Sage's Guide To Vernestus

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Sage's Guide to Vernestus

Table of
Contents

Ch.1: Races of Vernestus, 2 Ch.4: Equipment, 55


Bot.....................................................................3 Industrial Weapons......................................56
Chrone.................................................4 Dune Vehicles................................................57
Ibakyubakog.......................................5 Common Magic Items.................................57
Warforged...........................................5
Cragfar.............................................................6 Ch.5: Customization Options, 60
Gem......................................................7 Multiclassing.................................................60
Nomad..................................................7 Feats................................................................60
Cyborg..............................................................8 Racial Feats...................................................62
Dragonborn....................................................10
Dwarf................................................................11 WIP Ch.6: Adventures in Vernestus, Coming
Elf......................................................................12 WIP Soon
Genasi..............................................................13 Planes of Existence
Gnome.............................................................14 Air, Earth, Fire, Water, Fey Reflection, Dusk
Halfling............................................................15 WIP Reflection
Human.............................................................16 Rest Difficulties
Kenku...............................................................17 Diseases
Orc....................................................................18 WIP Spells
Sundrian..........................................................19 Gods of the Universe
Tiefling.............................................................21 WIP
Triton...............................................................22
Undergolem...................................................23
Ch.2: Class Options, 25
Tinkermage....................................................25
Alchemist............................................29
Artillerist.............................................31
Golemancer........................................32
Guerrilla..........................................................36
Avenger Form....................................40
Rigger Form.......................................40
Voodoo Form......................................41
Subclasses......................................................43
College of the Homefront (Bard)....43
Automaton Domain (Cleric)............44
Way of Hulking Earth (Monk).........45
Sniper Conclave (Ranger)...............46
Desperado (Rogue)...........................47
Fragment Origin (Sorcerer)............48
The Giga (Warlock)...........................49
School of Slinging (Wizard)............50
School of the Greats (Wizard)........51
Optional Class Changes...............................52
Ch.3: Backgrounds, 53
Inventor............................................................53
Luddite.............................................................54

Table of Contents
1
Chapter 1: Races of Vernestus

O
f a land forged with machines and covered in Orcs came from a faraway land when Vernestus' ocean turned
and endless sea of sand, the Crown of to desert. Orcs commonly sell themselves as mercenaries in
Vernestus is a kingdom occupied by unique and order to make a living, as they are well suited for combat.
exotic inhabitants. Some of these races may be Sundrians are desert dwelling cactusfolk with a bad
found outside the realm of Vernestus and reputation of piracy. Sundrians have a wide array of
across the multiverse of Dungeons & Dragons, adaptations that let them overcome the harsh desert
but are quite at home within the Crown. Rich environment.
cultures of a multitude of races from the present and past toil Tieflings are nefarious nomads from throughout the world of
across the land. As a player character, you get the chance to Jeevalla. Unaccustomed to the Crown, tieflings traveling
embody a member of these peoples. See chapter 2 of the throughout Vernestus are often up to no good.
Player's Handbook and chapter 2 of Volo's Guide to Monsters Tritons are somber natives of the Plane of Water. Plagued by
for more race options when you are creating a character. This a demon of undeath, tritons are forever in the gloom of its
chapter also provides details about the races found in those dominion.
books in regards to their unique roles in Vernestus. Undergolems are natives of the Plane of Earth who live
If you're a player, consult with your DM before using any of solitary lives underground. The most important part of an
the newly introduced races found in this chapter, especially if undergolem's life is learning of their duty.
you are playing in a setting other than Vernestus. These races
may not be present in all worlds, and a DM ultimately has Height and Weight
creative control over the races that exist in their setting. It You may roll for your character's height and weight on the
takes a significant amount of effort to incorporate a rich Random Height and Weight table for any races that are
backstory and history of a race into a preexisting campaign. introduced in this chapter. The roll in the Height Modifier
Your DM may allow you to use one of these races or they may column adds a number (in inches) to the character's base
modify it in some way. height. To get a weight, multiply the number you rolled for
The following races are detailed in this chapter: height by the roll in the Weight Modifier column and add the
Bots are constructed creatures dating back to before the result (in pounds) to the base weight.
creation of Vernestus. Certain tinkerers have been able to
create their own bots to do their bidding. Random Height and Weight
Cragfar are a race of warmongers originating from the Plane Base Height Base Weight
of Earth. They have the ability to meld their feet with stone Race Height Modifier Weight Modifier
and walk along cliffs. Bot, chrone 5'4" +1d8 105 lb. x (2d4) lb.
Cyborgs are amalgamations of organic beings and bots, a feat
made possible by a blessing from the construct god known Bot,
3'8" +2d4 100 lb. x (1d4) lb.
as the Union. ibakyubakog
Dragonborn are mighty travelers from the Plane of Air. They Bot,
are popular amongst the people of Vernestus for their warforged
5'8" +1d12 340 lb. x (1d4) lb.
oddities and mercantilism. Cragfar, gem 4'8" +2d4 160 lb. x (1d8) lb.
Dwarves are hardy, pragmatic folk that value their clan's
name above all else. The largest businesses in Vernestus Cragfar,
4'8" +2d4 140 lb. x (1d8) lb.
are run by competing clans of dwarves. nomad
Elves are exotic creatures from the Fey Reflection. Although Sundrian 4'8" +2d10 110 lb. x (2d4) lb.
they rarely settle in Vernestus, elves influence the Material
Plane from their eternal thrones. Undergolem 7'6" +2d6 750 lb. x (2d6) lb.
Genasi are denizens of the elemental planes. Genasi use their
elemental powers to reshape the deserts of Vernestus to
suit their needs.
Gnomes are the shortest people of Vernestus. What they lack
in physique they make up for with intellect. Rock gnomes
paved the way for the rise of technology, coinciding with the
start of the Second Era of Vernestus.
Halflings are happy-go-lucky valley dwellers that are
notoriously lucky. Unnoticed by the Crown, halflings
blissfully live out their days without a worry in the world.
Humans are indigenous to Vernestus and have lived in the
area for centuries. They form close connections with the
spirits of the land.
Kenku are wily birdfolk from the Plane of Air. Kenku are
known for their cunning, skillfulness, and loyalty. They can
be found trolling about city centers or Vernestus' deep
overgrowth.
Chapter 1 | Races of Vernestus
2
Bot
"Ready! Aim! F—"
Bang!
"I got 'im, cap'n."
-Killbot, How I Killed at Powderkeg Lake
Bots are creatures unlike any others present in Vernestus.
They are constructs with the sentience of any organic race,
but have the benefit of lacking squishy organs and breakable
bones. Bots can be anything ranging from renowned poets to
fearsome warriors, effectively able to do anything any other
race can, and sometimes better. Although bots aren't alive in
the literal sense, they possess free will and ambition, and just
maybe have souls of their own.
Mutiny of Metal
The introduction of bots to Vernestus has forever changed the
country's social make-up and politics. Bots are able to perform
certain tasks better than others because they can work
without rest and without valuable food and fresh water. One
tricksy gnome took advantage of this fact and has forever left
his mark on history.
Tom Gillycrest, a rock gnome, was known for being the
inventor of the firearm. Shunned by luddite forest gnomes, the
idea of power granted by firearms became popular amongst
the rock gnomes, and word spread like wildfire. In time,
nearly every rock gnome was tinkering with firearms, and it
wasn't long before they sent each and every luddite forest
gnome running for the hills. Gillycrest was pleased with his
success, and his mind became corrupted with delusions of
grandeur. He set to work, and after many years of hard work,
the first prototype warforged were built.
The decades that followed became known as the Gnomish
War of Establishment, as warforged were mass produced by
rock gnomes and they asserted their dominance over the
other races that paid them little attention before. The
warforged easily trampled over the fleshy races, and gnomes
were finally given a coveted seat on the world stage.
Before the War
Of course, Tom Gillycrest had to come up with the idea of the
warforged from somewhere. He based his inventions off of the
bots that already existed in Vernestus. First, there were the
chrones; amicable clock-faced bots with a penchant for
chitchat. Chrones, friendly as they are, often found themselves
taking on leadership positions and were beloved by their
followers. Secondly, there were the ibakyubakogs, childlike
bots that used to be toys in a former life. Ibakyubakogs are
formed from a number of blocky, geometrical structures, with
vague analogues of a head, torso, limbs, and a face of sorts. No
two ibakyubakogs look quite the same, even if they have the
same fundamental shapes, due to differences in locations of
joint attachments, extra structures orbiting their bodies, or
color.
Wear and Tear Bot Traits
Bots are awakened golems created by skilled golemancers, or, With bodies vastly unlike those of other races, bots can come
in the case of warforged, a mix of golemancy and tinkering. in a wild variety of shapes and forms. You do, however, have
Because bots aren't made from flesh, they aren't constrained certain traits in common with all others of your kind.
in their years like the fleshy races are. As long as a bot can Ability Score Increase. Your Constitution score increases
find someone to repair them, they can effectively live forever. by 1.
Another benefit to being a bot is that they can replace parts of Age. Bots are constructed as adults, and do not age like
themselves that are broken beyond repair. Indeed, bots can other races. Bots can viably live forever with proper
even replace parts of themselves for aesthetic purposes and maintenance, but can live to be around 50 years without
customize their bodies to their liking. regular upkeep.
Alignment. Typically constructed for a purpose, bots tend
Bot Names to be lawfully aligned. Defected bots or those constructed for
nefarious deeds may have different alignments, however.
Bots, unlike other races, don't possess typical families, and Size. Bots come in a wide variety of shapes and sizes
thus have unique naming structures. The way that a bot is depending on their model. If you are a chrone or warforged
named, or chooses a name, also depends on the type of bot. bot, your size is Medium. If you are an ibakyubakog bot, your
Upon being constructed, chrones are aware enough to know size is Small.
their likes and dislikes, and begin developing ambitions and Speed. Your base walking speed is 30 feet.
life goals. Infant chrones choose a name in line with their Construct Nature. You are immune to poison damage and
goals. you automatically succeed on saving throws against disease.
Ibakyubakogs that were passed down by an angel may have Additionally, you do not need to breathe, eat, or drink, but you
been given a name by their owner in the Celestial language. may do so if you wish.
Constructed ibakyubakogs may also take a Celestial name, Languages. You can speak, read, and write Common and
adopt a word or phrase resembling a certain virtue as their Digit, the language of constructs.
name, or use the name of a human deity. Subrace. Depending on how you came into the world, you
Warforged may be given a nickname by their creator or by a likely fall into one of three constructed subraces: chrones,
companion. Their name reflects the reason why they were ibakyubakogs, or warforged. Choose one of these subraces.
built or a particular accomplishments of theirs.
Chrone Names: Copperleg, Finder, Firespell, Gooddoctor, Chrone
Hunter, Ironsmith, Lightsout, Mindtrick, Noblejudge, Chrones are one of several construct subraces dotting the
Pickpocket, Punctuality, Smartwrite, Whitefaith Crown of Vernestus. Extroverted, hospitable, and happy-go-
Ibakyubakog Celestial Names: Aster, Azazel, Baro, Gul, lucky, chrones make ideal companions, as they do officials,
Krahmiel, Laralim, Lazarus, Mazgzagel, Ophadim, Quiriel, nobles, adventurers, and leaders. Like clockwork, chrones
Sarsazi, Seraph, Tohammanah, Vigil effortlessly chisel away at everyday tasks — work made easy
Ibakyubakog "Virtue" Names: Dissonance, Grace, Hearth with heritage drawing all the way back to quite literal cogs in a
and Home, Hymn, I Stand Among, Karma, Order, Piety, machine.
Prudence, Sunder, Tact, Tenacity, Utter the Truth In an event that marked the beginning of the Second Era,
Warforged Nicknames: Altar, Arbiter, Banner, Bull, Cannon, also known as the Era of Constructs, large pieces of the RG2
Chief, Conqueror, Delta, Donkey, Flagship, Galley, Honcho, were torn from its body and discarded into the Material Plane
Mer, Mother, Packer, Pierce, Pulley, Quilt, Rebel, Reel, by the trickster god Lok. Where the pieces of RG2 fell, they
Rigger, Scout, Shaman, Snake, Steel, Thirteen, Trek, mingled with the life found there, and produced the first
Treads, Trover, Viking chrones that possessed souls. To the present day, most
chrones are devoutly religious towards RG2 and protect these
sites as holy grounds and as the ancestral land of their people.
Many chrones exhibit a runaway curiosity. They are quick to
make friends so they can learn of others' family and talents.
Chrones often have niche hobbies such as pigeon breeding,
fern collecting, or training as mediums so they can sate their
curiosity of the world.
Ability Score Increase. Your Charisma score increases by
1.
Natural Administrator. You gain proficiency with one of
the following skills of your choice: History, Insight,
Performance, and Persuasion.
Timekeeper. You always know the precise time of day on
your current plane of existence.
Vigilant. When you would fall asleep, you remain aware of
your surroundings. You appear inert but you aren't rendered
unconscious.

Chapter 1 | Races of Vernestus


4
Ibakyubakog Warforged
From a distance, they look more like a shambling form of Flared with elegant gnomish motifs and armed with the
shapes than people with rich personalities and a fondness of mightiest of weapons, warforged are well deserved of their
others. Ibakyubakogs are the discarded childhood toys of namesake. Crafted by rock gnomes, the warforged were
angels living within the RG2. As their guardianship becomes essential in the gnomish power grab known as the War of
unnecessary, they are let free into the Material Plane to find a Establishment. Since then, this synthetic race has reaped the
life of their own and carve their own path through the sandy benefits of gnomish ingenuity and have developed as a culture
deserts within. and society of their own. Bereft of their original soldier roles,
Now, they've established their own societies, mainly within many warforged have become laborers or mercenaries to
the boggy swamps of Vernestus' interior. The ramshackle make a living.
town of the Lost Toy Chest is where most ibakyubakogs call Ability Score Increase. Your Strength score increases by
home; a strange place on the fringes of becoming a myth. 1.
Ibakyubakogs have natural healing abilities. This makes Integrated Weapon. Choose a weapon that lacks the two-
them excellent caregivers, especially for tending to children, handed property. You are proficient with the weapon you
as although they are bots, they aren't very foreboding. choose, and it is integrated into either your left or right hand.
Ability Score Increase. Your Wisdom score increases by 1. You can use a bonus action on your turn to transform your
hand into the weapon or the weapon back into your hand.
Celestial. You can speak, read, and write Celestial. Weapon of War. When you reduce a hostile creature to 0
Holy Guardian. Your people were built as guardians, and hit points with a weapon attack on your turn, you can make an
as such you are equipped to deal with life threatening additional weapon attack as part of the same action.
emergencies. As an action, you can summon a number of Once you use this feature, you can't do so again until you
healing orbs equal to your Wisdom modifier (minimum of 1), finish a long rest.
which orbit around you. As a bonus action, you can channel
the magic from an orb, causing a creature of your choice
within 5 feet of you to regain 1d4 + 1 hit points. After
channeling an orb, it is destroyed. Any unused orbs vanish
after 1 minute. Your healing orbs have no effect on constructs
or undead.
Once you use this feature, you can't do so again until you
finish a short or long rest.
Youthful Link. You have advantage on any ability checks
using Charisma to interact socially with humanoids that
haven't reached maturity.
The main advantage that a cragfar possesses is their ability
to glide along vertical surfaces made of stone, referred to as
"stonewalking." Such an ability allows for a cragfar to treat a
cliffside as solid ground, as long as they never detach their feet
from the stone. In regards to falling, many cragfar adorn
themselves with makeshift gliders fashioned out of rope and
feathers. A skilled cragfar can maneuver their body back
towards the cliff in time with the use of a glider to prevent any
injuries.
Resources are sparse amongst the Sheets of Tectonica,
forcing cragfar living there to use what little resources they do
have sparingly. Objects such as the bones of the dead and
inedible food parts are turned into clothing and tools. The
Sheets of Tectonica are unable to support plant life, so cragfar
must eat items such as fungi and insects as staples to survive.
Federated Enclaves
Cragfar civilization is organized into two levels, those being
the enclave and the federation. Enclaves are equivalent in size
to small towns, each having a specialization of their own, such
as smithing, training mounts, clothing production, or holding
administrative positions. Enclaves act as organs to a
federation, the overarching tribe, drawing on the unique
resources provided by each enclave. Banded together,
federations hold a fearsome amount of power due to the
efficiency of the system and the might of the cragfar.
Enclave Motifs
As part of cragfar culture, individuals will adorn their bodies
with dyes according to the style of their enclave. The
particular designs depend on the history and specialty of the
enclave. You can use the Enclave Motifs table to determine a
motif for your cragfar character.
Enclave Motifs
Cragfar d8 Enclave Motif
Charm. You are covered in simple, charming shapes
Hum drum, hum drum — 1
painted in bright colors.
This is how the cragfar run.
-Hanadi the Songstress, Children of the Desert Conformity. You were raised amongst members of
2 another race. Your markings relate to a foreign
Hearty screams can be heard as droves of cragfar leap from culture, if you have any markings at all.
atop mile high cliffs, plunging into battle from above. Cunning. Your enclave emphasizes mental acuity. Your
Hundreds of warriors open their makeshift wings and circle 3 head is adorned in complex purple and pink markings
like vultures while hurling spears at the enemy below. Cragfar to resemble your intellect.
are a people imbued with the magic of elemental earth,
making them naturally rugged and ready for war. Elegance. You have markings of shimmery silver or
4 white lines and circles that lack any unnecessary
complexity.
Elemental Natives
Glamour. You are covered in brightly colored, flashy
Cragfar originated in the Sheets of Tectonica – manifestations 5
markings that easily draw the attention of others.
of the wealth of magic found on the elemental Plane of Earth.
The Sheets of Tectonica are boundless vertical cliffs with a 6
Might. Streaked with war markings of black and red,
slew of dangers found nowhere else, but the most prevalent is your enclave focuses on martial superiority.
the risk of falling. Nevertheless, cragfar are masterfully Obscurity. With dusky browns and sandy oranges,
adapted to deal with these unusual conditions. 7 your enclave's markings are perfect for blending into
your natural environment.
Tradition. You are adorned with traditional tribal
8 markings and are covered in baubles made of feathers
and bones.

Chapter 1 |Races of Vernestus


6
Cragfar Names Gem Cragfar (Duskrinde)
A cragfar has a name given to them at birth by their elders, The duskrinde are renowned for their warmongering nature
typically containing unique and harsh sounding syllables. A and unfathomable brutishness. They are greatly in tune with
cragfar also has an enclave name, which functions as a the elemental power of earth, lending their might to this
surname, and has some meaning in the Terran language. All connection.
cragfar of a given enclave share the same enclave name. Duskrindes often have dusky gray or black skin.
Additionally, the hair, shoulders, and arms of a duskrinde are
Male Names: Aharaka, Jrort, Lithor, Maekra, Mortow, Omis, covered in gems. These gems grow along with the duskrinde,
Oztu, Portrek, Qagar, Rubra, Scarazzi, Tok, Zedfarde, meaning that elderly duskrindes that have retain their gems
Zokkolo naturally amass a collection of wealth.
Female Names: Absihot, Daesik, Fenike, Gomisi, Kemo, Ability Score Increase. Your Constitution score increases
Larken, Linekin, Mik’atao, Myrkett, Pinia, Quee, Volkiki, by 1.
Zayas Brawn. When you make an attack roll with a simple or
Enclave Names: Astilliakka (Starseer), Dyawajak improvised melee weapon, you can choose to add 1d6 to the
(Strongleader), Errifinj’wan (Wayfarer), Liarrayan attack roll. You can wait until after you make the attack roll
(Proudwarrior), Nana'u'ryxal (Scorpionrider), Ryanar before deciding, but you must decide before the DM says
(Gemscout), Xr’akul (Spearmaster) whether the attack hits or not. On a hit, you deal an extra 1d6
damage.
Cragfar Traits You can use this ability a number of times equal to your
Your cragfar character has intrinsic abilities that allow them Strength modifier (minimum of 1), and regain all expended
to live in barren, rocky enclaves. uses of this ability when you finish a long rest.
Ability Score Increase. Your Strength score increases by Duskrinde Weapon Training. You have proficiency with
2. improvised weapons.
Age. A cragfar reaches physical maturity around the age of Stone Studded. Your body is covered in 4d6 precious
40, and the eldest of cragfar can live to be 400 years old. stones, each worth 5 gp. Once a stone is removed, it doesn't
Alignment. Due to the hierarchical structure of cragfar regrow.
society, cragfar are almost always lawful. Discipline and Nomad Cragfar (Netterinde)
obedience are core values instilled in cragfar as infants and Netterindes exist in the deserts of the Material Plane, treating
maintained as tenets in the military and elsewhere. the duskrindes of the Plane of Earth as distant ancestors.
Size. Cragfar typically stand slightly taller than 5 feet, Federations consisting of netterindes have foggier boundaries
rivaling the height of dwarves. Your size is Medium. than those of their brethren, although netterindes tend to have
Speed. Your base walking speed is 30 feet. closely knit enclaves that travel together as nomadic groups.
Stonewalk. You can move up, down, and across vertical These cragfar are able to sprint across vast expanses of
surfaces and ceilings made of stone while leaving your hands deserts in the search of oases without risking exhaustion.
free. The bottoms of your feet must be exposed to use this Netterindes have orange, yellow, and brown sandy colored
ability. skin, allowing them to blend in with the desert around them.
Sturdy. As a reaction to being forcibly moved by an attack As they are native to the Material Plane, they are able to
or spell, you can brace yourself and remain in place. Once you harvest greater amounts of resources than those that are
use this ability, you can't do so again until you finish a long found in the Sheets of Tectonica. Netterindes often enjoy
rest. adorning themselves with jewelry, trinkets, and fine clothing
Languages. You can speak, read, and write Common and when given the chance.
Terran. Ability Score Increase. Your Wisdom score increases by 1.
Subrace. Likely depending on your place of birth, you Desert Stride. While you are standing on sand, you can use
belong to one of two subraces of cragfar: gem cragfar or a bonus action to cause the sand to propel you up to 10 feet in
nomad cragfar. Choose one of these subraces. any direction.
Endurance Runner. Your base walking speed increases to
35 feet. Additionally, you can travel for 12 hours in a day
before risking exhaustion.
Nomadic. You gain proficiency with two of the following
skills of your choice: Athletics, Nature, Perception, and
Survival.

Chapter 1 |Races of Vernestus


7
Divine Union
Cyborg Cyborgs as they appear in modern culture are staples of
The old bird perched atop the tile rooftop, fighting off the science fiction and futuristic settings. In the fantasy setting of
shivers with a heavy winter blanket. He trained his rifle Vernestus, cyborgs are the result of a blessing from the god of
through the villa window, where he saw the shadowy the constructs, RG2, in an act known as the Union.
silhouette of Moyle. Ignoring the sights of the firearm, the Union, in the eyes of constructs, was an act of appreciation
aperture of his eye fluttered until his target came into focus. bestowed upon the organic beings from RG2. RG2 took notice
The old bird clicked back the safety and pulled the trigger. of how sentient organic beings acted and contextualized
"SKREEEEE!" themselves in the scene of the universe, and admired their
Overjoyed at his success, he disappeared screeching into tenacity. Union allowed these beings to merge with
the night. constructs, creating hybrids known as cyborgs. Cyborgs share
-Ruffle the Kenku, Fable of the Screecher the strengths of both their original race and constructs, while
carrying little or no downsides of either half. Cyborgs are
By the likes of a mad wizard, divine blessing, or elemental hardy and resilient to the elements while also retaining what
fusion, cyborgs arise when a fleshy race is stitched together makes their original race unique.
with the parts of a construct. Although the ability of these two
mediums of life to work together may seem dubious, they do Company with Misfits
in fact hold water thanks to the blessing of the RG2 upon all Some cyborgs aren't able to fit in with any particular society,
of sentient organic life. Cyborgs often have a difficult time instead existing in a dichotomous state between their base
finding their way in life, as they are split between two race and bots. They have chosen to become cyborgs because
disparate and contrasting worlds. they feel as though they should have been bots all along.
These misfit cyborgs form groups of their own out of
solidarity for their shared anguish.

The Cy-Hearth Guild


The Cy-Hearth Guild is an organization composed
of cyborg artisans that operates throughout the
Crown. At guild locations, one can find rows of
artisans that specialize in nearly any craft
imaginable. If your party needs assistance on an
obscure topic, such as training to craft masterwork
firearms or deciphering the occult musings of a
long forgotten devil lord, consider visiting the Cy-
Hearth Guild.
Tiefling Cyborg. If you want to play a tiefling cyborg,
Complications modify the tiefling's Ability Score Increase to the following:
Cyborgs are inherently complicated beings — fusions of two Your Intelligence and Charisma scores each increase by 1. You
disparate lifeforms, flesh and metal, jury rigged together into a also lose your Hellish Resistance feature.
single body. Although it is uncommon, a cyborg may suffer Triton Cyborg. If you want to play a triton cyborg, modify
from a complication that originates from their contrasting the triton's Ability Score Increase to the following: Your
body types. A complication may be benign, or possibly life Constitution score increases by 1, and your choice of your
threateningly serious if left unchecked. You can use the Strength or your Charisma score increases by 1. You also lose
Cyborg Complications table to determine a complication for your Guardians of the Depths feature.
your cyborg character. Undergolem Cyborg. If you want to play an undergolem
cyborg, modify the undergolem's Ability Score Increase to the
Cyborg Complications following: Your Strength and Wisdom scores each increase by
d6 Complication
1. You also lose your Touch of Transmutation feature.
1
Your organic and construct halves have different Cyborg Traits
personalities, each taking control on alternating days.
Regardless of how you acquired your cyborg components, you
2
Your bot components randomly shock nearby share the following traits with all others of your kind.
objects. Digit. You can speak, read, and write Digit.
You have a loose valve that leaks a bodily fluid unless Partial Construct. You have advantage on saving throws
3
it is meticulously maintained. against poison and disease. Additionally, you do not need to
You suffer chronic pain at the boundaries between
eat or drink, although you may do so if you wish.
4
your flesh and your bot parts. Skill Specialty. You gain proficiency in one skill of your
choice. Your proficiency bonus is doubled for any ability check
5 You don't experience one or more emotions. you make that uses this skill.
6 Your appearance is scary or grotesque to non-bots.

Making a Cyborg Character


The cyborg subrace can be applied to any race that has a
subrace, and replaces the race's existing subrace options.
Additionally, you can apply this new subrace to a race without
subrace options using the modification options provided
below. Cyborgs typically have names in accordance with their
base race.
Racial Adjustments
For races that don't have subrace options, taking on the
cyborg subrace means making changes to your character's
base traits, as follows.
Dragonborn Cyborg. If you want to play a dragonborn
cyborg, modify the dragonborn's Ability Score Increase to the
following: Your Strength and Charisma scores each increase
by 1. You also lose your Damage Resistance feature.
Half-Elf Cyborg. If you want to play a half-elf cyborg,
modify the half-elf's Ability Score Increase to the following:
Two ability scores of your choice increase by 1. You also lose
your Skill Versatility feature.
Half-Orc Cyborg. If you want to play a half-orc cyborg,
modify the half-orc's Ability Score Increase to the following:
Your Strength and Constitution scores each increase by 1. You
also lose your Menacing feature.
Human Cyborg. If you want to play a human cyborg, modify
the human's Ability Score Increase to the following: Two
different ability scores of your choice increase by 1.
Kenku Cyborg. If you want to play a kenku cyborg, modify
the kenku's Ability Score Increase to the following: Your
Dexterity and Wisdom scores each increase by 1. You also
lose your Kenku Training feature.
Sundrian Cyborg. If you want to play a sundrian cyborg,
modify the sundrian's Ability Score Increase to the following:
Your Dexterity and Constitution scores each increase by 1.
You also lose your Heat Tolerance feature.

Chapter 1 | Races of Vernestus


9
Variant Dragonborn Traits
Not all of the Vernal dragonborn share traits strictly
in common with the dragonborn described in the
Player's Handbook. Since dragonborn in the setting
of Vernestus come from the Plane of Air, they
possess wings to navigate the endless streams of
jet currents found there. When creating a
dragonborn character, you can use the following
traits instead.
Ability Score Increase. Your Strength score
Dragonborn increases by 1, and your Charisma score increases
by 2.
"The oath I swore I shan't soon forget." Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
-Gambex the Unbridled, dragonborn paladin Breath of the Wind. You have large, draconic
In Vernestus, and indeed in most settings where dragonborn wings that act in response to wind. When you start
reign, the mighty beasts are symbols of majesty, strength, and your turn within an area of high wind or enter high
wind on your turn (such as within the wind wall
passion. Although they aren't a people native to Vernestus, spell), you gain a flying speed of 50 feet until the
they are revered as oddities and welcomed with open arms. end of that turn.
Additionally, your wings are excellent for gliding.
Wardens of Wind When falling, you can move up to 2 feet
Dragonborn were created from the same elements as dragons horizontally for every 1 foot you descend, and you
from the Plane of Air. They revere Aus as their creator, and can subtract up to 100 feet from the fall when
calculating fall damage as long as you aren't
believe they were once dragons that were given a permanent incapacitated.
humanoid form so they could mingle with civilization. Draconic Ancestry. You have a draconic ancestry.
Common amongst dragonborn are virtues such as Choose one type of dragon from the Draconic
friendliness to outsiders, a curiosity of those unlike Ancestry table, found on page 34 of the Player's
themselves, and mercantilism, which is a result of wishing to Handbook. Your breath weapon and damage
integrate themselves within the cities of others. resistance are determined by the dragon type, as
In fact, a great majority of the dragonborn residing in shown on the table.
Vernestus live within the Capital Spire trading foreign spices, Breath Weapon. You can use a bonus action on
magical secrets, mesmerizing trinkets, fanciful clothing, and your turn to exhale destructive energy. Your
the like. Dragonborn items are so popular that well-to-do draconic ancestry determines the size, shape, and
customers practically eat out of the hands of the outlandish damage type of the exhalation.
merchants. When you use your breath weapon, each creature
in the area of the exhalation must make a saving
throw, the type of which is determined by your
Socially Unattached draconic ancestry. The DC for this saving throw
Despite their raving popularity, dragonborn have a distinct, equals 8 + your Charisma modifier + your
slightly off-putting reptilian mind that prevents them from fully proficiency bonus. A creature takes 2d6 damage on
meshing with the other races. They may have great success at a failed save, and half as much damage on a
stunning onlookers and selling their goods, but only rarely successful one. The damage increases to 3d6 at 6th
does a dragonborn form any meaningful, emotional level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use
relationship with those other than their kind. it again until you complete a short or long rest.
Dragonborn living in the cities of Vernestus form inclusive Damage Resistance. You have resistance to the
communities of their own kin, which are somewhat damage type associated with your draconic
reminiscent of the clans they once inhabited elsewhere. ancestry.
Family ties are strong in the dragonborn. They usually stay Languages. You can speak, read, and write
close with their relatives, working alongside each other and Common and Draconic.
passing down wisdom to their younger family members.

Chapter 1 | Races of Vernestus


10
One day, dwarf flavor text will go here
One day, elf flavor text will go here
Genasi
"From my abode to the edge of my vision, I see not but scars
and tumbleweeds. I say, let the earth drink!"
Vardelle, water genasi wizard
Genasi are the most common folk that can be found
throughout the Crown of Vernestus. They originated from the
elemental chaos that bore the planes of existence, and the
genasi continue to utilize their elemental ties to manipulate
the Material Plane to their liking.
Out of this World
Genasi are a people with ties to the four elemental planes: the
Plane of Air, the Plane of Earth, the Plane of Fire, and the
Plane of Water. Genasi are a people of their own in Vernestus,
unlike some genasi of other Dungeons & Dragons settings
where they are the offspring of genies. Legend says that the
genasi, or some form of them, were in existence since the
beginning of the universe when chaos gave way to the
elemental planes. Genasi societies across the planes are as
diverse as all other races combined. Despite their differences,
each subrace of genasi are known for their determination and
triumphant perseverance.
The genasi were the first people to form spellcasting into a
science. The most sacred and powerful tomes of arcana were
written by progenitor genasi that committed their sorcerous
studies to written word. The genasi's long history of wizardry
has engendered some of the mightiest wizards to have ever
lived, such as Nos Sapphos, the fire genasi that turned the
seas of Vernestus into empty desert by opening a gigantic
portal to the Plane of Fire.
A People United
When the Material Plane was formed by the RG2 at the
beginning of the First Era, the genasi were among the first
peoples to settle its land. When they came across others, they
Variant Earth Genasi Traits made peace with gifts of magical items and the secrets to
arcane spellcasting. Genasi are generally liked by members of
The statistics for the earth genasi presented in the
Elemental Evil Player's Companion doesn't quite
the other races due to their generosity and investments. If a
meet the power level of the other subraces. When
kingdom is starving, plagued by spies, or facing hardships,
creating a genasi character in Vernestus, you can they can generally rely on the genasi to have their back.
use the following traits instead.
Ability Score Increase. Your Strength score Changing Landscapes
increases by 1. Genasi explorers entered Vernestus some time after the
Earthen Resilience. When you take bludgeoning beginning of the Second Era in order to take advantage of the
damage, you can use your reaction to gain
resistance to that instance of damage.
unexplored land south of the mountains. Most had good
You can use this trait a number of times equal to intentions, but some, like Nos Sapphos, desired conquest.
your Constitution modifier (minimum of once), and Nos Sapphos boiled the Vernal Sea away, creating the
regain all expended uses when you complete a long Desneran Desert, in order to create an environment more
rest. palatable to the fire genasi.
Earth Walk. You can move across difficult terrain Vernestus' capital city, Capital Spire, is a marvel of genasi
made of earth or stone without expending extra engineering. Capital Spire was once a hunk of the Real God
movement. Machine cast into the Material Plane. Each subrace of genasi
Will of Stone. You know the mold earth cantrip. made contributions to the site in order to make the spire
Once you reach 3rd level, you can cast the earth habitable. The water genasi made a river flow down the spire,
tremor spell once with this trait as a 1st-level spell, the earth genasi made a supporting pillar for the spire and
and you regain the ability to cast it this way when built homes, the air genasi opened trade from the agricultural
you finish a long rest. Constitution is your
spellcasting ability for these spells.
Plane of Air to the city, and the fire genasi built defenses and
formed a garrison to protect the city.
Gnome
"I walked into the Copper Pipe, and whaddaya know, that
rotten Nogar was there and drunk and angry like usual. The
big guy comes over and has the audacity to take my prosthetic
arm and dangle it over my head and wouldya believe it he
started demanding ransom money of me. Well, no problem I
say, 'cause I pulled out my handy six shooter and after he
dropped my arm I had him dancing out of the saloon like a
whelp monk on the coals for the first time."
-Red Gogackle, gnome trickster
Once upon a time, gnomes lived deep within forests or far
underground, going unnoticed and neglected by the people of
the land. Since their victory in War of Establishment, a war
brought upon by the gnomes to gain recognition, gnomes are
some of the most powerful players in Vernestus.
Once Forgotten
Before the modern times of Vernestus, the two subraces of
gnomes, the forest gnomes and the rock gnomes, led very
similar lives. Underestimated and shunned by the other races,
the little gnomes had no land of their own and produced no
goods that anyone cared about. They kept to themselves in
undiscovered groves or shallow caves, tending to each other
and their families and hoping that no prefecture or township
would remove them from their homes.
Even according to gnomish myths, they were invisible to the
gods. At a confluence of the breath of life Aus was exhaling
into the universe and the surge of knowledge permeated by
Mis, a hiccup occurred in a valley north of Vernestus. There,
shrubs and stones in the valley became the first forest and
rock gnomes. Created on accident, the unaccompanied
gnomes fended for themselves, using their wits to eek out a
ramshackle society in the shadows.
Variant Rock Gnome Traits
Rise to Power Since rock gnomes are closely associated with the
rise of technology in Vernestus, many are trained in
The clandestine life of gnomes changed when a rock gnome the craft from a young age. If you are creating a rock
by name of Tom Gillycrest invented the first firearm. gnome character in Vernestus, you can replace your
Suddenly, the gnomes had an edge in combat that none others Artificer's Lore trait with proficiency with an
possessed. At the behest of his forest gnome detractors, industrial weapon of your choice.
Gillycrest went on to develop the warforged and soon plunged
the whole of Vernestus into the Gnomish War of
Establishment.
To some, Gillycrest is revered as a hero and idol. Rock
gnomes, especially, enjoy the fruit of his labor as they have A Great Divide
ascended to the ruling class. Warforged have Gillycrest to
thank for their very existence, and many others strive to match The first recipients of the rock gnomes power were the forest
his mechanical ingenuity. However, the majority of peoples gnomes. The forest gnomes were defenders of their old way of
cast a dark shadow on Gillycrest. In the War of life, having preferred to live simply in nature. The forest
Establishment, many thousands of humans were killed, gnomes were the first to launch technological rebellions when
reducing them to a small minority in Vernestus. The rule of firearms were being distributed amongst the rock gnomes,
genasi across the prefectures was dismantled and replaced by but they failed to evaluate the newfound strength of their kin,
gnomes, and when they rallied in rebellion, the genasi and leaving many of them dead. Nowadays, luddite forest gnomes
their allies were also slaughtered. Tensions after the war have lead the ever growing contingency of those who oppose the
since lessened, but an underlying resentment lingers in the widespread use of firearms and bots.
minds of many. None resent the rock gnomes more, however,
then the forest gnomes.

Chapter 1 | Races of Vernestus


14
One day, halfling flavor text will go here
Human Human Deities
"They watched upon me from the sky. I could feel each and Humans don't typically worship the pantheon of Jeevalla. They
every one of their gazes meet my face." have their own traditional pantheon of gods that they devised
before intermingling with the other races. Below are some of
-Elder Orn, human shaman the most common human deities.
Humans were the first inhabitants of Vernestus, existing for Human Deities
thousands of years before making contact with colonizers of Deity Suggested Domains
the other races. Modern humans struggle to maintain their
traditional identity amongst the swirling melting pot of Anubis, god of judgement Grave, Death
Vernestus. Aphrodite, goddess of love Light
Natives of the Vern Ares, god of war War
Before Vernestus was transformed into a desert wasteland by Artemis, goddess of hunting Life, Nature
Nos Sapphos, it was a dense jungle wedged between Athena, goddess of wisdom Knowledge, War
mountains to the north and a boundless sea to the south. This
is the land, called the Vern, that humans called home for Dionysus, god of wine Life
centuries. Remnants of the Vern jungle remain in the bayous Hades, god of the underworld Death
of central Vernestus, where much of the human population of
the kingdom can be found as well. Imhotep, god of crafts Forge
Humans had to withstand intense perils in order to survive Loki, god of trickery Trickery
in the Vern. A wrong step in the jungle could spell death, so
the humans had to get crafty to stay alive. Ancient humans Odin, god of knowledge Knowledge
were very closely tied to the spirits found within and amongst Poseidon, god of the seas Tempest
the land, and could use them to navigate the dangers of the
land. Adept shamans would routinely call upon nymphs, Set, god of the desert Tempest, Trickery
dryads, and the spirits of ancestors for guidance. Humans Thor, god of thunder Tempest, War
developed a method of spellcasting similar to the magic used Zeus, god of the sky Tempest
by warlocks by drawing upon the power of these spirits and
manipulating it into the form of spells. Due to their
maintained historical and cultural contact with spirits,
humans nowadays often use their knowledge to become
necromancers or seers.
Followers of the Giga
Traditionally, humans have lived in accordance with the Giga.
According to human shamans, each Giga was constructed by
a separate deity as an avatar to enact their bidding on the
mortal realm. Societies were led by oracles that would speak
for the Giga. These warlocks would instruct the masses how
to follow the will of the gods, and they were revered as chosen
ones.
Waning Identity
Since the end of the First Era, humans have been left to the
wayside as the gnomes, genasi, and other races have come to
occupy Vernestus. They have been displaced from their
original land and forced to be incorporated into the mixing pot
of the Second Era Vernestus culture. Humans living in the city
centers of the Crown struggle to hold onto their ancestral
practices.
The holdouts of human culture practice far away from
populated areas of the Crown, such as the remnants of the
Vern or the barren Badlands. Most of these vestiges are
unwelcoming to visitors, for fear of losing what little they have
left.

Chapter 1 | Races of Vernestus


16
Wild Kenku Subrace
Kenku
In Vernestus, there are two subraces of kenku: the "I told you the truth all those years ago, Rango. I am, in fact, a
urban kenku and the wild kenku. The kenku very bad bird."
described in Volo's Guide to Monsters perfectly -Sizzle, fiery kenku warlock
portrays the urban kenku of cities such as Capital
Spire. You can use the following traits for creating a Vernal kenku are like their cousins in other settings in that
wild kenku character, which replaces the kenku's they are the perfect conniving cutthroats, with their ability to
Expert Forgery and Kenku Training traits. Wild kenku mimic any sound they have heard. However, kenku living in
have gaudier plumage than their urban Vernestus thrive in both the untamed wilds and in dense
counterparts, which lets them stand out amongst urban environments, making them effective generalists
the drab browns and greens of Vernestus' many working throughout the land.
swamps and deadlands.
Big Crop. You have an expansive crop which is Ancestors of Air
useful for storing items. Your crop has a storage
capacity of 1 cubic foot. You can consume items Long ago, when humans were the only sentient creatures
such as food or potions from your crop while walking among the Material Plane, the kenku kingdom of
keeping your hands free. Aetherin sprawled over the Plane of Air. Entire villages built
Natural Survivor. You gain proficiency in the out of lighter-than-air stone floated about on whispy clouds,
Survival skill. steered by the jet currents of the plane. Aetherin, the
Tools of the Wild. You gain proficiency in one of mightiest kingdom to ever control territory in the Plane of Air,
the following artisan's tools of your choice: met its fate when the magical barriers opened the realm to
cartographer's tools, leatherworker's tools, potter's the Material Plane. The kingdom was divided between
tools, weaver's tools, or woodcarver's tools. You
add twice your proficiency bonus to any check you
expansionists and abstainers, and eventually fell to rebellion.
make with the chosen tools. Today, nearly all kenku exist within the Material Plane, as
their ancestors have since moved there and become adapted
to the more moderate climate. They typically live in kenku-
only communities, emulating flocks of birds.
Freedom of the Birds
Unlike in some settings that feature kenku, the kenku of
Vernestus are not the subject of a horrid curse that hinders
creativity or free-thinking. Vernal kenku can be as innovative
as a member of any other race, and they aren't limited to
mimicry when speaking. In fact, some of the brightest minds
to be found in Vernestus are kenku, although they typically
use their cunning for nefarious purposes.
Skillful Operatives
Kenku are naturally quick learners, and can pick up new skills
with ease. Combined with their sense of loyalty to the flock,
kenku make ideal followers for those in need of manpower.
Although kenku are able to become master artisans,
adventurers, and explorers, oftentimes they are found
enacting the bidding of some ring leader as their minions.
Espionage is practiced by many ill-meaning kenku,
especially those found in cities. Their dark plumage, keen
eyes, and flawless mimicry allows them to sneak about and
get away with crimes. In the merchant districts of Capital
Spire, one can find a kenku spy for hire without much
difficulty, as they are eager to sort out disputes in exchange for
some shiny coin.
One day, orc flavor text will go here
Sundrian
"Ouch!" yelped Melnspur. "You said it wouldn't hurt!" As the myth goes, Lok, the god of trickery and
"You misheard me," said Mr. Jarum. "I said that it definitely troublemaking, had grown bored of his usual antics of teasing
would hurt. Now sit still, there's three more to go." With a mortals and prodding at the other gods. He looked down upon
rather unscrupulous jerk, Mr. Jarum ripped another spine out the material realm and saw all the feats of the creations of the
of the squire's arm. deities. RG2 had solidified the planet in place, Aus had
created the plants and wild animals, Mis had breathed
"Aaach!" sentience and magic into the world, and Lok had only
-E.L Gardurman, Tales from the Penultimate Sunset contributed contrived chaos. Wanting to make his own mark
A thunderous creak is heard in the desert, as if a gargantuan, on the world, he surveyed the land for the only place that was
decrepit door is closing. It's the sound of a sundrian pirate left untouched by the other deities. Finally, he settled on the
ship cresting over a sandy dune, heavy with the weight of a desert, and he created the sundrians to spread throughout the
bounty of gold. Sundrians are natives to the deserts world and cause chaos in his name. When the Vernal Sea
surrounding Vernestus who look towards the sand blowing in boiled away, the sundrians crossed the newly created desert
the wind to direct them in their nomadic ways. into the vulnerable underbelly of Vernestus.
The period of time that followed became known as the
Trickster Origins Desert Rumble. All establishments bordering the desert were
plagued by the sundrian immigrants. The Rumble was brief
Sundrian culture contains close ties the Aus, the goddess of however, as the sundrians were weak compared to the other
wisdom, life, and nature. Naturally, this is the case, because races of the time. The sundrians were defeated, and went
sundrians look and act like cactuses. The desert dwelling race about their nomadic lifestyles in the desert.
are excellent at retaining water, they live in harsh
environments, they grow thorns, and they produce seedlings. Merchants and Plunderers
Thus, many sundrians worship Aus, the mother of plants, as There exists and old saying among the people of bordertowns
their patron deity. However, sundrians shun the actual origins along the Desneran desert. "When a sundrian isn't
of their race, as their beginnings sit unwell in the minds of plundering, they're selling the goods they plundered." One
other races. would be lucky to travel through the desert without spotting a
sundrian pirate barge, and even luckier to pass such a vessel
with all of their belongings still on their person.

Chapter 1 |Races of Vernestus


19
It is no more than a stereotype that sundrians suffer that Sundrian Traits
most of them are cutthroat pirates waiting for an opportunity
to steal your items. In fact, many are humble merchants that Born from the drifting winds of the desert, you share certain
fairly trade in exotic wares. traits in common with all other sundrians.
Ability Score Increase. Your Dexterity, Constitution, and
Blooming Flowers Intelligence scores each increase by 1.
Age. Sundrians are considered to reach maturity by the age
The greatest distinguishing factor between sundrians is the of 8, when they sprout flowers from atop their heads. The
impressive floral displays atop their heads. Up until the age of eldest of sundrians can live to almost 200 years of age, but
maturity, the flowers remain as unopened green buds. The usually live to be around 100.
blooming of one's flower is a celebrated day in the life of a Alignment. Bereaved by other races, sundrians struggle to
sundrian, an occasion of higher importance that one's see the wellbeing in the world, and are thus rarely good
birthday. aligned. Sundrians meander through the desert, literally going
In some sundrian cultures, younglings prepare for their with the flow of the wind, and driving many sundrians towards
blooming in a coming of age ceremony known as the Match of neutrality. Between pirate marauders and vigilantes, all
the Flower. Participants drink potions of blooming and engage alignments can be found amongst the sundrians, however.
in wrestling competitions, with the victor being rewarded with Size. Sundrians stand as tall as humans, but are often more
a handsome sum of coin and land to call their own. physically imposing. Your size is Medium.
Sundrian Personality Speed. Your base walking speed is 30 feet.
Desert Training. You have proficiency with land vehicles
Having been created by a god of pranks and tricks, it is no and two weapons of your choice.
wonder that many sundrians retain an innate quirkiness, Dune Rider. You have advantage on all Dexterity saving
regardless of their lifestyle. You can use the Sundrian Quirks throws and Dexterity (Acrobatics) checks made to resist
table to determine a quirk for your sundrian character. falling prone.
Heat Tolerance. You have resistance to fire damage.
Sundrian Quirks Mirage. You can cast silent image once with this trait
d8 Quirk without requiring material components. Once you cast silent
You eagerly take on quests, no matter how small the image in this way, you can't do so again until you finish a long
1
reward is. rest. Constitution is your spellcasting ability for this spell.
Spines. You deal piercing damage equal to half your
2 You use mirages and illusions to get away with theft. Constitution modifier, rounded up (minimum of 1) when you
3
You suffer from a case of wanderlust and must grapple a creature or when another creature grapples you.
ceaselessly explore the unknown. Languages. You can speak, read, and write Common,
You meticulously sharpen your thorns and hate when
Auran, and Terran. In normal speech, sundrians speak their
4
they become blunt. own dialect of Primordial, a mix between Auran and Terran.
5 You always rely on the same, dusty old weapon.
You seek out meals that are spicier and more exotic
6
than your last.
You undeniably love the feeling of soft sand between
7
your toes.
You always radiate happiness, even in the most dire
8
of situations.

Sundrian Names
Sundrians are an androgynous race, and thus lack gender
specific names. Names are chosen from the sundrian's unique
dialect of Primordial, and are often conserved within families.
Family names are typically derived from the occupations of
the family's ancestors.
Sundrian Names: Agalder, Bathanai, Desnera, Fel, Gorelda,
Grith, K'nithka, Nethai, Ragdid, Rampark, Themien,
W'nartan, Yelod, Yembora, Yugdeth, Zeke
Family Names: Baloranegdi (Bigflower), Degdark'neld
(Clothseller), Kontarzekper (Cointaker), Prickelamanai
(Thornwrestler), Yarheldbarnem (Dunecrester)

Chapter 1 |Races of Vernestus


20
One day, tiefling flavor text will go here
Triton
"Some holy water will do, yeah. But bring a trident just to be
safe."
-Lady Telyarn, triton gravekeeper
Tritons are valiant folk hailing from the Plane of Water where
they scrounge a living at the depths of the endless ocean. Life
is bleak, especially since the tritons live in the shroud of the
demon Xoen the Deepest.
Death from Below
In the olden days of the First Era of Vernestus, the tritons
lived in the vast Vernal Sea, where they flourished alongside
innumerable species of marine life. They considered
themselves protectors of the ocean's bounty, thwarting any evil
doers that tried to exploit the rich resources of the sea. When
the sea dried, however, the displaced tritons were forced to
find a new home.
Nowadays, tritons live on the sea floor on the Plane of
Water in sprawling underwater cities. In Vernestus, they are a
solemn people. Death constantly looms over the head of the
tritons, as somewhere beneath the sea floor is the domain of a
demon of cosmic power, known as Xoen the Deepest. The
triton's proximity to Xoen has direct effects on their lives.
Triton infirmaries are consistently full, as they are quick to
catch disease, and even the fittest of their warriors become
gaunt and blackened. The dead need constant tending, lest
they rise again as zombies or skeletons.
To stave off the grasp of death from the evil demon, most
tritons train as monks or clerics. By praying to Aus and
training the body, tritons can sustain themselves within the
aura of Xoen far longer than they would be able to otherwise.
Clerical Guidance
In the city of Capital Spire, tritons typically make a living by
dispensing clerical guidance to those who seek it. Tritons fill
the roles of priests and priestesses, fortune tellers,
gravekeepers, consultants, and all other manners of religious
Variant Triton Traits professions. Tritons may only stay within the city for part of
the year and switch out with a triton living in the Plane of
Since the triton of Vernestus are always near the Water to give them a respite from the gloom. Oftentimes these
grasp of death, many develop their spellcasting
talents from a young age to stay healthy. When you
tritons make themselves available to adventurers as healers in
make a triton character, you can choose to have the
exchange for coin.
following trait, which replaces your Control Air and
Water trait. Distrust of the Crown
Clerical Magic. You can cast false life with this When dealing with the triton, the Crown of Vernestus treats
trait as a 1st-level spell. Starting at 3rd level, you the fishfolk with scrutiny and distrust. Rumors and prejudice
can cast lesser restoration with it, and starting at have cemented the triton in the minds of the Crown as being
5th level, you can cast feign death with it. Once you
cast a spell with this trait, you can't do so again
spoiled with undeath. Those tritons practicing their crafts
until you finish a long rest. Charisma is your
within city walls are often faced with a litany of fines,
spellcasting ability for these spells. accusations, and limiting stipulations. Needless to say, this
has lead many tritons to reflexively dislike the rulers of the
Crown.

Chapter 1 | Races of Vernestus


22
In some cases, the gaana of an undergolem may be broad or
vague, such as "rid the world of evil" or "find your place
Undergolem among the people." In such cases, undergolems may become
Down below, where trust is spread thin adventurers for their entire lives, never fully accomplishing
Ire, gore, and misanthropy win. their goal. However, sometimes an undergolem's gaana is a
Through the gloom, I see the rock to my church. clearly completable task, such as "kill the evil necromancer to
A guiding hand for which I search. the west" or "assassinate the current high king of the realm."
This is the undergolem. Even when an undergolem completes their duty, they are
-Tim Gusparkle, The Ballad of Below forever changed by the experience, and may opt to not return
to a life of solitude, but instead remain a citizen of the broader
Somewhere, connecting the overgrown grottoes beneath the world.
soil, is an unseen and unheard people known as the
undergolems. Reclusive and ancient, undergolems are Spring of Transmutation
complacent to never venture forth to the surface, and remain Due to their elemental nature, undergolem's are gifted with
in their bleak and dark domain. That is, until an undergolem the power of transmutation magic at birth. With ancestors
is bestowed with their duty, a right every undergolem must originating from the Plane of Earth, undergolems have the
face upon reaching adulthood. Undergolems are elementals capability to manipulate mundane stones to aid them in
tied to the literal earth of Vernestus, originating from the survival.
ground centuries before others settled the area. At birth, their elemental nature isn't fully present, and they
appear as hairy humanoids with pointed ears, reminiscent of
Twilight Caves a baby yeti. As an undergolem is infused with earth magic
Undergolems, known as the "gaana-ib" in Terran, are hulking from their surroundings, their adult body begins to show.
creatures that would normally tower over most of the races Slowly, they replace their hair with gritty stone shards that
across the Dungeons & Dragons multiverse if not for the fact cover their body, with only patches of flesh left over. An
that they live secluded lives under the ground. Upon reaching undergolems weight can triple during the process of lithifying.
the age of maturity, a budding undergolem seeks their own
path in life by departing from their familial home and settling
in a new cave where they will spend a life of hermitage.
The day to day routines of a typical undergolem is simple,
and often includes meditation and tending to fungal gardens.
Many members of the race belong to an order of monks or a
circle of druids, and pass time by quietly serving their
customs.
Undergolems are at home surrounded by rocky caverns and
spiny stalagmites, and have adapted to the subterranean
environment. Only rarely will an undergolem seek company
with other humanoids, and such engagements are usually
only to produce offspring. However, if one who is lost happens
to stumble across the dwelling of an undergolem, they are
notoriously hospitable and willing to help, albeit with some
form of compensation.
Many undergolems keep animal companions to pass the
sunless days with company, as life underground can get quite
lonely.
Awaiting Duty
The most important and sacred part of an undergolem's life is
achieving their "gaana," or "duty" as it's known in Common.
For many undergolems, their duty comes to them in a dream
sometime after they reach maturity, although it may manifest
in many ways. Once a duty has been given, the undergolem's
life changes drastically from their previously reclusive
existence. The undergolem may spontaneously adopt morals
and personality traits that were absent beforehand, and they
feel an innate desire to rush out into the greater world and
fulfill their duty.

Chapter 1 |Races of Vernestus


23
Undergolem Personality Undergolem Traits
Living lives of secluded hermitage, many undergolems lack As an undergolem, you share certain traits with your cave
knowledge of the nuances of social interaction. When an dwelling kin.
undergolem embarks on their life mission, they may be Ability Score Increase. Your Strength score increases by
viewed as bizarre and unorthodox to the average person. You 1, and your Wisdom score increases by 2.
can use the Undergolem Quirks table to determine a quirk for Age. Undergolems reach the age of maturity at the age of
your undergolem character. 50 when they are urged to leave their childhood dwelling and
seek a new cave. Undergolems are relatively long lived, able to
Undergolem Quirks reach the age of 300.
d8 Quirk Alignment. Undergolems are notorious for their neutrality
You are uneasy when you are around creatures larger and their naïveté towards the bigger world. Self sufficient and
1
than you. reclusive, undergolems care little for good, evil, law, or chaos.
However, when an undergolem is struck with their duty, they
2 You enjoy hugs a little too much. may adopt an alignment related to their cause.
You feel uncomfortable being under full sun and Size. Undergolems are fairly tall and heavy set, averaging
3
often seek shade. around 8 feet in height and 800 pounds in weight. Your size is
You prefer to stay silent, even when you are being
Medium.
4
questioned. Speed. Your base walking speed is 30 feet.
Darkvision. Being of a race that dwells in dark caves, you
You are very picky when choosing which stones to have superior vision in dark and dim conditions. You can see
5 imbue with magic, and you never let others touch in dim light within 60 feet of you as if it were bright light, and
them. in darkness as if it were dim light. You can't discern color in
6
You are hesitant to help others without some darkness, only shades of gray.
reassurance of compensation. Gaana Stone. You can spend 8 hours creating a gaana
7 You are blinded by honor or by your ideal.
stone from a normal stone. You may sleep during this time,
but you must remain in contact with the stone for the entire
8
You constantly remind others of your duty, to the duration. When you do so, choose a color from the Gaana
point it becomes your catchphrase. Stones table. The stone becomes the color you choose. As
long as the stone is in your possession, you have advantage on
Undergolem Names saving throws against certain conditions depending on the
color of the stone. Only you can gain the benefits of your
When an undergolem is born to their parents, they are given a gaana stone.
traditional name in the Terran language, which resemble the If you create a new gaana stone, the previous one ceases to
childhood names of great undergolem adventurers. Beyond function and loses its color.
reproduction, undergolems see no distinction between males Touch of Transmutation. You know the magic stone
and females and favor gender neutral names. When an cantrip. Once you reach 3rd level, you can cast the longstrider
undergolem finds their duty, they choose a new name that spell once per day as a 1st-level spell. Once you reach 5th level,
corresponds with their mission. Most undergolems prefer to you can also cast the enhance ability spell once per day as a
be called by their duty name, but keep their childhood name 2nd-level spell. Wisdom is your spellcasting ability for these
as their true name. spells.
Childhood Names: Arnatek, Bakin, Crispar, Cunkap, Dyerba, Powerful Build. You count as one size larger when
Ert, Hark, Jaunt, Jokull, Koloreln, Korrum, Lagram, Marnar, determining your carrying capacity and the weight you can
Nis, Ofelda, Thumi, Welkin, Veyka, Zaik, Zur push, drag, or lift.
Duty Names: Attends-to-Cats, Bathes-in-Blood, Dances-with- Languages. You can speak, read, and write Common and
Fire, Hunts-Elk, Hunts-for-Glory, Picks-Daisies, Purges- Terran.
Sins, Rules-the-Sea, Seeks-the-Unknown, Smiths-Swords, Gaana Stones
Solves-Mysteries, Tames-Bears
Color Condition
Green Poisoned
White Blinded and deafened
Pink Charmed

Chapter 1 | Races of Vernestus


24
Chapter 2: Class Options

B
rave adventurers require a repertoire of fantastic Engineering and Innovation
abilities in order to thwart the supernatural
opponents they face in their day to day lives. The Tinkermages are alight with a constant flow of ideas pouring
class you choose for your character represents through their heads. They are gifted with the brainpower of
their specialization in the way that they deal with geniuses, allowing them to push the boundaries of all known
their enemies. You can find the twelve base science and adapt their findings to create practical solutions
classes and more about what your class to everyday problems. Be it for the greater good or for
represents in the Player's Handbook. personal reasons, tinkermages do just that — solve problems
This section includes two classes; the tinkermage, and the — and they do it with immaculate efficiency.
guerrilla. If you are playing in Vernestus, you can choose to Tinkermages come in a variety of shapes and sizes within
use the tinkermage or the class it is based upon, the artificer, the Crown of Vernestus. The revolution of mechanical
which can be found in the Unearthed Arcana articles. industry began with the gnomes during the War of
Later in this section you can find nine subclasses for Establishment, but the practice has been adopted by many.
existing classes in the Player's Handbook: the College of the Tinkermages range from government officials ordered to
Homefront for the bard, the Automaton Domain for the cleric, produce firearms for the military to crackpot scientists
the Way of Hulking Earth for the monk, the Sniper Conclave building illegal warforged in their basements.
for the ranger, the Desperado Archetype for the rogue, the
Fragment Origin for the sorcerer, the Pact of the Giga for the Cutthroat Rivalries
warlock, and the School of Slinging and the School of the In an era where technology is moving faster than it ever has
Greats for the wizard. before, inventors have the opportunity to make breakthroughs
in science that will solidify their name in history. As a natural
Tinkermage result, tinkermages will often develop rivals with other
Standing precariously atop a ladder, a gnome engineer grasps tinkerers as they race to create new feats of engineering. In
at the apex of her mechanical wonder. As fast as lightning, her some circumstances, rivals may turn into cutthroat enemies,
hands move between wrenches, gears, wires, and pliers. who may resort to physical violence or stealing secret
Hours pass, and she doesn't break a sweat. blueprints.
Trapped in a holding cell, a red-skinned tiefling ruffles Master
through a leather bag ladened with colorful patches. He
scratches his chin before he settles on a skinny vial of a Tinkermages may have an innate acumen, but many must
bubbling green liquid. He breaks the vial against the cell wall, learn to hone their skills with an instructor to truly succeed.
and the acid within begins crumbling the stonework Many start their journey into magic and technology as an
immediately. apprentice to a master tradesman or professor at a university.
In an onslaught of battle, a towering warforged equips their If you decide that you were taught by a master, consider the
inbuilt blunderbuss against the charging hoard of barbarians. unique aspects of your master. What was their specialty?
They look down the sights of their bronzed shotgun, crank the What are their quirks and personality? Was there a set of
charging apparatus, and fire off a deadly burst of lightning circumstances that separated you and your master, or do you
down the barrel. still work together with them as a colleague?
Tinkermages, as the name may suggest, are engineers that
hail from the Crown of Vernestus. They are as varied in Masters
talents as the people of the Crown, settling in many distinct d6 Master
specialties regarding a technological approach to magic. You learned from an instructor that gave large
1 lectures at a university and you don't know them at a
personal level.
Your teacher was a sentient book written by a tinkerer
2
of legend.
Your master was a very successful entrepreneur that
3
happened to attract many rival tinkerers.
You were taught by a family member when you were
4 young, but they disappeared before they completed
your training.
Your master was a stern member of the Crown who
5
berated you for even the simplest of mistakes.
You learned from a humble old timer who wanted to
6
impart their wisdom before they passed.

Chapter 2 | Class Options


25
Stamp of Ownership
Many tinkermages mark their creations with a stamp of
ownership, a small symbol that designates the object as that
of their own work. Some are prolific inventors and mark their
creations so they aren't lost amongst clutter, and some mark
their creations for aesthetic reasons. Other tinkerers mark
their creations to protect them from rivals who wish to steal
them, and can be used as a proof of ownership. When you
make a tinkermage, consider if you have a stamp of ownership
and what form it takes.
Stamps of Ownership
d6 Stamp of Ownership
1 A blue jay picking a berry from a tree branch
2 Your signature, stylized to look like a mountain range
3 A skeletal hand clutching a wrench
4 A rather inartistic representation of your face
A cog with each digit of the serial number between
5
the spokes
6 Three fish leaping from a cresting wave

Rival
The heat of competition brews creations that are stronger
than those without it. Many tinkerers define themselves by
their triumphs over their rivals and support their status by
crossing their adversaries.
When creating the backstory for your tinkermage character,
consider introducing a rival, and how they influenced you.
What caused them to become your rival? What is the nature
of your rivalry? Are they a friend in an amicable competition or
a serious, conniving adversary? Do you secretly admire your
rival, or wish you could be in their position?
Rivals
d6 Rival
Your rival is a childhood friend who stabbed you in
1
the back after you courted the person they fancied.
Your rival is your former master. They grew sour when
2
you began outperforming them.
Your adversary is a wicked witch who foils your plans
3
with grotesque concoctions.
Your rival is a former coworker that employs thieves
4
to steal your inventions.
Your adversary is a metal elemental who believes that
5
humanoids are unfit to meddle with technology.
You consider yourself the rival of a notorious tinkerer
6
that hasn't heard of your existence.

Creating a Tinkermage
When creating a tinkermage character, think about your
characters origin as an inventor and how they relate to the
world around them. Talk with your DM about the job you hold
as a tinkerer, if you possess a job, and the inventions that you
have created.
The Tinkermage
Proficiency Infusions Infused Cantrips
Level Bonus Features Known Items Known 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting — — 2 2 — — — —
2nd +2 Infuse Item 3 2 2 2 — — — —
Tinkermage Specialist, Tool
3rd +2 3 2 2 3 — — — —
Expertise
4th +2 Ability Score Improvement 4 2 2 3 — — — —
5th +3 Extra Attack 4 2 2 4 2 — — —
6th +3 Tinkermage Specialist Feature 4 3 2 4 2 — — —
7th +3 — 5 3 2 4 3 — — —
8th +3 Ability Score Improvement 5 3 2 4 3 — — —
9th +4 — 5 3 2 4 3 2 — —
10th +4 Mage of Experience 5 3 3 4 3 2 — —
11th +4 — 6 4 3 4 3 3 — —
12th +4 Ability Score Improvement 6 4 3 4 3 3 — —
13th +5 — 6 4 3 4 3 3 1 —
14th +5 Tinkermage Specialist Feature 6 4 4 4 3 3 1 —
15th +5 — 7 4 4 4 3 3 2 —
16th +5 Ability Score Improvement 7 5 4 4 3 3 2 —
17th +6 — 7 5 4 4 3 3 3 1
18th +6 Spell-Storing Item 7 5 4 4 3 3 3 1
19th +6 Ability Score Improvement 8 5 4 4 3 3 3 2
20th +6 Soul of Artifice 8 5 4 4 3 3 3 2

What is the invention that you're most proud of? What does it Proficiencies
do, and how did you come about building it? Perhaps you had Armor: Light armor, medium armor, shields
to go on a quest to obtain a key component of the invention. Weapons: Industrial weapons, hand crossbows, heavy
Why do you create inventions? Do you sell them for money, crossbows
use them for personal use, or some other reason? Maybe Tools: Tinker's tools, one other tool of your choice
you're indebted to a poor village and seek to increase the Saving Throws: Constitution, Intelligence
quality of life of those who live there. Skills: Choose two from Arcana, History, Investigation,
Quick Build Medicine, Nature, Sleight of Hand
You can make a tinkermage by following these suggestions. Equipment
First, put your highest ability score in Intelligence, followed by You start with the following equipment, in addition to the
Constitution or Dexterity. Second, choose the inventor or sage equipment granted by your background:
background.
(a) two knuckledusters or (b) any industrial melee weapon
Class Features 20 powder slugs and (a) a blunderbuss or (b) a flintlock
(a) tinker's tools or (b) any tool of your choice
As a tinkermage, you gain the following class features. (a) studded leather armor or (b) scale mail
Hit Points
Hit Dice: 1d8 per tinkermage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per tinkermage level after 1st

Chapter 2 | Class Options


27
Magical Tinkering Tools Required
At 1st level, you learn how to invest a spark of magic in objects You produce your tinkermage spell effects through your tools.
that would otherwise be mundane. To use this ability, you You must have a spellcasting focus — specifically tinker's tools
must have tinker's tools or other artisan's tools in hand. You or some kind of artisan's tools — in hand when you cast any
then touch a Tiny nonmagical object as an action and give it spell with this Spellcasting feature. You must be proficient
one of the following magical properties of your choice: with the tool to use it in this way. See chapter 5, "Equipment,"
in the Player's Handbook for descriptions of these tools.
The object sheds bright light in a 5-foot radius and dim After you gain the Infuse Item feature at 2nd level, you can
light for an additional five feet. also use any item bearing one of your infusions as a
Whenever tapped by a creature, the object emits a spellcasting focus.
recorded message that can be heard up to 10 feet away.
You utter the message when you bestow this property on Cantrips
the object, and the recording can be no more than 6 At 1st level, you know two cantrips of your choice from the
seconds long. tinkermage spell list at the end of this class description. At
The object continuously emits your choice of an odor or a higher levels, you learn additional tinkermage cantrips of your
nonverbal sound (wind, waves, chirping, or the like). The choice, as shown in the Cantrips Known column of the
chosen phenomenon is perceivable up to 10 feet away. Tinkermage table.
A static visual effect appears on one of the object's When you gain a level in this class, you can replace one of
surfaces. This effect can be a picture, up to 25 words of the tinkermage cantrips you know with another cantrip from
text, lines and shapes, or a mixture of these elements, as the tinkermage spell list.
you like.
Preparing and Casting Spells
The chosen property lasts indefinitely. As an action, you can The Tinkermage table shows how many spell slots you have to
touch the object and end the property early. cast your tinkermage spells. To cast one of your tinkermage
You can give the magic of this feature to multiple objects, spells of 1st level or higher, you must expend a slot of the
touching one object each time you use the feature, and a spell's level or higher. You regain all expended spell slots when
single object can bear only one of the properties at a time. The you finish a long rest.
maximum number of objects you can affect with the feature at You prepare the list of tinkermage spells that are available
one time is equal to your Intelligence modifier (minimum of for you to cast, choosing from the tinkermage spell list. When
one object). If you try to exceed your maximum, the oldest you do so, choose a number of tinkermage spells equal to your
property immediately ends, and then the new property Intelligence modifier + half your tinkermage level, rounded
applies. down (minimum of one spell). The spells must be of a level for
which you have spell slots.
Spellcasting For example, if you are a 5th-level tinkermage, you have four
You have studied the workings of magic, how to channel it 1st-level and two 2nd-level spell slots. With an Intelligence of
through objects, and how to awaken it within them. As a 14, your list of prepared spells can include four spells of 1st or
result, you have gained a limited ability to cast spells. To 2nd level, in any combination. If you prepare the 1st-level spell
observers, you don't appear to be casting spells in a cure wounds, you can cast it using a 1st-level or a 2nd-level
conventional way; you look as if you're producing wonders slot. Casting a spell doesn't remove it from your list of
through various items. prepared spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of tinkermage spells requires
time spent tinkering with your spellcasting focuses: at least 1
minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your tinkermage
spells; your understand of the theory behind magic allows you
to wield these spells with superior skill. You use your
Intelligence whenever a tinkermage spell refers to your
spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a tinkermage
spell you cast and when making an attack with one.
Spell Save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Ritual Casting
You can cast a tinkermage spell as a ritual if that spell has the
ritual tag and you have the spell prepared.

Chapter 2 | Class Options


28
Infuse Item Extra Attack
At 2nd level, you gain the ability to imbue mundane items with Starting at 5th level, you can attack twice, instead of once,
certain magical infusions. The magic items you create with whenever you take the Attack action on your turn.
this feature are effectively prototypes of permanent items.
Mage of Experience
Infusions Known
When you gain this feature, pick two tinkermage infusions to At 10th level, you gain the ability to make sure you have the
learn, choosing from the "Tinkermage Infusions" section at right magical tool for a job. You add two spells of your choice
the end of the class's description. You learn additional from any class to your tinkermage spell list, and the chosen
infusions of your choice when you reach certain levels in this spells count as tinkermage spells for you. A spell you choose
class, as shown in the Infusions Known column of the must be of a level you can cast, as shown on the Tinkermage
Tinkermage table. table. When you prepare a spell after completing a long rest,
Whenever you gain a level in this class, you can replace one you can choose one of these spells to prepare.
of the tinkermage infusions you learned with a new one. Additionally, when you level up, you can replace one of
these spells with another spell from any class's spell list, given
Infusing an Item that the spell is of a level you can cast.
Whenever you finish a long rest, you can touch a nonmagical Spell-Storing Item
object and imbue it with one of your tinkermage infusions,
turning it into a magic item. An infusion works on only certain When you reach 18th level, you learn how to store a spell in an
kinds of objects, as specified in the infusion's description. If object for repeated use. Whenever you finish a long rest, you
the item requires attunement, you can attune yourself to it the can touch one simple or martial weapon or an item that you
instant you infuse the item, or you can forgo attunement so can use as a spellcasting focus and store a spell in it, choosing
that someone else can attune to the item. If you decide to one 1st- or 2nd-level spell from the tinkermage spell list that
attune to the item later, you must do so using the normal requires 1 action to cast (you don't need to have the spell
process for attunement (see "Attunement" in the Dungeon prepared). With the object in hand, a creature can take an
Master's Guide, page 136). action to produce the spell's effect from it, using your
Your infusion remains in an item indefinitely, but when you spellcasting ability modifier.
die, the infusion vanishes after a number of days have passed The spell stays in the object until it has been used a number
equal to your Intelligence modifier (minimum of 1 day). The of times equal to twice your Intelligence modifier (minimum
infusion also vanishes if you give up your knowledge of the of twice) or until you use this feature again.
infusion for another one.
You can infuse more than one nonmagical object at the end Soul of Artifice
of a long rest; the maximum number of objects appears in the At 20th level, your understanding of magic items is
Infused Items column of the Tinkermage table. You must unmatched, allowing you to mingle your soul with items linked
touch each of the objects, and each of your infusions can be in to you. You can attune to up to six magic items at once. In
only one object at a time. If you try to exceed your maximum addition, you gain a +1 bonus to all saving throws per magic
number of infusions, the oldest infusion immediately ends, item you are currently attuned to.
and then the new infusion applies.
Tinkermage Specialist Tinkermage Specialists
At 3rd level, you choose the type of specialist you are: Tinkermages pursue a variety of disciplines. Here are three
Alchemist, Artillerist, or Golemancer, each of which is specialist options you choose from at 3rd level: the Alchemist,
detailed at the end of the class's description. Your choice the Artillerist, and the Golemancer.
grants you features at 3rd level and again at 6th and 14th
level. Alchemist
Tool Expertise An alchemist is an expert at combining exotic reagents to
produce mystical effects. Among tinkerers, members of this
Starting at 3rd level, your proficiency bonus is doubled for any subclass are the greatest healers, as well as the ones most
ability check you make that uses your proficiency with a tool. adept at wielding dangerous chemicals.
Alchemists in Vernestus are somewhat uncommon, as
Ability Score Improvement tinkering was initially developed as a tool of war. Dwarves are
When you reach 4th, 8th, 12th, 16th, and 19th level, you can most commonly drawn to being alchemists as they are often
increase one ability score of your choice by 2, or you can pragmatic tinkerers, searching for solutions to every day
increase two ability scores of your choice by 1. As normal, you problems. The Nuldin family of dwarves are notorious for
can't increase an ability score above 20 using this feature. their eccentricity of alchemy and their crazy harebrained
schemes to revolutionize the daily lives of Crown citizens. As
such, the Nuldin family provides most alchemists with the
reagents they need and control many apothecaries,
laboratories, and arcane sanctums across the land.

Chapter 2 | Class Options


29
Alchemical Concoctions
At 3rd level, you can swiftly concoct dubious potions and
poisons by mixing reagents. As a bonus action, you can create
and use one of the following concoctions. You can use this
feature three times, and regain all expended uses of this
feature when you finish a long rest. Alternatively, you can
using an action and expend a spell slot of 1st level or higher
while holding your alchemist's supplies to regain all expended
uses of this feature.
Acid Bomb. You hurl a pot of bubbling acid at a creature or
object within 30 feet of you. Make a ranged spell attack. On a
hit, you deal acid damage equal to 1d6 + your Intelligence
modifier. Objects and structures take double damage from this
concoction, and using this concoction doesn't expend a use of
this feature.
Aether Gel. You splash a viscous blue gel on a creature
within 5 feet of you. The creature gains a flying speed of 10
feet for 10 minutes.
Alchemical Fire. You toss a glob of volatile red liquid at a
creature, object, or surface within 30 feet of you. On impact,
any creature in that area must succeed on a Dexterity saving
throw or take 1d6 fire damage. The flames ignite any
flammable objects in the area that aren't being worn or
carried. Using this concoction doesn't expend a use of this
feature.
Liquid Courage. You apply a creamy golden salve to a
creature within 5 feet of you. The creature feels giddy and
effective, gaining advantage on certain ability checks in the
next hour. The creature chooses the checks before or after
rolling. The magic runs out after the target has used it on a
number of checks equal to your Intelligence modifier
(minimum of 1).
Soot of Fettle. You sprinkle sparkly dust on a creature
within 5 feet of you. The creature gains a number of
Tools of the Trade temporary hit points equal to 2d6 + your Intelligence modifier.
By the time you adopt this specialty at 3rd level, you're deeply Alchemical Mastery
familiar with employing its tools.
Proficiencies. You gain proficiency with alchemist's At 6th level, your command of magical chemicals has become
supplies and the herbalism kit, assuming you don't already masterful, enhancing the healing and damage you create using
have them. You also gain alchemist's supplies and an them. When you cast a spell using your alchemist's supplies
herbalism kit for free — the result of tinkering you've done as as the spellcasting focus, you gain a bonus to one roll of the
you've prepared for this specialization. spell. That roll must restore hit points or be a damage roll that
Crafting. If you craft a magic item in the potion category, it deals acid or poison damage, and the bonus equals your
takes you a quarter of the normal time, and it costs you half as Intelligence modifier (minimum of +1).
much of the usual gold. In addition, you can cast lesser restoration without
expending a spell slot, provided you use alchemist's supplies
Alchemist Spells as the spellcasting focus. You can do so a number of times per
Starting at 3rd level, you always have certain spells prepared day equal to your Intelligence modifier (minimum of once).
after you reach particular levels in this class, as shown in the Chemical Savant
Alchemist Spells table. These spells count as tinkermage By 14th level, you have been exposed to so many chemicals
spells for you, but they don't count against the number of and unlocked their secrets that they pose little risk to you, and
tinkermage spells you prepare. you can use them to quickly end certain ailments. You gain
Alchemist Spells resistance to acid damage and poison damage, and you are
Tinkermage Level Spell
now immune to the poisoned condition.
In addition, you can cast greater restoration once without
3rd purify food and drink, ray of sickness expending a spell slot and without providing the material
5th Melf's acid arrow, web component, provided you use alchemist's supplies as the
spellcasting focus. You regain the ability to do so when you
9th create food and water, stinking cloud finish a long rest.
13th blight, death ward
17th cloudkill, raise dead

Chapter 2 | Class Options


30
Artillerist You can summon a turret once for free and must finish a
long rest before doing so again. You can also summon a turret
An artillerist specializes in using magic to create explosions by expending a spell slot of 1st level or higher. If you summon
and defensive positions, as well as magic-infused firearms that a second turret, the first turret disappears.
can be used on the battlefield. As an action, you can command your turret to detonate if
During the War of Establishment, many warforged were you are within 60 feet of it. Doing so destroys the turret and
built to act as artillerists. Nowadays, artillerists are employed forces each creature within 10 feet of it to make a Dexterity
by the Crown to act as sentries against pirates and vagabonds. saving throw against your spell save DC, taking 3d6 force
damage on a failed save or half as much on a successful one.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you're deeply Arcane Turrets
familiar with employing its tools. Turret Activation
Proficiencies. You gain proficiency with smith's tools, The turret exhales fire in a 15-foot cone
assuming you don't already have it. You also gain smith's tools that you designate. Each creature in that
for free — the result of tinkering you've done as you've area must make a Dexterity saving throw
prepared for this specialization. against your spell save DC., taking 1d8 fire
In addition, you gain the ability to use firearms as Flamethrower
damage on a failed save or half as much
spellcasting focuses for your tinkermage spells. You also gain damage on a successful one. The fire
a firearm of your choice for free, which you've created in your ignites any flammable objects in the area
spare time. that aren't being worn or carried.
Crafting. If you craft a magic item in the weapon category, it Make a ranged spell attack, originating
takes you a quarter of the normal time, and it costs you half as from the turret, at one creature or object
much of the usual gold. Force Ballista
within 120 feet of it. On a hit, the target
takes 2d8 force damage, and if the target
Artillerist Spells is a creature, it is pushed up to 5 feet away
Starting at 3rd level, you always have certain spells prepared from the turret.
after you reach particular levels in this class, as shown in the The turret emits a burst of positive energy
Artillerist Spells table. These spells count as tinkermage that grants itself and each creature of your
spells for you, but they don't count against the number of Defender choice within 10 feet of it a number of
tinkermage spells you prepare. temporary hit points equal to 1d8 + your
Intelligence modifier (minimum of +1).
Artillerist Spells
Tinkermage Level Spell
Artifice Slinger
3rd shield, thunderwave By 6th level, you have experimented with mixing your martial
5th scorching ray, shatter prowess with your spellcasting. When you take the Attack
action with a firearm, you can forgo the second attack granted
9th fireball, wind wall by your Extra Attack feature to cast a cantrip with a casting
13th ice storm, wall of fire time of one action instead from your firearm. The range for
any spell you cast using this feature is either the range of the
17th cone of cold, wall of force spell or the maximum range of the firearm, whichever is
lower.
Arcane Turret When you reach 14th level in this class, you can cast a spell
At 3rd level, you learn how to create a magical turret. With of 1st-level or higher using this feature, as long as the spell
your smith's tools in hand, you can take an action to magically has a casting time of one action.
summon a Medium turret in an unoccupied space on a
horizontal surface within 5 feet of you. Fortified Position
The turret is a magical object of your design that occupies Starting at 14th level, you're a master at conjuring a well-
its space. It has an AC of 18 and a number of hit points equal defended emplacement. You and your allies have half cover
to five times your tinkermage level. It is immune to poison while within 10 feet of a turret you create with Arcane Turret,
damage, psychic damage, and all conditions. If it is forced to as a result of a shimmering field of magical protection that the
make an ability check or a saving throw, treat all its ability turret emits.
scores as 10 (+0). If the mending spell is cast on it, it regains You can also summon a second turret for free and must
2d6 hit points. It disappears if it is reduced to 0 hit points or finish a long rest before doing so again. If you summon the
after 10 minutes. You can dismiss it early as an action. second turret while the first is still present, the first one
When you summon the turret, you decide which type it is, doesn't disappear, and each turret can be of a different type (if
choosing from the options on the Arcane Turrets table. On you summon a third turret, the first turret vanishes). Moreover,
each of your turns, you can take a bonus action to cause the you can use one bonus action to activate both turrets.
turret to activate if you are within 60 feet of it. As part of the
same action, you can direct the turret to walk or climb up to
15 feet to an unoccupied space.

Chapter 2 | Class Options


31
Golemancer
A golemancer breathes life into what was once the mundane.
They are the most mystical of all tinkermages, imbuing
objects with written word to act as their directive.
Master golemancers were the first to create bots of their
own, namely the warforged. Golemancy is popular among
those that wish to command hordes of minions that don't tire,
but don't wish to partake in necromancy.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you're deeply
familiar with employing its tools.
Proficiencies. You gain proficiency with calligrapher's
supplies, assuming you don't already have them. You also gain
calligrapher's supplies for free — the result of tinkering you've
done as you're prepared for this specialization. If the mending spell is cast on it, it regains 2d6 hit points. If
Crafting. If you craft a magic item in the scroll category, it it has died within the last hour, you can use your calligrapher's
takes you a quarter of the normal time, and it costs you half as supplies as an action to revive it, provided you are within 5
much of the usual gold. feet of it and you expend a spell slot of 1st level or higher. The
golem returns to life with all its hit points restored.
Golemancer Spells
Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
Golemancer Spells table. These spells count as tinkermage Tinker Golem
spells for you, but they don't count against the number of Tiny construct, neutral
tinkermage spells you prepare.
Armor Class 13 (natural armor)
Golemancer Spells Hit Points equal to five times your level in this class +
Tinkermage Level Spell your Intelligence modifier
3rd find familiar, unseen servant Speed 20 ft., fly 30 ft.

5th dragon's breath, skywrite


STR DEX CON INT WIS CHA
9th life transference, tiny servant
4 (–3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (–2)
13th compulsion, polymorph
17th awaken, skill empowerment Skills Perception +4, Stealth +4
Damage Immunities the type of damage you choose
Raise Golem for Elemental Bash, poison
Condition Immunities charmed, exhaustion, poisoned
At 3rd level, you learn the mystical and enigmatic methods for Senses darkvision 60ft., passive Perception 10
creating a special golem that is formed from mundane Languages understands the languages you speak
material.
Whenever you finish a long rest and your calligrapher's Might of the Master. The following numbers increase
supplies are with you, you can form this golem in an by 1 when you proficiency bonus increases by 1: the
unoccupied space within 5 feet of you. If you already have a golem's skill bonuses and the bonuses to hit and
golem from this feature, the first one immediately dies. damage of its Elemental Bash.
The golem is friendly to you and your companions, and it
obeys your commands. See this creature's game statistics in Actions
the Tinker Golem stat block. You determine the golem's Elemental Bash. Melee Weapon Attack: +4 to hit,
appearance, which may incorporate elements of nonliving reach 5 ft., one creature. Hit: 1d8 + 2 damage. Each
materials or living tissues. time you form the golem, you choose what type of
In combat, the golem shares your initiative count, but it damage this attack deals, choosing from the
takes its turn immediately after yours. The only action it takes following list: acid, cold, fire, lightning, or thunder.
on its turn is the Dodge action, unless you take a bonus action
on your turn to command it to take one of the actions in its Dampening Bond. If the golem is within 30 feet of
stat block or to take the Dash, Disengage, or Help action. you, it grants you resistance to all damage until the
start of your next turn. Each time you take damage
during that time, the golem takes the same amount
of damage.

Chapter 2 | Class Options


32
Magical Script Enhanced Defense
By 6th level, you have expanded your ability to control objects Item: A suit of armor or a shield
other than your own creation by writing magical scripts. A creature gains a +1 bonus to AC while wearing (armor) or
When you write a script, you must spend at least 1 minute wielding (shield) the infused item.
with your calligrapher's supplies writing on a piece of paper or The bonus increases to +2 when you reach 12th level in this
the object you wish to control. You can only control objects of class.
size Small or smaller with this feature, and the script can be
no longer than 25 words. You can activate any number of Enhanced Weapon
scripts as an action (if you wrote the script on a piece of paper,
the script activates the nearest object within 5 feet of the Item: A simple, martial, or industrial weapon
paper). When you do so, the object gains a walking speed of This magic weapon grants a +1 bonus to attack and damage
10 feet and the function to move on its own. It takes its turn rolls made with it.
during yours and performs your script to the best of its ability. The bonus increases to +2 when you reach 12th level in this
The object stops and loses its walking speed after it has class.
completed your script or 10 minutes pass, whichever comes
first. You can also cancel any number of scripts as a bonus Many-Handed Pouch
action on your turn. Prerequisite: 4th-level tinkermage
You can have a number of scripts awaiting activation at a Item: 2-5 pouches
time equal to your Intelligence modifier (minimum of 1). If you The infused pouches all share one interdimensional space of
write a script while you already have the maximum number of the same capacity as a single pouch. Thus, reaching into any
scripts, the oldest one vanishes. of the pouches allows access to the same storage space. A
When you reach 14th level in this class, you can control pouch operates as long as it is within 100 miles of another
objects of size Medium or smaller with this feature. one of the pouches; the ouch is otherwise empty and won't
Major Golemanacy accept any contents.
Starting at 14th level, you gain the ability to create much If this infusion ends, the items stored in the shared space
larger golems. Your Tinker Golem can be up to size Large, its move into one of the pouches, determined at random. The rest
number of hit points is now equal to ten times your level in of the pouches become empty.
this class + your Intelligence score, and its Elemental Bash Radiant Weapon
now does 3d8 damage. Prerequisite: 8th-level tinkermage
Item: A simple, martial, or industrial weapon (requires
Tinkermage Infusions attunement)
Tinkermages have invented numerous magical infusions that This magic weapon grants a +1 bonus to attack and damage
rapidly create magic items. To the untrained, tinkerers seem rolls made with it. While holding it, the wielder can take a
like wonder workers, accomplishing in hours what others bonus action to cause it to shed bright light in a 30-foot radius
need weeks to complete. and dim light for an additional 30 feet. The wielder can
The description of each infusion tells you the type of item extinguish the light as a bonus action.
that can receive it. The description also tells if the resulting As a reaction immediately after being hit by a melee attack,
magic item requires attunement. the wielder can cause the attacker to be blinded until the end
Some infusions specify a minimum tinkermage level. You of the attacker's next turn, unless the attacker succeeds on a
can't learn such an infusion until you are at least that level. Constitution saving throw against your spell save DC. Once
Unless an infusion's description says otherwise, you can't used, this reaction can't be used again until the wielder
learn the infusion more than once. finishes a short or long rest.
Boots of the Winding Path Replicate Magic Item
Prerequisite: 4th-level tinkermage Prerequisite: See below
Item: A pair of boots (requires attunement) Using this infusion, you replicate a particular magic item. You
While wearing these boots, a creature can teleport up to 15 can learn this infusion multiple times; each time you do so,
feet as a bonus action to an unoccupied space the creature choose a different magic item that you can make with it,
can see. The creature must have occupied that space at some picking from the Replicable Magic Items tables below. If a
point during the current turn. table has a level in its title, you must be of at least that level in
this class to choose an item from the table.
In the tables, an item's entry tells you whether the item
requires attunement. See the item's descriptions in the
Dungeon Master's Guide or Chapter 4 of this compendium for
more information about it, including the type of object
required for its making.

Chapter 2 | Class Options


33
Replicable Magic Items Replicable Magic Items (16th-Level
Magic Item Attunement Tinkermage)
Alchemy Jug No Magic Item Attunement
Bag of holding No Amulet of health Yes
Cap of water breathing No Belt of hill giant strength Yes
Cloak of the manta ray No Boots of levitation Yes
Goggles of night No Boots of speed Yes
Hearing screw* No Bracers of defense Yes
Keystone cube* No Cloak of the bat Yes
Lantern of revealing No Dimensional shackles No
Ring of spring* Yes Gem of seeing Yes
Rope of climbing No Horn of blasting No
Sack of loyal sand* No Ring of free action Yes
Sending stones No Ring of protection Yes
Wand of magic detection No Ring of the ram Yes
Wand of secrets No
Resistant Armor
*Found in Chapter 4 of this compendium. Prerequisite: 8th-level tinkermage
Item: A suit of armor (requires attunement)
Replicable Magic Items (12th-Level
Tinkermage) While wearing this armor, a creature has resistance to one of
Magic Item Attunement
the following damage types, which you choose when you first
infuse the item: acid, cold, fire, force, lightning, necrotic,
Boots of elvenkind No poison, psychic, radiant, or thunder.
Boots of striding and springing Yes
Boots of the winterlands Yes Returning Weapon
Bracers of archery Yes Item: A simple, martial, or industrial weapon with the thrown
Brooch of shielding Yes
property
Cloak of elvenkind Yes This magic weapon grants a +1 bonus to attack and damage
Cloak of protection Yes rolls made with it, and it returns to the wielder's hand
Eyes of charming Yes
immediately after it is used to make a ranged attack.
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Gloves of thievery No
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy Yes
Medallion of thoughts Yes
Periapt of wound closure Yes
Pipes of haunting No
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of jumping Yes
Ring of mind shielding Yes
Ring of water walking No
Slippers of spider climbing Yes
Winged boots Yes

Chapter 2 | Class Options


35
Tinkermage Spell List
Here's the list of spells you consult when you learn a
tinkermage spell. The list is organized by spell level, not
character level.
arcane weapon heat metal water walk
Cantrips (0 Level) cure wounds invisibility
abstract dart* detect magic lesser restoration 4th Level
acid splash disguise self levitate arcane eye
dancing lights expeditious retreat magic mouth fabricate
fire bolt false life magic weapon freedom of movement
guidance grease protection from poison Gillycrest's forceful foray*
light identify rope trick Gillycrest's grim gun*
mage hand jump see invisibility Leomund's secret chest
mending longstrider spider climb Mordenkainen's faithful
message sanctuary hound
poison spray shield of faith 3rd Level Mordenkainen's private
prestidigitation blink sanctum
purge* 2nd Level dispel magic Otiluke's resilient sphere
ray of frost aid elemental weapon stone shape
resistance alter self fly stoneskin
shocking grasp arcane lock gaseous form
spare the dying blur glyph of warding 5th Level
thorn whip continual flame haste animate objects
darkvision protection from energy Bigby's hand
1st Level enhance ability revivify greater restoration
alarm enlarge/reduce water breathing wall of stone

*Found in chapter 6 of this compendium.


Village Threat
The motivation for many guerrillas to uproot themselves from
their ordinary lives is a threat to their village that puts those
around them at risk. You noticed this threat and decided to do
something about it with the tools you have at hand.
Village Threat
Guerrilla d6 Village Threat
A halfling, painted brown to blend in with the mud, huddles 1
A coven of hags has been stealing children from your
beneath the brush. He counts the pairs of feet belonging to the village under the cover of nightfall.
orcs as they pass along the trodden path. Satisfied and ready Orcs in your area occasionally come by and demand
for battle, he whistles for his comrades and initiates the 2
all of the food in the storehouses of your village.
ambush.
Cackling, a half-dragon strolls out of the cow barn that was 3
The king's military withdrew from your area, leaving
your village susceptible to the enemy.
just set ablaze. Without skipping a beat, the inconspicuous
farmer dashes into the fire to secure his preferred weapon, a 4
Roving sundrians enjoy using your village as target
trusty steel shovel. Noiselessly, he sneaks up behind the half- practice.
dragon and whacks it over the head. Goblins harass merchants coming into and out of
While the wizard was raining lightning upon the vampire 5
your village, stifling trade in the area.
lord and the cleric was uttering a prayer, the guerrilla was
doing the unthinkable – running straight forward with a torch 6
A strange portal opened up by your village and began
and a pitchfork. spewing out all sorts of demonkind.
Guerrillas are humble folk that aren't afraid to take up the
mantle of duty when their way of life is threatened. They use Way of Life
strength in numbers and subversion of expectation to level the Your way of life is what you have decided to put your life on
playing field against more powerful foes. the line to defend. Agriculture is the dominant aspect in most
Down to Earth of the outlaying villages of Vernestus, cultivating crops such as
corn, wheat, and potatoes where soil is fertile. Various
Guerrillas begin their lives like many others do in Vernestus, merchant jobs are more popular in the desert portions of
as average folk in countryside hamlets, mud and brick desert Vernestus where resources such as ores and glass are more
communities, or in the boondocks of the bayou. They work as plentiful than food and water. Consider how your character
farmers, potters, smiths, ranchers, miners, gravediggers, participated in the structure of your home village and how that
weavers, and a whole slew of other mundane professions, contributes to them as a person.
never particularly striving for greatness, fame, or wealth.
What sets a guerrilla apart from the rest is their Way of Life
determination and stubbornness in the face of difficulty. d6 Way of Life
Guerrillas don't back down when they're told that they can't do Iron and copper mines are the main supply of jobs for
something, and instead take it as a challenge. 1
people living in your village.
Atypical Technique 2
Most of the people living in your village work as cattle
ranchers.
In a realm stocked with cogwork rifles, flaming swords, and
magic wands, not many adventurers opt to fight in the manner 3
Strung along a popular thoroughfare, your village
of a guerrilla. Those who do become guerrillas do so because specializes in taverns and inns.
of necessity, often because they don't have enough wealth to Textile production is the main employment option in
purchase high grade weapons and are unable to find a 4
your village.
conventional master to teach them proper technique. Thus,
the fighting style of each guerrilla is unique to the individual. 5
Your village depends on the farming of a single crop
to eat and sell.
Veterans that think that they've seen it all are confounded
when introduced to a guerrilla that was forced to train on 6
Your village imports gun parts and crafts them into
their own. specialty weapons.

Chapter 2 | Class Options


36
Heirloom
Small villages often contain close knit families that have
persisted in the area for many generations. As members of the
family obtain special trinkets, heirlooms tend to be created
and passed on to their children.
Consider if your family is associated with any heirlooms and
what that means for your character. Are you in possession of
the heirloom, or are you hoping that you are willed it when a
relative passes? Does it have any special properties or
symbols? Where did it come from, and how does it affect you?
Heirloom
d6 Heirloom
1 A rocking chair made of fine cherry wood
2 An urn containing the remains of an ancestor
3 A porcelain plate depicting a field of roses
4 A music box that plays your family's anthem
5 A tattered sword once used to defeat a giant
6 A metal bowl that hums when stroked

Creating a Guerrilla
When creating a guerrilla character, the most important thing
to consider is your relationship with the characters of the
other players. Oftentimes, guerrillas are the glue that hold
adventuring parties together. What is your role among the
adventurers, and how did you end up with them? Are any of
them from the same village as you? If so, were they involved in
the same escapade that led you down the path of becoming a
guerrilla?
Additionally, consider the people that your character grew
up with. What is your character's relationship with their
parents like? Do they have any childhood friends that they still
communicate with? What do they do for a living, and how
often do you visit them? Do you have any mementos from the
people of your home village? Details like these bring your
village to life and enhance the story of your guerrilla character.
Quick Build
You can make a guerrilla quickly by following these
suggestions. First, make Dexterity your highest ability score,
followed by Constitution or Charisma. Second, choose the folk
hero or luddite background.

Chapter 2 | Class Options


37
The Guerrilla
Proficiency
Level Bonus Features
Celerity, Humble Origin, Rustic
1st +2
Champion
2nd +2 Fighting Style, Rally
3rd +2 Guerrilla Form, Blitz
4th +2 Ability Score Improvement
5th +3 Extra Attack, Hit and Run
6th +3 Guerrilla Form feature
7th +3 Baffling Tempo
8th +3 Ability Score Improvement
9th +4 Assault (1d6)
10th +4 Guerrilla Form feature
11th +4 Swift Defeat Equipment
You start with the following equipment, in addition to the
12th +4 Ability Score Improvement equipment granted by your background:
13th +5 Assault (1d8)
(a) a shortbow and 20 arrows, (b) any two simple melee
14th +5 Guerrilla Form feature weapons, or (c) any simple melee weapon and a shield
15th +5 Unwavering Leadership a flask of oil and a shovel
(a) a dungeoneer's pack or (b) an explorer's pack
16th +5 Ability Score Improvement leather armor
17th +6 Assault (1d10)
Celerity
18th +6 Duck and Weave
Starting at 1st level, you are constantly on the lookout for
19th +6 Ability Score Improvement trouble. You add your proficiency bonus to your initiative rolls
20th +6 Ultimate Rally and you have advantage on initiative rolls.
Humble Origin
At 1st level, you are a warrior grown from the ranks of
common folk, and as such they will show you respect out of
Class Features camaraderie. You have advantage on Charisma (Persuasion)
and Charisma (Performance) checks made to interact with
As a guerrilla, you gain the following class features. peasantry.
Hit Points Rustic Champion
Hit Dice: 1d10 per guerrilla level Beginning at 1st level, you have become adept with the use of
Hit Points at 1st Level: 10 + your Constitution modifier common items as weapons, such as farming equipment and
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution tools. All improvised weapons you wield gain the finesse
modifier per guerrilla level after 1st property, and they deal 1d6 damage if they would deal less
Proficiencies damage otherwise.
Armor: Light armor, shields
Weapons Simple weapons, nets, improvised weapons Fighting Style
Tools: Choose one type of artisan's tools or one musical At 2nd level, you adopt a particular style of fighting as your
instrument specialty. Choose one of the following options. You can't take a
Saving Throws: Dexterity, Charisma Fighting Style option more than once, even if you later get to
Skills: Choose two from Acrobatics, Athletics, History, choose again.
Intimidation, Performance, Persuasion, Stealth, or Survival

Chapter 2 | Class Options


38
Defense Extra Attack
While you are wearing armor you gain a +1 bonus to AC. Beginning at 5th level, you can attack twice, instead of once,
Dueling whenever you take the Attack action on your turn.
When you are wielding a melee weapon in one hand and no Hit and Run
other weapons, you gain a +2 bonus to damage rolls with that
weapon. Also at 5th level, you gain a bonus to the damage you deal
when you hit a creature marked by your Rally class feature
Protection with a weapon attack. This bonus equals your Charisma
When a creature you can see attacks a target other than you modifier (minimum of 1).
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding Baffling Tempo
a shield.
Starting at 7th level, you develop an off-beat tempo when you
Two-Weapon Fighting are fighting, improving your versatility and confounding your
When you engage in two-weapon fighting, you can add your enemies. You can use a bonus action on your turn to Ready.
ability modifier to the damage of the second attack. You can't ready a spell or an attack in the same turn you use
an action to do either of those.
Rally You can use this feature a number of times equal to your
guerrilla level divided by 3, rounded down. You regain all
Also at 2nd level, you learn how to coordinate strikes with expended uses of this feature when you finish a short or long
your allies. When you deal damage to a creature, you can rest.
choose to mark it. A creature friendly to you that deals
damage to the target while it is marked in this way gains a Assault
bonus to their damage equal to your Charisma modifier
(minimum 1). The attacking creature must be able to see or Beginning at 9th level, you triumphantly lead your allies into
hear you in order to gain the bonus, and it may only apply the battle, giving them a swift boost to their speed. When rolling
extra damage once during its turn. The mark lasts until either for initiative, friendly creatures within 30 feet of you can add
you or the target drop to 0 hit points, or you finish a short or 1d6 to their initiative roll. These creatures also gain a 10 foot
long rest bonus to their walking speed on their first turn.
Once you use this feature, you can't do so again until you The bonus to initiative increases to 1d8 at 13th level and
finish a short or long rest. 1d10 at 17th level.
Guerrilla Form Swift Defeat
At 3rd level, you can choose a form which you emulate, By 11th level, you excel at ending combat encounters swiftly.
tightening the focus of your particular guerrilla skills. Choose You have advantage on attack rolls against any creature that
the Avenger form, the Watchdog form, or the Voodoo form, all hasn't taken a turn in combat yet.
detailed at the end of the class description. Your choice grants
you features at 3rd level and again at 6th, 10th, and 14th Unwavering Leadership
levels. Starting at 15th level, your unending ferocity and strong
leadership holds you and your allies together in combat.
Blitz Creatures can now deal the extra damage granted by your
By 3rd level, your swift movements allow you to get into Rally class feature any number of times per turn.
position with ease. On you first turn of combat, you gain an Additionally, you can use a bonus action on your turn to
extra action that can be used to Dash or Dodge, and your mark a creature within 60 feet of you with your Rally class
movement doesn't provoke any opportunity attacks. In feature, instead of having to deal damage to the creature.
addition, you may use your Dexterity instead of your Strength
for the purposes of determining your jump distance and Duck and Weave
height. By 18th level, you are impossible to nail down. You have
advantage on Dexterity saving throws, as well as Strength
Ability Score Improvement (Athletics) and Dexterity (Acrobatics) checks made to free
When you reach 4th level, and again at 8th, 12th, 16th, and yourself from being grappled or restrained.
19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1. As Ultimate Rally
normal, you can't increase an ability score above 20 using this At 20th level, you embody a legendary champion of the people.
feature. Once a creature subjected to your rally drops to 0 hit points,
you regain the use of your Rally class feature.

Chapter 2 | Class Options


39
Uplift in a Time of Need
Starting at 3rd level when you choose this form, you know
how to harden the resolve of your allies. When a creature
other than you that you can see rolls a 1 on the d20 for an
attack roll, ability check, or saving throw, you can use your
reaction to reroll the die. When you do so, the creature uses
the new roll for the attack roll, ability check, or saving throw.
Once you reroll a die for a creature, you can't do so again for
that creature until they finish a long rest.
Vengeful Retribution
Also at 3rd level, you seek to avenge your troubled comrades.
When a creature you can see causes an ally to become
incapacitated, you have advantage on attack rolls made
against that creature until the end of your next turn.
Zealous Strikes
At 6th level, your weapon attacks count as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Will of the Avenger
Beginning at 10th level, you adopt the will of the avenger, an
urge to keep fighting even when the outlook is bleak. You roll
death saving throws with advantage. If you roll a 1 on a death
saving throw or if a creature critically hits you while you are at
0 hit points, you suffer only one failure instead of two.
Power Reckoning
Starting at 14th level, resistance to your power only makes
you stronger. When a creature deals damage to you while you
are below half your hit point maximum, you can use your
reaction to gain temporary hit points equal to your guerrilla
level. You can't use this feature again until a hostile creature
damages you while you have 0 temporary hit points.
Rigger Form
When one has little resources to work with, a bit of smarts
goes a long way. Guerrillas that follow this form, known as
riggers, don't need tempered steel weapons or fireballs to
defend their homes. Rather, they excel at using common items
Guerrilla Forms and practical knowledge to defeat foes and cunningly use their
environment to their advantage.
All guerrillas have some traits in common, such as a grueling When they aren't on their own, riggers tend to provide
desire to desire to shade others from harm and a childhood strategical benefits to others. These people lend their skills to
home likely set in a small farming village. Some guerrillas groups that may benefit from their tactics and handiness with
prefer different tactical approaches to combat, and your items such as rope and lock picks. Riggers may be deckhands
choice of guerrilla form reflects those preferences. on pirate ships, guardians of ancient tombs, or even
apprentice druids protecting sacred sanctuaries.
Avenger Form
Avengers are those that live, fight, and are willing die for Ramshackle Combatant
beliefs that they hold dearly. Guerrillas emulating this form Beginning at 3rd level when you choose this form, you
are avengers of their fallen companions and harden their become even deadlier when wielding common weapons.
resolve in the face of defeat. Avengers often are closely related When you roll for damage with a simple or improvised
to isolated religious sects, cults, and shires where values of weapon and you roll the highest number on weapon's damage
tradition and family are emphasized. Although they usually die, you may reroll the damage die and add the result to the
have no divine magic of their own, avengers are at home with total damage. You can use this feature a number of times
the zealous and the fervent. equal to your Dexterity modifier per turn.
In Vernestus, such guerrillas are rarely associated with any
particular organization. They are freedom fighters and oppose
the rule of the Crown. Ibakyubakogs from the Lost Toy Chest,
desert roving netterindes, and renegade forest gnomes are
most often avengers.
Chapter 2 | Class Options
40
Trap Expertise Voodoo Form
Also at 3rd level, you are able to expertly jury-rig simple traps Deep within the swamps and outlands of Vernestus are those
faster and with less materials than any amateur. You gain that practice the profane. Alongside warlocks, these masters
proficiency with thieves' tools, which you must have on hand of voodoo are unlike most others in Vernestus, as instead of
when creating traps in this way. gaining their power through conventional magic or
To create a trap, you must spend at least 1 minute technology, they bargain for their magic.
preparing a 10-foot-by-10-foot or smaller area. Creating the Whereas warlock may forge a pact with a higher being on
trap involves using at least 50 feet of rope and some element another plane of existence, practicers of voodoo tie
of the environment, such as a loose chandelier, hanging themselves to the spirits of the Ethereal Plane. These spirits
branch, or precarious boulder. When you create the trap, you are small, but they make up for their weakness by aggregating
determine the trap's trigger, which may be when a certain in large numbers. They permeate every tree, rock, stream, and
number of creatures enter the trap's space or a creature takes field, and are contacted by performing rituals. Common rituals
a certain action while in the trap's space. When the trap is include animal sacrifice, fortune telling, bathing, and
triggered, any creatures within the trap's space must make a possessions.
Dexterity saving throw with a DC equal to 8 + your Dexterity
modifier + your proficiency bonus for your thieves' tools. On a These guerrillas serve the spirits of nature, and thus are
success, a creature triggers the trap but doesn't get caught. On most often found in the pockets of forests and swamps that
a failure, a creature takes 1d10 damage and is restrained by dot Vernestus. Kenkus wishing for safe travel throughout the
the trap. A creature can use its action to make a DC 10 Vernal bayous, ancient human mystics wishing to preserve
Strength check to try to free itself or another creature in the their heritage, and superstitious tritons often utilize voodoo.
trap. Dealing 5 slashing damage to the trap (AC 10, 20 hp) Pact Magic
also frees a creature without harming it. You determine the When you reach 3rd level, you have chosen to abide by the law
type of damage the trap deals when you set it, choosing from of the widespread spirits of the land, granting you the power to
bludgeoning, piercing, or slashing damage. cast spells. See chapter 10 of the Player's Handbook for the
The damage of your traps increases by 1d10 when you general rules of spellcasting and chapter 11 of the Player's
reach certain levels in this class: 5th level (2d10), 7th level Handbook for the warlock spell list.
(3d10), 9th level (4d10), 11th level (5d10), 13th level (6d10), Cantrips. You learn two cantrips of your choice from the
17th level (7d10), and 19th level (8d10). warlock spell list. You learn an additional warlock cantrip of
Devious Traps your choice at 10th level.
Starting at 6th level, your traps become difficult to detect. Spell Slots. The Voodoo Spellcasting table shows how
When you set a trap with your thieves' tools, it is hidden many spell slots you have. The table also shows what the level
unless a creature makes a DC 20 Wisdom (Perception) check of those slots is; all of your spell slots are of the same level. To
to spot it. cast one of these spells, you must expend a spell slot. You
regain all expended spell slots when you finish a short or long
Scatter Objects rest.
At 10th level, your quick hands allow you to scatter the For example, when you are 6th level, you have two 2nd-level
environment with a great deal of dastardly nuisances. You can spell slots. To cast the 1st-level spell witch bolt, you must
use a bonus action on each of your turns to take the Use an spend one of those slots, and you cast it as a 2nd-level spell.
Object action. Thanks to your expert positioning, creatures Spells Known of 1st-Level and Higher. You know two 1st-
automatically fail their saving throws against any ball level warlock spells of your choice from the warlock spell list.
bearings, caltrops, or hunting traps you deploy. The Spells Known column of the Voodoo Spellcasting table
shows when you learn more warlock spells of your choice,
Harebrained Scheme and must be of a level for which you have spell slots. For
Starting at 14th level, you are ready to enact the most absurd instance, when you reach 6th level in this class, you can learn
of your schemes. You can spend 10 minutes developing a ploy. one new spell of 1st or 2nd level.
When you do so, choose up to six friendly creatures (which Additionally, when you gain a level in this class, you can
can include yourself) within 30 feet of you who can see or choose one of the warlock spells you know and replace it with
hear you and who can understand you. Once within the next another spell from the warlock spell list, which also must be
hour, each creature can take one additional action on top of of a level for which you have spell slots.
their regular action and a possible bonus action. If a creature Spellcasting Ability. Charisma is your spellcasting ability
hears more than one harebrained scheme, they can only use for your warlock spells, so you use your Charisma whenever a
one additional action granted by this feature per turn. spell refers to your spellcasting ability. In addition, you use
Once you use this feature, you can't do so again until you your Charisma modifier when setting the saving throw DC for
finish a long rest. a warlock spell you cast and when making an attack roll with
one.
Spell Save DC = 8 + your proficiency bonus + your Charisma
modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier

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41
Voodoo Spellcasting Séance Circle
By 14th level, you have become a powerful medium for
Guerrilla
Level
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
communicating with spirits, going as far as to directly
influence their behavior. As an action, you can make a magical
3rd 2 2 1 1st circle centered on you by twirling and tossing blood, powder,
4th 2 3 1 1st
or ash on the ground. The circle can be up to 15 feet in radius
and it retains its magic for 1 minute. When you create the
5th 2 3 1 1st circle, you can choose from two of the following effects to
6th 2 3 2 1st occur.
Faerie Ward. When a creature within the circle makes a
7th 2 4 2 2nd saving throw against being charmed or frightened, you can
8th 2 5 2 2nd choose to give them advantage on their saving throw.
Horrifying Ritual. Creatures of your choice that are within
9th 2 5 2 2nd the circle when you create it must make a Wisdom saving
10th 3 6 2 2nd throw against your Spell Save DC or become frightened of
you for 1 minute. A creature can repeat the saving throw at
11th 3 7 2 2nd the end of each of its turns as long as it is outside of the circle,
12th 3 7 2 2nd ending the effect on itself on a success.
13th 3 8 2 3rd
Profane Curse. Any undead or fiends you control have
advantage on attack rolls against creatures within the circle.
14th 3 9 2 3rd Servant of Nature. Plants within the circle become thick
15th 3 9 2 3rd and overgrown while the circle remains magical. For the
duration, the plants cause their spaces to become difficult
16th 3 10 2 3rd terrain, although you can walk through the plants without any
17th 3 10 2 3rd penalty to your movement.
Spiritual Conduit. You cast a spell as part of creating the
18th 3 10 2 3rd circle. The spell must have a casting time of 1 action and
19th 3 11 2 4th target a creature or a point within the circle.
20th 3 12 2 4th
Willful Thrall. When a creature casts a spell within the
circle, you can cause them to gain temporary hit points equal
to your Charisma modifier.
Nature's Aid Once you use this feature, you can't do so again until you
Also at 3rd level, the essence of the world around you aids you finish a long rest.
in making remedies and poisons. You gain proficiency with
herbalism kits and you have advantage on Intelligence
(Nature) and Wisdom (Survival) checks made to identify or
locate plants.
Servitude of the Profane
At 6th level, you can coax the spirits of the wild into an empty
vessel that you have provided. When you kill a Medium or
Small humanoid that was marked by your Rally class feature,
the body is raised as a mystical undead creature that uses the
statistics of a zombie.
On each of your turns, you can use a bonus action to
mentally command the zombie if the zombie is within 60 feet
of you. You decide what action the zombie will take and where
it will move during its next turn, or you can issue a general
command, such as to guard a particular chamber or corridor.
If you issue no commands, the zombie only defends itself
against hostile creatures. Once given an order, the zombie
continues to follow it until its task is complete.
The zombie is under your control until you finish a long rest
or you raise another zombie using this feature. After you lose
control of a zombie, it crumbles into a pile of silvery ash.
Voodoo Mystique
Starting at 10th level, your vigor causes paranoia in the minds
of your victims by way of your commanding spirits. While a
creature is marked by your Rally class feature, they have
disadvantage on saving throws against spells you cast.

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42
Subclasses College of the Homefront (Bard)
Since industry has been introduced to Vernestus, people have The College of the Homefront reached its peak during the
adopted and perfected its use. This extends not only to the War of Establishment, when countless civilian warforged
working man, but the adventurer as well. This supplement defended their nation not through direct force, but by
adds several new subclass options for players setting forth in supplying soldiers with the goods and inspiration they needed
the Crown. Base classes can be found within the Player's to succeed. New bards joining this college do so because they
Handbook. are gifted with determination and wit, but not necessarily
You can choose from amongst the following subclass martial prowess.
options when you choose a subclass from your base class. At Bonus Proficiencies
which level you choose a subclass varies depending on your When you join the College of the Homefront at 3rd level, you
class, which is also presented in the following table. gain proficiency with one type of artisan's tools of your choice.
Subclasses
You have advantage on all ability checks made with artisan's
tools that you are proficient with.
Level
Class Subclass Available Description Improved Inspiration
College of Also at 3rd level, you gain three additional uses of your Bardic
Bard the 3rd
Assists comrades both
on and off the battlefield
Inspiration feature. You can give multiple creatures a Bardic
Homefront Inspiration die at once when you use your Bardic Inspiration
Automaton Dominates constructs
feature, expending an extra use for each creature that receives
Cleric
Domain
1st
with electric reflexes a die.
Way of
Grapples with the might
Tailored Rejuvenation
Monk Hulking 3rd
of the desert Beginning at 6th level, you can tailor your soothing music and
Earth restorative abilities to your weary teammates during a short
Controls wide ranges of rest. Each creature other than you that restores hit points
Ranger
Sniper
3rd land with superior stealth from your Song of Rest may also gain one of the following
Conclave
and weaponry benefits:
Rogue Desperado 3rd
Roams the badlands with The creature regains all of the hit dice they spent during
firearms and saddles this short rest.
Moves fluidly between The creature regains spell slots with a combined level of
Sorcerer
Fragment
1st the Material and Ethereal equal to or less than your Charisma modifier. None of the
Origin
Planes spell slots can be of 4th level or higher.
The creature gains temporary hit points equal to twice
Warlock The Giga 1st
Draws upon the power of
the Giga
your bard level.
School of Delivers spells through Once a creature gains an additional benefit from this
Wizard
Slinging
2nd
gunslinging feature, they can't do so again until they finish a long rest.
Wizard
School of
2nd
Studies the great wizards Song of Home and Hearth
the Greats of legend Starting at 14th level, you can play a lovely song that reminds
your companions of the comforts of home. You can play this
song while traveling, exploring, or resting. Creatures of your
choice within 60 feet of you that can hear the song have
advantage on all Intelligence, Wisdom, and Charisma checks,
and they have resistance to all damage. Creatures in combat
gain no benefit from the song.
Automaton Domain (Cleric) Channel Electricity
The Automaton domain encompasses all that is mechanical. At 6th level, you gain the ability to channel electricity around
In the setting of Vernestus, machinery is a sacred concept. your body. When you make an attack with an industrial
Powered by the electricity of the Real God Machine, some weapon or when you cast a spell that deals lightning damage,
machines have even achieved life, such as the chrones and the you can cause lightning sparks to form a protective shield
warforged. Clerics of the Automaton domain uphold virtues around your body until the start of your next turn. When a
such as innovation, adhering technology in society, and creature hits you with a melee weapon attack while you are
domination. covered in sparks, they take lightning damage equal to your
Wisdom modifier (minimum of 1). A creature can only be
Automaton Domain Spells damaged this way once per turn.
Cleric Level Spells Divine Strike
1st shield, witch bolt At 8th level, you gain the ability to infuse your weapon strikes
3rd enhance ability, pyrotechnics
with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
5th haste, tiny servant deal an extra 1d8 lightning damage to the target. When you
7th fabricate, dimension door
reach 14th level, the extra damage increases to 2d8.
9th animate objects, skill empowerment Improved Domination
Starting at 17th level, you can attempt to dominate greater
Bonus Proficiencies numbers of constructs when you use your Dominate
At 1st level, you gain proficiency with industrial weapons. Construct, as long as they are all within range. You can
Also, you learn to speak, read, and write Digit, the language of attempt to control any number of constructs with your
constructs. Dominate Construct, as long as they don't have a combined
CR greater than your level. You choose the order in which the
Electric Reflexes constructs make the saving throws. You can use an action on
Also at 1st level, you can become quick as lightning. As a your turn to telepathically command any number of them.
bonus action on your turn, you give yourself a special reaction Additionally, when a construct makes a Wisdom saving throw
which you can use in addition to your normal reaction. The to avoid being charmed by Dominate Construct, they do so
special reaction lasts for 1 minute or until you use it. You can't with disadvantage.
have more than one special reaction at a time.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once). You regain all expended
uses when you finish a long rest.
Channel Divinity: Dominate Construct
Starting at 2nd level, you can use your Channel Divinity to
dominate and control a construct.
As an action, you present your holy symbol and attempt to
take control of a construct within 30 feet. The construct must
succeed on a Wisdom saving throw with a DC equal to your
spellcasting ability modifier, or be charmed by you for 1
minute. Constructs that are immune to being charmed can
still be charmed by this feature. The construct automatically
succeeds on the saving throw if its CR is greater than or equal
to your level.
While the construct is charmed, you have a telepathic link
with it as long as the two of you are on the same plane of
existence. You can use your action to telepathically command
the construct to move up to its speed and take an action. The
construct moves and takes its actions on your turn. You can
also cause the construct to use a reaction, but this requires
you to use your own reaction as well. If you don't issue an
order, the construct defends and preserves itself to the best of
its ability.
Each time the construct takes damage, it makes a new
Wisdom saving throw. If the saving throw succeeds, it is no
longer charmed.

Chapter 2 | Class Options


44
Way of Hulking Earth Shifting Sands
Monks of the Way of Hulking Earth channel the might of the At 6th level, you gain the ability to summon and manipulate
energy stored within the earth. These monks are typical of sand by channeling your ki. When you gain this feature,
Vernestus, where they may spend their entire lives wandering choose a number of spells from the list below equal to half
the vast Desneran Desert, absorbing the heat given off from your Wisdom modifier, rounded up (minimum of 1). To cast
the blazing sands and training their bodies to be tougher than one of these spells, you expend a number of ki points equal to
stone. Pupils training in monasteries dedicated to the Way of 1 + the spell's level. Otherwise, you use its casting time and
Hulking Earth may be sundrian champions of the Match of other rules, but you don't need to provide material
the Flower or cragfar and undergolems honing their components for it.
elemental powers. Even orcs, given the might of their people Shifting Sands Spells: dust devil, earthbind, earth tremor,
and their ties to the sands of Vernestus, find refuge in these erupting earth, flight of dust,* glimmering sands,* wall of
nomadic monasteries. sand
Earthen Physique Grapple Master
Starting when you choose this tradition at 3rd level, you At 11th level, your weighty presence and grip of iron allow you
illustrate the might of the earth and the weight behind your to physically command the battlefield. Your speed isn't halved
step. You gain the following benefits. as a result of grappling a creature, and you have advantage on
Bulky Figure. You count as three-quarters cover for attack rolls against creatures that are grappled by you.
creatures of your choice that are your size or smaller. Additionally, if you are grappled, you have advantage on
Chains of the Earth. You can grapple creatures up to two Strength (Athletics) checks made to grapple your grappler.
sizes larger than you. When you use your action to grapple a One with Sand
creature, you can make one unarmed strike as a bonus action. At 17th level, you have achieved oneness with the desert. As a
bonus action on your turn or as a reaction to taking damage,
you can spend 1 ki point to become a pile of sand, along with
any items you are carrying. While you are a pile of sand, you
can occupy the space of another creature. You have resistance
to all damage and you can pass through small holes, narrow
openings, and even mere cracks. While in your sand form, you
can't attack or cast spells, although you retain your ability to
speak and interact with creatures and objects. You revert back
to your humanoid form after one minute, you drop to 0 hit
points, or you choose to do so at any time.
*Found in chapter 6 of this compendium.
Sniper Conclave (Ranger)
Rangers belonging to the Sniper conclave are experts at using Gaert Silvereyes
gnomish firearms in long distance combat. Snipers use The most infamous sniper in all of the Crown is
stealth tactics to their advantage, allowing them to kill without undoubtedly a dwarf by the name of Gaert
alerting the enemy to them or their allies. By strategically Silvereyes. When Gaert was a boy, he was captured
securing locations, snipers are invaluable in large scale by a dragon, but was given a second chance at life.
combat. The dragon bet Gaert to shoot a slug at a wine
bottle a mile away, or else he would become the
Sniper Magic dragon's supper. After tediously testing the wind
and preparing the shot, Gaert managed to shatter
Starting at 3rd level, you learn an additional spell when you the bottle. Gaert is now the head honcho of a sniper
reach certain levels in this class, as shown in the Sniper gang known as the Dragonfire
Spells table. The spell counts as a ranger spell for you, but it
doesn't count against the number of ranger spells you know.
Sniper Spells
Ranger Level Spell Crackshot
3rd jump Starting at 15th level, your precision allows you to decimate
5th pass without trace
entire hoards of creatures at once. On your turn, you can use
an action to make up to ten attacks with a weapon that has the
9th nondetection steady property. Each attack must be made against a different
13th locate creature creature, and you must expend a powder slug for each attack.
Once you use this feature, you can't do so again until you
17th conjure volley finish a long rest.
Bonus Proficiencies
At 3rd level, you gain proficiency with cogwork rifles,
flintlocks, hipshooters, muskets, pockmarkers, and revolvers.
Also, you gain proficiency in one of the following skills of your
choice: Perception, Stealth, or Survival.
Rifle Expert
Also at 3rd level, you gain the following benefits when you use
a weapon that has the steady property:
The long range of the weapon increases by a number of
feet equal to 5 x your ranger level.
When you make an attack roll with the weapon while you
are hidden, the attack doesn't immediately reveal your
location. Creatures that would otherwise automatically
spot you can use their reaction to make a Wisdom
(Perception) check with a DC equal to 8 + your proficiency
bonus + your Dexterity modifier. If a creature fails the
check or chooses not to use their reaction, you remain
hidden to them.
After you make an attack roll on your turn with the
weapon, you may stow the weapon and draw a single one-
handed weapon as a reaction.
High Ground
Beginning at 7th level, you're able to expertly reach vantage
points when searching for prey. You gain a climbing speed
equal to your walking speed.
Sniper's Cover
At 11th level, you can expertly hide as long as you are within
familiar terrain. While you are within your favored terrain, you
have advantage on Dexterity (Stealth) checks.

Chapter 2 | Class Options


46
Mounts of Vernestus
Mounted combatants from the wastes of the
Desneran to the bogs of the Verns rely on horses,
camels, and even mastiffs for the smaller folk as
steeds to aid them in their travels. Sometimes a
more specialized beast is required to carry
uncommon burdens. Here are some of the unique
mounts one may find in Vernestus.
Greenhoof. The greenhoof uses the statistics of
the warhorse. This pale green breed of horse roams
the jungles of the Vern, where they've developed a
natural immunity to disease.
Silkback. The silkback uses the statistics of the
riding horse. These regal horses are used by the
upper echelons of knights. Their silky coat is often
used to make apparel, but it also lets the rider to
easily dismount the silkback by using only 5 feet of
their movement.
Stone Mule. The stone mule uses the statistics of
the mule. These mules often accompany
undergolem travelers from the Plane of Earth. The
carrying capacity of a stone mule is 100 pounds
greater than that of a normal mule.
Sun Camel. The sun camel uses the statistics of
the camel. Sun camels can be found roaming the
Desneran, always following the sun. Sun camels
only require half the food a normal camel requires
and they have resistance to fire damage.
Tower Dog. The tower dog uses the statistics of
the mastiff. In ancient times, tower dogs were used
by humans to villages of invaders. Nowadays, the
breed is used by small folk who have the coin to
spare for an exquisite mount. Tower dogs have
advantage on Wisdom (Perception) checks that rely
on sight.

Desperado (Rogue)
Your archetype is known by many names – the bandit, cowboy,
bronco, and most commonly in Vernestus, the desperado. You
fully accept the tools that the badlands have to offer, namely Hogtie
the saddle and the firearm. By horseback, you travel the Starting at 9th level, the escape DC of your nets is now equal
desolate wastes as an outlaw, fighting either for the greater to 8 + your Dexterity (Sleight of Hand) modifier.
good or for your personal gain.
Gunsling King
Bonus Proficiencies At 13th level, you've mastered the art of gunslinging. When
When you choose this archetype at 3rd level, you gain you make an attack with a firearm, you can choose for the
proficiency with flintlocks, muskets, nets, revolvers, and land powder slug to ricochet off a point on a surface within range
vehicles. before hitting your target. The powder slug travels from you to
the point you choose and then bounces towards the target,
Horseback Bandit potentially ignoring the target's cover if they have any.
Starting at 3rd level, mounting or dismounting a creature
costs you only 5 feet of movement, rather than half your Showdown
speed. While you are mounted, you don't suffer disadvantage Starting at 17th level, you can choose to showdown with a
when making an attack with a net beyond its normal range. hostile creature that you can see whenever you roll for
You also gain an additional way to use your Sneak Attack; initiative. The showdown lasts until you or the hostile creature
you don't need advantage on the attack roll to use your Sneak drops to 0 hit points or until you choose another creature to
Attack against a creature if you are mounted, there are no showdown with. You have advantage on attack rolls against
creatures within 5 feet of you besides your mount, the the creature you are showing down with. Additionally, you
creature is at least one size smaller than your mount, and you have advantage on all saving throws the creature forces you to
don't have disadvantage on the attack roll. make.

Chapter 2 | Class Options


47
Fragmented Body
Starting at 1st level, your body is but a fragment of a whole.
You can step into the Ethereal Plane as an bonus action on
your turn. You remain there until the end of your next turn,
returning to the space on the Material Plane you now occupy.
If that space is occupied, you appear in the nearest
unoccupied space (chosen at random if more than one space
is equally near). You can also return as an action.
While on the Ethereal Plane, you can see and hear the
plane you originated from, which is cast in shades of gray, and
you can’t see anything there more than 60 feet away. You can
only affect and be affected by other creatures on the Ethereal
Plane. Creatures that aren’t there can’t perceive you or
interact with you, unless they have the ability to do so.
Once you use this feature, you can't do so again until you
finish a short or long rest.
Paranormal Flair
Also at 1st level, you have a well of ghostly power you can
draw upon. You know the thaumaturgy cantrip, which doesn't
count against your number of cantrips known. You can use a
bonus action on each of your turns to cast thaumaturgy.
Wane
Beginning at 6th level, you can momentarily cause your body
to become ghostly and intangible. Your limbs can't be bound
by nonmagical bindings such as rope or manacles, and you
have advantage on any Strength (Athletics) or Dexterity
(Acrobatics) checks made to stop being grappled or
restrained. You can also don or doff any armor or clothing as
an action. Additionally, you can spend 1 sorcery point to cast
the feather fall spell, targeting only yourself, and without
needing any material components or expending a spell slot.
Incorporeal Flesh
Starting at 14th level, you have resistance to bludgeoning,
piercing, and slashing damage from nonmagical sources.
Additionally, you can move through other creatures as if
they are difficult terrain. If you end your turn within a
creature, you take 5 force damage and are shunted towards
the nearest unoccupied space.
Destabilize Area
Starting at 18th level, you can take up to six other creatures
within 60 feet of you to the Ethereal Plane when you use your
Fragmented Body feature. An unwilling creature has to make
Fragment Origin (Sorcerer) a Charisma saving throw against your spell save DC,
The Real God Machine was built by Ker to stabilize the remaining in place on a success. Once you leave the Ethereal
Material Plane in its place, allowing for matter and life to Plane, so do all of the creatures brought there by you. When
exist. At the turn of the Second Era, the Machine was partially you return to the material plane, each creature returns to the
destroyed by Lok, partially destabilizing the world. You are space on the Material Plane it now occupies. If a creature's
one such entity that was born torn in twain or randomly space is occupied, it appears in the nearest unoccupied space
bereaved of your physical body. (chosen at random if more than one space is available).
Your magic comes from fluctuations in the balance of the Additionally, you gain the ability to extend your time in the
universe, allowing you to tap into the Ethereal Plane at will. Ethereal Plane. You can use a bonus action on each of your
With it, you have essential become a partial ghost, a mere turns to extend the duration of your Fragmented Body feature
shadow of a full being. Others of this origin often lack a until the end of your next turn, for up to 10 minutes total.
complete set of emotions and clear morals, and appear
strange and alien to passerby.

Chapter 2 | Class Options


48
The Giga (Warlock) Roar of the Giga
You have traded for power with a gargantuan metal being with Starting at 14th level, you have been granted the ability to roar
uncertain origins, capable of demolishing entire landscapes with the might of the Giga. As an action, you can emit a
within hours. The Giga are monstrous constructs that roam thunderous roar which can be heard up to 300 feet away.
Vernestus and the surrounding land, taking the vague form of Creatures in that area must succeed on a Constitution saving
common beasts. Their motivations are enigmatic, but they throw against your warlock spell save DC. On a failed save, a
seem to give little heed to mortals that are in their path, creature takes 3d10 thunder damage and is stunned until the
simply crushing entire villages underfoot without even end of their next turn. On a success, they take half as much
noticing. These metal monsters are large enough to hold damage and aren't stunned. Creatures of your choice
entire dungeons within their bodies with untold amounts of automatically succeed on the saving throw.
alien denizens. Only several Giga live within Vernestus, such Once you use this feature, you can't use it again until you
as Giga Gerunda, a great rabbit, Giga Vuul, a goat, and Giga finish a long rest.
Keelaxa, a camel. Null, the eldritch train engine inhabiting Eldritch Invocations
Vernestus, is also capable of wielding the power of the Giga.
At 2nd level, a warlock gains the Eldritch Invocations feature.
Expanded Spell List Here are new options for that feature for any player playing in
The Giga lets you choose from an expanded list of spells when Vernestus, which are in addition to the options in the Player's
you learn a warlock spell. The following spells are added to Handbook.
the warlock spell list for you.
Eldritch Engine
Giga Expanded Spells Prerequisite: eldritch blast cantrip
Spell Level Spells
When you cast eldritch blast, your speed increases by 10 feet
1st absorb elements, speak with animals until the end of your turn.
2nd find traps, pass without trace
Keelaxa's Tempest
3rd glyph of warding, spirit guardians Prerequisite: 5th level
4th dominate beast, locate creature
You can cast call lightning once using a warlock spell slot. You
5th commune with nature, passwall can't do so again until you finish a long rest.
World Breaker Null's Transport
Starting at 1st level, you deal double damage to objects and Prerequisite: 5th level
structures. While you are traveling at a fast pace, you can direct kinetic
Cloak of the Mundane energy into a Gargantuan or smaller mount or vehicle that you
Also at 1st level, the power bestowed by the Giga selectively are riding. After 1 hour of directing energy, the speed of the
breaks down the magical weave around you, hindering other mount or vehicle quadruples. It maintains this bonus to its
spellcasters. When you are subjected to a spell that forces you speed until it stops moving or until you finish a short or long
to make a saving throw, you have advantage on the saving rest. A mount does not tire while you continue to direct energy
throw if you are the only target of the spell. into it and vehicles that are not built to sustain great speeds
do not suffer any wear and tear as a result of this feature.
Unearthly Deflection Once you use this feature, you can't do so again until you
Beginning at 6th level, you can absorb enemy attacks and use finish a rest.
them to bolster your own. As a reaction to taking damage, you Vive of Gerunda
can gain resistance to that type of damage until the start of
your next turn. If you make an attack on your next turn that You can cast jump on yourself at will, without expending a
deals that type of damage, you have advantage on the attack spell slot or material components.
roll. Vuul's Pit Sense
Once you use this feature, you can't do so again until you
finish a long rest. As an action, you can activate your pit sense. For 1 hour, you
can sense all sources of heat within 30 feet of you. You can't
Prevailing Gaze sense sources of heat that are blocked by total cover.
At 10th level, you gain the uncanny ability to perfectly survey Once you use this feature, you can't do so again until you
your environment, a trait the Giga use to find approachers. finish a short or long rest.
You can see up to 1 mile away with no difficulty, able to
discern even fine details as though looking at something no
more than 100 feet away from you. Additionally, dim light,
heavy foliage, and weather don't impose disadvantage on your
Wisdom (Perception) checks.

Chapter 2 | Class Options


49
Dark Yembora and the Sand Slingers
A cause of fear for many roaming the Desneran
Desert, Dark Yembora is a sundrian renowned the
world over for their impressive spell slinging
abilities. Raised aboard a salvaged dune galley, it
didn't take long for Yembora's aptitude to show.
They staged a mutiny and have become the pirate
with the greatest and most grim reputation in all of
Vernestus.
With little standing in the way of Yembora,
they've amassed quite a bit of power throughout
the land. The Sand Slingers, agents and students of
Yembora, flaunt their power at will in the prefecture
of Fuum. Many see Fuum as a breakaway state, as it
no longer adheres to the law of the Crown, nor does
it heed any attempts of the Crown to regain
sovereignty. Yembora and the Sand Slingers control
Fuum and use the territory to operate pirating
schemes and as their very own well of resources
and manpower.

Magic Desperado
Beginning at 6th level, once per turn when you hit a target
with a spell attack from your flintlock, the target takes an
School of Slinging (Wizard) extra 1d6 piercing damage from the powder slug. Additionally,
your flintlock attacks count as magical for the purpose of
Almost as long as there have been firearms in Vernestus, overcoming resistance and immunity to nonmagical damage.
there have been curious students of the arcane trying to figure
out how to incorporate them into their practices. By using Perk
firearms as a vessel, these wizards, known as slingers, are By 10th level, you've honed your slug slinging craft into a
able to package their spells into powder slugs and use them to personalized style. Choose one of the following perks.
deliver the arcane potential. Flintlocks are the weapon of Amplify. Once per turn when you roll a 1 or 2 on a damage
choice to slingers as they are more readily available than die for a spell you cast with a flintlock, you can reroll the die
other firearms, and as such they are what upcoming slingers and must use the new roll, even if the new roll is a 1 or a 2.
learn to use. In addition, they are lightweight and easily You must have used a bonus action to steady the flintlock
concealable, making flintlocks ideal for law enforcement and beforehand to gain this benefit.
villainy alike. Deadeye. You gain a +2 bonus to attack rolls you make with
flintlocks if you used a bonus action to steady the flintlock
Bonus Proficiencies beforehand. If you cast a spell with your flintlock that requires
When you choose this school at 2nd level, you gain proficiency multiple attack rolls, you only gain this bonus for the first
with flintlocks. You can use a flintlock as a spellcasting focus attack roll.
for your wizard spells. Suppress. If you cast a spell from a flintlock that forms a
cone or line, the spell extends an extra number of feet equal to
Arcane Slug Slinging 5 x your Intelligence modifier.
Starting at 2nd level, you can choose to fire a wizard spell
from a flintlock if the spell deals damage. You fire a powder Gunmetal Amplifier
slug from the flintlock as part of casting the spell, and the At 14th level, your flintlock amplifies spells you cast through it.
target becomes the point of origin for the spell. In this case, When you cast a cantrip through your flintlock as an action on
you use the range of the flintlock to determine the range of the your turn, you can immediately cast the cantrip again as part
spell. Spells that form cones or lines instead originate from of the same action.
the flintlock. If the spell requires an attack roll, you can use
either your spell attack modifier or your attack modifier for
the flintlock to determine the outcome of the roll.

Chapter 2 | Class Options


50
School of the Greats (Wizard) Arcane Knack
Wizards of this school, unlike most schools, do not devote Beginning at 6th level, you can use your arcane power to fuel
their time to any kind of magic in particular. Instead, they your skills. Whenever you make an ability check using your
spend their time studying great wizards of legend or Intelligence, Wisdom, or Charisma modifier, you can expend
prominent contemporaries. They imitate the particular style of one spell slot to give yourself a bonus to the check. The bonus
one or more of the greats which have proven the usefulness of is 1d4 for a 1st-level spell slot, plus 1d4 for each spell level
their spells. higher than 1st. You must choose to do so before the check is
made, and you can't gain a bonus greater than +10 with this
Studious Mind feature.
At 2nd level, your heightened ability to learn and maintain Savant of the Greats
information allows you to hang on to the most obscure facets Starting at 10th level, your studies of the greats cause certain
of the subjects you have studied. Choose one skill that you are spells to become second nature to you. The spells you learned
proficient with. Whenever you make an Intelligence check from your Pupil of the Greats feature are now always
with the chosen skill, you can add twice your Intelligence prepared, and they don't count against the number of spells
modifier, instead of the Intelligence modifier you would that you can normally prepare.
normally apply. Additionally, if you deal damage to a creature with a spell
Pupil of the Greats you learned from your Pupil of the Greats feature, you can
You begin your delve into the works of the arcane masters. add your Intelligence modifier to the damage you deal to that
Starting at 2nd level, you add a spell to your spellbook from creature. You can only do this once per turn.
the list of spells below. The spell counts as a wizard spell for Spell Hybridization
you, even if it isn't normally a wizard spell. If you ever lose Through tenacious use of the spells created by the greats,
your spellbook, you can transcribe spells learned from this you've begun to learn how to create your own spells by
feature even if you don't have them prepared when you lose hybridizing common spells. At 14th level, when you cast a
your spellbook. wizard spell as an action, you can cast another wizard spell as
You learn another spell from this feature when you reach part of the same action given that both spells have a casting
certain levels in this class: 5th, 9th, 13th, and 17th level. The time of 1 action. You expend a single spell slot of a level equal
spell you choose must be on the list for your current wizard to the sum of the levels of the spells you are casting. For
level or a lower level. example, if you cast magic missile at 2nd-level and fireball at
2nd Level: arms of Hadar, Tasha's hideous laughter, Tenser's 3rd-level, you would expend a single 5th-level spell slot.
floating disc Once you use this feature, you can't do so again until you
5th Level: Aganazzar's scorcher, hunger of Hadar, Leomund's finish a long rest.
tiny hut, Maximillian's earthen grasp, Melf's acid arrow,
Melf's minute meteors, Nystul's magic aura, Snilloc's
snowball swarm
9th Level: Bigby's hand, Evard's black tentacles, Gillycrest's
forceful foray,* Gillycrest's grim gun,* Leomund's secret
chest, Mordenkainen's faithful hound, Mordenkainen's
private sanctum, Otiluke's resilient sphere, Rary's telepathic
bond
13th Level: Ausson's aquatic adaptation,* Drawmij's instant
summons, Mordenkainen's magnificent mansion,
Mordenkainen's sword, Otiluke's freezing sphere, Otto's
irresistible dance, Sapphos' sundering,* Tenser's
transformation
17th level: Abi-Dalzim's horrid wilting
*Found in chapter 6 of this compendium.
At 15th level, your unending ferocity and strong leadership
Optional Class Changes holds you and your allies together in combat. Creatures can
Vernestus as a fantasy setting introduces a slew of new now deal the extra damage granted by your Rally class feature
concepts and character creation options to Dungeons & any number of times per turn.
Dragons. Additionally, the base classes presented in the Additionally, you can use a bonus action on your turn to
Player's Handbook may be altered to better suit the setting. mark a creature within 60 feet of you with your Rally class
You may use the optional changes presented below to some of feature, instead of having to deal damage to the creature.
the classes and subclasses found in the Player's Handbook Industrial Fighting Style
and Xanathar's Guide to Everything when playing in
Vernestus. If you are playing as a fighter, you may choose the following
fighting style.
Barbarian Proficiencies
Industrial
As a barbarian, you gain proficiency with cestuses. You gain proficiency with industrial weapons.
Guerrilla as a Fighter Subclass Rogue Proficiencies
Some DMs may prefer to incorporate the guerrilla into their As a rogue, you gain proficiency with pockmarkers and
game not as its own class, but rather as a subclass of the knuckledusters.
fighter class. The tactical wit and physical prowess of the
guerrilla lends itself well to being in the fighter class in a Spell Lists
setting other than Vernestus where the archetype may not be
as prevalent. If you choose this subclass, you gain the Vernestus introduces several new spells to the Dungeons &
following abilities as you would with the other Martial Dragons catalog. The following classes have spells added to
Archetypes. their spell lists. These spells can be found in chapter 6 of this
compendium.
Rustic Champion
Beginning when you choose this archetype at 3rd level, you Bard: gleam, sunshade, twang
gain proficiency with improvised weapons. All improvised Cleric: gleam, purge, stability
weapons you wield deal 1d6 damage if they would deal less Druid: glimmering sands, repel pests, roam, swamp gas
damage otherwise. Paladin: stability
Ranger: flight of dust, repel pests
Rally Sorcerer: Ausson's aquatic adaptation, flight of dust, gleam,
Also at 3rd level, you learn how to coordinate strikes with your sunshade, swamp gas, unstable trip
allies. When you deal damage to a creature, you can choose to Warlock: sunshade, swamp gas
mark it. A creature friendly to you that deals damage to the Wizard: abstract dart, Ausson's aquatic adaptation, flight of
target while it is marked in this way gains a bonus to their dust, gleam, glimmering sands, Sapphos' sundering,
damage equal to your Charisma modifier (minimum 1). The sunshade
attacking creature must be able to see or hear you in order to Way of the Kensei
gain the bonus, and it may only apply the extra damage once
during its turn. The mark lasts until either you or the target When you choose your kensei weapon, the cestus,
drop to 0 hit points, or you finish a short or long rest knuckleduster, tekko, tigerclaw, and vajra are valid choices.
Once you use this feature, you can't do so again until you
finish a short or long rest.
Blitz
Starting at 7th level, your swift movements allow you to get
into position with ease. On you first turn of combat, you gain
an extra action that can be used to Dash or Dodge, and your
movement doesn't provoke any opportunity attacks.
Hit and Run
At 10th level, you gain a bonus to the damage you deal when
you hit a creature marked by your Rally class feature with a
weapon attack. This bonus equals your Charisma modifier
(minimum of 1).
Assault
Starting at 15 level, you triumphantly lead your allies into
battle, giving them a swift boost to their speed. When rolling
for initiative, friendly creatures within 30 feet of you can add
1d6 to their initiative roll. These creatures also gain a 10 foot
bonus to their walking speed on their first turn.
Unwavering Leadership
Chapter 2 | Class Options
52
Chapter 3: Backgrounds

E
merging from a history of friends and foes, Suggested Characteristics
quests and misdeeds, ups and downs, your Inventors are often quirky folk, having a reputation of having
character is equipped with the memories above average smarts, but poor social skills, although this isn't
and experience that makes them the right necessarily the case with all inventors. You have a mind fit for
choice to become an adventurer. Your problem solving and critical thinking, even when the threat of
character's background reflects all that your an enemy looms near.
character did, learned, and acquired before
the moment that your game of Dungeons & Dragons begins. d8 Personality Trait
Presented in this chapter are two background options for
characters in Vernestus, the inventor and the luddite. See 1
I assume that others will understand what I say, even
chapter 4 of the Player's Handbook, "Personality and when I speak with jargon and technobabble.
Background," for more about backgrounds. 2 I keep my chin up, even when my plans end in failure.
My mentor taught me everything that I know, and I
Inventor 3
wish to spread that knowledge to all that I can.
You are among the many bright minds in Vernestus that 4 I yearn to help others.
dedicate their lives to the creation of brand new innovations.
You streamline daily life by inventing and manufacturing 5
In a formal setting, I can never seem to find the right
unique objects. Perhaps you developed a weapon of war and words. Otherwise, I blather constantly.
sold it to the highest bidder, you partake in the manufacturing I analyze each and every scenario as if it were a
of warforged for the Crown, or you fancy crafting your own 6
problem, and only I can find the solution.
firearms over those made by others.
I get so caught up in my thoughts that others assume
7
Skill Proficiencies: Arcana, Insight I have a bad attention span. They're mostly right.
Tool Proficiencies: Tinker's tools, vehicles (land) I only share my ideas with others if I know they are
Equipment: A set of common clothes, a book of schematics 8
without flaw.
and musings, tinker's tools, and a pouch containing 10 gp
Area of Expertise d6 Ideal
A successful inventor is the expert on a particular subject. Humanism. Invent to solve the problems plaguing us
Choose or randomly determine your area of expertise that 1
all. (Good)
defines you as an inventor. Entrepreneurship. Don't waste time on activities that
2
d8 Area of Expertise d8 Area of Expertise aren't profitable. (Neutral)
1 Armor 5 Magic items Advancement. We must push technology further if we
3
want a better society. (Lawful)
2 Circuitry 6 Potions
Devotion. Once you take on a task, always see it
3 Firearms 7 Vehicles 4
through to the end. (Lawful)
4 Machines 8 Warforged Technocracy. Those that wield the most dangerous
5
inventions are those that ought to rule. (Evil)
Feature: Masterful Invention 6 Creativity. Always show your true colors. (Any)
You are the creator of an invention that you built for some
group, such as a local county, guild, or company. Because of d6 Bond
your invention, this particular group has seen an increase in I keep my workshop spick and span, as its where I
success. This group acknowledges your contribution by 1
spend my of my time.
offering you and your adventuring companions with a place to
stay, and they may grant you monetary assistance if you are in 2
Nothing is more important to me than my book of
dire need of it. If you fail to maintain friendly relations, the diagrams.
group is by no means obligated to offer aid. Talk with your DM I teach my apprentice all that I know so one day they
about the invention you created and which organization 3
may take over for me.
adopted it.
4 My loyalty is to my kingdom and the people within.
No one may know the precious secrets that underlay
5
all of my inventions.
6 I am eternally grateful for the tutelage of my master.

Chapter 3 | Backgrounds
53
d6 Flaw d8 Personality Trait
I rarely get an adequate amount of sleep since I stay I don't mind getting my hands dirty when the task at
1 1
up all night working on my inventions. hand calls for it.
I think I work best when there's a heavy amount of 2 Nothing calms me down like a clear open sky.
2
mead running through my body.
3 Family comes before any other organization.
3 I am a complete sham.
Bartering is my preferred method of procuring goods
4
I publicly show myself as an inventor, but its a cover and services.
4
up to hide my true business.
5 Magic is much too complicated for me to grasp.
5 My inventions explode with alarming frequency.
I fret constantly about the advances of technology
6
I am slow to trust others, as I think they want to steal and how they will undermine my way of life.
6
my trade secrets.
7 I value honesty over any other virtue.

Luddite 8 I follow the path laid down by my ancestors.

Many sing the praises for the swift uprise of technology in d6 Ideal
Vernestus, although it isn't without its dissent. Farming folk,
outlanders, and those living on the brink of civilization get 1 Protection. I stick up for those that need it. (Good)
along just fine without any fancy technology, even preferring Orthodoxy. Stick to the traditional, proven ways of
the way that things once were. Luddites band together to 2
doing things. (Lawful)
advocate for the control and downsizing of technology across Propagandize. Keep the public unwitting, so only the
the land. 3
knowledgeable remain in power. (Evil)
Skill Proficiencies: Animal Handling, Athletics Tribute. Respect the deceased and pay homage to
Tool Proficiencies: One type of artisan's tools 4
those that have done you well. (Lawful)
Languages: One of your choice Rebellion. Strike when its least expected and stir
Equipment: A set of artisan's tools (one of your choice), a 5
revolution. (Chaotic)
mess kit, a minor family heirloom, a set of common clothes,
and a pouch containing 10 gp 6
Community. The people around you are the ones that
matter the most. (Any)
Feature: Old Ways
You have made a living for yourself that relies on deeply d6 Bond
rooted interpersonal relationships. You belong to a tightly knit
community that thinks highly of you and will readily accept 1
I will do whatever it takes to recover my family's
your ideas. Members of your community will give you a place stolen heirloom.
to hide, rest, or recuperate, unless you start to show yourself I lead a local band of like minded luddites that thwart
to be dangerous to them. They will shield you from the law or 2
technological innovation.
anyone else searching for you, though they will not risk their My tools define who I am and what I am capable of
lives for you. 3
doing, so I take them with me wherever I go.
Suggested Characteristics 4 I protect the lives of the working man.
Luddites are often well-meaning, down to earth, family Someday I wish to return to my home village and
oriented folk. Most lead simple lives in rural environments, 5
raise a family of my own.
resenting the hustle and bustle of cities. Wherever you find
yourself, you likely value the traditional way of doings things, 6
All the treasures and baubles I gather during my
as its foolish to try and fix those things that aren't broken. adventures go to support my family.

d6 Flaw
My dislike of technology extends to all those who use
1
it.
I secretly admire fancy gadgets, but I fear I would be
2 rejected by my community if I were to engage with
them.
3 I'm rather grouchy and enjoy a fine drink.
I destroy machines when I see them, regardless of
4
who they belong to.
I'm not afraid to say what's on my mind, especially if I
5
get a good reaction out of somebody.
I dislike the idea of newcomers entering my
6
community, especially if we aren't of the same race.

Chapter 3 | Backgrounds
54
Chapter 4: Equipment

I
cons of Vernestus include the grandiose barges of the
sundrians barreling over desert dunes and the
mountains of powder kegs that power gnomish
clockwork guns. This chapter includes new
equipment available for the adventurers of Vernestus
to purchase in addition to the equipment found in
chapter 5 of the Player's Handbook, "Equipment."
Markets across Vernestus are places where culture and
livelihoods thrive. The domains of Vernestus depend on trade
with each other to succeed, and as such Vernal governments
place a large emphasis on supporting the development of
trade routes and the protection of caravans.
Copper, silver, gold, and platinum pieces are the most
common forms of currency. Gems, artifacts, and magic goods
are uncommon commodities, but will often fetch a hefty
amount of coin with the right buyer. Many reputable locations
may exchange labor or favors for goods.
Starting Wealth
Chapter 5 of the Player's Handbook, "Equipment," describes
how much wealth you start with when you create a character
if you choose to pass the equipment you gain from your class
and background. If you are playing a tinkermage or guerrilla
character, see the Starting Wealth by Class table to determine
how much gold you have to spend.
Starting Wealth by Class
Class Funds
Tinkermage 5d4 x 10 gp
Guerrilla 2d4 x 10 gp

Industrial Weapons
Industrial weapons are a new weapon type for adventures set
within Vernestus. Rock gnomes, blessed with knowledge
given by the god of constructs, created the first industrial
weapons. With innovations in technology and magic, firearms
and weapons of exquisite craft have entered the stage along
with typical fantasy weapons.
Although members of all races have adopted the use of
industrial weapons, their design often incorporates gnomish
motifs. The percolation of gnomish culture across the world is
a point of pride for many gnomes, as well as the warforged, a
race created by the gnomes.
The Industrial Weapons table shows you the new weapons
available to you in Vernestus, their price and weight, the
damage they deal when they hit, and any special properties
they possess. See chapter 5 of the Player's Handbook,
"Equipment," for more information about weapons, as well as
a list of simple and martial weapons.

Chapter 4 | Equipment
55
Industrial Weapons
Name Cost Damage Weight Properties
Industrial Melee Weapons
Cestus 10 gp 1d6 bludgeoning 1 lb. Hand, light
Knuckleduster 10 gp 1d4 bludgeoning 1/2 lb. Finesse, hand, light
Tekko 15 gp 1d4 slashing 1/4 lb. Finesse, hand, light
Tigerclaw 35 gp 1d8 slashing 1½ lb. Finesse, hand
Vajra 15 gp 1d6 piercing 1 lb. Hand, light
Industrial Ranged Weapons
Blunderbuss 100 gp 1d8 piercing 5 lb. Ammunition (range 20/60), loud, spread, two-handed
Ammunition (range 150/600), loading, loud, steady,
Cogwork rifle 250 gp 2d6 piercing 9 lb.
two-handed
Ammunition (range 30/120), heavy, loud, spread,
Crank shotgun 150 gp 1d12 piercing 5 lb.
two-handed
Ammunition (range 10/30), heavy, spread, two-
Firebomb 220 gp 1d10 fire 14 lb.
handed
Flintlock 100 gp 1d6 piercing 2 lb. Ammunition (range 20/60), light, loading, steady
Hipshooter 250 gp 1d8 piercing 4 lb. Ammunition (range 80/320), loud, spread, steady
Ammunition (range 80/320), loading, loud, steady,
Musket 120 gp 1d10 piercing 8 lb.
two-handed
Pepperbox 130 gp 1d8 piercing 3 lb. Ammunition (range 80/320), loud, spread
Ammunition (range 100/400), loading, loud, two-
Phoenix 200 gp 1d10 fire 9 lb.
handed
Pockmarker 50 gp 1d4 piercing 2 lb. Ammunition (20/60), light, steady
Revolver 200 gp 1d8 piercing 2 lb. Ammunition (30/120), light, loud, steady
Ammunition
Powder slug (5) 1 gp — 1/2 lb. —
Weapon Properties Common Magic Items
Some industrial weapons have special properties not found Powerful magic items are rare across Vernestus, only
among those in the Player's Handbook, as shown in the belonging to individuals of particularly great privilege or found
Industrial Weapons table. sprinkled across the land, deep within the most dangerous
Hand. This weapon is made to fit over your hand. You can dungeons and crypts. However, more mundane magic items
use your hand to provide somatic components or hold another are commonly seen throughout, often integrated with some
weapon or object while wielding this weapon. form of technology. The following are some of these common
Loud. When you make an attack with this weapon, it items that you are likely to come across in Vernestus. See
creates a loud noise audible up to 300 feet away, alerting any chapter 7 of the Dungeon Master's Guide, "Treasure," for
creatures within the area of your presence. more information about magic items.
Spread. Being within 5 feet of a hostile creature doesn't
impose disadvantage on your ranged attack rolls with this Arcane Holster
weapon. Wondrous item, common
Steady. You can use a bonus action on your turn to ignore Any firearm weighing 10 pounds or less can fit entirely within
the disadvantage granted from attacking beyond the weapon's the holster, regardless of its volume. Any items other than
normal range. The steadying effect lasts until the start of your firearms are unable to fit within the holster.
next turn.
Antilockpick
Dune Vehicles Wondrous item, common
Sundrians are known for their cunning wit and This odd key shaped object has 3 charges. You can insert the
craftsmanship, but not necessarily for their creativity. Dune antilockpick into a mundane lock and expend a charge to
vehicles are technological marvels created by the sundrians permanently transmute the internal mechanisms of the lock
from reverse-engineered gnomish technology. to a state that renders all existing keys for that lock unusable.
Resembling ships you would find at sea, dune vehicles are The antilockpick regains all expended charges daily at dawn.
able to sail across the sand of deserts. Many fear exploring the
Desneran desert for fear of meeting a dune barge staffed with Autoreel
sundrian pirates. However, dune vehicles are able to be Wondrous item, common
purchased as equipment for adventurers.
Vehicle Proficiency. If you have proficiency with vehicles This reel is made to fit around your wrist and attach to a
(land), you can add your proficiency bonus to any check you single weapon. The reel has a line that extends up to 60 feet.
make to control a dune vehicle in difficult circumstances. On your turn, you can cause the reel to draw a weapon on the
end of the line back into your hand, no action required.
Dune Vehicles
Item Cost Speed
Caravan boat 4,500 gp 1 mph
Desert galley 45,000 gp 4 mph
Dune sailboat 12,000 gp 3 mph
Dune schooner 28,000 gp 3 mph
Wind dinghy 75 gp 2 mph

Chapter 4 | Equipment
57
Bag of Minor Gaana Stones Cog of the Timekeeper
Wondrous item, common Wondrous item, common (requires attunement)
This bag comes with 1d20+10 shiny black stones. Any These cogs were originally used by the ancestral chrones
creature holding the bag of stones can cast the magic stone enacting the functions of RG2, but have become
cantrip, as long as they use the gaana stones as part of the commonplace as watches. While you are attuned to this item,
spell. After a gaana stone is used, it disappears in a silent burst you always know the time on your current plane of existence.
as it planeshifts to the Plane of Earth. If you are a chrone, the cog also gifts you certain mental
benefits while you are attuned to it. You can perform
Boots of the Caravan mathematical operations with ease, and perfectly remember
Wondrous item, common everything that happened within the past 7 days of being
attuned to the cog.
These boots don't leave footprints in sand.
Flashpaper
Candle of Bug Repelling Wondrous item, common
Wondrous item, common
This thick white paper has a glossy sheen to it. If you set fire
Used by the canoe traders of Vernestus' bayou, this candle is to the paper while you hold it, it does not burn, but rather the
adept at repelling pesty bugs. Nonmagical insects and scenery in your field of view appears as an image on the
arachnids are unable to move closer than 15 feet to the candle glossy side. Afterwards, the paper loses its magical properties.
while it is alight.
Glimmer Slug
Candle of Ignition Weapon (powder slug), common
Wondrous item, common
When shot, the point this powder slug hits begins to glow,
This candle is kept in a glass tube. Once removed from the shedding bright light in a 30-foot radius and dim light for an
tube, the candle will automatically ignite after 1 minute. additional 30 feet. The light fades after 1 minute.
Celestial Toy Box Gnomish War Whistle
Wondrous item, common Wondrous item, common
This wooden box is decorated with flourishing angelic When you blow on this whistle, only warforged are able to
symbols and contains 2 cubic feet of space. Additionally, it perceive the sound.
comes with a random fanciful childrens' toy. If the toy is left in
the box for 8 hours without the box being opened, it magically Hearing Screw
transforms into a different toy. You can use the following table Wondrous item, common
to determine the form the toy takes.
This ordinary looking screw is able to hear your voice. When
d8 Toy d8 Toy you instruct the screw to insert itself into an object, it will fly
1 Doll 5 Toy animal up to 30 feet and do so. After inserting itself into an object, it
2 Leather ball 6 Wooden blocks
will no longer listen unless a creature calls its serial number
(inscribed on the screw). When called, the screw will fall out of
3 Popgun 7 Wooden train an object and fly up to 30 feet towards the creature that called
4 Spinning top 8 Yo-yo
its serial number and drop at their feet.
Keystone Cube
Wondrous item, common
This 1-foot stone cube is completely weightless and is only
able to be moved from force provided by creatures. Force
from objects, spells, gravity, and weather fail to move the cube.
Machinist's Gloves
Wondrous item, common (requires attunement)
As an action, you can cause the tips of the gloves to sprout a
set of ethereal tinkers' tools. You can dismiss the ethereal
tinkers' tools as an action.

Chapter 4 | Equipment
58
Monocle of Diagnosis Phial of Goodpolish
Wondrous item, common (requires attunement) Potion, common
This monocle has 3 charges. While you are wearing the This glossy red phial contains 8 ounces of a sweet smelling
monocle, you can use an action to expend 1 of its charges and liquid known as goodpolish. Dropping 1 ounce of goodpolish
target an object of size Huge or smaller. For 1 minute, you onto a metal surface instantly cleans 25 square feet of the
perceive the object's strong points to glow green and the metal.
object's weak points to glow red. The brightness of the glow
depends on how strong or weak each point is. The monocle Sack of Loyal Sand
regains all expended charges daily at dawn. Wondrous item, common
Rainbow Slug This sack is filled with 100 pounds of seemingly ordinary
Weapon (powder slug), common sand. As an action, you can hold up the sack and speak the
sand's command word, causing all spilled loyal sand within 60
This special powder slug deals a random type of damage feet of you to flow back into the sack.
when fired from a firearm. When you hit with a rainbow slug,
roll on the following table to determine the type of damage the Sponge Stone
slug deals. Wondrous item, common
d8 Damage Type d8 Damage Type This porous stone is small enough to fit in your hand. If placed
1 Acid 5 Lightning in water, it will sponge up to 5 gallons. The stone never leaks,
unless you use an action to squeeze the stone and release up
2 Cold 6 Poison to 1 gallon of water.
3 Fire 7 Psychic
Silencing Chip
4 Force 8 Thunder Wondrous item, common
Ring of Sharpness
This small black chip can be placed on any metal surface,
such as a firearm or loud machinery. Once attached, any
Ring, common (requires attunement) sounds originating from within a 1-foot radius of the chip are
While wearing this ring, weapons in your possession never muffled, only allowing sounds from within to be heard up to 5
dull. Additionally, body parts such as teeth, claws, and spines feet away.
never dull. Also, due to the ability of the chip to silence the area, it
grants resistance to thunder damage to any object or creature
Ring of Spring that fits entirely within a 1-foot radius area of the chip.
Ring, common (requires attunement) Once the chip is removed from a metal surface, its effects
stop.
This ring has 3 charges. While you are wearing the ring, you
can use an action to expend 1 of its charges can cause the Tinkerer's Coin of Rescue
ring to transform into a spring and leap up to 5 feet away from Wondrous item, common
you, striking with great force. You can use the ring to attempt
to knock a creature prone, force open a door, or something As an action, you can churn the coin between your fingers,
else at your DM's discretion, using the ring's statistics instantaneously ending your attunement to one of your magic
(Strength score of 18). After being used, the spring transforms items. Once used, the coin disappears. Cursed items are
back into a ring. The ring regains all expended charges daily unaffected by this coin.
at dawn. Wings of Tectonica
Rod of Hand Extension Wondrous item, common (requires attunement)
Rod, common These wings are fashioned out of mystical roc feathers and
This 10-foot long bronze rod has a metallic hand on one end are used by the mighty duskrinde warriors on the Plane of
and an ergonomic grip on the other. While holding the rod Earth. When you fall and aren't incapacitated, you can
with one hand, you can manipulate the metallic hand as subtract up to 30 feet from the fall when calculating falling
competently as you could your own hand. The hand is damage, and you can move up to 2 feet horizontally for every
incapable of effectively using weapons, however. 1 foot you descend.
Jar of Shade
Wondrous item, common
This glass jar contains 20 ounces of the essence of shade. As
an action, you can spread 1 ounce of shade over an area of up
to 1 square foot. The shade remains for 8 hours, or until a
creature uses their action to sweep it away.

Chapter 4 | Equipment
59
Chapter 5: Customization Options

Y
our choice of race, class, and background are the
core building blocks that make up your Multiclassing
character. However, these choices represent Titles such as clerics, fighters, monks, and wizards do not
broad categories. Your character is a unique encompass all of those that call Vernestus their home. Some
individual with a multitude of flourishing characters mix the classes presented in chapter 2, "Class
qualities. Some character concepts aren't able to Options," and the classes found in the Player's Handbook to
be fully realized with the options laid out before create multiclass characters. Multiclassing is an optional rule
you previously. This chapter focuses on ways to further that your DM may choose to include in your campaign. See
customize your character with optional rules. chapter 6 of the Player's Handbook, "Customization Options,"
for more about the rules of multiclassing.
Prerequisites
To qualify for a new class, you must meet the ability score
prerequisites for both your current class and your new one.
See the Multiclassing Prerequisites table and page 163 of the
Player's Handbook for the prerequisites necessary to
multiclass.
Multiclassing Prerequisites
Class Ability Score Minimum
Tinkermage Intelligence 13
Guerrilla Dexterity 13 and Charisma 13

Proficiencies
When you first gain a level in a class other than your initial
class, you gain only some of the new class's starting
proficiencies. See the Multiclassing Proficiencies table and
page 164 of the Player's Handbook for the proficiencies you
gain.
Multiclassing Proficiencies
Class Proficiencies Gained
Tinkermage Industrial weapons, tinker's tools
Light armor, shields, simple weapons,
Guerrilla
improvised weapons

Feats
Your choice of class represents the majority of the abilities
that your character possesses. A fighter adeptly wields a
sword as a wizard deftly casts spells from a spellbook.
However, classes alone do not represent the full breadth of
abilities that a character can use.
Feats are an optional rule that your DM may choose to
include. At certain levels, your class gives you the Ability
Score Improvement feature. Using the optional feats rule, you
can forgo taking that feature to take a feat of your choice
instead. Below is a list of feats available to characters
adventuring within Vernestus. See chapter 6 of the Player's
Handbook, "Customization Options," for more feats and
additional rules regarding feats.

Chapter 5 | Customization Options


60
Desert Survivalist
You have adapted to life in the desert. You gain the following
benefits:
You're naturally acclimated to hot climates.
You can go up to a day before beginning to suffer the
effects of not eating or drinking.
You have advantage on Wisdom (Survival) checks you
make while you are in a desert.
You are immune to damage from typical desert
phenomena, such as sand storms, cactus spines, or
burning sands. Scrapper
Heavy Arms Specialist By spending your time scavenging for abandoned resources,
You prefer explosions and kaboomery over precision and you have become an adept scrapper. You gain the following
finesse. You gain the following benefits: benefits.
You ignore the loading property of firearms with which you You gain proficiency with tinker's tools.
are proficient and have the heavy property. During a short rest, you can use tinker's tools to work up to
You gain a +5 bonus to damage rolls when you score a 3 pounds of metal. For each pound of metal you work, you
critical hit with a firearm that has the heavy property. create 5 powder slugs.
Instead, you can use tinker's tools during a short rest to
Iron Pugilist repair robotic creatures and machines. You can work on up
to five creatures or objects made of metal. At the end of the
Adopting tools of iron, you've honed your fist fighting skills. short rest, the creatures and objects you work on regain hit
You gain the following benefits: points equal to 1d10 + your proficiency bonus.
Whenever you make an Intelligence (History) check related
When a hostile creature moves within reach of a weapon to metal, you are considered proficient in the History skill
you are wielding that has the hand property, you can use and add double your proficiency bonus to the check,
your reaction to make an opportunity attack against that instead of your normal proficiency bonus.
creature with the hand weapon.
When you use your action to successfully escape from a Techno Rebel
grapple on your turn, you can use your bonus action to
make an attack with a weapon that has the hand property. Prerequisite: The ability to cast at least one spell
When a hostile creature uses their action to make an Either you're an active protester against the rise of technology
unarmed strike or natural weapon attack against you, you in Vernestus, or you wish to prove that magic is superior to
can use your reaction to make an attack with a weapon silly mechanisms. You gain the following benefits:
that has the hand property.
You gain a +5 bonus to attack and damage rolls made
Quickdraw against objects.
You have carefully perfected the art of the quickdraw, giving When you speak, your words become magically scrambled
you the upper hand on foes attempting ambush. You gain the to any constructs that can hear you. When a construct
following benefits: hears you speak, they can make a Wisdom (Insight) check
against your spell save DC. On a success, the construct is
On your first turn of combat, you can automatically draw able to understand your words. Otherwise, the construct
up to two weapons that have the light property. perceives your voice as low pitched static.
When you roll for initiative, you can roll 1d6 and add it to You can use an action to mystically become invisible to
your initiative roll. constructs until the start of your next turn. This effect ends
You can use a reaction on your turn to steady up to two early if you move, attack, or cast a spell.
weapons that have the light and steady properties.

Chapter 5 | Customization Options


61
Racial Feats Deepest's Undeath
Your character primarily changes when they level up by Prerequisite: Triton
gaining features from their class. If your DM uses the optional The tendrils of Xoen the Deepest have latently taken their toll
feats rule, then your character may also be fine tuned in that on you, sending you into a quasi-undeath. You gain the
manner. Racial feats are similar to normal feats, but they following benefits:
represent developments related to your choice of race. Only
truly exceptional members of any given race may have the As a reaction to taking damage from a magical source, you
abilities described by racial feats. In addition to the racial can gain resistance to all of the triggering damage, unless
feats below, you can find more racial feats in chapter 1 of the damage is radiant. Once you use this feature, you can't
Xanathar's Guide to Everything, "Character Options." do so again until you finish a long rest.
As a reaction to being hit by a critical hit, you can turn that
Aberrant Orbs hit into a normal hit. You can't use this feature again until
Prerequisite: Bot (ibakyubakog) you finish a long rest.
When you are reduced to 0 hit points but not killed
The orbs you summon with your Holy Guardian trait have outright, you can drop to 1 hit point instead, unless the
evolved to have new effects, either as a result of your tether to damage that causes you to do so is radiant. You can't use
a specific angel or a defect with your functioning. When you this feature again until you finish a long rest.
channel an orb as a bonus action, you can choose from the Elemental Attunement
following effects or the healing effect described in your Holy
Guardian trait: Prerequisite: Genasi
The orb crackles with energy, causing a creature within 5 Your innate connection to the elements grows alongside you,
feet of you to take 1d4 + 1 lightning damage. developing into a secondary elemental typing. Choose one of
The orb pushes with the force of a great winds, causing a the following damage types: acid, cold, fire, lightning, or
creature of your choice within 5 feet of you to be pushed thunder.
1d4 x 5 feet away from you. You gain resistance to the chosen damage type. Additionally,
The orb defensively flutters around a creature of your when you cast a spell that is related to air, earth, fire, or water
choice within 5 feet of you, granting that creature a +1d4 that deals damage, you can cause it to deal the chosen
bonus to their AC until the start of your next turn. damage type instead.
Based on your choice of damage type, you also learn a
Bayou Dweller cantrip: acid splash for acid, frostbite for cold, fire bolt for fire,
Prerequisite: Kenku shocking grasp for lightning, or thunderclap for thunder.
Constitution is your spellcasting ability for this cantrip.
As a natural denizen of the musty bayous of Vernestus, you
have managed to make a living there despite the hazardous Gnome Chattel
living conditions. You gain the following benefits: Prerequisite: Bot (warforged)
You are immune to disease.
You gain a swimming speed of 30 feet. You have been outfitted with upgrades making yourself more
You have advantage on saving throws against poison, and suitable for gnomish biddings. You gain the following benefits:
you have resistance to poison damage. You can speak, read, and write Gnomish.
You have proficiency with waterborne vehicles, and you You have been outfitted to be able to be ridden. A Small or
have advantage on any ability check made to control such smaller creature can ride on your back if you allow it. In
vehicles. such a situation, you continue to act independently, not as
a controlled mount.
Bloom Wrestler You grant half cover to a creature that is riding you.
Prerequisite: Sundrian When a creature that is riding you rolls a 1 or 2 on a
damage die for a ranged weapon, they can reroll the die
You are either a champion of the Match of the Flower, or you and must use the new roll, even if the new roll is a 1 or a 2.
have innately sharp spines. In either case, you have developed
spines much more deadly than those of the average sundrian,
granting you the following benefits:
The damage you deal with your spines is now equal to half
your Constitution score (rounded up).
You have advantage with Strength (Athletics) checks made
to grapple another creature.
You can make unarmed strikes using your spines. On a hit,
you deal piercing damage equal to your Constitution score.

Chapter 5 | Customization Options


62
Greater Orbs Prerequisite: Cyborg
Prerequisite: Bot (ibakyubakog) Through honing your abilities, you can reliably execute skills
that you have specialized in. You have advantage on all ability
The orbs you summon with your Holy Guardian trait have checks using the skill from your Skill Specialty trait.
grown more potent. You gain the following benefits:
Sand Bending
You roll a d6 instead of a d4 for determining the effects of
your orbs. Prerequisite: Cragfar (netterinde)
The range for your orbs increases by 5 feet. You've tapped into your elemental history, allowing you to
When you channel an orb as a bonus action, roll a d20. On bend streams of sand to your will. You gain the following
a roll of 10 or higher, the orb is not destroyed. benefits:
Might of Tectonica You learn the mold earth cantrip.
Prerequisite: Cragfar (duskrinde) You can cast earth tremor once as a 1st-level spell and dust
devil once as a 2nd-level spell. Wisdom is your spellcasting
Through diligent training, you have awakened a might within ability for these spells. You must finish a long rest before
you. You gain the following benefits: you can cast either spell in this way again.
By momentarily conjuring puffs of sand, you can use your
When you fall and aren't incapacitated, you can subtract up Desert Stride feature anywhere, regardless if sand is
to 100 feet from the fall when calculating falling damage. present or not.
You do not expend a use of your Sturdy trait when you use
it while you are on a surface made of stone. Stability of RG2
You roll a d8 instead of a d6 when using your Brawn trait.
Prerequisite: Bot (chrone)
Overcharge As a fundamental cog of the RG2, your position in the
Prerequisite: Bot or cyborg universe is inherently stable. You gain the following benefits:
Upgrades to your circuitry allows for external energy to be Increase your Charisma score by 1, to a maximum of 20.
converted into usable electricity. You gain the following You have advantage with saving throws against being
benefits: forcefully banished or teleported.
While you are on a plane of existence other than your
You gain resistance to lightning damage. native plane, you can use an action to teleport to the last
When you take lightning damage, you gain a number of location where you finished a long rest on your native
temporary hit points equal to half the lightning damage plane. Once you use this feature, you can't do so again until
taken. 7 days have passed.
Also when you take lightning damage, you can use a
reaction to make a special ranged spell attack with a range Superior Gaana
of 30 feet. You are proficient with it, and you add your
Constitution modifier to its attack and damage rolls. Its Prerequisite: Undergolem
damage is lightning, and its damage die is a d6. Your gaana embiggens, strengthening the power of your gaana
Planetouched stones. You gain the following benefits:
Prerequisite: Tiefling You can now have up to two gaana stones at a time and
gain the benefits of each.
You have spent significant enough time on a certain elemental As an action, you can toss one of your gaana stones up to
plane of existence. Due to your natural receptivity to the 60 feet to a point you can see, causing it to explode in a
planes, you've adapted your physical body to suite that plane. burst of colorful smoke on impact. The smoke expands in a
Choose one of the following planes: The Plane of Air, the 10-foot-radius sphere. The sphere moves around corners
Plane of Earth, the Plane of Fire, or the Plane of Water. You and its area is heavily obscured. It lasts for 1 minute or
gain the following benefits: until a wind of moderate or greater speed (at least 10 miles
per hour) disperses it. Any creature that is in the sphere
You learn one of the following cantrips: control flames for when it explodes must make a Wisdom saving throw with
fire, gust for air, mold earth for earth, or shape water for a DC equal to 8 + your proficiency bonus + your Wisdom
water. Charisma is your spellcasting ability for this spell. modifier. On a failed save, the creature is subjected to a
As a bonus action on your turn, you can transform into the condition based on the color of your gaana stone.
material associated with the plane you chose until the start
of your next turn. While transformed in this way, your
speed is 0, you can't take actions or reactions, you have
immunity to all damage, and you can't be targeted by spells
or attacks. Once you use this feature, you can't do so again
until you finish a short or long rest.
You learn to speak, read, and write Primordial.
Skill Specialist
Chapter 5 | Customization Options
63
Chests by Runescape
Coin Pile from Pathfinder
Artwork Credit Rifle by City of Steam
Cover by phazone Fantasy Guns by puppyvampire
Ibakyubakogs by Andrew S. Sundrian by OstrigolCO
Ibakyubakog Background from tokkoro.com Dune Sailboat by Thomas Herbrich
Warforged Heads by Rusty Locke Whistle by Andrew S.
Warforged by Gun Kim Sand by Andrew S.
Warforged Background by Zicuta Trident by carlgnash
Cragfar by artuarts Water Genasi by David Baldridge
Cragfar Background by SIERRAREYNA Ocean Background by tnounsy
Gems by LaPetiteMascarade Chrone Woman by Andrew S.
Cyborg dwarf by BenWootten Feats Background by Valery Rybakow
Cog by Calico Craft Parts Lightning Orbs from the Elder Scrolls
Cyborg kenku by Colby Marchi
Magic effect by Harryarts
Dragonborn possibly from Dungeons & Dragons
Starry Sky from Vidalcuglietta
Water Genasi by Misanthropester
Genasi Background by LozanoX
Gnome and Warforged by Reytatouille
Human Shaman from Pathfinder
Wild Kenku by shendin
Kenku Background from Wizards of the Coast
Triton by Korborau
Sundrian by oddfolder
Sundrian Background by rambled
Cactus by Plaindealing
Undergolem by Andrew S.
Undergolem masks by Andrew S.
Undergolem background by Galvin-wolf
Orbs by YoshiGo99
Compass by Tottor
Gnome by armandeo64
Lab Background by kemi neko
Tinkerer Table Background by Kashuse
Turret by Andrew S.
Tiefling Alchemist by Sara Campolo
Alchemical Supplies by thehamofficial
Potion Rack by Wayne England
Homunculus by lenadrofranci
Axe Thrower by josephquiart
Lab by Band Huang
Forest Landscape from stmed.net
Guerrilla by NatteRavnen
Forest Path by grrroch
Hay Bales by Cheri Wollenberg
Guerrilla Table Background by anndr
Sun by Suzanne Nicoll
Halfling Martyr by R.M. Jansen-Parks
Desert from Gallsource.com
Voodoo Elf from Pathfinder
Swamp from Magic the Gathering
Bard from Pathfinder
Field by Henry Hillier Parker
Cleric by theDURRRRIAN
Sundrian Monk by Andrew S.
Desert Town from RuneScape
Sniper by Serg-Natos
Sniper Background by Charity A. Lamb
Tiefling Cowgirl by thedustyleaves
Desperado Background by inetgrafx
Ghost from Pathfinder
Ghost Background from wallpapermaiden
Slinger by Zafran Ghazale
Slinger Background from tokkoro.com
Wizard by LiaeTwiler
Library by Rusty001
Well by ArtMari

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