When worlds collide The following material adheres to the rules and guidelines presented in the PHB (Player's Handbook) of DUNGEONS AND DRAGONS, 5th ED. If you do not own a copy of the Handbook, one can be ordered online or support your local bookstore and purchase one there! New races! A few new races are introduced to the Multiverse : Bioborg, Gammalith, Galajin, Kanai, Neotron, and Pteraling ! New Classes! Beyond the original spectrum of classes, players now have access to : Digilante, Gunsworn, and Hexorcist ! New backgrounds! Along with the initial character backgrounds there are now a few additions : Cook, Journalist, Pilot, Scout,Surgeon and Trapper ! New Epuipment! The power of advanced weaponry, the protection of high-grade armors, the unique and wonderous tools of the new age, the massive vehicles of the future; all of these are now yours to possess with this Handbook expansion. I recommend reading this If you're eager to jump right in and begin perusing the contents of this expansion, by all means don't let me stop you. However, the following information pertains to the expansion, and explains some of the questions you might have during your initial read through. What has changed? As far as this expasion is concerned, nothing has changed in regard to the D&D 5e Player's Handbook. All of the encouraged guidelines remain. This is only additional material, which doesn't require a need for altering any of the original Handbook rules. There are a few twists however, which are outlined below. Ammunition Shots. It's true that the DM's Handbook has a tiny list of modern and post modern material available, but compared to the Player's Handbook, it seemed that less detail went into the idea of science blossoming alongside arcana. With some of the provided material, this expansion arranges some rules around and may offer more clarity. In the DM's Handbook, it specifies that certain firearm weapons have shots. However, this expansion doesn't incorporate the idea of tracking ammunition down to single pieces. (Kudos to any DM or Player who sits through 30 rounds of combat before seeing a rifle reload). Instead, the rule is that bullet, energy cell, and ordinance ammunition is sold in bulk known as Shots. Though an automatic rifle may fire 25-30 rounds from a magazine, this expansion gives the weapon less shots. The mindset is that if you hit a target with an attack, the damage you deal is considered from multiple hits in the same instant. Vehciles. Some ideas of what a DM could use for machines or mechanical vehicles are provided. Listed with some are potential weapons they could attack with, but this expansion doesn't incorporate how many attacks. This is up to the DM's discretion. Weapon Malfunctions To heighten the thrill of combat, this expansion utilizes firearm weapons, but just like any piece of equipment they are prone to break. When a firearm weapon attack roll is a 1, the weapon malfunctions. If this happens the weapon is considered unsable until a creature takes an action to correct the malfunction. Generally a pistol or rifle will jam, but to make things a little more fun (and dangerous) you can add a rule that rolling a 1 might have the weapone backfire, dealing weapon damage to the attacker instead. Again, this is all at the DM's discretion. Attacking with a Firearm It's obvious most DM's would suggest that Dexterity is the ability to use when making ranged attacks, but this expansion includes the idea that Wisdom can also be used for attack and damage rolls. (Not all sharpshooters have balance or nimbleness, after all). Hacking into Electronics With the above mentioned rule, this expansion also incorporates the idea that not all hacker's or computer science enthusiasts possess raw intelligence. Therefore, when rolling a check for hacking a player can use either Intelligence or Survival. In a modern world, or a postmodern world, knowing how to operate electronics could be a survival skill. Weapon and Item Prices In this expansion you may find jaw-dropping prices for things. It is because you can use this ruleset along with the original Handbook to gage what something costs. If full plate mail still costs 1,500 gold pieces, and a world is still manufacturing battleaxes or longswords as well as rifles and pistols, then the latter will be of far greater expense. As always, it's up to the DM's discretion what something will cost, because of narrative supply and demand. Begin purusal...Now. 1

Bioborg Enhanced Vegetation Bioborgs are the result of laboratory experiments intended to bring cognizant awareness to plant matter. They are essentially vegetables or fungi able to ambulate and communicate using modern, complex technologies. Most common Bioborg possess a humanoid appearance to conform with societal expectations, and to avoid being mistaken for monsters. Bioborg Traits Your Bioborg character has certain traits derived from their creation. Ability Score Increase. Your Intelligence score increases by 2. Age. Their lifespans are usually much greater than most vegetable matter, and far more so than average humanoids. They can live to be 300 to 500 years old. Alignment. A typical Bioborg remains absolutely indifferent on most matters, but abide by the law as a way to preserve their reuputations. Neutrality is a popular principal to live by, yet there are some that meliorate the communities they belong to, and others who employ maleficence to further their selfish gains. Size. Bioborgs range between 5 to 7 feet in height, and weigh 200 to 300 pounds in mass. Their artifical parts give them bulk and density. Your size is Medium. Speed. Your base walking speed is 30 feet. Prosthetic Fusion. Your artificial anatomy grants you proficiency in two skills of your choice Acrobatics, Athletics, Nature, Medicine, Perception, or Performance. Robotic Cunning. You have advantage against being Grappled and escaping from a Grapple. Natural Communion. You know the spell Speak With Plants, and regain the ability to cast it when you finish a long rest. Languages. You can speak, read, and write Common and one other language of your choice. Subrace Two subraces are known to exist currently in the worlds of D&D: Fungi Bioborg and Ligni Bioborg. Choose one of these subraces. Fungi Bioborg As a Fungi Bioborg, you appear as an evolved version of a mushroom or similar fungus, much like a Myconid. Your exterior is spongy and typically covered in freckled pores. Ability Score Increase. Your Strength score increases by 1. Noxious Spores. You can expel a cloud of choking spores within 10 feet of you as an ability. All creatures that start their turn within the cloud roll a Constitution saving throw. Creatures that succeed take 1d8 poison damage. Creatures that fail take 2d8 poison damage and are considered Poisoned until the end of their next turn. The spores linger in the air for 1 minute or until dispersed. You regain this ability after a short or long rest. The DC for this ability is 8 + your proficiency bonus + your Strength modifier Ligni Bioborg As a Ligni Bioborg, you appear as an animate tree, bush, or similiar plant. Your exterior is hardy, covered in either lighter or darker shades of bark and wooded knots. Leaves or fruit might account for what would be hair on a humanoid. Ability Score Increase. Your Constitution score increases by 1. Tough Skin. Your naturally resilient skin grants you a bonus +1 to your AC. You gain one damage resistance of your choice from Bludgeoning, Cold, Necrotic, Piercing, Psychic, Radiant, or Slashing. 2

Gammalith Radioactive Saurians Gammalith are other worldly beings that harness the power of gamma rays. They are related to the modern Lizardfolk, but a religious belief and dimorphism distinctly separates the two. Gammalith believe they are direct decendents from the very stars themselves. The most distinguishing trait they have is their remarkable amount of internal radiation, which would otherwise kill any other mortal creature. Gammalith Traits Your Gammalith character has certain traits that come from generations of both evolution and mutation. Ability Score Increase. Your Strength score Increases by 2. Your Constitution score increases by 1. Age. A Gammalith matures into adulthood at 20 years and live up to 200 years. Alignment. Those that serve celestial counterparts tend to be of good nature, and those that are agents of sin walk the path of evil. The ultimate goal of an individual Gammalith influences their morality. Size. Gammalith usually grow to be 5 to 6 feet in height, and weigh anywhere between 100 to 200 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Poisonous Blood. You gain half of your proficiency bonus (rounded up) on Constitution saving throws against poison. Whenever a creature successfully hits you with a melee attack, it must roll a Constitution saving throw and take 2d6 points of poison damage on a fail, or 1d6 on a success. The DC for this is 10 + your Strength modifier. Phosphorus Presence. You know the cantrip Light, but the glow of it comes from your limbs, skin, spine, or other parts of your body. While the cantrip is active you have advantage on Intimidation checks. Pulsar Gaze. You have the ability to concentrate and glare a brilliant beam of light through your eyes. The beam is a 5-foot by 30-foot line. Creatures within the blast of the beam take 2d6 Radiant damage. Any creatures hit or within line of sight of the beam, and looking directly at it, must succeed a Constitution saving throw or be Blinded for 1 minute. The DC for this is 8 + your Strength modifier + your proficiency bonus. You regain this ability after a long rest. Languages. You can speak, read, and write Common and Draconic. 3

Galajin Cosmic cousin of the Dwarf Galajin are born and bred inside what becomes ancient, prehistoric dwellings or within the pockets of deep space. Some are denizens of the Underdark or find themselves ilk among devils and demons. Galajin have made their home in the Feywild and loftier places alongside angels. Their origin is mysterious and their lineage seems timeless. Their near dwarven appearance enables them to blend well with most societies. Galajin Traits Your Galajin character has genetic properties imprinted during the infancy of the Multiverse. Ability Score Increase. Your Strength score Increases by 2. Your Charisma score increases by 1. Age. The Galajin are one of the most ancient races ever to exist. It is rumored that one can live well past 5,000 years if they don't perish before their time. Alignment. Most Galajin are products of their environment, forming moral compasses based upon the plane they inhabit or the region they occupy. Ones found in the Upper Planes are benevolent and charitable, but those in the Lower Planes may be merciless and cruel. Size. Galajin can easily range between 4 to 5 feet in height, though most average 150 to 250 pounds in mass. Your size is Medium. Speed. Your base walking speed is 25 feet. Ancient Knowledge. Your venerable age gives you proficiency in the History skill. You have advantage to History checks rolled in regard to your plane of origin. Homeward Bound. As an ability you can transport yourself and all of the objects you are carrying to the plane of your origin, or back to the Material Plane. The region of the plane you transport to must be one you are familiar with, such as a residence you own, a place you know by name and can recall with absolute clarity, or some other area specified by the DM. This ability takes 10 minutes to complete, and you regain this ability after a long rest. This ability cannot be used if you are Grappled, Incapacitated, Paralyzed, Petrified, Restrained, Stunned, or Unconscious. Languages. You can speak, read, and write Common and two other languages depending upon your Subrace. Subraces. Two subraces have been documented within the worlds of D&D: Malignan Galajin and Seraph Galajin. Choose one of these subraces. Malignan Evil and spiteful, they are replete with malice and ill intention. You come from the Lower Planes. Superior Darkvision. Due to your origins you have superior sight in dim and dark conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nefarious Homestead. You are considered a Humanoid Fiend. You can speak, read, and write Abyssal and Infernal. You gain half of your proficiency bonus (rounded up) to all Insight and Persuasion checks when conversing with devils and demonic creatures, due to your extensive exposure to them. Seraph Just and noble, they are generous and act selflessly for the greater good. You come from the Upper Planes. Ward of the Righteous. As an ability you can use the spell Protection from Evil as if it were a feature. You are considered protected against fiends. There is no concentration needed for the duration of this feature, and it does not count as an active spell. You regain this ability after a long rest. Blessed Homestead. You are considered a Humanoid Celestial. You can speak, read, and write Celestial and Sylvan. You gain half your proficiency bonus (rounded up) to all Insight and Persuasion checks when conversing with angels and fey creatures, due to your extensive exposure to them. 4

Kanai Cynocephalus Beings These humanoids are sometimes mistaken for victims of lycanthropy or similar diseases. Their physical forms are not derived from disease, but rather through evolution. They are the dog-headed beings of the Multiverse, naturally gifted with the inate ability to understand the scope and spectrums of magic, sorcery, and arcana. Kanai Traits Your Kanai ancestry awards you with talents and traits unique to your kind. Ability Score Increase. Your Intelligence, Wisdom, and Charisma scores increase by 1. Age. The Kanai are conceived, born, and mature like most humans do. An adult Kanai is between 16 to 18 years, and they live to be 60 to 70 years old. Alignment. They live with codes of honor and believe firmly in the principles of justice and truth. Most are amiable toward creatures and wish good upon all. Some stray from these paths toward wickness, however, and can make for devious villains. Size. They stand 6 to 8 feet at their acme, and weigh roughly 150 to 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Child of Arcana. You have proficiency in the Arcana skill. Savage Casting. When you score a critical hit with a spell attack, you can roll one of the spell's damage dice one additional time and add it to the extra damage of the critical hit. Surging Force. As an ability you can focus your magical talent enough to effect your weaponry. Melee and ranged weapons you wield become magical (if not already), gaining a +1 to the attack roll and dealing an extra 1d4 Force damage. This is not considered an active spell. This feature lasts for a duration of 1 minute, and you regain this ability after a long rest. Languages. You can speak, read, and write Common and Kanai. 5

Neotron The race of the Machines Neotrons are autonomous computers gifted with artificial intelligence and conscious awareness. They are created at times to be protectors and guardians, though some are merely commanded as pawns in warfare. They can comprehend emotions and feel physical pain, just like any other race. Most constantly struggle with their artificial identity, but otherwise appear as normal humanoids. Neotron Traits Your Neotron capabilities grant you traits specific to the race of machinery. Ability Score Increase. Your Dexterity score Increases by 2. Your Constitution score increases by 1. Age. Most Neotrons can preserve their memory data files for centuries. They are limited in age by their metallic bodies, which can rust and wear down. Their physical forms can last between 100 to 300 years. They are considered adults the moment of their creation. Alignment. Their morality is solely based upon their specific function during their creation. Some Neotrons can be manufactured to be absent of any alignment, and would therefore remain Unaligned. They are one of the only races that can achieve this. Size. They are built to be an average height of 6 to 7 feet tall, and weigh 250 to 350 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Programmed Skillset. Your downloaded information grants you proficiency in two skills of your choice Acrobatics, Arcana, Athletics, History, Investigation, Perception, Performance, Persuasion, or Survival. Unique Operating System. You have advantage on saving throws against being charmed or possessed, and magic can't put you to sleep. Exoskeleton. You are considered a Humanoid Construct. Your multi-armored anatomy grants you resistance to Acid and Lightning damage. Standby. Neotrons don't need to sleep. Instead, they temporarily power down, remaining on standby and semiconscious, for 4 hours a day. After resting this way, you gain the same benefit that a human does from 8 hours of sleep. Languages. You can speak, read, and write Common and a secret binary language known only to Neotrons. 6

Pteraling Runts of Dragon Kind The Pteralings of the Multiverse are a stunted species of dragons, said to be a cursed race never to reach the potential of true dragons. Most are loathsome beings and wretches that terrorize innocent creatures, but not all are proven to be wicked. They lack tails but boast a small pair of dragon wings, which is irrefutable evidence of their ancestry. Pteraling Traits Your Pteraling character has distinct qualities that are predetermined by your race. Ability Score Increase. Your Charisma score Increases by 2. Your Dexterity score increases by 1. Age. Pteralings form inside of an egg for one year, then hatch and grow into adults by their third year. They are quick to mature and have hyper metabolism, aging them much more rapidly than most other races. They rarely survive passed the age of 30. Alignment. Coniving and selfish, many Pteralings are attracted to moral indecency, and their shortened lives tend to lead them down the path of debauchery. They prefer chaos to order, and many do their part to spread chaos into whatever world they are hatched. Size. Pteralings have squat bodies that grow no more than 3 to 4 feet tall, and their hollow cartilage offers little density. Their average weight is around 20 to 50 pounds. Your size is Small. Speed. Your base walking speed is 25 feet, and your base flying speed is 20 feet. Winged Species. A pair of leathery wings grow from your back and provide you with the passive ability to fly. Every 300 feet of continuous flight you must find somewhere to perch for a rest. If you do not perch and rest, you must roll a DC 15 Constitution saving throw at that time, and every 20 feet until you do rest. If you fail the saving throw you gain one level of Exhaustion. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Intricate Liar. You are proficient in the Deception skill. Draconic Homestead. You are considered a Humanoid Dragon. You gain half your proficiency bonus (rounded up) to all Insight and Deception checks when conversing with dragons, due to your extensive exposure to them. Dragon's Courage You have advantage against being frightened by dragons. Languages. You can speak, read, and write Common and Draconic. 7

Digilante The Digilante Level Proficiency Bonus Features 1st +2 Hacking, Software Package 2nd +2 Dodging Program 3rd +2 Package Feature 4th +2 Ability Score Improvement 5th +3 Transference Program 6th +3 Ability Score Improvement 7th +3 Extra Attack 8th +3 Ability Score Improvement 9th +4 Package Feature 10th +4 Digital Acumen 11th +4 Package Feature 12th +4 Ability Score Improvement 13th +5 Package Feature 14th +5 Ability Score Improvement 15th +5 Transconfiguration Program 16th +5 Ability Score Improvement 17th +6 Package Feature 18th +6 Chameleon Program 19th +6 Ability Score Improvement 20th +6 Extra Life Class Features As a Digilante, you gain the following class features Hit Points Hit Dice: 1d8 per Digilante level

1d8 per Digilante level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Digilante level after 1st Proficiencies Armor: Light armor, shields

Light armor, shields Weapons: Daggers, grenades, hand axes, pistols, short swords, shotguns

Daggers, grenades, hand axes, pistols, short swords, shotguns Tools: Programmer's tools Saving Throws: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose two from Acrobatics, Investigation, Deception, History, Persusion, Sleight of Hand, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a pistol and a shield or (b) a shotgun

(a) two daggers or (b) a short sword

(a) three flash grenades or (b) a computer

(a) padded armor or (b) fiber mesh armor

An explorer's pack, programmer's tools, and 10 shots of bullet ammunition Hacking Starting at 1st level, you have understanding of the intricate designs of eletronic gird work. You can dim, strobe, or turn off eletric lighting, raise and lower the temperature of a room connected to a cooling unit, access or disable closed circuit security cameras, and the like. You are adept at tapping into unsecured phone lines, cracking encryption passwords in computer software, creating or erasing computer data and viruses, and can unlock various forms of electronically locked doors and windows. You gain half of your proficiency bonus (rounded up) whenever you use Programmer's tools to hack or bypass a form of circuitry that is safeguarded electronically, or connected to a grid. You can also electronically lock devices like computers and certain vehicles, requiring a similar form of bypass to those who don't know the password. Bypass DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice) Dodging Program At 2nd level, when an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature. Transference Program At 5th level, you have the ability to condense yourself into a current energy that can shift you from one place to another. As a bonus action, you and all the objects you are carrying can teleport up to 60 feet, arriving in an unoccupied space within your line of sight. You regain this ability after a long rest. Extra Attack Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Digital Acumen At 10th level, you have true understanding of digital information, as well as its functions and operations. You have advantage on all Intelligence checks when operating your Programmer's tools to perform a bypass. 8

Transconfiguration Program At 15th level, you have written a line of code that transforms fuctioning weapons or items into different weapons or items. As a ritual that lasts for a duration of at least 8 hours, or a long rest, you can convert a simple weapon into any other simple weapon, a martial weapon into any other martial weapon, or an item into one of similar size. You can use this feature on vehicles, but the duration is doubled. You cannot use this feature on magical weapons or items, unless otherwise specified by the DM. Chameleon Program At 18th level, you have aquried software that blankets you in a cloak of transparency. You cannot be detected by any form of normal or arcane surveillance, such as by camera, radar, or divination magic. Extra Life At 20th level, you designed a program that extends your mortal longevity. You have four death saving throws when you are dying, instead of three. Software Packages At 1st level, you have downloaded a prepacked set of programs that you can run with technical expertise. Choose one between Arcane Package, Pirating Package, and Warfare Package. Arcane Package This archetype allows you to hack into and download magical energy. You are capable of exploiting your digital codes to conjure spells through your personal electronics. A computer, communicator, or similar electronic device can be used as your arcane focus. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Hardware Code At 1st level, your downloaded software that has taught you how to be a hardware engineer and specialist. You gain proficiency in your choice of Tinker's tools or Mechanic's tools. You have become accustomed to the jolts of electricity thanks to your repair work on machines. You can cast the cantrips Mending and Shocking Grasp. The televisions, computers, communicators, and other devices of entertainment you repair have left an imprint on your software. You can cast the cantrips Message and Minor Illusion. Gravity Defiance At 3rd level, you have nearly perfected out-manuerving gravity. You can cast the spell Levitate or Jump as a bonus action, and regain the ability after you finish a short or long rest. Clockwork Manipulation When you reach 9th level, you scupulously track time to help plan your next move. You always know exatly what hour, day, month, and year it is. You can cast the spell Haste or Slow as an action, and regain the ability after you finish a long rest. Temperature Control Starting at 11th level, you can command the forces of heat and cold with the push a button. You have advantage on saving throws against exhaustion or sickness caused by natural temperatures. You can cast the spell Cone of Cold or Flamestrike as an action, and regain the ability after a long rest. Medicinal Instruction At 13th level, you can run software that provides you with updated medical procedures and practices of the modern world. You gain half your proficiency (rounded up) to Medicine skill checks. You can cast the spell Greater Restoration or Mass Cure Wounds as an action, and regain the ability after a long rest. Shape Calculation When you reach 17th level, you automatically succeed Insight or Intelligence checks when determining if a creature is a shapechanger, or knows shapechanging magic. You can cast the spell Shapechange as an action, and regain the ability after you finish a long rest. Pirating Package You run an extensive pirating software system that you designed to share with others, free of charge. You benefit from your work when you see others prosper from it as well. Public Domain Starting at level 1, you are ready to open your cheating software to the world and begin cultivating a shared network. As a bonus action, you can choose one creature other than yourself within line of sight you, and that creature gains one digital Cheat die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Cheat die at a time, and the die is lost upon use. You can use this feature a number of times equal to your Intelligence modifer (a minimum of once). You regain any expended uses when you finish a long rest. Trap Detector At 3rd level, you can run a line of code that aids you in searching for traps, snares, and other cruel artifices. You gain half your proficiency bonus (rounded up) when making checks for finding or detecting traps and computer viruses. A creature's Cheat die increases to a d8. 9

Shared Transference When you reach 9th level, you can select one addiontal creature to travel with you during the Transference Program feature. The target creature you select must be within line of sight and 30 feet of you. Healing Gift Starting at 11th level, when you use Dodging Program you can choose one creature within line of sight and 60 feet of you, and it replenishes hit points equal to the amount of damage you take. You regain this ability after a short or long rest. A creature's Cheat die increases to a d10. When creatures use their Cheat die, they can add it to the damage of an attack. Arcane Injection At 13th level, you have acquired software capable of recharging expended arcane energy. As an action, you can target up to three creatures within line of sight and 60 feet of you, and each seletected target replenishs one expended spell slot of 5th level or lower. You regain this ability after a long rest. Ability Rewind When you reach 17th level, the designs of your programming have become invaluable aid. As a bonus action, you can choose one creature within line of sight of you to replenish an expended ability that requires it to rest, or replenish one expended spell slot of 7th level or lower. You regain this ability after a long rest. A creature's Cheat die increases to a d12. Warfare Package You preferred to download a practical package of software to aid your chances of survival. The information available to you will prove to be an invaluable resource if you apply it correctly. You expect to culminate skill in your martial techniques, and your software selection promises deftness on the battlefield. Aim Assist Starting at level 1, you invested the time needed to design a bit of software that improves your accuracy. You gain the cantrip True Strike. Weapons Program At 3rd level, you have obtained and downloaded software that has enhanced your efficiency on the battle field. You gain proficiency with battle axes, launchers, long bows, long swords, rifles, and spears. Prepared Rescue When you reach 9th level, you can anticipate an incoming danger and digitally evade it. If you fail a saving throw, you can use your reaction to alter the outcome of circumstances using a known glitch. You automatically succeed the saving throw. You regain this ability after you finish a long rest. Tactical Download Starting at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. Whiplash At 13th level, you've discovered several lines of digital code that enact revenge upon those who would do you harm. When you use Dodging Program as a reaction, you can choose to have the attacker take the same amount of damage you take. You regain this ability after a short or long rest. Triggered Displacement When you reach 17th level, you can deftly avoid taking damage using a glitch in your software. When a creature makes an attack roll against you, you can use your reaction to momentarily displace yourself. The attack automatically misseses. Once you use this feature, you can't use it again until you finish a long rest. 10

Gunsworn The Gunsworn Level Proficiency Bonus Features 1st +2 Battle Style 2nd +2 Action Surge 3rd +2 Gunner's Vow 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Ability Score Improvement 7th +3 Gunner's Vow, Battle Style 8th +3 Ability Score Improvement 9th +4 Field Aid 10th +4 Gunner's Vow 11th +4 Extra Attack (2) 12th +4 Ability Score Improvement 13th +5 Field Aid, Battle Style 14th +5 Ability Score Improvement 15th +5 Gunner's Vow 16th +5 Ability Score Improvement 17th +6 Field Aid 18th +6 Gunner's Vow 19th +6 Ability Score Improvement 20th +6 Extra Attack (3) Class Features As a Gunsworn, you gain the following class features Hit Points Hit Dice: 1d10 per Gunsworn level

1d10 per Gunsworn level Hit Points at 1st Level: 10 + your Constituion modifier

10 + your Constituion modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per Gunsworn level after 1st Proficiencies Armor: Light armor, Medium armor, shields

Light armor, Medium armor, shields Weapons: Simple and Firearm weapons

Simple and Firearm weapons Tools: Mechanic's tools Saving Throws: Dexterity, Wisdom

Dexterity, Wisdom Skills: Choose two from Acrobatics, Athletics, Medicine, Perception, Stealth, and Survivial Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shotgun or (b) a revolver pistol and a dagger

(a) a hunting rifle or (b) a fragmentation grenade

(a) a stun grenade or (b) two smoke grenades

Leather armor, an explorer's pack, and 10 shots of bullet ammunition for each firearm weapon you have Battle Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Battle Style option more than once. You choose a second feature at 7th level, and a third at 13th level. Bullseye You gain a +2 bonus to attack rolls you make with firearm weapons. Gunner's Defense While you are wielding at least one firearm weapon, you gain a +1 bonus to AC. Quick Fix You can correct a firearm weapon that has malfunctioned as a bonus action, instead of an action. Quick Reload You can reload a firearm weapon, or two firearm weapons with the Light property as a bonus action, instead of an action. Suppressive Fire When a creature you can see attacks a target other than you that is within your weapon's range, you can use your reaction to impose a disatvantage on the attack. You must be wielding a firearm weapon. This uses 1 shot of loaded ammunition. Double Gunning When you engage in double gunning, you can add your Dexterity or Wisdom modifier to the damage of the second attack, if you are attacking with two firearms. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action and a possible bonus action. Gunner's Vow At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose the Naturalist's Vow, Slinger's Vow, or Sniper's Vow detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again 7th, 10th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature. 11

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Field Aid At 9th level, you can patch up bodily injuries inflicted upon you or your allies. Your experience in the field allows you to clean, stitch, or nurse various wounds using medical instruments and materials. During a short rest, you can employ the entirety of a healing kit to use on a single creature, replenishing hit points equal to 5 x your Wisdom modifier. The number of replenished hit points increases to 8 x your Wisdom modifier at 13th level, and to 10 x your Wisdom modifier at 17th level. Gunner's Vow Different Gunsworn select from varying methods to achieve perfect technique. Naturalist's Vow You show your promise in atuning yourself to magic and nature, allowing your spirit to grow and strengthen your tactical knowledge. Spellcasting Starting at 3rd level, you have become a Gunsworn armed with the power of arcana. Naturalist Spellcasting Gunsworn Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1 Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn spells that benefit from the elements and nature. Spell Save DC = 8 + proficiency modifier + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Atomic Reassignment At 3rd level, you harness your magical talents to aid you with spellcasting and damage prevention. Your spell casting focus is any type of firearm weapon ammunition. As an ability, you can use 1 shot of ammunition to gain your proficiency bonus when rolling a Constitution saving throw for maintaining the concentration of a spell. You regain this ability after a short or long rest. Elemental Endurance At 7th level, you can expend 3 spell slots as a reaction to reduce the damage of a single Acid, Cold, Fire, Or Lightning attack by half. Eldritch Avoidance At 10th level, you can expend 3 spell slots as a reaction to gain advantage on your next saving throw. Eldritch Flux Starting at 15th level, you can expend 3 spell slots as a bonus action before you cast a spell. That spell is treated three levels higher than its casting level. Nature's Guidance At 18th level, you can expend 3 spell slots as a reaction to automatically succeed a failed attack roll. Slinger's Vow You show great promise in improving upon the way you take aim at your targets. You are highly competent and adept at making extraordianry shots. Trick Shots At 3rd level, you know how to calculate where to best place your firearm weapon attacks. You have the ability to perform tricky shots that help turn the tides of combat. When you select this archetype you have 4 trick shot points available, and can make an attack using one of your trick shots. These trick shot points are regained after a short or long rest. Upon reaching 7th level you have 5 trick shot points. You get 6 trick shot points at 10th level, 7 trick shot points at 15th level, and 8 trick shot points at 18th level. Trick shot DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice) Blinding Shot. You can spend two of your trick shot points to attempt to impair the sight of a creature that uses eyes to see. If you successfully hit, it must succeed a Constitution saving throw or it is Blinded until the end of its next turn. 12

Breaking Shot. You can spend one of your trick shot points to shatter the focus of a spell caster. If you successfully hit a target creature that has a concentration spell active, it has disadvantage on the concentration check required to maintain the spell. Countering Shot. You can spend three of your trick shot points as a reaction when a creature is about to cast a 5th level spell or lower. If you successfully hit, it must succeed a Constitution saving throw or the spell is lost. Deflecting Shot. You can spend one of your trick shot points to ricochet an attack around intersections or passageways, through open windows or doors into rooms, off of metallic fixtures or other objects, and the like. If you have recently seen, heard, or otherwise know that a creature is around a corner, bend, or similar angle, you can attack it without having a line of sight. You have a -5 penalty to the attack roll. Disabling Shot. You can spend one of your trick shot points as a reaction to immobilize a Large or smaller creature. If you successfully hit, it must succeed a Dexterity saving throw or its speed is reduced to 0 until the end of its next turn. Disarming Shot. You can spend one of your trick shot points to try and force a creature you target to drop an object they are holding. If you successfully hit, it must succeed a Strength saving throw or you choose one object it is holding to be dropped. Lucky Shot. You can spend two of your trick shot points to alter your luck and reroll a missed attack. You must keep the new outcome. Penetrating Shot. You can spend one of your trick shot points to treat a target creature behind full cover as if it was behind three-quaters cover. Pinning Shot. You can spend two of your trick shot points to attempt knocking a Large or smaller creature over. If you successfully hit, it must succeed a Strength saving throw or it is knocked Prone. Retaliating Shot. You can spend one of your trick shot points as a reaction to attack a creature after it has successfully hit you. If you successfully hit, you gain a bonus 1d6 damage to the attack. Retreating Shot. You can spend one of your trick shot points to aid you in a temporary escape. If you successfully hit, the target creature doesn't have attacks of opportunity against you until the end of its next turn. Spraying shot. You can spend three of your trick shot points to help guide a spraying attack. If you are wielding a firearm weapon with the Burst Fire or Fanning property, all target creatures have disadvantage on their saving throws during the attack. Stunning Shot. You can spend two of your trick shot points to try and stun a Large or smaller creature. If you successfully hit, the creature must make a Wisdom saving throw or it is Stunned until the end of its next turn. Supporting Shot. You can spend one of your trick shot points as a reaction after an ally has damaged a creature. If you successfully hit, you gain a bonus 1d6 damage to the attack. Weakening Shot. You can spend three of your trick shot points to temporarily make a creature more vulnerable to attacks and condition effects. If you successfully hit, it has disadvantage on saving throws until the end of its next turn. Sniper's Vow You show great promise in improving your prowess with ranged weaponry, and you are an unrivaled sneak. Keen Sight Starting at 3rd level, you gain the Sharpshooter feature found in the Player's Handbook. Thanks to your arduous training and time spent at the practice range, you score a critical hit with a firearm weapon on a 19-20. Ghostly Tactics At 7th level, you can take a bonus action on each your turns in combat. This action can be used only to take the Disengage, Dodge, or Hide action. You have advantage on stealth checks if you move no more than half your speed on your turn. After a successful stealth check, if you attack a target and miss you remain hidden. Sniper's Precision At 10th level, you have advantage on attack rolls against any creature while you are hidden, and against any creature that hasn't taken a turn in the combat yet. When you score a critical hit with a firearm weapon, you triple the dice of the extra damage instead of double it. Repositioning Sprint At 15th level, you can move up to double your normal speed as an action or bonus action. Difficult terrain doesn't impede the sprint if you are wearing light or no armor. You regain this ability after a short or long rest. Deadly Precision Starting at 18th level, you score a critical hit on a 18-20. When you score a critical hit, you quadruple the dice of the extra damage instead of triple it. 13

Hexorcist The Hexorcist Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Affliction Spellcasting, Hex 2 1 2 — — — — — — — — 2nd +2 Affliction Feature 2 2 3 — — — — — — — — 3rd +2 Condamnation 2 3 4 — — — — — — — — 4th +2 Ability Score Improvement 3 3 4 1 — — — — — — — 5th +3 — 4 3 4 2 — — — — — — — 6th +3 Ability Score Improvement, Affliction Feature 4 4 4 3 — — — — — — — 7th +3 Additional Hex Target (1) 5 4 4 3 2 — — — — — — 8th +3 Ability Score Improvement, Affliction Feature 5 4 4 3 3 — — — — — — 9th +4 Hex Damage Increase (2d6) 6 5 4 3 3 1 — — — — — 10th +4 Retribution 6 6 4 3 3 1 — — — — — 11th +4 — 6 6 4 3 3 2 — — — — — 12th +4 Ability Score Improvement 6 7 4 3 3 3 2 — — — — 13th +5 Affliction Feature 7 7 4 3 3 3 3 1 — — — 14th +5 Additional Hex Target (2) 7 8 4 3 3 3 3 2 — — — 15th +5 Ability Score Improvement 8 8 4 3 3 3 3 2 1 — — 16th +5 Hex Damage Increase (3d6) 8 8 4 3 3 3 3 2 2 1 — 17th +6 Affliction Feature 9 8 4 3 3 3 3 2 2 1 1 18th +6 — 9 8 4 3 3 3 3 2 2 1 1 19th +6 Ability Score Improvement 10 9 4 3 3 3 3 2 2 1 1 20th +6 Total Sustainment 10 9 4 3 3 3 3 2 2 1 1 Class Features As a Hexorcist, you gain the following class features Hit Points Hit Dice: 1d8 per Hexorcist level

1d8 per Hexorcist level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Hexorcist level after 1st Proficiencies Armor: None

None Weapons: daggers, darts, hand crossbows, pistols, quaterstaffs, slings, shortswords

daggers, darts, hand crossbows, pistols, quaterstaffs, slings, shortswords Tools: None Saving Throws: Intelligence, Charisma

Intelligence, Charisma Skills: Choose one from Acrobatics, Animal Handling, Intimidation, Investigation, Medicine, Sleight of Hand, or Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) shortsword or (b) quarterstaff

(a) arcane focus or (b) a holy symbol

(a) an explorer's pack or (b) dungeoneer's pack

A pistol and 10 shots of bullet ammunition 14

Spellcasting The power of your curse has gifted you with the natural talent for magic, sorcery, or divination. Spellcasting Ability. Charisma, Intelligence, or Wisdom is your spellcasting ability for your hexorcist spells, depending upon your affliction. Charisma is used for the Curse of Beauty, Intelligence is used for the Curse of Knowledge, and Wisdom is used for the Curse of Virtue. Spell Save DC = 8 + proficiency modifier + your Charisma or Intelligence modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier The Hex Starting at 1st level, you increase the power of the imprecations you utter. One of the initial 1st level spells you choose must be Hex, described in the Player's Handbook. This derives from the very essence of your curse, and it has a power of its own. This spell is heightened by your cursed and afflicted existence. Depending upon your Affliction, this spell will continue to advance in certain ways. At 9th level, the spell's extra damage increases to 2d6, and again to 3d6 at 16th level. The number of creatures you can hex when you cast the spell increases by one at 7th level, and by two when you reach 14th level. Retribution At 3rd level, you can lessen the impact of an enemy's strike. When a creature you have hexed deals damage, you can roll Hex's damage dice as a reaction, reducing the attack's damage by an amount equal to your roll. You regain this ability after a short or long rest. Condamnation At 10th level, those you spit your imprecations at falter before you in battle. You gain a bonus +1 to your AC when a hexed creature targets you, and it has disadvantage on attacks of opportunity against you. Total Sustainment At 20th level, your curse alone is what tethers you to existence; its bind being the only thing strong enough to preserve your mortality. You no longer need food or drink to be sustained. You have immunity to magical curses and unwilling shapeshifing spells, like Polymorph. The spell Hex doesn't require concentration after you cast it. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. You can't increase an ability score above 20 using this feature. Afflictions Curse of Beauty They say beauty is a curse, and you are living proof. Perhaps you sold some part of yourself as a means of acquiring your unnatural beauty, or maybe you are nothing more than the product of conrtolled genetic breeding. Either way, there's no denying the degree of your physical appeal. Enchanting Ways Starting at 1st level, you have eyes that capture, a body that raptures, and you always seem to glow with noticably flawless beauty. You gain proficiency in the Deception and Persuasion skills. You've also learned to utilize your handsome appearance to bend others to your will, in the form of different grins. Amiable grin. You gain half of your proficiency bonus (rounded up) when making Persuasion checks during social interactions where you are trying to gain a creature's favor. Convincing grin. You gain half of your proficiency bonus (rounded up) when making Deception checks against creatures charmed by you. Cordial grin. You gain half of your proficiency bonus (rounded up) when making Persuasion checks bartering for lower buying prices during interactions with merchants. Alluring Hex Starting at 2nd level, when you cast the spell Hex, instead of giving a creature disadvantage on an ability, you can have it make a Wisdom saving throw against your charm. If it fails the saving throw, the creature is charmed by you for the spell's duration, or until it takes damage. If it succeeds, you apply the spell's penalty as normal. Enthralling Appeal At 6th level, your captivating charisma is an infectous delight. You can target one additional creature whenever you cast an enchantment spell. Magnetic Infatuation At 8th level, charmed creatures are enamored enough to give you a second chance, or loving enough to endure your abuse. If a creature is charmed by you and takes damage, it must succeed a Wisdom saving throw or it remains charmed. Irresistable Proposal At 13th level, your words are like honey to those you have charmed. As a bonus action, you can cast the spell Command without expending a spell slot against one creature you have charmed. It has disadvantage on the Wisdom saving throw, and you can't use this feature again until you finish a long rest. Fatal Attraction When you reach 17th level, you deal an additional damage die to creatures that are charmed by you. Any creature charmed by you that takes damage has disadvantage on its Wisdom saving throw against ending the charm. 15

Curse of Knowledge You have a burning curiosity to answer the unsolved mysteries of your curse, or maybe something else entirely is driving your hunger for knowledge. Whatever the cause might be, your pursuit is an endless endeavor that expands the effects of your hexes. Eldritch Education Starting at 1st level, you have delved into the depths of magical texts, tomes, and instruction manuals. You have proficiency in the Arcana and History skills, thanks to your tedious studying. Terrifying Hex You know a creature's worst phobias and dreaded terrors, and can exploit this knowledge through your curse. Starting at 2nd level, when you cast the spell Hex, instead of giving a creature disadvantage on an ability, you can have it make an Intelligence saving throw against being frightened. If it fails the saving throw, the creature is frightened by you for the spell's duration. If it succeeds, you apply the spell's penalty as normal. Shapeless Hex At 6th level, when you cast the spell Hex, instead of giving a creature disadvantage on an ability, you can have it make a Constitution saving throw against shape transformation. If a shapechanging or polymorphed creature fails its saving throw, it reverts back to normal. Hexed creatures cannot change or alter their shape while the spell is active. If it succeeds, you apply the spell's penalty as normal. Imprisoning Hex At 8th level, when you cast the spell Hex, instead of giving a creature disadvantage on an ability, you can have it make a Wisdom saving throw against being restrained. If it fails the saving throw, the creature is restrained by you for the spell's duration. If it succeeds, you apply the spell's penalty as normal. Prismatic Hex At 13th level, you understand the prismatic spectrums that your hexes can range. When you cast the spell Hex, instead of giving a creature disadvantage on an ability, you can have it make a Constitution saving throw against vulnerablility. If it fails the saving throw, the creature gains a vulnerability to your choice of Acid, Cold, Fire, or Lightning damage. If the creature is immune to the damage type you choose, it is treated as having resistance instead. If it has resistnace, it is treated as no longer having resistance. If it succeeds, you apply the spell's penalty as normal. Draining Hex At 17th level, when you cast the spell Hex, instead of giving a creature disadvantage on an ability, you can have it make a Strength saving throw against being drained. If it fails the saving throw, you replenish hit points equal to half the spell damage (rounded up) when you hit the creature with an attack. If it succeeds, you apply the spell's penalty as normal. Curse of Virtue You've been altered by some benevolent deity, and their mark has been eternally scarred upon you. Through your insufferable curses, the light of holiness finds its strength. Spiritual Enlightenment At 1st level, you've been inspired by the divines to study the ways of relgion and spiritual discovery. You gain proficiency in the Insight and Religion skills. Righteous Vexation At 2nd level, when you cast the spell Hex, it deals radiant damage instead of necrotic. If you hit a hexed creature with a weapon attack, you can choose to apply the weapon's damage type, or radiant damage instead. Godly Hex At 6th level, when you cast the spell Hex, instead of giving a creature disadvantage on an ability, you can attack it as a bonus action while the spell is active. Divine Intervention Starting at 8th level, when you cast the spell Hex, instead of giving a creature disadvantage on an ability, you can have it make a Wisdom saving throw against your intervention. If it fails, the creature cannot replenish its hit points while the spell is active. If it succeeds, you apply the spell's penalty as normal. Spiritual Link At 13th level, choose one additional creature you can see as a reaction, after you cast the spell Hex. Successful hits by the target you select deal the extra spell damage to the creature you have hexed. Divine Wrath At 17th level, your curse is a living essence of heavenly righteousness. If your attack misses a hexed creature, it still takes half the spell's damage. 16

Cook Food Fetish From legendary head chefs to under appreciated prep cooks, these culinary professionals can make the most out of every meal. You are a gourmand by measureable degree and have spent several years practicing what knowledge of gastronomy you've learned. You've also collected a number of reliable recipes that you can recall without reference. Skill Proficiencies: Nature, Performance Tool Proficiencies: Cook's utensils, Herbalism kit Languages: One of your choice, representing a part of your culinary influence Equipment: Cook's apron, a utensil crafted wholly from a semi-precious stone, and a pouch of food flavoring Feature: Most of every meal The extent of your cooking skill allows you the benefit from half of a ration or meal as if it was a full one. You automatically succeed any passive Perception checks for detecting basic, normal poisons inside food or drink. When you cook with fresh ingredients of exquisite quality, there is a chance the food will benefit any creature that consumes it, and they take an Inspiration die. The DM establishes how many creatures can partake in the meal before it is gone, and the ingredients necessary for this feature to be successful. Roll a DC Performance when a meal is cooked this way. The meal's benefit and inspiration potency lasts for a duration of 8 hours after it has been prepared. After 8 hours the meal reverts to normal food if it hasn't been consumed. Cooking a quality meal Outcome Beneficial Reward Inspiration 10 or lower Regain 2d4 Hit Points d4 11-15 Regain 4d4 Hit Points d6 16-17 Lesser Restoration spell d8 18-19 Greater Restoration spell d10 20 or higher Hero's Feast spell d12 Journalist Voice of the People The story of a jailed prisoner falsely convicted, the tragedy of a tyrant or government surppressing public freedoms, the tense political struggles between races and factions; these are merely some of the reasons a Journalist is willing to endanger themselves, in order to highlight the affairs of the world. You are driven to report injustices, or perhaps hired to spread social propaganda. You follow the whims of gossip, rumor, and whispered speculation. Skill Proficiencies: Insight, Investigation Tool Proficiencies: Vehicles (land) Equipment: A notebook or similar manifest of current events, a personal camera, and a communicator you can wear as a ring Feature: Information Retrieval Since the news of current events is so popular in nearly all societies, you have connections with many different sources. You can readily buy needed information from any creature you can communiate with, provided it's not hostile toward you or anyone affiliated with you. The cost of this information can be determined by the area you are gathering information, or by the DM. Information cost Area Price/Gossip Squalid 1 gp Poor 2 gp Modest 10 gp Wealthy 20 gp Aristocratic 50 gp minimum Pilot Celebrity of the Wheel Whether spinning the wheel of a simple wooden galley, tightly controlling the movements of a mechadroid, or showcasing how to operate an advanced ambicopter, you feel at home when piloting a vehicle. Perhaps you learned through years of high stakes racing, or maybe you were the pupil of a legendary pilot. You can be assured that as long as a vehicle is in working condition, you know how to use it and can do so without a problem. Skill Proficiencies: Perception, Sleight of Hand Tool Proficiencies: Mechanic's tools, Vehicles (all) Equipment: An official liscense, Mechanic's tools, and vehicle blueprints outlining a vehicle of your choice Feature: Registered Official You have documentation and digital evidence which proves the legitimacy of your piloting expertise. You can board passanger vehicles at no cost, and any associates you are with only pay half the normal fee for traveling. If you are traveling short or long distances on a passenger vehicle that provides lodging, you and your associates can expect to receive the best accomodations without charge. If meals are provided on board, you and your associates can eat one meal for free per day of travel. 17

Scout A Cautious Sneak You can infiltrate dense tundras, find camouflage among the rocks of gorges or ravines, and navigate the land with a deft swiftness. You are unrivaled at climbing up buildings, jumping from roof to roof, and can maneuver through urban settings as effortlessly as blinking. Skill Proficiencies: Athletics, Stealth Tool Proficiencies: Cartographer's tools, Thieves tools Equipment: A crowbar, a flare gun with one shot, and a grappling hook Feature: Regional Awareness Choose two terrains from Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or Urban. While occupying a chosen terrain: you gain half your proficiency bonus (rounded up) when attempting to hide, make a Perception skill check, or make a Surivival skill check, and difficult terrain doesn't slow your group's movement. Surgeon Cultist of Medical Science Ever pursuing the advances of the medical field is your true destiny. Whether you are an offical doctor, or you experiment beyond the eyes of scrutiny, you crave to further your knowledge of anatomy, biology, and medicinal information. Skill Proficiencies: Medicine Tool Proficiencies: Healer's kit Equipment: A butching clever, 2 chemical bottles of disinfectant, and a potion of antibiotics Death's Secret You've heard the whisper of Death before, and you've come to understand the ultimate bounds of mortality. You can utilze this knowledge to create a ghastly minion of horror, and possibly cheat death itself. Summon Minion. Stitching together 300 pounds of unrotten and unliving flesh, you can summon a Flesh Golem as an obedient companion or familiar. This is considered a ritual that requires at least 8 hours of uninterrupted surgery to complete. There is no limit to how many you can construct, but you can only be atuned to one minion at a time. Cheating Death. If you have only one death saving throw remaining when you are dying, you have advantage on the roll. Trapper Predator of the Hunt Hunting to feed starving villagers or refugees, sabotaging the path an enemy treads, fortifying the defenses of a region; these are all different endeavors a Trapper can undertake depending on their virtue. Perhaps you are simply a hired guide to avoid such dangers, or were once payed to rig a specific territory with bombs. No matter the reasons for it, you are an expert with traps and snares. Skill Proficiencies: Survival Tool Proficiencies: Tinker's tools, Poisoner's kit Equipment: A handmade trap of your choice, and a backpack Feature: Handmade Traps You can use Tinker's tools for the duration of 1 hour, or a short rest, to craft handmade traps and snares to bolster your hunting skills, guard your assets, mame and injure creatures, or damage vehicles and property. Traps DC = 8 + your proficiency bonus + your Intelligence modifier Clap Trap. These are sometimes referred to as bear traps, or foot traps. It is trigged when it is touched by a Large or smaller size creature, or an object of similar weight. A creature stepping onto it must succeed a Dexterity saving throw or take 2d8 piercing damage. A creature inside the trap has a movement speed of 0 until it escapes. The materials needed to make this trap are: sharp pieces of iron or steel and a hinge, which you can construct from metal. Chemical Trap. This artifice is designed to expose your prey to a rupturing cloud of toxins, which linger in a 10-foot sphere for 1 minute after detonation. It is trigged when it is touched by a Large or smaller size creature, or an object of similar weight. A creature stepping onto it must succeed a Dexterity saving throw or take 3d8 poison damage. Any creature that starts its turn inside the sphere must succeed a Constitution saving throw or take 2d8 poison damage, and be Poisoned for 8 hours. The materials needed to make this trap are: two small batteries or a large battery, a container, and two chemical bottles or a Poisoner's kit Concussive Trap. These traps are used for nonlethal means of disabling objects and creatures. It is trigged when it is touched by a Large or smaller size creature, by an object of similar weight, or by remote access device (100 range) controlled by you. When it detonates, all creatures within 10 feet must succeed a Strength saving throw, or be Stunned and knocked Prone until the end of their next turn. The materials needed to make this trap are: three small batteries or a large battery, a container, copper wiring, and 1 stun grenade. Expolsive Trap. Almost as deadly as the Land mine siege weapon. This trap is trigged when it is touched by a Small or larger size creature, by an object of similar weight, or by remote access device (100 range) controlled by you. When it detonates, all creatures within 10 feet must make a Dexterity saving throw, and take 3d10 fire damage on a fail, or half damage on a success. The materials needed to make this trap are: five small batteries or a large battery, a container, copper wiring, and 1 shot of ordinance ammunition. 18