weapon with Finesse properties, you can add both modifiers (Dexterity and Strength) to all your attack rolls in your next attack action.
Empowerment II
At 15th level, you acquire new techniques to enhance your attacks. You can choose to utilize these techniques individually or combine them with the boosts from the 3rd-level feature "Empowerment" by using additional runes.
-
Staturno: By expending 6 runic reserves, your next attack will stun the target for 1 minute. The stunned creature can make a Constitution saving throw at the start of each of its turns to regain consciousness.
-
Avantia: Upon successfully hitting an enemy with a melee attack, you can spend 5 runic reserves to impose disadvantage on the target's next attack roll against you until the end of its next turn. Furthermore, you gain resistance to all damage from the target's attacks until the beginning of your next turn.
-
Extermina: After successfully hitting an enemy with a melee attack, you can spend a 7 runic reserves to automatically score a critical hit. Additionally, you deal an extra 3d8 damage. If you choose to expend 9 runic reserves instead, the additional damage increases to 5d8.

Spells
Arcane Swords
Arcane Swords
- 1 ~ Scapha
- 2 ~ Luxuria
- 3 ~ Selenium
- 4 ~ Piscatores
- 5 ~ Harpax
- 6 ~ Verus
- 7 ~ Siricus
- 8 ~ Lyco
- 9 ~ Albinius
- 10 ~ Cecia
- 11 ~ Hegio
- 12 ~ Aetherion
Swordmaster Spells
Cantrips (0 Level)
- Blade Ward
- Control Flames
- Light
- Mage Hand
- Mending
- Message
- Mind Silver
- Shocking Grasp
- Sword Burst
- True Strike
1st Level
- Absorb Elements
- Alarm
- Burning Hands
- Cause Fear
- Comprehend Languages
- Detect Magic
- False Life
- Feather Fall
- Identify
- Jump
- Mage Armor
- Protection from Evil and Good
- Thunderwave
2nd Level
- Aid
- Blur
- Darkvision
- Dragon's Breath
- Earthbind
- Enhance Ability
- Hold Person
- Invisibility
- Magic Weapon
- Misty Step
- See Invisibility
- Shatter
- Warding Wind
3rd Level
- Counterspell
- Dispell Magic
- Elemental Weapon
- Fear
- Haste
- Intellect Fortress
- Life Transference
- Magic Circle
- Phantom Steed
- Protection from Energy
- Remove Curse
- Vampiric Touch
- Water Breathing
4th Level
- Arcane Eye
- Banishment
- Confusion
- Dimension Door
- Fabricate
- Fire Shield
- Grater Invisibility
- Locate Creature
- Phantasmal Killer
- Stoneskin
- Storm Sphere
- Wall of Fire
5th Level
- Cone of Cold
- Creation
- Contact Other Plane
- Far Step
- Hold Monster
- Passwall
- Scrying
- Seeming
- Skill Empowerment
- Steel Wind Strike
- Teleportation Circle
- Wall of Force
- Wall of Stone
Swords Descriptions
The Arcane Swords are presented in numerical order.
1. Arcane Sword: Scapha
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
A flaming longsword is summoned before you. This sword inflicts 1d8 + Intelligence modifier of fire damage.
While summoning this weapon, you can use 3 runic reserves to add 1d8 + Strength modifier of fire damage until the weapon disappears.
2. Arcane Sword: Luxuria
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
You touch both hands and summon a shiny white dagger, that inflicts 1d4 + Intelligence modifier of psychic damage.
You can halve this weapons duration once to obtain another dagger with the same properties and halved duration.
3. Arcane Sword: Selenium
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
You freeze the water in the air to create a frozen white greatsword that inflicts 3d4 + your Intelligence modifier of cold damage.
When hitting a creature with this weapon, you can use 2 runic reserves to add +1d4 of cold damage while also reducing the creature speed by 15ft until the end of its turn.
4. Arcane Sword: Piscatores
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
A rose-like rapier appears in your hands. Unlike a normal rapier, it inflicts 1d4 + your Dexterity/Strength modifier + Intelligence modifier of poisonous damage.
You can use a 1 runic reserve as a bonus action to inflict poisoned condition to the creature hit until the end of its next turn.
5. Arcane Sword: Harpax
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
A black dust burst from your hand, creating an obscure sickle that inflicts 1d4 + Intelligence Modifier as necrotic damage.
When a creature is hit with this weapon, you can use 1 runic reserve after rolling damage to heal yourself the same amount of damage done to the creature as hit points.
6. Arcane Sword: Verus
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
You summon a metallic-green scimitar that, when hitting enemies, leaves a burning yellowish cut, inflicting 1d6 + Intelligence + 1 of acid damage.
You can use 2 runic reserves as a bonus action to add another +3 of acid damage.
7. Arcane Sword: Siricus
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
You extend your hand with your fist closed, pretending to point a sword at your enemy. This summons a black sword handle in your hand, which does create a radiant longsword. This one inflicts 1d8 + Strength Modifier of radiant damage.
This weapon inflicts 2d8 + Intelligence Modifier of radiant damage to undead or fiendish creatures.
8. Arcane Sword: Lyco
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
A yellowish ball of lighting emerges from your hands from which you form a greatsword. This one will inflict 2d6 + your Strength modifier of lightning damage.
When hitting a creature, you can expend your bonus action and 3 runic reserves to fire a wave of lightning through the target, hitting any other creature close by 10ft inflicting 1d8 of lightning damage.
9. Arcane Sword: Albinius
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
A white looking arcane dagger appears in your hands. This one inflicts 1d4 + your Intelligence modifier of force damage.
You can use your bonus action and 1 runic reserve to make your next attack action with this weapon with additional 5ft range while also adding your Strength/Dexterity modifier to your damage rolls within that attack action.
10. Arcane Sword: Cecia
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
Before you, a swirling vortex forms, conjuring forth an opaque, brown greatsword. With each strike, this blade resonates with a thunderous boom, dealing 2d6 + your Strength modifier thunder damage.
As a bonus action, you can expend a 2 runic reserves to unleash a mightier thunderous sound. All creatures within a 10ft radius must make a Constitution saving throw or suffer damage equal to the sword's damage.
11. Arcane Sword: Hegio
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
You summon a black metallic shortsword before you. Upon attacking, you have the option to imbue your blade with either a blazing red (Fire) or a freezing white (Ice) edge.
This shortsword deals 1d4 + Intelligence modifier + 1 damage of the chosen damage type.
As a bonus action, you can expend 2 runic reserves to unleash one of two effects: make a ranged attack with an Ice projectile that reaches up to 25ft with the damage of this shortsword, or get an additional 1d8 fire damage to your next melee attack.
Do upgrades need Bonus Action?
When reading any sword description you will find that all of them have special properties or spells when meeting certain conditions. These can be called 'Upgrades'.
So, to be clear, lets settle a standard for internal use: When an upgrade does require a bonus action to be used, it will be said in it's description (Ex. 4.Piscatores). When not, it won't say anything (Ex. 2.Luxuria).
12. Arcane Sword: Aetherion
Conjuration cantrip
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: 1 minute
You reach into the fabric of the ethereal plane, drawing forth a translucent, shimmering longsword. This magical blade crackles with unstable arcane energy.
Whenever you summon this weapon, you must make a DC 15 wisdom saving throw or be momentarily disoriented, suffering disadvantage on your next attack action.
On a successful hit, it inflicts 1d6 + Intelligence modifier force damage and, as a bonus action, you can spend 3 runic reserves to empower this sword, causing it to radiate intense arcane energy. For the attack action, the sword's damage increases to 2d6 + Strength modifier force damage.
In addition, whenever you score a critical hit with Aetherion during its empowerment, the target must make a Constitution saving throw or be knocked prone.
New Advernturers I
By Gaston Sanmiguel
Art Credits:
Cover: Original art by Owen (@sir.owen)
PART I: 'Red Samurai' Poster by Eternal Art
Page 4: Alayna Lemmer-Danner - Marsh Flats from Magic: The Gathering
Page 6: Alayna Lemmer-Danner - Magic: The Gathering Plains for Standard Showdown M19
Page 10: Alayna Lemmer-Danner - Magic: The Gathering Forest for Standard Showdown M19
PART II: Bereri - 'Historias de Mercenarios'
Page 12 & 15: Jeremy Chong - Fantasy Desert 160728
Page 13: Alayna Lemmer-Danner - Magic: The Gathering Plains for Standard Showdown M19
Page 16: Alayna Lemmer-Danner - Magic: The Gathering Forest for Standard Showdown M19
page 18: Capcom - Monster Hunter
PART III: Starforge Sword Illustration - Jaan van Eeden (Eedenartwork)
Page 20: Alanya Lemmer-Danner - Mianu, one with Nature
Page 22: Alayna Lemmer-Danner - Magic: The Gathering Plains for Standard Showdown M19
Page 24: Alayna Lemmer-Danner - MtG: Snow Covered Swamp
Page 25: Xan - Heroes of Baldur's Gate
Page 26: Alayna Lemmer-Danner - Magic: The Gathering Forest for Standard Showdown M19
Page 28: PQ2 Assassin - sandara (DeviantArt)
Page Textures: /u/flamableconcrete (Jared Ondricek)
Created Using: GMBinder
Special thanks:
Test and Balance (Ronin): Ignacio 'Nacho' Ortiz, Martín 'Festo' Festini; (Revision) SamuraiHealer, Maaxorus & Bleu_Guacamole.
Test and Balance (Crackshot): Ignacio 'Nacho' Ramos; (Revision) Bleu_Guacamole.
Test and Balance (Swordmaster): Ignacio 'Nacho' Ortiz, Martin 'Festo' Festini; (Revision) FreddoDM.
Thanks to r/DnDHomebrew community!