(CMV) Secondary Classes
(CMV) Secondary Classes
Secondary Classes particular area of play. Your choice will have some indirect
Table Of Contents
impact on your performance in combat,but will primarily
determine your options when engaged with other modes of
1 play. Most will center on exploration, crafting, and natural
1.1 Secondary Classes acquisitions. If you'd like to ensure your party travels safely or
1.1.1 What are Secondary Classes? gains the most lucrative haul from their journeys, an
1.1.2 Choosing a Secondary Class exploration focused secondary class will provide you with the
1.1.3 Common Features necessary features.
1.2 Animal Tamer The obvious choice for those desperately seeking a way to
1.3 Animal Tamer Features design their own loot is the craftsman. The Herbalist and
1.4 Craftsman Prospector both have entirely new rewards for those engaged
1.5 Craftsman Features in natural acquisitions! Those looking to supplement their
1.6 Herbalist magical needs might seek out the Ley Keeper, Scholar, or
1.7 Herbalist Features Minstrel classes. The Animal Tamer and Trapper provide
1.8 Herbs bonuses for those looking to approach combat in a more
1.9 Ley Keeper indirect fashion. Of course, all of these interact with more
1.10 Ley Keeper Features than one mode of play.
1.11 Keeper's Ley Lines It's best to familiarize yourself with the mechanics for these
1.12 Minstrel other modes of play; if the game elements look to be
1.13 Minstrel Features something you can master (whether alone or with the help of
1.14 Prospector your friends), or something you can engage in a more casual,
1.15 Prospector Features nondisruptive fashion, they'll likely provide you with the most
1.16 Geodes satisfaction. Alternatively, should your commitment to a
1.17 Scholar specific narrative archetype or mechanical niche (or some
1.18 Scholar Features combination therein) prove sufficiently motivating, you may
1.19 Trailblazer get away with selecting the class prior to a wider
1.20 Trailblazer Features understanding of its play. If the concept of an animal tamer
1.21 Trapper (so shamefully absent from the game thus far) proves too
1.22 Trapper Features tantalizing, there's nothing wrong with committing to it prior
to understanding how the Taming downtime action works.
What are Secondary Classes?
Secondary classes are our means of providing character Common Features
options focused on non-combat modes of play without
crippling a character's capacity to participate in 5th edition's Class Dice
core gameplay loop. The first feature all of these classes share is a dice pool you
In our experience, such character options almost always can use to produce a variety of effects. You've likely noticed by
fall by the wayside when compared to adequate if not top now their size has yet to be specified, which we'll do for you
performers in combat (for which 5th edition has the most here; your class dice share the size of your hit die. If you
mechanical and intuitive support). So, we've introduced multiclassed in a way that produces different sizes of hit dice,
secondary classes. This allows us to represent crafting, fret not.
exploration, interactions with the natural world, and even You have up to the number of hit dice of a particular size in
combat-adjacent abilities without overhauling the way normal class dice of the matching size. For example, if you (through
classes already work. whatever combination of classes you prefer) have 4d10 and
4d12 hit dice for hit dice, you can have up to 4 class dice of
Choosing a Secondary Class size d10 and 4 class dice of size d12.
An expended class die can be recovered by choosing to do
Secondary classes apply benefits based on your current so when you would normally recover a hit die. Class dice
character level, just like regular classes do. This happens can't be recovered during a downtime activity.
regardless of when secondary classes are made available to
you; if your GM introduces this content to a party which has Bonus Experience
already been adventuring for some time, and is (say) level 12, As an additional incentive to not just engage with but master
you gain the features of your class up to (following the the panoply of new and newly defined activities within,
example) level 12. secondary classes offer additional experience for select
activities appropriate to their defined skills. This additional
experience applies whether the character participates in the
activity by happenstance or by seeking it out, but those racing
against time should weigh the added benefits of spending
their time engaging whatever activities their chosen
secondary class rewards.
Animal Tamer Posses
A human wearing the heraldry and weapons of wardens past Animal tamers are fond of making larger groups of multiple
stretches out an arm covered in days-old bandages and creatures, all of which are keyed to specific purposes or jobs
scratches. A wolf, chained to the wall but wild and well fed all the tamer wishes to specialize in. A paladin may favor a group
the same, slys forth. The human’s wounds bristle and sting, of creatures ideal for mounts; some may fly, burrow, swim,
but his heart soars as the wolf nuzzles, rather than adds to one may be ideal for a war mount, whereas another might be
the human’s injuries for the very first time. It will be weeks well suited for an extraplanar environment (such as an
before the wolf can properly understand their new master’s elemental), and another still might be present as a spare ride
commands, but it marks the beginning of a lifelong bond. for other companions. An accompanying rogue might keep a
A woodland elf touches their staff to the ground. A litter of birds and snakes to act as scouts and tools of
tynophine, monster of scales, insect legs, and caterpillar cups assassination alike. The difference between a couple of birds
with a viper’s head slithers, skitters, and walks forth all at may be their perceptiveness or ability to speak, whereas a
once. A pact is sealed between elf and nature, born of magic group of poisonous critters may differ in the specific effects of
and obligation. The tynophine peels off to wreak havoc on a their poisons. A druid or wizard reinforcing the party may
nearby encampment of invaders, who will soon learn who choose animals with an affinity for arcane and primal magics,
owns the forest. those which can sniff out ghosts, ley lines, magic items, and
A half elf clad in robes and instruments flees for their life more.
from the nest of a roc, a quartet of their compatriots following The natural world is vast, and the unnatural which animal
behind with a massive egg. Shrieks and wing-beats fill the air. tamers may command is vast still.
The mage left an illusion to distract their new egg’s colossal
mother, but it was only a matter of time before she ripped it to Creating an Animal Tamer
ethereal shreds. Thinking quickly, they dive into the Tamers have many reasons for choosing their vocation. For
underbrush, covering the egg with fallen pine branches. A some, the weapons of the natural and unnatural world alike
nearby clearing featuring an appropriately sized boulder sits pale in comparison to the creatures inhabiting them. For
catches the mage’s eye. They weave another illusion, using others, understanding the makeup of these creatures is a
their knowledge of the roc’s senses and physiology to make it path to knowledge sentient minds may not be able to uncover,
especially convincing. Within minutes, the massive beast relying on primal instincts and ancestral urges to unearth
scoops up the fake egg (along with half the clearing), and the greater truths. Still others find comfort and solace forging a
party scurries on once more. spiritual bond they couldn’t achieve in civilization.
Wild Hearts
Animal tamers take advantage of lore, empathy, biology, and a
bit of magic to form bonds with animalistic creatures. While
the inexperienced can only tame regular beasts, nature’s
menagerie opens up as the tamer gains a greater
understanding of the world around them. Elemental spirits
and plant-based creatures mimicking the behaviors of beasts
can be coaxed into the role of a pet. Monstrosities, peculiar
hybrids of species animal and arcane, are made more
dangerous by conflicting urges and patterns of behavior.
Learning all of the behavioral patterns can lead a tamer to
enjoy a monstrosity’s company, much as they can the slightly
alien but familiar lesser dragons through a similar process.
Simple magics and signs evoked not from the tamer but from
fey, constructs, and more can bind them to a tamer, leading to
a peculiar but beneficial bond between these creatures.
Animal Friend
Animal Tamer Levels When you reach 2nd level, you can form a retinue of animals
sourced from the wilds. When you successfully tame a
Level Features creature, it's added to your retinue. You can have a number of
1st Aspects of Nature, Environs' Mark creatures in your retinue equal to your Wisdom modifier
2nd Animal Friend
(minimum of 1).
Commanding a creature from your retinue to take an
3rd Voice of the Menagerie action requires you to expend a bonus action.
4th Follow My Lead The creatures must be:
5th ─ Of at least 1 size smaller than you.
6th Natural Kin
Of CR 1/4 or lower.
Of a friendly disposition to or charmed by you or one of
7th ─ your fellow adventurers.
8th Kingdom of Nature Of the beast, fey, or monstrosity type. If of the fey or
monstrosity type, they must in some way resemble an
9th ─ animal (DM's discretion).
10th ─
Only one such creature taken with you can accompany you
11th ─ in combat. Others will generally flee if placed in danger, or
12th Primeval Connection seek your protection without participating in combat.
13th ─
Additionally, if you have access to an animal companion
from another source, they gain the benefits of your Animal
14th ─ Tamer features. Finally, when you first gain this feature, you
15th ─ gain an animal of your choice which meets the qualifications.
16th Helping Hand
Voice of the Menagerie
17th ─
Beginning at 3rd level, you can convey basic ideas to beasts
18th ─ and animal-like fey and monstrosities. Additionally, animal-
19th Call of the Wilds like plants and elementals are now affected by your animal
20th ─
tamer features.
Nature's Bounty
Beginning at 2nd level, you can gain resources through travel Nature's Ether
and foraging.
Each day you travel or forage, roll 1d10. On a result of 1, Beginning at 10th level, you can use a poultice one additional
you find an herb! The herb has a number of different uses time, provided you use it within 24 hours. Additionally, you
depending on its type, determined in the herb section. When can now create herbal packets by expending two herbs of the
you fail to discover an herb, die's result instead indicates the same type. Packets have enhanced potency and use in
number of days you'll need to spend between travelling and relation to their base herb. Stats for herbal packets made
foraging to acquire it. from the herbalist's default bounties can be found in the
Roll 2d6 to determine the herb's type (found on the Herb herbs section below.
page). The herb you find is worth 20 gp per your level.
Cornucopia
Verdant Appraisal When you reach 12th level, no useful herb can escape your
Beginning at 4th level, you gain a keener eye for spotting sight. The die for nature's bounty becomes 1d6. Additionally,
viable herbs. Your nature's bounty die becomes 1d8. when the herbalist rolls a 1 result on their nature's bounty,
they can roll twice for herbs, rather than once.
Poultice
At 6th level, a bit of herbal skill can preserve and maximize Nature's Package
the potential of your discoveries. You can combine two herbs At 16th level, packets can be used one additional time,
you find into a poultice which does not expire at any point. provided they're used within 24 hours.
The poultice gives the imbiber the benefit of both herbs when
applied. Verdant Observer
You can maintain a number of poultices equal to your
chosen modifier (minimum of 1). When you reach 19th level, you carry a natural restorative
effect. Herbs and other components don't expire or degrade
when on your person, and the ones you harvest never expire.
Herbs
Herb Types
Result Type Description
2-3 Poisonous The herb can be turned into an inhaled or consumed poison. A creature who fails a DC 15 Constitution
Herb saving throw against the poison takes a number of d6s in poison damage equal to your herbalist level.
4-5 Alluring This herb can be consumed for the effects of the friends cantrip on all creatures who can sense them for
Herb 1 hour.
6-7 Restorative This herb can be consumed to remove a reduction to your maximum hitpoints.
Herb
8-9 Primal This herb can be consumed to restore a primal spellcaster's spell slot of 5th level or below.
Herb
10 Holy Herb This herb can be consumed to restore a divine spellcaster's spell slot of 5th level or below.
11 Arcanist's This herb can be consumed to restore an arcane spellcaster's spell slot of 5th level or below.
Herb
12 Ley Line's This herb can be consumed to restore an expended spell or spell slot of 5th level or below.
Herb
Ley keepers allow ley lines to vent safely. When unmanaged, 13th ─
they produce territories of wild magic, or form violent 14th Distant Connection
earthquakes and storms. These wild vents of power allow 15th ─
creatures which normally oppose or abuse nature (like some
monstrous tribes, demons, and rather rotten mages) to take 16th Skein Body
advantage of its normally inaccessible magic. Ley keepers are 17th ─
charged with stopping these defilers, both by using ley taps 18th ─
for the earth to discharge magic safely, and by direct
intervention if necessary. 19th Retraced Steps
20th ─
Keepers of Power
Ley keepers take advantage of hidden veins of power so
potent as to make them feared and hated at the slightest
perceived abuse.
Ley Keeper Features Linear Travel
As a ley keeper, you gain the following class features: At 6th level, you can siphon more information from ley lines.
You now know the heading of any line you come across.
Some lines travel in both directions of the line.
Living Intersection When you travel along the reverse heading of a ley line, you
At 1st level, you can tap ley energy. You gain a number of Ley know in advance 1 encounter you'll face.
Dice equal to your level. Any number of dice may be expended
at once, requiring no action (unless specified). Any checks you Rivers of Magic
alter must be within 60 feet of you or one of your ley When you reach 8th level, you can raise the floodgates and
constructs and your line of sight. These dice can produce the empower ley-constructs.
following effects: As an action, you can expend ley dice to capture and
As an action, create a rope which can attach to any restrain creatures. The range of this effect is calculated as if
surface, and can hoist objects up to your size unassisted it were a rope you produced with ley dice. The ropes have an
(5 x dice's result in length). AC of 15, and hitpoints equal to its range. The creature must
As an action, create a bridge able to support objects and make a Strength saving throw against your Ley Save DC or
creatures up to 1 size larger than you (5 x dice's result in become Restrained.
length). Alternatively, you can choose to take hold of a single limb,
Increase or decrease your result when determining the appendage, or similar body part, producing effects
effects of a ley line (up to the minimum or maximum). determined by the GM including but not limited to:
Increase or decrease the result of a check you can see Restricting its movement.
while on a ley line. Preventing an attack from being used.
When you would regain a hit die, you can choose to instead Preventing the creature from using verbal components.
regain a spent ley die. Preventing the creature from accessing a piece of
equipment.
Skein Marked For creatures larger than you, you can successfully restrain
Beginning at 1st level, you can learn more from your them in this way by performing this action again on
experiences navigating and tapping into ley lines. Whenever subsequent turns (once for each size larger than you). Until
you earn at least 200 or more from using ley abilities during Restrained, the creature can move past the rope's range at
an encounter or through exploration, you earn an additional half movement (without penalty if more than 1 size larger
200 XP. than you), moving you with it.
Additionally, when you create a rope or pathway with ley
Cross My Path dice, you can direct it to move objects and creatures who
make contact with it. You determine how far the creature is
Beginning at 2nd level, you can tap into ley lines by traveling moved upon touching it when you create the pathway (up to
or meditating. 60 feet per round). When you reach 12th level, you can move
When you travel or meditate, roll 1d10. On a 1, you gain a creatures up to 90 feet, and when you reach 17th level, you
ley tap, and roll on the ley lines table to determine its type. On can move creatures up to 120 feet.
a 2 or higher, the result indicates how many more days you
must travel or meditate before you gain the ley tap. You can Resonance
maintain a number of ley taps equal to your chosen ability
score's modifier. When you reach 10th level, you can tap into the vibrations
A description of how ley taps are used can be found above caused by ley lines worming their way through the earth.
the Ley Keeper Taps table, as well as in the Ley Lines section These are what's known as resonance, and they allow you to
(see Regional Features). expend a ley tap to temporarily empower or reverse the
effects of a ley line in the local area. Unless otherwise stated,
Surveyor these effects last 24 hours in a small section of the hex. If
used on a ley line, it instead spreads that effect to the line
When you reach 4th level, your connection to the land allows itself.
you to more easily detect ley lines. Your Cross My Path die Details for the resonance effects of ley taps keepers most
becomes 1d8. Additionally, you now know the rough length of frequently come across can be found below, in the Keeper's
any ley line you come across. Ley Lines section.
Mana Tap Keeper's Ley Lines
When you reach 12th level, even the deepest lines evoke
themselves to meet your touch. Your Cross My Path die Taps
becomes 1d6. Additionally, you can change the heading of any A tap is a siphon of magic in a ley line. They occur naturally,
ley line you discover with Cross My Path once. but can also be evoked via spell or ritual should the one
willing to harvest this power be willing to face the
Distant Connection consequences. Ley taps are dangerous; the local area
becomes particularly suffused with the ley line's energy,
At 14th level, the ley lines need only be present to invoke their provoking its listed effects to their most heightened potential.
supernatural effects in your vicinity. You can now choose to But for those who do successfully maintain a connection with
be affected by a ley line when not on it, provided you're within the tap, they can call upon its power and evoke its effects as if
a number of hexes equal to your chosen ability modifier the ley line were right under their feet.
(minimum of 1). You must have come across the ley line, or be Most people can only maintain a single ley tap at a time,
able to see the hex it passes through (usually requiring a should they be lucky enough to acquire one in the first place.
vantage point). Exceptions exist; taps caged by magic can hold taps beyond
this limit, at the cost of the spell's capacity to be cast once
Skein Body more. Some creatures have natural affinities for ley magic,
When you reach 16th level, the ley lines connect your body to and so enterprising druids and wardens will retain them as
the earth as you brain connects to your fingers, making you a companions to hold taps. Still others circumvent these
part of a network vast and incomprehensible. barriers by relying upon the blessings of the earth and the
You can now expend hit dice in place of Ley Dice, and vice fruits of their connection with it to grant ley taps as boons,
versa if you wish. Additionally, ley sigils and markings can and ley keepers fall into this last category.
manifest on your body, especially on tattoos, birthmarks, and Using Ley Lines
scars. A ley tap can evoke a ley line in the earth, even if the user is
nowhere near its original source or the region doesn't
Retraced Steps normally support the selected ley line. Ley taps affect a large
When you reach 19th level, your connection to the ley lines area within the local hex, unless used on a ley line. When
allows you to follow them back in time. Make a Wisdom used in this way, they effect the entire line.
(Survival) or Intelligence (Arcana or Nature) check. The DC While ley lines often connect to settled areas, their effects
equals 10 + the number of creatures accompanying you. On a end near its borders, and ley keepers can't evoke a ley line
success, you can 1 day back in time equal to the number of within a settlement except under special circumstances.
hexes you travel. You can travel for multiple days in this way, Ley taps aren't the only way to evoke a ley line's effects. A
making an additional check each day. Nature check undertaken with a 10 minute ritual is sufficient
For each day's worth of travel, the base DC is increased by to "charge" a ley line and make its effects more consistent
1, to a maximum of 20. On a failure, you're shunted back to across the line. The DC for this check is usually 10 + the ley
your original time. line's position on a corresponding table. For example, a Dire
If you successfully travel back in time, time continues to line might have DC of 22, provided the GM was using the ley
flow from the point you left off. When you decide to return to keeper taps table as a base. Being fickle veins of magic, the
your time (no action required), a number of days will have GM is free to base the DC off different tables depending on
passed equal to the number of days you spent in the past. the situation, or improvise a DC should no appropriate table
be at hand.
A ley line's effects can be diffused through a single hex with
a similar ritual, which usually produces a ley tap. If a ritual to
charge, then diffuse a ley tap occurs within the same hex
(especially if diffused by the same creature or party of such), it
offends the natural world, which marks them for payment in
blood. Offenders can expect a fight from the earth around
them in the near future; it's best to spill some blood in such
combat, through self-inflicted wounds if necessary. It eases or
erases nature's marks entirely, the blood or life essence
renewing what was so needlessly exerted.
Ley Keeper Taps
Result Ley Line Effect
2-3 Forecast The line is filled with signs of impending weather along it. Ley dice can be expended to increase or
Line decrease this weather on the weather table. If 2 or more dice are expended, the weather becomes magical.
4-5 Elemental All elemental damage (acid, cold, fire, lightning, and thunder) is doubled, even from non-magical sources.
Line The
6-7 Tar Line Time around this line slows down to half its regular speed.
8-9 Vision Creatures within this line are aware of the presence and location of any other creature around a corner.
Line Divination spells are cast 1 level higher.
10 Uplift Creatures near the ley lines have their long and high jumps tripled. Long jumps can be performed without a
Line run-up, and creatures are immune to fall damage. Pieces of the environment tend to float in this region.
11 Bright The region in this line is perpetually filled with sunlight, and all magic which produces darkness
Line immediately fails. Creatures of evil alignment avoid the area, and spells from a divine list are cast 1 level
higher.
12 Dire Line Beasts and animal-like creatures must make a DC 10 Constitution saving throw or gain the Dire Template
(see Templates in the Encounter Manual). If they fail the save by 5 or more, the effect is permanent.