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(CMV) Secondary Classes

The document outlines the concept of Secondary Classes in a gaming context, focusing on non-combat modes of play such as exploration and crafting. Each class, including Animal Tamer and Craftsman, offers unique features and mechanics that enhance gameplay without hindering combat abilities. Players can choose these classes to gain specialized skills and bonuses, enriching their overall experience in the game.

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0% found this document useful (0 votes)
3 views27 pages

(CMV) Secondary Classes

The document outlines the concept of Secondary Classes in a gaming context, focusing on non-combat modes of play such as exploration and crafting. Each class, including Animal Tamer and Craftsman, offers unique features and mechanics that enhance gameplay without hindering combat abilities. Players can choose these classes to gain specialized skills and bonuses, enriching their overall experience in the game.

Uploaded by

diontetlee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Secondary classes each have a theme and focus in a

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.

Animal Tamer Features


As an animal tamer, you gain the following class features:
Aspects of Nature
Beginning at 1st level, your knowledge of animal behavior.
You gain a number of Aspect Dice equal to your level. Any
number of dice may be expended at once, requiring no action
(unless specified). Any checks or saving throws you alter must
be within 15 feet of you and your line of sight.
Increase or decrease Animal Handling checks.
Increase or decrease results on Hunting tables.
Increase or decrease damage dealt by a beast or animal-
like creature.
Increase or Decrease any Athletics or Acrobatics roll
made to mimic animal behavior.
When you would regain a hit die, you can choose to instead
regain a spent aspect die.
Environs' Mark
Beginning at 1st level, your affinity for nature's menagerie
offers greater insight to the world around you. Whenever you
earn at least 200 or more from taming an animal, you earn an
additional 200 XP.
How do you tame an animal?
Natural Kin
You, as the player or GM, may find yourself When you reach 6th level, larger animals will follow your
wondering how on earth you might tame an animal commands. Animal friend now applies to creatures which are
if it has no listing regarding its taming. It sure was CR 1/2 and below, and of your size or smaller. Additionally,
awfully inconsiderate for the designers of a game in animal-like constructs and dragons are now affected by your
which you can ostensibly do anything do leave that animal tamer features.
section blank when it was sent to print. For these
situations, we outline a very bare-bones process Kingdom of Nature
below.
First, the character must make a peace offering Beginning at 8th level, even fierce and massive creatures will
check. The DC for this check is 10 + the creature's bend to your will for a time. You can gain animal companions
CR, and should likely be covered under Animal which do not meet the CR or size requirement of Animal
Handling. On a successful check, the tamer can Friend, for shorter periods of time.
spend a week feeding and training the animal. At Companions gained in this way will follow your commands
the week's conclusion, the animal is friendly to the for a number of days equal to your Wisdom modifier
tamer. Another check is needed to get the animal (minimum of 1).
to follow the tamer's commands and join them on
their adventure; the DC for this check is 15 + the Primeval Connection
creature's CR.
If the player has some means of communicating At 12th level, your bonds and sacrifices to the land yield more
with the animal, however, they get to skip the fruit in the loyalty of stronger and grander beasts. Animal
feeding stage and substitute a suitable check like friend now applies to creatures of CR 1 and below, and up to
Animal Handling or Persuasion. one size larger than you or smaller.
For DMs desiring a longer process of full control
without delaying the animal's inclusion in Helping Hand
adventure for too long, another handy extension is
available. The player doesn't have access to the When you make a skill check, you can use use one of your
creature's full list of traits and abilities to begin animals' bonuses to the skill in place of yours. The animal
with; instead, for each week the creature spends has to be capable of interacting with you or the object of your
with the tamer, the tamer chooses another trait or check to qualify for this feature.
action they for the creature to use. At the DM's
discretion, they may decide some are available by Call of the Wilds
default.
At 19th level, you can call upon your bond to creatures across
the land and time. Once per day, you can summon a single
creature you were bonded to (whether it still lives or not) to
Follow My Lead your side. It disappears when you complete a long rest.
At 4th level, time spent training and empathizing with
animals has led to you and they acting as one mind.
When you command a creature to perform the same action
as you, it requires no action on your part.
To waste material is, to many craftsmen, an indication of
Craftsman sloppy work or lacking talent or skill. At best, to let one’s
An orc hammers away at a white-hot collection of metals, goods go to waste is gaudy behavior befitting an oaf or
sparks searing their flesh and burning patches of hair. The dullard who lucked their way into a decent patron or set of
remnants of his tribe filter into the room, carrying metal- tools, not a tradesman who bleeds and sweats into greater
coated teeth, bones, and scraps of plate and chain. One by skill and understanding.
one, they place their gifts within a crucible, and the heat of
rage and pain spills out onto the smith’s forge. The weapon Pride of the Craft
taking shape within his tent is too late to save his now ruined Any freelancing craftsman attaches a symbol or sign of their
village, but it will avenge those who died to make it. patronage to their work. It takes a lot of money to dissuade
A kobold skitters between massive roots, balancing a load tradesmen from this practice, and most will outright refuse
of untethered masks, stones, twigs, and tusks between their unless they’re in a dire spot financially.
frail arms. The forest spirits are displeased with her It’s considered tasteless and rude to even ask a craftsman
collection; erupting earth reveals a river of teal and gold to refrain from marking their work. It’s understood among
magic beneath the soil. The kobold is forced to leap from common folk and the artisans they seek out those who ply a
floating chunks root and rock-filled land, spilling a few trade wish to make a name for themselves. This pride is
precious components from her hands. No matter, the floating considered a near-universal good; one with pride in their
path saves her the trouble of climbing to her destination; an work will surely provide better service to those who come
abandoned village, held aloft in this forest’s branches. seeking their skills.
Dancing over rotted planks and precarious rope bridges, she
reaches an ancient amber forge. The kobold’s haul is Creating a Craftsman
unceremoniously dumped within, and begins to melt. Special
tools tease the magical amber like salt water taffy, until rolls Craftsmen are as varied in background and motivation as
and knots reach the desired shape of a grappling hook. It they are favored items and creations. General goods may be a
cools in seconds, and a soft orange haze wisps from the hook, favored trade for one, whereas another favors creations of
up to the kobold’s pleased snout. alchemy or magic. What’s more, the particulars of a
A nephir, a horned man with fiendish heritage opens a gash craftsman’s signature, be it a mark, sigil, or style in their
on their wrist with a black blade. Blood seeps into a bowl of creations are worth noting. Perhaps a craftsman’s potions
holy water, staining the podium it rests upon as the bubbling always have a green wisp when uncorked or make one’s eyes
water foams over. The nephir covers themselves in sackcloth, flash red on consumption. Perhaps their general goods bear a
whispering a prayer of absolution and casts gold into the unique mark or engraving. Maybe their weapons have an
bowl; the water ceases to bubble, and the stains recede from identical twist or flourish on their hilts, or their blade’s edges
their short-lived position on the podium. Another prayer is are always colored black. Whatever the end result, these
whispered, and all the cathedral’s other lights wink out as the special indications of a specific craftsman can almost never
altar’s cross begins to light. The glow intensifies, growing be faithfully replicated, being so personal to their lives or
stronger until it blots out every point of reference the nephir backgrounds.
has. It vanishes in an instant, and light returns to the
cathedral, falling upon a bowl of milk and honey. Taking an
aspergillum from their belt, the nephir adds these final
ingredients to a vial within; their curse-breaking potion is
ready at last.
Craftsmen are essential the worlds of sword and sorcery,
guarding and exploiting fomulae to magic, alchemy, and
masterwork equipment. Without them, no arms or armor of
legend would be forged, no god-holding rings or kingdom-
felling wands, no potions to make one fly or heal the dying.
Craftsmen are the life-blood of civilization’s presence in
hostile lands, and this prestige brings them joy, motivation,
and pride.
Making the Most
These worlds of magic and mayhem are filled to the brim
with potent reagents, leftovers of titanic and supernatural
creatures, scraps from history-shaping battles, pieces of gods
and legendary kings, and “natural” materials with properties
unlike anything seen in day to day life, and craftsmen spend
their lives squeezing every last coin’s worth of value from
them. Nothing sets a fire in a craftsman like a rush order, or
cutting it close with materials.
Practice Makes Perfect
Craftsman Levels When you reach 4th level, your skill in crafting has borne fruit
Level Features
when making a specific class of items.
You can decrease the DC required to craft a class of items
1st Maker's Prestige you choose by an amount equal to your Strength, Dexterity,
2nd Spare Time Intelligence, or Wisdom modifier (your choice). When you
reach 6th level, and again at 9th and 15th level, you can
3rd ─ choose an additional class of items to apply this benefit to.
4th Practice Makes Perfect
Alchemical Items.
5th Travelling Tradesman
6th Practice Makes Perfect Improvement
Armor.
7th Overtime Magical Items.
8th Penny Pincher Miscellaneous Items.
9th Practice Makes Perfect Improvement Weapons.
10th ─
11th Penny Pincher Improvement Travelling Tradesman
12th Maker's Affinity At 5th level, when you spend time in a settlement, you can
13th Eureka! service the locals in exchange for food and goods. When you
choose to perform this activity, make a Crafting check, and
14th Penny Pincher Improvement add your current crafting dice. You gain a number of silver
15th Practice Makes Perfect Improvement pieces or materials of roughly equal value equal to the result.
16th Eureka! Improvement
Crafting dice rolled in this way are not expended, but you
can't regain crafting dice upon completing your next long
17th ─ rest.
18th ─ If you perform this activity in any city or a particularly
wealthy settlement, you instead earn gold pieces or materials
19th Creator's Will of roughly equal value.
20th ─
Overtime
When you reach 7th level, you can roll crafting dice to
integrate additional materials into an item. The result rolled
equals the number of silver pieces worth of materials you can
Craftsman Features integrate into an item.
As a craftsman, you gain the following class features: This does not count against your daily or weekly limit of
materials integrated into the item. Crafting dice rolled in this
way are not expended, but you can't regain crafting dice when
Maker's Prestige you complete your next long rest.
Beginning at 1st level, your mix of talent and experience in When you use this ability at a location specially designed to
crafting can be drawn on for specific effects. You gain a develop the item (a blacksmith's shop, a laboratory, etc), the
number of Crafting Dice equal to your level. Any number of total instead represents gold pieces.
dice may be expended at once, requiring no action (unless
specified). Any checks or damage rolls you alter must be
within 15 feet of you and your line of sight.
Increase or decrease a check made to craft an item.
Increase or decrease damage dealt to a structure.
Increase or decrease a roll on the Harvesting table.
When you would regain a hit die, you can choose to instead
regain a spent crafting die.
Spare Time
At 2nd level, you have no problem sacrificing a bit of rest for
the sake of your craft. You can now get a day's worth of
crafting in during a long rest. This requires you to spend an
additional two hours before or after the long rest (counting as
a delay for the purposes of travel).
Penny Pincher Eureka!
Beginning at 8th level, you know the slightest increase in Beginning at 12th level, your mastery allows you to skip many
quality materials and craftsmanship can save a great deal of steps in producing items, usually by uniting a more
gold in the long run. You can halve the cost to produce a class meticulously crafted half with something you developed in
of items. your spare time.
For instance, a legendary sword which would take 50,000 When you integrate half of the crafting cost of an item, you
gold piece's worth of materials to make would instead cost can disregard the usual time-based restrictions and integrate
25,000 gold piece's worth of material. the other half in any amount and order of time you wish. For
At 11th level and again at 14th level, you can choose instance, once you integrate 2,000 gold piece's worth of
another class of items for this to apply to. materials into a potion which requires 4,000 gold pieces
Alchemical Items. worth of materials, you can immediately complete the potion
(provided you have the remaining 2,000 gold pieces worth of
Armor. materials on hand).
When you reach 16th level, you can choose another class of
Magical Items. items for this feature to apply to.
Miscellaneous Items. Alchemical Items.
Weapons. Armor.
Magical Items.
Maker's Affinity
At 12th level, your can imbue your creations with special Miscellaneous Items.
markings, runes, or magic keyed to your use. You can attune Weapons.
to up to three items you crafted or assisted in crafting. These
do not count against your current number of attunement
slots. Creator's Will
When you reach 19th level, you can imbue your creations
with the magic of total deference.
You can use any item you craft regardless of whether you
meet the requirements to use it or would normally be
restricted by attunement. Additionally, you are immune to all
effects directly caused by your creations (unless you choose
to be). Only another creature with this feature can subvert
your immunity.
Herbalist Rudimentary Alchemists
A warrior from beneath the waves paddles webbed feet Enterprising herbalists can not only detect herbs with effects
between a coral reef. A scaled kelp casts a peculiar shadow as potent as brewed potions; they can also combine or
on her blue skin, and her eyes gleam with recognition and powder these herbs to unlock even more potent effects.
greed. She eagerly begins harvesting her prize, distracted Herbalists are in the business of improvising effects,
only by a new shadow cresting over her. Taking a knife, she remedies, and magic related to their specialization. Herbs
swipes at the kelp’s base, determined to finish harvesting can tease a great number of effects from nature, extraplanar
later, and packs whatever fits into her foraging pouch before beings, and one’s own mind or body. The joy of herbalists,
the newly arrived shark packs her into its gullet. She leaves then, is to discover effects produced by craft and
an herbal packet floating behind, quickly shredded as the circumstance, specially tailored to a given patient or
shark takes a bite. Its eyes roll back into its head, and it turns confluence of events.
upside down as the mariner swims away.
A firbolg pads along the cobblestone paths of his Creating an Herbalist
monastery. Walking into the monastery’s interior, he plucks a Most herbalists are motivated by the urge to find a specific
flower bearing a firefly’s resemblance and luminance alike. A plant, root, fruit, etc whose potency will allow them to do
root is taken into the firbolg’s other hand, the color of blood something extraordinary. Whether the goal is a grand
and fire. Mashing them together in massive, meaty hands, a panacea, a key to lost worlds, bringing the long-dead back to
portal is opened to the Woad. The haunted land of nature and life, or some other upset to the status quo, the herbalist will
time run wild greets him with alluring aromas and a warm, go to the ends of the earth if some long-lost or secret natural
eternal sunset, a good omen for the beginning of his first component is rumored to be there. Beyond that, the
pilgrimage. herbalist’s motivations and background correspond with what
A halfling scurries into a cave, with a pack of goblins hot on one would expect of your average natural philosopher.
her heels. In her hand a twisted gourd glows, seeping a blue
liquid. Its openings look carved knots, but conjoin smoothly,
as if grown naturally. She makes her way to a wounded
companion, a wizard in need of rest and medical attention in Herbalist
equal measure. She pours the liquid down his throat, Level Features
returning a bit of color to his face. With a flick of his wrist, a
wall is raised to cut off the goblin pack, and the pair prepare 1st Bearer of Remedies, Green Thumb
to rest. 2nd Nature's Bounty
The natural world is filled with powerful reagents capable 3rd ─
of restoring life, limb, and magic alike. What's more, they’re
the essential components to rituals and more esoteric magics 4th Verdant Appraisal
of the worlds herbalists inhabit, and said professionals hold 5th ─
the unique distinction of expertise in their discovery, harvest, 6th Poultice
and use.
7th ─
Sought-after Gardeners 8th Grim Harvest
An herbalist’s knack for identifying and maintaining the 9th ─
quality of natural cooking and medicinal ingredients makes 10th Nature's Package
even the lowliest practitioner a valuable aid in laboratories,
mage towers, and hospitals. While the most potent herbs are 11th ─
almost entirely produced by the wilds, valuable specimens 12th Cornucopia
can be harvested from gardens and greenhouses to be
ground into poultices, potions, and meals. Of course, the 13th ─
most potent herbs are those of greatest interest to herbalists, 14th ─
and as such they’re notoriously difficult to pin down. 15th ─
Herbalists of particular renown can expect to be regularly
harassed by representatives of courts, apprentices or bound 16th Nature's Package
messengers of mages, or recruiters from hospitals begging 17th ─
and bribing for their services. 18th ─
19th Verdant Observer
20th ─
Herbalist Features Grim Harvest
As an herbalist, you gain the following class features: When you reach 8th level, you can take herbal components
from far more sources. When you successfully harvest
materials from a creature, you can roll on your nature's
Bearer of Remedies bounty die. On rolling the maximum result, you acquire a
Beginning at 1st level, you can prepare yourself and others component with an effect equivalent to a type of herb (roll to
with minute portions of herbal components. You gain a determine which). Failing to acquire a component in this way
number of Herb Dice equal to your level. Any number of dice doesn't reduce the result needed to successfully acquire a
may be expended at once, requiring no action (unless component.
specified). Any checks or saving throws you alter must be At your DM's discretion, you may be guaranteed a
within 10 feet of you and your line of sight. component, acquire a specific result, or no result at all.
Additionally, the component may not require preservation as
Increase or decrease the result of a Constitution saving herbs do (also the DM's discretion).
throw.
Increase or decrease the result of a Medicine check.
Increase or decrease a check made to cook something. Can't the Herbalist just farm these?
Increase or decrease your result when determining the There's some chance the players think a booming
type of an herb (up to the minimum or maximum). business or mechanical exploit lies in wait for
anyone who starts planting the herbs discovered.
When you would regain a hit die, you can choose to instead Unfortunately for them, the answer is no. Not
regain a spent herb die. every given specimen of the herb is potent
enough, of high enough quality, free of the
Green Thumb blemishes and diseases corrupting its utility, of
Beginning at 1st level, you can learn more about the natural proper maturity, etc etc. Those which are
frequently find themselves in the cauldrons of
world with a hands-on approach. Whenever you earn at least hags, the caches of rangers and wardens, the
200 or more from harvesting a component or natural libraries of magi, and the mouths of whatever
acquisitions writ large, you earn an additional 200 XP. menagerie inhabits their area.

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

Herb Packets Holy


Alluring Holy packets can be used to improvise offerings, spiritual
Alluring packets can be used to improvise means of attracting rituals and seances, and other components of supplication
others, luring creatures to locations or objects, making from those seeking help from the supernatural.
people, food, or experiences more sensual and appealing, etc. Any attempt to improvise using the packet grants a +5
Any attempt to improvise using the packet grants a +5 bonus bonus to any relevant rolls made. Additionally, the packet can
to any relevant rolls made. Additionally, the packet can be be expended to produce to following effects:
expended to produce to following effects: As part of using healing magic, the packet removes
Lure creatures of the same kind if the packet is mixed temporary ability damage equal to the caster's spell ability
with their blood. modifier.
Temporarily relieve any penalties to Charisma, for a Force all extraplanar creatures in a 30 ft radius sphere to
number of days equal to the herbalist's level. make a Charisma saving throw against your herbalist DC
Open the minds of normally hostile sentient creatures or be banished for 1 minute.
when worn as a fragrance. Tease out a boon when sacrificed to a shrine.
Arcanist's Ley
Any attempt to improvise using the packet grants a +5 bonus Ley packets can be used to generate ley constructs of size
to any relevant rolls made. Additionally, the packet can be small or smaller (see Ley Constructs in Peculiarities for more
expended to produce to following effects: details), and to improvise small adjustments to ley-based
phenomena. Any attempt to improvise using the packet
Saturate a 30 ft radius sphere. After one hour, the sphere grants a +5 bonus to any relevant rolls made. Additionally, the
will have anti-magic properties for one day. packet can be expended to produce to following effects:
Increase the wielder's next spell cast by one level.
Gain temporary hitpoints each time a spell is cast within Tease out a dormant ley line's effects in the local area.
30 feet of you for one hour. The number of hitpoints Add an additional ley line's effect to a ley line for 1 hour.
gained equals the level of the spell. Detect the presence of a ley line or ley tap within the local
hex.
Poisonous
Poisonous packets can be used to improvise long-lasting
toxic effects, attacking the senses, magical abilities,
proficiencies, even specific mental capacities like memories.
Any attempt to improvise using the packet grants a +5 bonus
to any relevant rolls made. Additionally, the packet can be
expended to produce to following effects:
Change a poison's method of effect (from contact to
ingested, for instance).
Create an additional dose of an existing poison.
Add 20 poison damage to an attack, spell, or other
damaging effect.
Primal
Primal packets can be used to improvise signs, offerings, and
bargains with nature, potentially generating acts of wild
magic or receiving help from places older than time. Any
attempt to improvise using the packet grants a +5 bonus to
any relevant rolls made. Additionally, the packet can be
expended to produce to following effects:
Open a World Root (see Root Gate under Regions).
Open a portal to the material world from the Woad, or vice
versa.
Skip a stage of taming an animal.
Restorative
Restorative packets can be used to improvise cures for
various ailments, diseases, trauma (mental, physical, or
spiritual), and many other problems in desperate need of
remedy.
Any attempt to improvise using the packet grants a +5
bonus to any relevant rolls made. Additionally, the packet can
be expended to produce to following effects:
Restore limited functionality to a creature's penalized
sense. For instance, you can allow a creature to taste
another flavor, or allow them to see or hear within 10 feet.
Begin the process of recovering a lost limb (which takes
1d4 months to complete).
Heal a creature for 30 hitpoints (recovering up to this
amount in reduced maximum hitpoints.
Mages and templars will weave anti-magic protections and
Ley Keeper wards to prevent tapped lines from coming too close to their
A woodland elf makes herself scarce, observing her target settlements. Empires will build roads to block these lines,
through the forest’s shade. A war party of dwarves from a with mitigated success. Even druids and rangers will seek out
faraway land has rolled through, to protect the vital supplies rogue ley keepers, killing them or worse to ensure such
she’s been ambushing for weeks. A raven, her companion for dangerous abuses don’t see the rest of the land punished.
the short time spent in this area, alights on her shoulder. Ley keepers wield a tremendous amount of power, not over
Without looking at it, the elf scratches its nuzzling beak individual combatants or battles, but over the land itself.
before harmlessly pulling a thread of magic from its mouth. Their greatest power lies not in stopping swords or ensnaring
The raven grows to incredible size, flying off the elf’s monsters, but in the destructive and disruptive wild magic
shoulders before its weight flattens her. Howls, hisses and they could deploy to ruin and haunt vital territories. Kings are
cries erupt from the rest of the forest; the raven wasn’t the right to fear them.
only creature to gain an altered form. The warband tries to
encircle their supplies, but too late; monstrously sized Creating a Ley Keeper
creatures have already begun taking swipes at now-easy prey. The appearance of ley keepers can be as random as the
A bugbear holds his index finger and thumb above his weather, as a natural attunement or affinity for ley lines is the
head, placing the sun between them. His other hand plucks at swiftest path to taking advantage of them. Ley magic is not
the sun, pulling a golden-white and warm thread from easy to study. Neither is an attempt to bond with it past
between those clasping the sun. More and more thread is adulthood safe, should the aspirant have no prior connection
taken, until the bugbear’s fur feels seared by the heat. Paying to the earth’s blood. Nevertheless, primal certain rituals and
the pain no head, he wraps the thread around his head, arcane schools attempt to delve into the depths of earth-
fashioning a blindfold. White light erupts across his home, blood’s secrets, and some deities (like those of dwarves) will
and cries are heard amongst the warriors butchering one bestow this power upon their clergy.
another outside as the eyes of two armies are rendered
useless. There will be peace in his sanctuary, and the light
will make sure of it.
A firbolg strolls through a once-blooming clearing, with Ley Keeper
petals and leaves locked in ice. Unspooling a thread of earth- Level Features
blood from the ground, they tap a line of power so deep and
vast not even the supernatural coating of ice can touch it. 1st Living Intersection, Skein Marked
They walk backwards through a river of time, watching 2nd Cross My Path
memories and events flow by like water. Each step is harder 3rd ─
than the last, slower. Their last three steps take what seems
like an eternity as time blazes like fire around them, the 4th Surveyor
energy of change and perspective licking at their skin. At last, 5th ─
they find themselves in the same clearing, but without ice and 6th Linear Travel
snow chaining the flowers and trees in place. The fey-giant
wastes no time in getting to their feet. Time is still flowing in 7th ─
the present, and their opportunity to change the future is 8th Rivers of Magic
limited.
Ley keepers hold sway over the land in ancient tradition 9th ─
and careful prodding of the most powerful forces accessible 10th Resonance
to mortals. 11th ─

Earth-Blood Guardians 12th Mana Tap

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.

Ley Keeper Resonance


Ley Line Resonance
Forecast You can increment or decrement the weather's severity, or turn it magical.
Line
Elemental You can provoke elemental crossings into being, allowing their native kinds to stream through. Alternatively, you
Line can temporarily make such crossings impassable.
Tar Line You can increase or decrease the passage of time by a 1-2 ratio. This lasts for as long as you remain in the area of
the tap.
Vision Creatures within the local area can see through illusions, into the ethereal and astral planes, and can see invisible
Line creatures within line of sight. Alternatively, you can invert the resonance and prevent divination spells from
affecting creatures in the local area.
Uplift The uplift's resonance is strong enough to send vessels and creatures alike safely into the sky on colossal
Line columns of air, or in its inverted state reduce the maximum jump height to 5 feet, and flying height to 10 feet,
under a punishing torrent of gale force winds. You can maintain these effects for 8 hours.
Bright You can fill the area with such blinding light that creatures aren't able to see more than 5 feet in front of them.
Line When inversed, the brightness doesn't fade away; instead, it makes all objects not colored on a spectrum of
yellow to gold a mere white shadow of themselves, invisible against all other such objects.
Dire Line A dire line's resonance works much like its typical line's effects. You can force beasts and similar animal-like
creatures to make a save against the line's effects. Creatures who take the dire template in this way have their size
increased twice, rather than once. When inversed, the dire line still applies the dire template's effects, but makes
the creature 2 sizes smaller.
Minstrel Bardic Seekers
A gentleman of mixed elven blood strums a lyre in his favorite Minstrels, when not bards themselves, tend to seek out those
courtyard. False sights and sounds dance through columns who’ve attained recognition as bards. Sometimes this is taken
and across the stained glass of an arcane college. Each note to assist them magically, sometimes to create new works of
catches a bit of the magic they weave, hanging in the air for art and song, sometimes to steal magic and verses, and
the better part of a minute. He steals the attention of fair and sometimes still for the simple pleasures of dalliance. The
jealous students alike; the notes offer him a power of traditions of minstrels don’t themselves offer the opportunity
glamours and enchantments the rigor and rules of their to learn spells, but for this they search for bards and other
studies can’t produce. Each spell the gentleman casts flows artistically inclined spellcasters to offer their secrets and
through the notes, rather than him; he can produce a company.
multitude of magics whereas most could only concentrate on
one. The performance earns this half-elf many boons, chief Master Negotiators
among them a safe haven from debt collectors and angry Minstrels are first and foremost social butterflies, experts in
fathers. the arts of flirtation, persuasion, and every other imaginable
A gnome appears from thin air, summoned by the Hyboreal skill of the extraverted. They weave their way through courts,
Court. Puffs of fog emanate from their small stature, but they taverns, secret societies, and festivals with charm and guile to
refuse to shiver in the cold. Back straight and without a single find whatever it is they want. Whether it be a good meal, new
shake to their voice, they rattle off a list of demands straight art, beautiful company for a night or three, or any other of
from their patron’s mouth. A humble parlay ensues, trading life’s myriad pleasures, the minstrel knows just where to go,
offers and favors in exchange for a ceasefire between the who to talk to, and how to convince them to get to it.
winter-aligned fey court and their most recent adversaries.
A hobgoblin watches a friend unsheathe their blade, and Creating a Minstrel
take a stance befitting the finest duelist. As their friend’s
second, they are duty bound to witness the honor-duel before Minstrels are an odd mix of mages, musicians, and
them, support their friend, and repay any treachery done to diplomats, much as bards are. While they rarely attend
upset this ritual made by blood passed and blood spilt. colleges as students and their traditions don’t produce mages
Noticing the opponent’s blade has an unnatural reflection, the in the true sense of the word, they nevertheless find homes in
second yells a warning to their first. The first leaps back, and courts, universities, and any place in need of mirth and
her eye catches a bit of liquid flying off the blade. Her second mentors. The minstrel’s talents often see them drafted for
demands blood for dishonor, and the first obliges, invigorated spycraft, spell research, diplomacy, rabble-rousing, and for
by their second’s words and righteous fury alike. encouragement and entertainment during wartime.
In bordellos, courts, and universities, minstrels make their
living through art and merriment, completely reliant on their
audiences for their needs. All that matters is the
performance, the crowd’s reaction, and whether it brings
home enough gold for comfortable living.
Minstrel Features
As a minstrel, you gain the following class features:
Minstrel
Level Features Minstrel Dice
1st Minstrel Dice, Social Butterfly Beginning at 1st level, your skill with instruments and the
2nd Nightlife
theory of music allows you to change your circumstances
through song. You have a number of minstrel dice equal to
3rd ─ your level. Any number of dice may be expended at once,
4th Enchanted Notes requiring no action (unless specified). Any checks you alter
must be within 30 feet of you and your line of sight. These
5th ─ dice can produce the following effects:
6th Skald's Call
Increase or decrease the result of a Charisma check.
7th ─ Increase or decrease any check or saving throw made to
8th Indulgent Glamours cause or avoid being charmed.
9th ─
Increase or decrease any check, attack roll, or saving
throw made or caused by an instrument.
10th ─
When you would regain a hit die, you can choose to instead
11th ─ regain a spent minstrel die.
12th Spiteful Plagiarist
13th ─ Social Butterfly
14th Skald's Fury Beginning at 1st level, you can learn more from your
15th ─
experiences negotiating with and performing for others.
Whenever you earn at least 200 or more XP through
16th Maestro diplomacy or a social encounter, you earn an additional 200
17th ─ XP.
18th ─
Nightlife
19th Social Paragon
At 2nd level, you can entertain the locals when you visit a
20th ─ settlement in exchange for food and goods. When you choose
to perform this activity, make a Performance check, and add
your current minstrel dice. You gain a number of silver pieces
or materials of roughly equal value equal to the result.
Minstrel dice rolled in this way are not expended, but you
will not regain any minstrel dice upon completing your next
long rest.
If you perform this activity in any city or a particularly
wealthy settlement, you instead earn gold pieces or materials
of roughly equal value.
Enchanted Notes
When you reach 4th level, you can use enchanted musical
notes to capture spells. When you witness a spell being cast,
you can expend minstrel dice to harmonize with the spell,
allowing you to copy it within an instrument or other
implement of music. If the expended dice's total exceeds 10 +
the spell's level (repesenting the number of "notes" needed to
match it), a copy of the spell is contained within the
instrument.
You can release the spell at any time by expending minstrel
dice again. The expended dice's result must exceed 10 + the
spell's level. If it doesn't, you can continue to expend dice on
subsequent turns until the spell is released.
Skald's Call Spiteful Plagiarist
At 6th level, your presence can bolster the valiance of your At 12th level, you've developed a negating tune for when you'd
allies. If an ally's attack you can see fails, you can expend prefer a spell you're copying never see the light of day. When
minstrel dice to potentially cause it to hit. If the expended you successfully use Enchanted Notes, you can cause the
dice's result exceeds the target's AC, the attack hits. original spell to fail, producing no effects and ending
immediately.
Indulgent Glamours
When you reach 8th level, your enchanted notes can carry Skald's Fury
spells and magic beyond their usual expiration. Beginning at 14th level, your encouragement can turn even
You can infuse spells of the Enchantment and Illusion the most proffessional strikes downright vicious. When an
schools with enchanted notes, allowing them to continue on ally's attack you can see hits, you can expend minstrel dice to
past their usual duration. The spells can extend past their potentially make it a critical hit. If the expended dice's result
duration a number of rounds equal to the expended dice's exceeds you ally's attack roll, the attack counts as a critical
result. hit.
Spells extended in this way continue on even if the caster
stops concentrating on it, remaining for a number of rounds Maestro
equal to the expended dice's result. When you reach 16th level, your talent for matching music to
magic is unmatched. When you expend minstrel dice while
using Enchanted Notes, the dice's results are doubled. This
applies both to dice expended to copy the spell, and dice
expended to cast the copied spell alike.
Social Paragon
At 19th level, your social skills and sway embed themselves in
all who witness you play, perform, or speak.
Sentient creatures who witness your skill will usually
choose to knock you unconscious rather than kill you, and
even animalistic creatures will avoid finishing you off.
Additionally, whenever you roll Minstrel Dice, you can choose
to add your Charisma modifier to the result (minimum of 1).
Prospector Creating a Prospector
A dwarf raises a rune-carved hunk of chalcedony. Manticora Whether looking for gold in them-thar-hills, unique geodes, or
with spikes and claws of jade send a hail of the barbed green ideal settlement locales, prospectors are driven to keep
glass to no avail. A dome of ringing sound forms from the moving until they find their next score. Value is their chief
dwarf’s hand, flinging every missile away. The manticora land, motivation, but personal tastes modify what a prospector
foaming at the mouth with fury and stung pride. It’s too late considers their ideal find. Some prospectors are more
to make up for their folly; another rune-carved rock has entranced by the idea of establishing mines. The
already made it to the dwarf’s hand. communities, war machines, and industries a healthy mine
A dragon-kin clad in enameled armor walks down a can power are a source of honor and prominence, not to
mountainside, hauling his most recent finds in sackcloth. The mention a tidy profit. Those looking for unique geodes are
sound and smell of cheering and feasting reaches him well more inclined to the geomancy they or others can use.
before he approaches his camp, raising his spirits as he Further still is the prospector seeking a fitting mountainside
makes his descent. Kin bearing similar arms and armor or hilltop for a new town or hold.
laugh and cheer at his return, and offer a flagon of their finest
wine, a spoil of their most recent conquest. The warrior
accepts, sprinkling a bit of chalcedony from his bag over the Prospector
offering. He makes a toast, and feels the mineral’s strength
invigorate his lungs and voice. He lets loose a belch of Level Features
thunder, and calls for the camp to heed his words. It’s an easy 1st Miner's Dice, Working Man
command to obey; the chalcedony makes his voice audible for 2nd Rockhound
miles.
A fairy teases a glyph-laiden amber from their pouch. A 3rd ─
dollop affixes itself to her wand, swirling through the air as it 4th Mineral Supplements
orbits her and expands. Ragged breathing threatens to 5th ─
disrupt her concentration. A human, gored and shredded,
defiles the land of her home with blood. Only by a miracle 6th ─
could he have traveled to her cairn, by all rights the amount of 7th ─
blood spilt upon her land should’ve ended the human hours
earlier. Not wanting to offend whatever divine will brought 8th Primitive Geomancy
the man to her home, she directs the amber to his multitude 9th ─
of wounds. It seeps in, mixing with blood and expanding to 10th Miner's Key
form a cocoon around him. The fairy smiles, happy to see it
will save his life, and sets up a tent the size of the human’s 11th ─
hand beside him, as she waits for the amber to heal his 12th Quality Finds
wounds.
Whether in riverbeds, mines, the world below, or waltzing 13th ─
around the overworld, prospectors can be found seeking 14th Geode's Geosmin
valuables straight from the earth. Through cooking and 15th ─
primitive magic, these stones bring vigor and wealth to their
prospectors, who are always looking for the next big haul. 16th Miner's Keyring
17th ─
Salt of the Earth 18th ─
Prospectors have been sprinkling amethyst, quartz, and even 19th Miner's Lockpick
gunpowder in their oats and sausage since the profession
came around. They quite literally eat, breathe, and sleep in 20th ─
their line of work’s bounty. A healthy dusting of powdered
geode over a meal can be the key to a better social life, more
fortitude in work and combat, and other benefits befitting the
heartiest meals.
Respectable Geomancers
Geodes are filled to the brim with magical power, but their
complex constructions make using this power difficult.
Prospectors can sap a geode’s power thanks to their
understanding of mineral formation, as well as their constant
exposure to their energies. By cracking a prepared geode, it
releases its power like yolk from an egg.
Prospector Features Primitive Geomancy
As a prospector, you gain the following class features: At 8th level, you can invoke the natural magical essence
which lies within all geodes. As an action, you can destroy
half of the geode's original value to immediately produce a
Miner's Dice magical effect. The magical effect lasts until you use it. You
Beginning at 1st level, your keen eye for mineral strata and can't gain that geode type's magical effect again until you use
handiness with a pick . You have a number of mining dice the one you already have.
equal to your level. Any number of dice may be expended at
once, requiring no action (unless specified). Any checks you Miner's Key
alter must be within 30 feet of you and your line of sight. At 10th level, you can develop an explosive device known to
These dice can produce the following effects: prospectors as a miner's key. The key takes 10 minutes to
Increase or decrease damage to natural terrain. build, or can be built as light activity during a short rest.
Increase or decrease the result of any table based off When you finish the key, you expend a number of mining dice;
subterranean terrain. when the key detonates, it deals these dice as damage.
Increase or decrease a result on a geode table. The key heavily damages or destroys spaces of solid rock
or weaker material within the blast radius if it deals 30 or
When you would regain a hit die, you can choose to instead more damage to them. It heavily damages or destroys spaces
regain a spent miner's die. of steel or similar material within half of the blast radius if it
deals 60 or more damage to them.
Working Man If you wish to make a new miner's key before your previous
Beginning at 1st level, you can learn more from your one has been used, you must expend materials to do so. Roll
experiences acquiring valuable geodes. Whenever you earn at the previous key's damage; the result multiplied by 10 is the
least 200 or more XP as a consequence of acquiring geodes, materials' worth in gold pieces you must expend to build
using geodes,or harvesting minerals in particular, you earn another miner's key.
an additional 200 XP. You can only maintain one miner's key at a time.

Rockhound Quality Finds


Each day you travel or forage, roll 1d10. On a 1, you find a When you reach 12th level, your knowledge of gems and
geode! The geode has a number of different uses depending minerals can accelerate crafting projects you use them in.
on its type, determined below. When you fail to discover a When you craft or assist someone in crafting items using
geode, the result instead indicates how many days you must minerals, gems, and similar materials, they can integrate
spend travelling or foraging to discover one. twice as many resources per week (provided at least half of
Roll 2d6 to determine the geode's type (the table for which the materials are of those listed).
is on the following page).
Geodes are worth 10 gold pieces multiplied by your level. Geode's Geosmin
You can shave off 10 gp's worth of value off a geode to gain a When you reach 14th level, you can smell geodes like
cooking effect, listed in the geode table. The effect only takes dwarven miners of old. Your Rockhound die becomes 1d6.
hold if you eat it over a meal (usually requiring from 10
minutes up to a short rest), and lasts until you use it. You can't Miner's Keyring
gain another geode's cooking effect again until you use the
one you already have (or choose to let it pass). At 16th level, your steady supply of materials allows you to
take shortcuts when designing explosives. You can maintain
Mineral Supplements an additional miner's key.
At 4th level, your Rockhound die becomes 1d8. Miner's Lockpick
Additionally, you can now allow a feast's worth of people to
benefit from a geode's cooking effect, provided you distribute When you reach 19th level, the way you warp geodes in
it over a meal (usually requiring from 10 minutes up to a explosives becomes exceptionally potent. When you roll
short rest). miner's dice for a miner's key, you treat the expended dice as
doubled.
In the Rough
At 6th level, When you gain minerals, gems, and similar
materials, you double their value for the purpose of crafting
items. Additionally, you can roll your Rockhound die while in
subterranean or otherwise mineral rich environments. You
gain materials equal to the dice's results in gold pieces.
Geodes
Geode Cooking Effects
Result Geode Cooking Effect
2 Quartz Add +1 to a saving throw or check.
3 Pyrite If someone detects that you're lying or attempting to mislead them, they come up with an excuse for you
behavior.
4 Alexandrite Force a creature attempting to avoid being charmed or otherwise controlled by you to reroll their save or
check.
5 Chalcedony You can reroll a save made against thunder or prismatic based effectsm or amplify your voice to be heard
within a number
6 Amber You can make yourself immune to disadvantage until the end of your next turn, or restore the last wound
you took .
7 Citrine Reroll a single Strength check.
8 Opal See the emotional state of a creature, and know (to a rough degree of certainty) how it will change with
your next intended interaction (after which the effect fades).
9 Sylvannite You become more sensually appealing to the natural world and people around you for 1 day. Creatures
put a higher premium on your words and offers, but direct their offenses at you equally as often and with
as much intensity.
10 Black You can sense fey within 1 mile of you, and allow them to sense you as well. You can communicate
Calcite simple thoughts and emotions to plants and fey as well.
11 Agate You can maintain your footing on uneven ground, and suffer no penalties for travelling through rough or
uneven terrain.
12 Amethyst Reroll a concentration check.

Geode Magical Effects


Result Geode Magical Effect
2 Quartz You form a growing tower of crystal from where you place the geode. The cylinder is a 10 ft radius and
grows as tall as a surface to which it's attached (such as through an elevator shaft). Otherwise, it grows a
number of feet equal to 5 x your level.
3 Pyrite You place the geode next to a wall; it burrows a tunnel 5 feet wide and 10 feet tall, and 5 x your level in
length. Any gems or valuable metals in the tunnel's way are deposited in the center of the tunnel, and the
tunnel's walls are gilded with pyrite (which has no real value).
4 Alexandrite When a creature you perceive within 60 feet of you makes a roll, you can replace their roll with the next
roll you make.
5 Chalcedony You create a dome of sound with a 20 ft radius for 1 minute. Projectiles bounce off of the dome. When
hostile creatures walk through the dome, roll your mining dice; the creature takes damage equal to the
result.
6 Amber You may preserve yourself or a willing or unconscious creature in amber. You can also do this as a
reaction to a creature within 30 feet falling to 0 hitpoints (regardless of whether they suffered a normally
killing blow). The creature heals at a rate of 1 hitpoint per day spent in the amber, but can only be
released if someone else chips the amber away from them. This takes a number of days of work (to which
multiple people can contribute) equal to the number of days they've spent encased.
7 Citrine You grow one size larger for one hour. While larger, you can tunnel, burrow, and move an additional 20
feet per round. You can also perform incredible feats of strength for the duration.
8 Opal You open a new space of possibility in a 20 ft radius sphere for 1 minute. Once per round, you can force
a creature within the sphere to become visible for 1 minute, to reroll a saving throw, or expose its true
form. The sphere extends into the ethereal and astral planes.
9 Sylvannite You open a portal to the Woad, or summon a fey (provided you know its true name). You can otherwise
opt to summon a random object, creature, or phenomena from the Woad.
10 Black You can safely transport yourself and your immediate surroundings to or from the World Below.
Calcite
11 Agate You can walk on walls, upsidedown, and up sheer surfaces for 8 hours.
12 Amethyst When a concentration spell or effect ends, the effect continues for a number of turns equal to its casting
modifier.
Creating a Scholar
Scholar Scholars are united only by a desire for expertise in a given
An elf of the high seas, a mariner like her father before her, field. These are arcane, esoteric, potentially illegal or
stands over a smattered mess of star and sea charts. The loot heretical, and often seemingly useless to others.
of her dreams sits somewhere on these scattered scrolls, but Nevertheless, the scholar is defined by their favorite subject
it eludes her still. She takes another look at collected riddles matter’s secondary influence on their available knowledge.
and rumors, when a wayward glance draws her eye towards a An obsession over the textiles and clothes of fey may inform
whirlpool near the maps’ center. Realization crosses her face; the scholar over court procedure, primal curses, and planar
the only way her vessel can reach a famed isle of untold crossings. Scholars know better than anyone else a given
riches, is by plunging into the maelstrom she’s avoided thus book or manuscript is virtually never written with a given
far. seeker in mind; a great deal of material has to be examined to
A short, feathered creature struts forth, a cloak obscuring get the specifics they desire.
their bird-like form. They approach a desk covered in jade
inks, vellum, papyrus from an elemental plane, and more
curios and supplies for the arcane. A pen is levitated by the
bird-man’s will alone, and set to inscribe arcane scripts upon Scholar
the vellum. The creature can’t create anything new of its own, Level Features
but can copy flawlessly; their master’s scroll collection will be
rewritten here, symbol by symbol, until they no longer have 1st Rewards of Brilliance, Scholarly Dividends
use of the old codger. 2nd ─
A gnome finds themselves trapped in a cave, leading an 3rd ─
expedition to hunt for valuable minerals. A few spells open
lines of communication to a nearby mining company. After a 4th Arcane Calligraphy
few hours of comparing notes, the gnome leads the 5th ─
expedition on. Hours they trudge through muck and across
wet rock, until the gnome halts. Having found what he's 6th Applied Arcanum
looking for, he raises a hand, lets loose an incantation, and 7th ─
watches the tunnels before him collapse above and below. 8th Recast
Fresh sunlight illuminates an untouched amethyst deposit,
and a happy mining expedition. 9th ─
Where there’s knowledge to be found, so too are there 10th ─
scholars. Diving through manuscripts, contacting extraplanar
beings, meditating, and working rooms to find whatever 11th ─
knowledge they may seek, scholars live a life of obsession. 12th Scrollbinding
13th ─
Scrollbinders 14th ─
The scholars of a magical world may take advantage of 15th ─
magical writings regardless of whether they themselves are
magicians. Those who do are often referred to as “paper- 16th Voracious Learner
mages”, a play on too many different phrases to know exactly 17th ─
whether the speaker means it as a compliment, or an insult
(as if calling them paper tigers). 18th ─
19th All Roads Lead to Knowledge
Persons of Interest 20th ─
Scholars are often sought out not only for their particular
expertise but as middle men for discovering information. A
scholar may not know a given piece of information, but they
can be commissioned (or cajoled, or outright threatened) to
find it. A magical sage of high esteem may know a mage who
studied a given historical event, or even witnessed it
themselves. A roguish scholar may not know the particulars
of the iron trade in a faraway city, but a criminal contact from
said city can likely provide them. Scholars are expected to be
cautious and dismissive when approached with such work.
Those who place the highest premiums on secrets and lost
lore are often the worst people to cross, regardless of how
many assurances and caveats they make before accepting a
job. It’s far better for a scholar’s wellbeing to reject a request
for information they’re not sure they can fulfill, especially if
they dislike or know too little of their would-be patron.
Scholar Features Recast
As a scholar, you gain the following class features: When you reach 8th level, you can learn to keep scrolls
together with some tricks you've learned. When you
successfully cast a spell from a scroll, you can choose to
Scholarly Dividends expend scholar dice. For a number of hours equal to the
Beginning at 1st level, your ingenuity and research can be result, the scroll can be cast from one more time before
tactically applied for maximum benefit. You have a number of disintegrating.
scholar dice equal to your level. Any number of dice may be
expended at once, requiring no action (unless specified). Any Scrollbinding
checks you alter must be within 60 feet of you and your line When you reach 12th level, you can put your knowledge to
of sight. These dice can produce the following effects: use in producing scrolls. You can work with a spellcaster for
Increase or decrease an Arcana check made to cast a spell 8 hours to produce a bound scroll.
from a scroll. The scroll can't be of a level higher than your Intelligence
Increase the result of an Intelligence check made to solve modifier (minimum of 1) and your Wisdom modifier
a problem or figure something out. (minimum of 1), and must be known by the spellcaster you
Increase or decrease the result of a scroll mis-casting. worked with. The scroll is only usable by you, but can be
Increase or decrease the result of potions being combined. turned into a regular scroll with half of the time and
Automatically know the identity and level of a spell being resources needed for a scroll of that level. It lasts until
cast (provided the result exceeds the spell's level). expended, or until you use this feature again.
Expended scholar dice are regained when you complete a Voracious Learner
short or long rest.
When you reach 16th level, you can consume formulae found
Rewards of Brilliance on spellbooks and other inscriptions of magic to cast the
magic described. You can attempt to cast spells and other
Beginning at 1st level, you can learn more from your supernatural effects from spellbooks and other inscriptions of
experiences with the natural and unnatural sciences. the magic by making an Arcana check against 10 + the spell's
Whenever you earn at least 200 or more XP as a level.
consequence of using or creating scrolls, or through the On a success, the inscription disappears, and you can't use
solving a problem, you earn an additional 200 XP. this ability again until you complete a long rest.
Arcane Calligraphy All Roads Lead to Knowledge
At 4th level, You can attempt to create a scroll of a spell of When you reach 19th level, your accumulated knowledge
which you're aware (either know or have available to you in a guides you to . Whenever you confirm a piece of information
spellbook or scroll) by expending scholar dice. In order for gained from Research or a similar activity or resource is
the process to succeed, the number of dice expended must false, you immediately deduce a location, resource, or spell
equal the spell's level. The scroll lasts for a number of rounds which would provide you with the correct piece of
equal to the number of dice expended. information.
Applied Arcanum
At 6th level, your knowledge of the world When you assist in
the crafting of a magical or alchemical item, you can double
gold's worth of material expended in a week.
Trailblazer Emergency Support
A lizardman scurries down roots and secret trails, to a place When trailblazers make a trade of their talents, they do so by
of absolute peace and tranquility; his favorite fishing hole. accompanying those willing to pay for the sake of safety.
The sun barely filters in here, allowing a few sparse rays to Trailblazers are not natural combatants; their talents lie in
fall upon a perfectly placed rock in the riverbed’s center. Here avoiding and mitigating danger when it shows. Should a
he lays down for a moment, taking in the soft sounds of a monster show, they’d much rather move whatever caravan or
burbling brook and cool breeze sifting through a near party they’re protecting to another territory or attempt to
impenetrable wall of trees and underbrush. His moment of disguise their group, rather than risk someone getting killed.
reflection having passed, the lizardman takes an iridescent When wilds manage to take a chunk out of some poor
caterpillar from his pouch. He prepares a rod, reel, and line to schmuck, trailblazers can be relied upon to quickly intervene,
cast, and spears the caterpillar on a hook made of gold. The saving life and limb with well placed pressure, decent
water sparkles upon the bait’s impact, and the lizardman bandages, and a well timed hug (when needed).
slips into a trance of concentration; a wish-granting fish
inhabits these waters, and he’ll be the one to catch it. Creating a Trailblazer
An elf of the deep cowers behind a stalagmite, ushering his Trailblazers are shaped by a connection to the ecology as a
companions in the foxhole at its base. A single, furtive peek is whole. It presents them with danger and opportunities in
all he can manage before returning to the stalagmite’s equal measure, but which they prefer is down to the
shadow. A sticky flame erupts in the cavern adjacent, covering individual trailblazer. Additionally, trailblazers tend to have a
walls and crags in an acrid heat and light. Bellowing loud favorite among fishing, foraging, harvesting, and hunting
enough to shake the elf’s bones follows; draconic language is (usually driven by some hobby in their past).
spit and snarled to taunt and torment. The dragon may have
lost sight of the elf’s party, but it’s only a matter of time before
it finds them (and both know it). Battle plans are drawn
between the party, intent on using every advantage whilst Trailblazer
hidden. Level Features
An orc rushes to her companion’s side. The frail human
she’s called friend these past few weeks has just been thrown 1st Happy Trails, Survival Dice
some 30 odd feet into a wall before slumping down. He 2nd Improvised Healing
cradles one arm in the other; something’s been dislocated. 3rd
Thinking quickly, she lifts her friend with one arm, and
steadies his injured arm with the other. A second slam into 4th Get Out of Dodge
the wall sees it restored, with a muffled yipe from the human. 5th
Noticing abrasions on his back, the orc slaps some goop 6th Trail Discovery
taken from a healer’s kit on fresh wounds, and slaps her
companion’s back once more for support. They’re ready to re- 7th
enter the fray. 8th Field Medicine
9th ─
Wild’s Crucible
10th Down, Now!
Trailblazers are forged by a push-pull relationship with the
natural world. They learn how to take from the bushes, the 11th ─
trees, the rivers, and the burrows. In turn, nature learns how 12th Expert Tracker
to deter their advance, set them back, or ensure only those of 13th
substantial will and fortitude can enjoy the wild’s pleasures.
The folk of frontiers and the unexplored lands beyond aren’t 14th
necessarily the smartest, strongest, or hardiest, but their 15th ─
unique character is shaped by the lands around them. Some
say trailblazers do their work by listening; trampled branches 16th Lights Out, Hush
shout danger, berry-munching fauna are a passing mention of 17th
potentially valuable reagents or decent grub, and a darkened 18th
waterfall is a whispered innuendo or seduction, pulling one
towards what lies behind it. 19th Roadway Treasure
Trailblazers explore and exploit the wilds for fun, 20th
relaxation, and a bit of loot. Every pair of antlers, prize fish,
dragon heart, and magical grub or plant on their wall is a
story to be told over a cold beer and hot meal.
Trailblazer Features Trail Discovery
As a trailblazer, you gain the following class features: At 6th level, you can attempt to seek after a specific fishing,
foraging, or hunting result while travelling or foraging. To
achieve the specific result, you declare the result you're
Survival Dice seeking, and declare how many dice you're spending. If the
Beginning at 1st level, your experience with and knowledge dice's result exceeds the specific result, you gain the specific
knowledge of the wilds can be relied upon when the need result.
arises. You have a number of survival dice equal to your level. If the result is on a rare table, increase the DC by 10. If the
Any number of dice may be expended at once, requiring no result is on a magical table, increase the DC by 15. You can't
action (unless specified). Any checks you alter must be within gain the chosen reward from the magical table in this way
60 feet of you and your line of sight. These dice can produce more than once.
the following effects:
Increase or decrease the result of a random encounter Field Medicine
table. When you reach 8th level, your improvised healing now treats
Increase or decrease a check to hide while in natural the expended dice's total as doubled.
terrain.
Increase or decrease a check made to navigate the wilds. Expert Tracker
Increase or decrease a check made to detect or search for At 12th level, you're even better at sourcing items from the
something in natural terrain. wilds. When you seek after specific fishing, foraging, or
You regain a number of expended survival dice equal to hunting results, the result of survival dice you expend is
half your level when you complete a long rest. doubled.
Happy Trails Down, Now!
Beginning at 1st level, you can learn more from your When you reach 10th level, you can now get your entire party
experiences with the wilds. Whenever you earn at least 200 to safety under cover of the wilds. You can take your entire
or more XP as a consequence of fishing, foraging, or hunting, party (provided they number no more than 30 creatures) to a
you earn an additional 200 XP. place of safety when using Get Out of Dodge.
Improvised Healing Lights Out, Hush!
When you reach 2nd level, you can alleviate wounds if you get At 16th level, your escapes into nature are even harder to
to them quickly enough. As an action, you can attempt to detect. Your location now remains safe for 1 hour when using
temporarily alleviate the last wound you or an ally suffered by Get Out of Dodge and Down, Now!
expending survival dice. If the total rolled by the expended
dice exceeds the damage last taken by the creature, they Roadway Treasure
receive temporary hitpoints equal to the damage they last When you reach 19th level, your skill at acquiring goods from
took. the wilds is unparalleled. All materials you fish, forage,
If you use a healer's kit or similar item in the process, the harvest, or hunt for are considered twice as valuable.
target also regains hitpoints equal to the number of dice
expended.
Get Out of Dodge
Beginning at 4th level, when you come across a combat
encounter in natural terrain, you can get yourself to relative
safety. Roll survival dice; if the dice's result equals or exceeds
the number of hostile creatures who can sense you, you can
choose to flee. You can bring any followers of yours, and one
fellow player character.
You sprint away, allowing you to find a safe place which
affords you no less than 10 minutes of peace.
Trapper Slippery Tricksters
A satyr wraps a love-inflicting arrow in elastic vines and Trappers are as familiar with avoiding, disarming, or escaping
cords. A connected loop of cord is laid across a deer-trod trail, traps as they are creating them. They always look for escape
and the satyr poses themselves in the path. A boulder makes routes, moments of opportunity to slip away, or distractions
for their base, a bit of well placed fern offers their form a hint to take advantage of. This hyper-awareness can extend to
of modesty. Cedar frames their portrait, and the satyr finds other parts of their life, leading to skittish or anti-social
themselves satisfied. The ranger she’s fallen in love with is behavior (especially when made uncomfortable).
sure to return her affections.
A halfling steers their cutter into a rocky island’s cove. Creating a Trapper
Broken ships and wrecks litter the waters, a testament to Trappers generally find their skills developed by
prior folly. They hand the wheel to their first mate, and swing organizations centered on springing or developing traps, or at
from the mast via rope to the island itself. Two massive basalt the very least have some division or master devoted to said
pillars mark the cove’s entrance, and upon those pillars the task. Apprenticeships are not uncommon in these groups,
halfling fixes their eye. They lasso one cord of silk rope to the and it’s where many a professional got their start.
pillar on their side, tying it to the pillar’s base. They tie a
second cord of hempen rope to the pillar's top, and swing
across to the second pillar. Having carried loops of silk
across, they weave a spell of transmutation into both ropes. Trapper
It’s completed just in time; a mutated monster from the sea Level Features
swims its way into the cove, breaking the silk as it enters.
Where silk meets basalt, the pillar is cut to mud, and rope at 1st Trap Navigator, Trapper's Expertise
the pillars’ peaks shrink, tilting both pillars into the cove, and 2nd Improvised Traps
atop the sea monster. 3rd ─
A birdman flies within the hollow archtree he’s called home
for years. A griffon follows, dodging carved bridges and 4th Snares
balconies, polished with an amber sheen and lit by glowing 5th ─
vines and mushrooms. One such dodge carries them right 6th Hair Triggers
into the opening of a conveniently placed cage, the top and
bottom of which are opened and closed only by virtue of a 7th ─
lever, presently gripped by the birdman themselves. He yanks 8th Skein Entanglements
it down, entrapping the griffon. For good measure and for the
sake of the cage’s integrity, he pulls a second level, spraying 9th ─
the griffon with narcoleptic gas. The now-sleeping griffon will 10th ─
fetch a pretty penny at tomorrow’s market. 11th ─
Whether for thrills, treasure, prestige, or all of the above,
trappers make their living setting traps for intruders, 12th No Escape
desirable creatures, and even ensnaring magical 13th ─
phenomena…or springing them. 14th ─
Professional Dungeoneers 15th ─
Without traps, the average dungeon, forgotten vault, or lost 16th Design Standards
tomb is little more than a larger burrow for monsters, subject 17th ─
to drowning in the occasional sea of blades or being smoked 18th ─
out by a few well-placed spells. Traps are what defines these
environments as inherently hostile to intruders. Without 19th Snaremaster
those to make the traps, these regions are distinctly less 20th ─
deadly and fortified; with them, men-at-arms and random
hirelings are wary to enter, if they do so at all. Without those
to disarm, spot, or counter said traps, they become
remarkably inaccessible without spilling an inordinate
amount of blood (largely consisting of hirelings, prisoners,
and gullible soldiers).
Given their importance in the dungeon ecology, trappers
can be expected to get commissioned for springing and
planting traps alike.
Snares
Trapper Features At 4th level, you've learned how to set traps for creatures for
As a trapper, you gain the following class features: later retrieval. You can expend trap dice to catch a specific
hunting or fishing result in a biome.
Trapper's Expertise If the trap's roll exceeds the fishing or hunting result, the
Beginning at 1st level, your expertise in avoiding and building creature will be thoroughly ensnared without outside
traps gives you special knowledge of their workings. You gain interference. Its condition isn't guaranteed upon your return,
a number of Trap Dice equal to your level. Any number of dice however.
may be expended at once, requiring no action (unless If targeting a result from the Rare table, add 10 to the DC.
specified). Any checks or damage rolls you alter must be If targeting a result from the Magical table, add 20 to the DC.
within 15 feet of you and your line of sight.
Hair Triggers
Increase or decrease a saving throw made to avoid a trap. At 6th level, your traps are even more difficult to escape from.
Increase or decrease a trap's damage. Creatures who succeed on saving throws made against your
Increase or decrease a check made to detect or disarm a
trap. traps take half damage, regardless of whether they'd
Increase or decrease a check made to create a trap. normally be able to evade it completely.
Trap Navigator Skein Entanglements
Beginning at 1st level, you can learn more from your When you reach 8th level, you can now make your traps
experiences with traps. Whenever you earn at least 200 or magical under the direction of a magic user. Under such
more XP as a consequence of using, disarming, or otherwise circumstances, your traps can now deal acid, cold, force,
interacting with a trap, you earn an additional 200 XP. lightning, necrotic, psychic, radiant, or thunder damage.
Improvised Traps No Escape
When you reach 2nd level, you can spend 10 minutes to At 12th level, your traps are distinctly more difficult to avoid.
create a trap. Creatures can make a Strength or Dexterity Your improvised traps now treats the expended dice's total as
saving throw against your Trap DC to completely avoid the doubled.
trap's effects.
Your Trap DC is 8 + your proficiency bonus + your Design Standards
Intelligence modifier. On a success, the affected creature When you reach 16th level, your snares are more attractive to
takes no damage and suffers no other effects from the trap. the creeping, crawling, swimming, flying, and burrowing
The trap can cover up to 1d6 spaces (rolled when you critters of the world. Your snares now treats the expended
create it). You can expend additional dice to cover additional dice's total as doubled.
spaces.
You can set the trap's damage type to fire, bludgeoning,
piercing, or slashing damage. If you incorporate an Snaremaster
alchemical item or some other component which deals the At 19th level, your knowledge and kinetic ability in the realm
damage, you can choose acid, necrotic, or cold damage of traps renders you immune to their pokes and prods. You
instead. Additionally, you can set the type of trap for are immune to damage caused by traps, provided you're not
additional effects, selecting from the Improvised Traps table incapacitated and acting under your own will.
(found on a following page).
The improvised trap can be set to trigger as part of another
trap or similar effect. Be sure to describe what the trap is
made of!
Improvised Traps
Trap Type Effect
Regular The damage bypasses one resistance of your choice.
Killing This trap is especially lethal, and bypasses all resistances, forcing the creature to die instantly if the trap's total
damage surpasses the victim(s)' total hitpoints. Otherwise, it deals no damage. Creatures have disadvantage on
saves made against this trap.
Sleep This trap deals sleep damage, which does not reduce the hitpoints of the targets, but does double the total
damage rolled by the trap. If the total exceeds the victim(s)' total hitpoints, the trap puts them to sleep for 1
hour (and a number of additional hours equal to the amount the creature failed their save by).
Restraining When you build this trap, you can decide whether it deals damage. The victim(s) suffer the trap's total damage,
and are restrained. The creature(s) are restrained until the trap is destroyed. The trap has an AC of 20, and
hitpoints equal to the damage dealt. Any trapped creatures can't make attacks against the trap.
Poison The trap's damage becomes poison. If the creature(s) take damage from the trap, they take the same damage
again on the start of their next turn.

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