Advanced Player Professions Contents: Botanist.............................2 Carpenter...........................4 Healer................................5 Judge..................................7 Messenger...........................8 Musician.............................9 Painter..............................11 Potioneer..........................12 Scribe...............................14 Sculptor...........................15 Smith................................18 Tinker..............................20 Guilds and Kits..................23 Ingredients and Ores..........28 Potion Recipes....................31 Apprentice At level one all players may choose one profession to become proficient in and will be given the rank of apprentice. When this happens they receive one free kit and are given a guild token which allows them access to their chosen guild hall. Master A player receives a mastery point at level 10. If they pass the guild test required to gain the title of master, they will receive a free master’s kit and any other perks their profession offers. If the DM would like to allow players to master multiple professions, another mastery point may be given at levels 14 and 18.

Botanist The Botanist is completely in tune with the world around them. Anyone can speak to a plant, but the botanist is the only one who might expect an answer back. When taking the botanist profession you receive the following benefits. Apprentice: -Garden to Go: You are given a mobile garden. It appears as a small wooden box but is an enchanted pocket plane. Inside appears as a small greenhouse and anything grown there ignores climate requirements. The Garden to Go can grow 5 plants and costs 100 gp to replace. -Trained Herbalist: The botanist gains advantage on all checks to find, gather, and identify plants, and they can create basic healing tonics and poisons (2d4). -You can make a healing tonic with one white leaf plant or a poison tonic with a black cap shroom. Master: -When you attain the rank of master you receive an upgraded Garden to Go. It holds 10 plants and costs 250 gp to replace. -Powerful Plants: You can create magically imbued plants. When ingested, a plant increases 1 attribute score by 3, up to a maximum of 20, for 24 hours. -Garden's Little Helper: You can imbue a plant with a piece of your soul giving it a small amount of sentience. -The botanist is a Wisdom based profession and rolls for this job should be made using that attribute. Plants to Grow Plants Used In Value White Leaf Health Potions 15 gp each Moon Ivy Potion of Flying 20 gp each Golden Dates High Quality Wine 15 gp each Ember Cherry Fire Resistance Potion 10 gp each Winter Mint High Quality Seasoning 10 gp each Cloud Fruit Potion of Flying 12 gp each

Garden's Helper When you become a master botanist you may imbue a small amount of sentience to a single plant. This plant can only understand basic commands and perform simple tasks. The Garden's Helper can assist the botanist in taking over the day to day work of tending the garden. Plant Growth: A plant takes 30 days to fully mature and will produce 3 uses. Special fertilizer may be used to increase the growth rate of plants. A Wisdom (Survival) check may also result in increased yields and shorter growth periods. Neglecting the garden will result in lower or no yields. All plants require some form of fertilizer to grow. Plants to Grow Fertilizer Type Growth Enhancement Cost Low Quality +5 days 1 sp Average Quality -3 days 5 sp High Quality -5 days 1 gp Enchanted -10 days 10 gp Survival Check DC Growth Effect Yield 1-9 +5 days Yields 1 uses 10-15 0 days Yields 3 uses 16-18 -5 days Yields 4 uses 19-20 -7 days Yields 5 uses 20+ -10 days Yields 7 uses Garden's Helper Small plant, unaligned Armor Class 10 (natural armor)

10 (natural armor) Hit Points 12

12 Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 5 (-3) 18(+4) 3 (-4) Skills Survival +6

Survival +6 Damage Vulnerabilities fire

fire Condition Immunities poisoned

poisoned Senses passive Perception 14

passive Perception 14 Languages understands the languages of its creator but can't speak.

understands the languages of its creator but can't speak. Challenge 1/4 False Appearance. While the Garden's Helper remains motionless, it is indistinguishable from an ordinary plant. Green Thumb. The Garden's Helper has advantage on Wisdom (Survival) checks made to garden. ACTIONS Poison Sting. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (2d4 + 2) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. Entangle. Grasping roots and vines sprout in a 10-foot radius centered on the Garden's Helper. Each creature of the Garden's Helper's choice must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Carpenter A shaper and worker of wood, the carpenter is a true master of crafting. Their ability to shape their chosen material is so powerful it transcends reality. When taking the carpenter profession you receive the following benefits. Apprentice: Master: -Hall of Doors: You gain the ability to craft doors that magically connect to each other. These doors act as portals and can work between realms. Only one set may be active at a time but any number may be crafted and owned. Each set of doors takes 3 days to make and cost 750 gp of enchanted wood and an item attuned to the plane you wish to connect with. A master is often judged by his Hall of Doors, the more complete, the greater the prestige. -The carpenter is a Strength based profession and rolls for this job should be made using that attribute. Critical Failures and Successes: When a natural 1 is rolled, the carpenter begins to panic as they realise they have ruined their work and waste an additional 2 uses trying to fix the mistake. When a natural 20 is rolled, the player creates a true masterpiece worth 10x the value listed at 19. Hall of Doors Failures and Successes: When a natural 1 is rolled, one of the following happens: the door implodes sucking and trapping the crafter in the other realm, it opens to a particularly dangerous spot, it opens to a realm other than the one intended, or it pulls something rather nasty through into the area with the carpenter. When a natural 20 is rolled, the doors will open to a particularly useful or helpful spot. Woodwork Value D20+Prof+Str Value Apprentice/Master 2 Worthless/10 gp 3 Worthless/10 gp 4 Worthless/10 gp 5 Worthless/10 gp 6 1 cp/20 gp 7 3 cp/30 gp 8 5 cp/40 gp 9 7 cp/50 gp 10 1 sp/60 gp 11 3 sp/70 gp 12 5 sp/80 gp 13 7 sp/90 gp 14 1 gp/100 gp 15 2 gp/150 gp 16 3 gp/175 gp 17 5 gp/225 gp 18 10 gp/250 gp 19 20 gp/300 gp 20+ 30 gp/400 gp

Healer The healer knows the body like the back of their hand. This artist with a scalpel can cure what ails you or make you better than before. When taking the healer profession you receive the following benefits. Apprentice: -When you become an apprentice healer you gain and become proficient with the medicine bag. You may use the bag to heal 7 hit points or neutralize one poison per use. The bag has 7 uses and costs 5 sp to replace. -You become proficient in the medicine skill. Master: -When you become a master you receive a master's bag. You may use the bag to heal 10 hit points or neutralize multiple poisons per use. The bag has 10 uses and costs 3 gp to replace. -Shapeshifter: Once per long rest you may alter the body of a willing creature you touch to give resistance to one damage type or advantage on all skill and ability checks using one attribute of your choice. This change only lasts 8 hours before the individual reverts back to normal. -The healer is a Wisdom based profession and rolls for this job should be made using that attribute. Shapeshifting Descriptions: -Dexterity: Your bones begin to hollow as your legs elongate and angle slightly. -Constitution: Your bones gain density and your skins begins to harden and takes on a gray appearance. -Intelligence: Your body thins slightly as your hair lightens in color becoming almost white. -Wisdom: Your eyes shift to a golden color and begin emitting a slight glow. -Charisma: Your skin begins shifting to a light silver color and your teeth whiten to a bright pearl. -Resistance: Your skin hardens and shifts in color to match the element your are resistant to.

Wounds: -Wounds determine the DC you must achieve to heal your patient. Once a successful check is made, you may choose to expend any number of charges from your medicine bag to heal your patient. On a failed check, one use of the kit is wasted. No check is needed to cure poison, but more than one use may be required to heal stronger poisons. -Light: A light wound is 10% or less of a character's max hit points. These wounds consist of light cuts, bruises, and strains. -Moderate: A moderate wound is 11%-30% of a character's max hit points. These wounds consist of deep cuts, fractured bones, and burns. -Heavy: A heavy wound is 31%-50% of a character's max hit points. These wounds consist of severe cuts, broken bones, and heavy burns. -Severe: A severe wound is 51%-80% of a character's max hit points. These wounds consist of shattered bones, charred flesh, and nearly severed limbs. -Deadly: A deadly wound is 81% or more of a character's max hit points and they are considered near death. If they can see the light at the end of the tunnel, this is the DC for you. These wounds consist of missing limbs, slit throats, and punctured organs. Setting up Shop: Any time a check is made in an area where the player can easily focus and has an abundance of resources on hand the DM may wish to give the player advantage on their checks. Medicine Check Severity of Wound Field/In Shop Light 10/8 Moderate 12/9 Heavy 13/10 Severe 15/13 Deadly 18/15

Judge The judge speaks with the word of kings and their decrees are law. Angering a judge may cost you your very soul. When taking the judge profession you receive the following benefits. Apprentice: -When you become an apprentice judge you gain and become proficient with a License of Law. You may use the license to legally end small arguments. You must write a Judge's Writ and file it with the local authority, usually the guard captain or city leader. The license costs 10 gp to replace. -You gain proficiency in Insight. Master: -When you become a master you receive a King's Command. You may use the command to have legal authority if a proper authority figure is absent. The command costs 100 gp to replace. -Pen and Paper: You can craft magically binding contracts. Crafting a contract requires high quality paper and enchanted ink and costs 75 gp per page. -Liars Eye: You gain proficiency in Insight if you are already proficient gain expertise instead. You may automatically succeed on an Insight check once per short rest. -The judge is a Charisma based profession and rolls for this job should be made using that attribute. Master and Apprentice: The main difference between a master and an apprentice judge is the authority you decrees carry. An apprentice may only make decisions in average arguments and day to day agreements. A master may intervene and decide on anything from major business deals to the sentencing of criminals. Magical Contracts: Once signed a magical contract is completely binding. These contracts include a compulsion on the holders to complete them. Should you manage to break the deal, consequences could range from permanent stomach sickness to the loss of your soul. You can't be forced to sign a magical contract, but you can be tricked into one. These contracts are heavily monitored and regulated and anyone found abusing this power is punished. The punishment could be life in prison or death. Working as a Judge: The pay for a judge varies from job to job. Many prefer to settle in a specific city or location to run their own firm or business. For a roaming apprentice, jobs will come from settling small disputes such as property borders or money collection between the commoners. The master will find work in sentencing criminals and creating contracts for businesses.

Messenger Apprentice: -When you become an apprentice messenger you gain a messenger bag. This bag may hold 3 small, 2 medium, or 1 large item. The items inside follow the same rules as a bag of holding. -You gain an extra 10 feet of movement and can read and write 2 additional languages of your choice. -You gain proficiency with Vehicles (Land). After spending a week with a mount, you gain expertise in any checks to control or ride that mount. You lose this bonus if you go more than 30 consecutive days away from your chosen mount or if your mount is killed or destroyed. You may only receive this bonus from one mount at a time. Master: -When you attain the rank of master you receive a master's bag. This bag may hold 5 small, 3 medium, or 2 large items. The items inside follow the same rules as a bag of holding. -Human Compass: You gain the Keen Mind Feat and your ability to tell time and direction becomes next to magical. -Master Runner: You gain the ability to cast the Haste spell as a bonus action once per long rest. -The messenger is a Constitution based profession and rolls for this job should be made using that attribute. Lay of the Land: You should know your city. Knowing the back alleys, shortcuts and ins and outs of your city is how you make sure your packages get delivered quickly and safely. If someone ever needed to know what guards to bribe, what passages to take, or where the less reputable individuals reside, you are often the best authority and considerably more trustworthy than the Thieves’ Guild. Working as a Messenger: The messenger is the preferred way to transport private messages and packages for noble families and sensitive businesses. A messenger is valued on their ability to keep a secret and turn the other cheek. An apprentice messenger will make 1-20 gp per package, depending on its sensitivity. A trusted master can make hundreds and in some cases thousands, of gold pieces per package. This does come with a risk: they often find themselves used as scapegoats when illegal items are discovered in their possession.

Musician Whether it's with their voice or the bow and string of a violin, musicians have the ability to bring the strongest men to tears or cause the cowardly to charge into battle. When taking the musician profession you receive the following benefits. Apprentice: -When you become an apprentice musician you gain and become proficient with one instrument of your choice. Showing your guild token to a tavern or inn owner will allow you to perform in the establishment in exchange for room and board along with earning any donations you receive. -Tavern Hopper: You gain advantage on any Persuasion checks made inside a tavern and on all Constitution saving throws against alcohol. Master: -When you attain the rank of master you become proficient with 3 more instruments and gain expertise in 1 instrument you are proficient in. -StarStruck: For better or for worse many musicians can inspire a fanatical following. You may choose a specific humanoid who has seen you play 3 or more times within 10 days and permanently charm that creature. If you already have a creature enthralled when you use this ability, then that creature's charm effect ends as they become jealous and disillusioned. -Pulse of the Crowd: One hour after performing at a chosen venue, you have advantage on all social checks made against anyone in attendance. This can only be used if you have a positive reputation in that area. -The Musician is a Charisma based profession and rolls for this job should be made using that attribute. Working as a Musician: Popularity in the Area: As the player performs more in an area they should gain a reputation with the taverns and populace. A good or bad reputation is determined by the DC and will affect the overall pay they receive from their patrons. The musician gains or loses reputation equal to the amount they beat or failed a DC.

Living Conditions of Audience: A higher class of people can be charged more for the performance, but the DC should reflect that.

Number of Attendees: The number of people listening will affect the reputation gained by the performer.

Type of Music: Different people enjoy different types of music. A noble will not appreciate a country jig and a commoner might not enjoy the sounds of a soft violin. Playing the wrong type of music can greatly increase the DC.

Performance checks D20+Prof+Cha Performance Outcome 2-4 Horrible, -10 rep, No pay 5-9 Bad, -5 rep, 1/2 pay 10-13 Average, No rep, Average pay 14-16 Good, +5 rep, Average pay 17-19 Great, +10 rep, 1/2 bonus to pay 20+ Stellar, +15 rep, Double pay Average Donations Citizen Class Expected Payment Lower 1-3 cp Middle 1-2 sp Upper 1-3 gp Royalty 2 pp Reputation Reputation Level Effect -50/-25 Your presence causes people to leave the area -24/-9 You receive 1/2 the amount of payment or donations you would normally gain -10/10 You receive no bonus or negative 11/25 You gain an additional 1/2 payment or donations 26/50 You draw people to your area and are sought out by tavern owners and nobles to perform.

Painter: It's said that the artist leaves a bit of themselves with every work they make. When taking the painter profession you receive the following benefits. Apprentice: -When you become an apprentice painter you gain and become proficient with the painter's supplies. You may use the supplies to spend 1-3 hours making a small work of art. The supplies have 7 uses and costs 5 sp to replace. Master: -When you attain the rank of master you receive the master's kit. You may use the kit to spend 3-5 days creating a masterwork painting. The kit has 10 uses and costs 3 gp to replace. -Home Away: You gain the ability to leave a portion of your soul in a painting turning into a pocket plane. Only one Home Away may be held at a time. The plane contains all things painted in the picture, but anything painted into the picture may not leave it. This rule does not apply to objects taken into the painting after it was made. The Home Away takes 3 days to craft and costs 1000 gp of enchanted paints and canvas. -The painter is a Dexterity based profession and rolls for this job should be made using that attribute. Critical Failures and Successes: When a natural 1 is rolled, the painter begins to panic as they realize they have ruined their work and waste an additional 2 uses trying to fix the mistake. When a natural 20 is rolled, the player creates a true masterpiece worth 10x the value listed at 19. Home Away Failures and Successes: If a natural 1 is rolled while creating a Home Away, an evil spirit manages to slip into the painting while it's being created and now haunts the plane. If a natural 20 is rolled, then the player may find their plane has a magical feature such as naturally blessed water or that time moves slower than normal. Painting value D20+Prof+Dex Value Apprentice/Master 2 Worthless/10 gp 3 Worthless/10 gp 4 Worthless/10 gp 5 Worthless/10 gp 6 1 cp/20 gp 7 3 cp/30 gp 8 5 cp/40 gp 9 7 cp/50 gp 10 1 sp/60 gp 11 3 sp/70 gp 12 5 sp/80 gp 13 7 sp/90 gp 14 1 gp/100 gp 15 2 gp/150 gp 16 3 gp/175 gp 17 5 gp/225 gp 18 10 gp/250 gp 19 20 gp/300 gp 20+ 30 gp/400 gp

Potioneer Able to brew strength, stopper glory, and bottle death, the potioneer can turn almost any aspect of the world into a liquid. It's wise to check ones food and drink if they find themselves at odds with one of these talented craftsmen. When taking the potioneer profession you receive the following benefits. Apprentice: -When you become an apprentice potioneer you gain and become proficient with alchemist’s supplies. You may use the supplies to spend 24 hours creating a common level potion. The supplies have 7 uses and costs 5 sp to replace. Master: -Plentiful Potions: You may craft 2 vials that will refill every 24 hours with the potion last stored in them. To change the potion you must will it empty and refill it with a new potion. These vials cost 1000 gp to craft and take 3 days to complete. -The potioneer is an Intelligence based profession and rolls for this job should be made using that attribute. Potion Tiers Common Level: Examples of common level potions are any potion of common rarity. If using homebrew potions, this includes any damage potion that does on average 10 damage or less, or any potion that has an ability score increase to 19 or less. Master Level: A master level potion is any potion of uncommon rarity or higher. If using homebrew potions, this includes any potion that exceeds the limits of a common potion. Critical Failures and Successes: When a natural 1 is rolled, the apprentice potioneer begins to panic as they realize they have ruined their work and waste an additional 2 uses trying to fix the mistake. A master will create a poison instead with magical effects of the DMs choice. When a natural 20 is rolled, the player creates a true masterpiece worth 10x the value listed at 19. A master creates two potions instead of one.

Brewing Potions: Potion recipes consist of two or three ingredients mixed together in a specific order while brewed at a specific temperature. Below is listed a few examples, but you are encouraged to work with your DM to add your own creations. Potion Recipes Potion Ingredients Brew Temperature Health White Leaf, Lavender, Bone Meal Low heat Hill Giant Strength Hill Giant Blood, Oak Bark, Tree Sap Low heat Flying Rook Feather, Cloud Fruit, Moon Ivy Room temperature Invisibility Cats Eye, Silver Stone Dust Cold Poison Tree Sap, Black Cap Shroom High heat

It is worth noting that ingredients are interchangeable to a small extent. For example: making a fire immunity potion may use red dragon blood or fire elemental dust. Potioneer Check DC Added Value Apprentice/Master 2-9 -3 gp/25 gp 10-15 None 16-19 +3 gp/25 gp Ingredients for Brewing Ingredient Location Found Value White Leaf Damp warm forests 2 gp Lavender Plains, fields 1 cp Bone Meal Bones 1 cp Powdered Obsidian Near large sources of heat 1 gp Cats eye Base of trees at night 2 sp Black Cap Shroom Near decaying bodies or vegetation 5 sp Rook feather Rooks, mountains 50 gp Moon Ivy Cave rivers 5 sp

Scribe Many say the pen is mightier than the sword, and when the pen can summon meteors from the sky or turn you into a giant fire breathing dragon they may be right. When taking the scribe profession you receive the following benefits. Apprentice: -When you become an apprentice scribe you gain and become proficient with the calligrapher’s supplies. You may use the supplies to spend 1-3 hours making a small book or scroll. The supplies have 7 uses and costs 5 sp to replace. -Wordly Reader: You may choose 3 additional languages that you can read and write, but speaking in these languages is broken and hard to understand. Master: -When you attain the rank of master you receive the master's kit. You may use the kit to spend 3-5 days creating a masterwork book. All magical scrolls will take the time listed below unless affected by your Spell Scribe ability. The kit has 10 uses and costs 3 gp to replace. -Spell Scribe: You ignore class and level requirements when crafting spell scrolls. Choose 2 schools of magic, scrolls from these schools take half the time and cost. -Vault Of Pens: You gain access to the Vault Of Pens. -The scribe is an Intelligence based profession and rolls for this job should be made using that attribute. Spell Scrolls Spell Level Time Cost Cantrip 1 day 15 gp 1st Level 1 day 25 gp 2nd Level 3 days 250 gp 3rd Level 1 workweek 500 gp 4th Level 2 workweeks 2,500 gp 5th Level 4 workweeks 5,000 gp 6th Level 8 workweeks 15,000 gp 7th Level 16 workweeks 25,000 gp 8th Level 32 workweeks 50,000 gp 9th Level 48 workweeks 250,000 gp Critical Failures and Successes: When a natural 1 is rolled, the work is ruined. If the scribe is working on a magical scroll, it detonates dealing damage of 1d6 per level to everything within 10 feet of the scribe. When a natural 20 is rolled, the scribe earns double the original pay and they gain an increase to their reputation. If the scribe is working on a spell scroll, its level is increased by 2 to a maximum of 8. Working as a Scribe: The scribe makes most of their money doing work for nobles and libraries, whether it's writing important documents or copying books. It is at the DM's discretion to determine the amount of pay the scribe will earn on a job to job basis. A master scribe may also seek employment from the guild doing work in the Vault Of Pens. As a scribe gains a reputation in the local cities and areas, they may be sought out for their services. Having a book or scroll penned by a well-known scribe is considered a status symbol and a show of wealth.

Sculptor Able to bring life and beauty to the cold stone of the world, the sculptor is a master craftsman of the earth. When taking the sculptor profession you receive the following benefits. Apprentice: Master: -When you attain the rank of master you receive the master's kit. You may use the kit to spend 3-5 days creating a masterwork sculpture. The kit has 10 uses and costs 3 gp to replace. -Stone Soul: You gain the ability to craft a stone golem and leave a portion of your soul in it to animate it. If the golem drops to 0 hit points, it is destroyed and must be remade from scratch. The golem levels up with you and advances at levels 13 and 15. -The sculptor is a Dexterity based profession and rolls for this job should be made using that attribute. Critical Failures and Successes: When a natural 1 is rolled, the sculptor begins to panic as they realise they have ruined their work and waste an additional 2 uses trying to fix the mistake. When a natural 20 is rolled, the player creates a true masterpiece worth 10x the value listed at 19. Golem Failures and Successes: When a natural 1 is rolled, the sculptor loses control of the golem and it ramages. When a natural 20 is rolled, the golem receives +3 to one attribute of the sculptor's choice. Sculpture value D20+Prof+Dex Value Apprentice/Master 2 Worthless/10 gp 3 Worthless/10 gp 4 Worthless/10 gp 5 Worthless/10 gp 6 1 cp/20 gp 7 3 cp/30 gp 8 5 cp/40 gp 9 7 cp/50 gp 10 1 sp/60 gp 11 3 sp/70 gp 12 5 sp/80 gp 13 7 sp/90 gp 14 1 gp/100 gp 15 2 gp/150 gp 16 3 gp/175 gp 17 5 gp/225 gp 18 10 gp/250 gp 19 20 gp/300 gp 20+ 30 gp/400 gp

Stone Souls: You may use your bonus action to give the Stone Soul a command. Once given, the Stone Soul will not stop until commanded to do so. Crafting a Stone Souls takes one day and 300 gp in high quality stone for a tier 1, two days and 500 gp for tier 2, and three days and 700 gp for tier 3. Stone Soul: Tier 1 Medium construct, unaligned Armor Class 16 (natural armor)

16 (natural armor) Hit Points 55

55 Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 16 (+3) 1 (-5) 8 (-1) 10 (0) Saving Throws Str+4, Wis+1

Str+4, Wis+1 Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunities poison, psychic

poison, psychic Senses blindsight 20 ft., passive Perception 9

blindsight 20 ft., passive Perception 9 Languages understands the languages of its creator but can't speak

understands the languages of its creator but can't speak Challenge 3 Immutable Form. The golem is immune to any spell or effect that would alter its form. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Stone Soul: Tier 2 Medium construct, unaligned Armor Class 17 (natural armor)

17 (natural armor) Hit Points 75

75 Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 18 (+4) 1 (-5) 8 (-1) 10 (0) Saving Throws Str+6, Wis+2

Str+6, Wis+2 Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunities poison, psychic

poison, psychic Senses blindsight 20 ft., passive Perception 9

blindsight 20 ft., passive Perception 9 Languages understands the languages of its creator but can't speak

understands the languages of its creator but can't speak Challenge 5 Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Weapons. The golem's weapon attacks are magical. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Stone Soul: Tier 3 Medium construct, unaligned Armor Class 18 (natural armor)

18 (natural armor) Hit Points 100

100 Speed 35 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 20 (+5) 8 (-1) 10 (0) 10 (0) Saving Throws Str+7, Wis+3

Str+7, Wis+3 Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunities poison, psychic

poison, psychic Senses blindsight 30 ft., passive Perception 10

blindsight 30 ft., passive Perception 10 Languages understands the languages of its creator and speaks Broken Common

understands the languages of its creator and speaks Broken Common Challenge 7 Powerful Build. The golem counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Weapons. The golem's weapon attacks are magical. Bulldoze. If the golem moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the golem can make one slam attack against it as a bonus action. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Smith The metal knows what it wants to be and a master smith can see. All weapons and crafts have their own personality and the smith brings these hidden things to the surface. When taking the smith profession you receive the following benefits. Apprentice: -Pocket Forge: You gain a Pocket Forge which is packed in a small bag of holding. The Pocket Forge has all the equipment needed to forge small items and make minor repairs. It does not come with coal to fuel it. Master: -Smith of the Mystics: You can craft items using ores that have magical effects such as silver. -Enchanter: You can give one weapon or piece of armor one Anvil Enchantment. This effect may be changed once every long rest. This enchantment may be added to weapons and armor that are already enchanted. -The smith is a Strength based profession and rolls for this job should be made using that attribute. Examples of Anvil Enchantments Name Effect Torch: The weapon deals an extra 1d4 fire damage and sheds bright light in a 20-foot radius. Reliable: You can use a bonus action to treat all attack rolls as if you rolled a 10 for the next minute. The weapon can't be used in this way again until the next dawn. Detection: The item glows when the chosen creature type is within 60 ft. Rebuke: When hit with a melee attack you may use your reaction to shove the attacker 5 ft. Make a Strength (Athletics) contested roll against the attacker. Speed: You may use your bonus action to double your walking speed and jump distance for 1 round. Once used 3 times this property can't be used again until the next dawn. Fortify: You may cast the Shield spell. This property can't be used again until the next dawn. Bloodletter: After you reduce a hostile creature to 0 hit points, you may choose to double your critical hit range. This effect lasts until you land a critical hit. This property can't be used again until the next dawn. Footloose: You can use a bonus action to ignore rough terrain for 1 hour. Once this property has been used twice it can't be used again until the next dawn. Gills: You can use a bonus action to have water breathing for 1 hour. Once this property has been used twice it can't be used again until the next dawn. these are just examples and players are encouraged to work with their dm to make their own anvil enchantments.

Crafting requirements Size Ingot Cost Time Tiny 1/2 1 hour Small 1 3 hours Medium 2 1 day Large 4 3 days Smithing Check DC Added Value Apprentice/Master 2-5 -1 gp/25 gp 6-10 -5 sp/10 gp 11-15 +5 sp/10 gp 16-19 +1 gp/25 gp The original value of an item is equal to the price of the item listed in the Player's Handbook. Critical Failures and Successes: When a natural 1 is rolled, the smith begins to panic as they realize they have ruined their work and waste an additional 2 uses trying to fix the mistake. A master will create a cursed item with magical effects of the DM’s choice. When a natural 20 is rolled, the player creates a true masterpiece add 10x the value listed at 19. A master creates an item with a minor magical effect or their choice.

Tinker An inventor and creator, the tinker is only limited by their imagination in their ability to create and destroy. When taking the tinker profession you receive the following benefits. Apprentice: Master: -When you attain the rank of master you receive the master's kit. You may use the kit to create or fix large clockwork or mechanical items. The kit has 10 uses and costs 3 gp to replace. -Little Blue Book: You gain a book of basic blueprints. This book has instructions on how to create the masterwork contraptions listed below. -The tinker is an Intelligence based profession and rolls for this job should be made using that attribute. Construct value D20+Prof+Int Value Apprentice/Master 2 Worthless/10 gp 3 Worthless/10 gp 4 Worthless/10 gp 5 Worthless/10 gp 6 1 cp/20 gp 7 3 cp/30 gp 8 5 cp/40 gp 9 7 cp/50 gp 10 1 sp/60 gp 11 3 sp/70 gp 12 5 sp/80 gp 13 7 sp/90 gp 14 3 gp/100 gp 15 4 gp/150 gp 16 5 gp/250 gp 17 6 gp/300 gp 18 7 gp/350 gp 19 8 gp/400 gp 20+ 12 gp/500 gp Critical Failures and Successes: When a natural 1 is rolled, the tinker begins to panic as they realise they have ruined their work and waste an additional 2 uses trying to fix the mistake. When a natural 20 is rolled, the player creates a true masterpiece worth 10x the value listed at 19. Masterwork successes and failures will vary project to project and are up to the DM. Masterwork Constructs Construct/DC Creation Time Creation Cost Bomb/13 8 hours 100 gp Small Clockwork Golem/15 16 hours 300 gp Medium Clockwork Golem/18 24 hours 500 gp Pistol/15 16 hours 200 gp Bullets/10 1 hour per 10 rounds 1 gp Smoke Grenade/10 3 hours 20 gp Net Grenade/13 8 hours 50 gp

You are encouraged to add your own creations to the Little Blue Book and are not confined to the masterworks listed above. Use the ones listed as examples and baselines and work with your DM if you wish to expand your book.

Bomb Small construct Armor Class 10

10 Hit Points 10 Tick Tock. The bomb takes an action to arm. Once armed the bomb will explode 1d4 turns later. BOOM!!! The bomb explodes. Each creature within 30 feet of it must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) damage. Damage. During creation you may choose one damage type: fire, ice, lightening, bludgeoning or piercing. Pistol Small construct Properties. Ammunition (range 30/50), reload (3 shots). Proficiency. A player proficient with crossbows is proficient with pistols. ACTIONS Shot. Ranged Weapon Attack: 1d8 piercing damage. Net Grenade Tiny construct Capture. Make a ranged weapon attack on a creature up to 20 feet. The grenade has no effect on creatures that are Huge or larger. On a hit, the target is restrained. A creature can use its action to make a DC 13 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damaging to the net (AC 10) frees the target without harming it and destroys the net. Smoke Grenade Tiny construct I'm Blind! As an action throw the grenade up to 60 feet away. The grenade explodes leaving behind a cloud of smoke that creates a heavily obscured area in a 15-foot radius. Wind disperses the smoke, which otherwise lasts for 1 minute. Small Clockwork Golem Small construct Armor Class 13 (natural armor)

13 (natural armor) Hit Points 35

35 Speed 20 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 20 (+5) 10 (0) 10 (0) 1(-5) Damage Immunities poison, psychic

poison, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, paralyzed petrified, poisoned

charmed, exhaustion, paralyzed petrified, poisoned Senses darkvision 60 ft., passive Perception 10

darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can't speak.

understands the languages of its creator but can't speak. Challenge 1 Immutable Form. The golem is immune to any spell or effect that would alter its form. Soldier. The golem will follow any command it's given from its master until it's told to stop. ACTIONS Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Medium Clockwork Golem Medium construct Armor Class 16 (natural armor)

16 (natural armor) Hit Points 70

70 Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 20 (+5) 10 (0) 10 (0) 1(-5) Damage Immunities poison, psychic

poison, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned

charmed, exhaustion, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10

darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can't speak.

understands the languages of its creator but can't speak. Challenge 3 Immutable Form. The golem is immune to any spell or effect that would alter its form. Soldier. The golem will follow any command it's given from its master until it's told to stop. ACTIONS Stab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Guilds of the World: Each guild has its own rules and regulations for its members which have to be followed. Below is a list of perks and rules for each guild. -Guild Locations: Each major city will contain a small guild hall for most of the guilds, however, the headquarters will almost always be located in the capital city. -Each guild requires its members to complete two jobs with the guild per month to help with guild fees. -Master's Test: To attain the rank of master in any guild you must have a master point with the profession, which is gained at Level 10. You will also need to complete your guild’s master test, this test may be taken every 3 months. -Guild Seal: Once you become a member of a guild you gain a seal with your guild emblem on it. This seal makes it much easier to find work and craftsman without one are generally frowned upon. -If you fail to meet guild requirements you may be removed or banned from the guild and your token will be reclaimed. Botanist's Guild: -The Botanist's Guild is a large, boxed shaped building, but determining the material it is made of is next to impossible. This is due to the multitude of vines, moss, and greenery that cover its walls. The guild is the main area to obtain kits and supplies for the profession. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: To obtain the rank of master, a botanist must have found, grown and harvested at least 5 rare plants successfully and submitted them to the guild. -Any known seeds from around the world are available for purchase here. - Each member of the guild is expected to bring 3 different seeds to the guild every time they visit. Carpenter's Guild: -The Carpenter's Guild is a large, wooden 3-story building. The majority of the front of the building is taken up by a large set of heavily decorated wooden doors. The guild is the main area to obtain kits and supplies for the profession. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: While in the guild hall, a carpenter must craft and submit work with a DC 21 Strength check. -Carpenter’s Journey: Once per year the guild will send each carpenter on an expedition to try and find new woods for crafting. These are mandatory for guild membership. -Hall of Doors: The guild is home to the Hall of Doors, a room full of doorways to hundreds of other worlds. A master may request a door be activated for their use once they gain high standing with the guild.

Healer's Guild: -The Healer's Guild takes the appearance of an average manor house, as the guild prefers to spend the bulk of its spending on materials and supplies for its members. Its doors are always opens to the public to treat minor health issues. The guild is the main area to obtain bags and supplies for the profession. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 10% cut taken by the guild. -Master’s Test: To obtain the rank of master, a healer must have healed at least 10 patients and performed as a combat medic 1 time. -Each member of the guild is expected to spend 3 days per month inside one of the guild halls helping the public. -A Wisdom (Medicine) check made inside the guild hall has advantage. Judge’s Guild: -The Judge’s Guild is stylized after a large courthouse and handles a large majority of the day to day court rulings for the town in which it’s located. The guild has its own guard force and protections making it a very secure and private area. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: To obtain the rank of master, a judge must have issued at least 10 decrees. -Each judge is expected to report to a guild hall every three months to undergo questioning about their cases. This will take place in a zone of truth to ensure the judges are not abusing their powers. -The guild keeps a Hall of Records that lists all legal decisions the guild has made. -The guild also has its own set of teleportation circles that link its major courthouses together that masters are allowed to use. -The guild keeps a stock of high-quality quills, paper, and ink, including magical ink, that may be purchased from the guild. Messenger's Guild: -The Messenger's Guild is a large ranch style compound that has many different breeds of horses roaming the area. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: To obtain the rank of master, a messenger must accept a diplomatic mission to deliver correspondence to another country. -Each member of the guild is expected to spend 1 week every 3 months at the guild. This time will be spent training and bonding with the mounts employed by the guild. -Once a member becomes a master, the guild may allow access to its list of guards and powerful figures that can be bribed. The guild may also help the master members out of any legal trouble they find themselves in due to a job. -The guild has a large selection of high-quality horses that its members may buy or rent. -If a messenger bag is ever damaged it may be repaired or replaced at the guild.

Musician's Guild: -Shaped like a large amphitheater and made entirely of marble, the Musician's Guild is a work of art. The beauty of the building and the soft music constantly coming from it make the guild a popular spot for people to gather near on a nice day. - Master’s Test: To obtain the rank of master, a musician must be well known and have a reputation of at least +30 in 3 cities, 1 of which must be the capital. - The guild prides themselves on appearance and reputation. Each member is expected to conduct a performance in the capital city theater once per year. -The guild is an extremely relaxing place to rest. You regain double the hit dice you normally would if you rest here. -The guild is outfitted with many instruments and a member may replace their instrument for 1g. Painter's Guild: -The Painter's Guild is covered, top to bottom, in different paintings inside and out. The guild is the main area to obtain kits and supplies for the profession. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: While in the guild hall, a painter must craft and submit work with a DC 21 Dexterity check. -Each member is expected to travel to a guild hall once per month and spend 3 days adding new paintings to the hall and fixing old ones. -Creating a Home Away requires specialty magical paint that can only be obtained through the guild. - Painter's Kit: The kit contains brushes, paints, canvas, and easel. When replacing a kit, paints and canvas are replaced. Potioneer's Guild: -From the outside, the Potioneer's Guild appears to be one small stone building surrounded by dozens of stone pipes. The majority of the guild is actually underground and the stone tubes are vents for the fumes from workshops below. The guild is the main area to obtain kits and supplies for the profession. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: To obtain the rank of master, a potioneer must be able to successfully maintain and brew 3 potions at once. This will be done in the guild hall. -Each member of the guild is expected to keep an ingredient journal and track how each item reacts in potions. Every year members are expected to return to the guild to have their journals copied. It is expected that one new discovery is made by each member every year. -The guild keeps a large stock of ingredients on hand for purchase and has many workshops that members may make use of. There is also a large supply of potions for sale for members only.

Scribe's Guild: -The Scribe's Guild is a plain nondescript building. The only notable feature of the building is the many windows that line the walls. The inside is a large lavish library. The guild is the main area to obtain kits and supplies for the profession. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: While in the guild hall, a scribe must craft and submit work with a DC 21 Intelligence check. -Each member is expected to spend 1 week per month copying scrolls in the guild hall’s libraries. -Vault of Pens: All master scribes are giving full access to the vault. It is expected that members will use their skills to make a second copy of all important documents to be stored in here. This is done once the scribe is alone and is kept extremely secret. - Scribe's Kit: The kit contains pens, paper, ink, and a multi-language dictionary. When replacing the kit, ink and paper are replaced. Sculptor's Guild: -The Sculptor's Guild is a work of master masonry and has a large statue garden that covers the front area of the guild hall. The guild is the main area to obtain kits and supplies for the profession. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: While in the guild hall, a sculptor must craft and submit work with a DC 21 Dexterity check. -Each member is to report to a local guild hall once per month and spend 3 days carving stone blocks for future use. -Creating a Stone Soul requires magically infused stones that can only be acquired at the guild. Smith's Guild: -The Smith's Guild is a large compound made of many small buildings. The majority of the guild's land is occupied by forges and workshops for its member’s use. The guild is the main area to obtain kits and supplies for the profession. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: While in the guild hall, a smith must craft and submit work with a DC 21 Strength check. -Each guild member must spend 3 days per month at the guild forges repairing weapons and armor for the local military. -Mythril Forge: The guild hall is equipped with a rare Mythril forge. This forge is the only one in the world able to process magical ores and is key in creating enchanted or magical weapons.

Tinker's Guild: -The Tinker's Guild is a large, bronze and iron building in the rough shape of a bell tower. The front of the guild is a large mess of metal parts and scraps that look like a large junkyard to most. The guild is the main area to obtain kits and supplies for the profession. A guild member may seek residence in the guild and can find assistance obtaining work. Any work obtained through the guild will have a 15% cut taken by the guild. -Master’s Test: While in the guild hall, a tinker must craft and submit work with a DC 21 Intelligence check. -Each member must spend 3 days per month in a local guild hall. During this time they are to help with the creation of chemicals and gunpowder for guild use. -The Tinker's Guild is the main supplier and holder of gunpowder and allows their members a small amount free every month.

Potion Ingredients: -Black Cap Shroom (5 sp): The Black Cap Shroom is a grey mushroom with a deep black cap. It prefers to grow amidst death and decay and are commonly seen in graveyards and swamps. They are very poisonous to touch and ingest. -Blue Spot Shroom (3 cp): The Blue Spot Shroom is a small mushroom with a blue spotted cap. It is known to grew alongside rivers and other areas with a large amount of freshwater and shade. When ingested the mushroom is known to affect one's mental state. -Cats Eye (2 sp): Cats Eye is a small beetle-like insect that lives high in tree tops. At night the insect descends to ground level to feast on decaying leaves and other vegetation. Its name comes from the bright yellow glow its shell emits when exposed to light. -Cloud Fruit (3 gp): A small, white, pear-shaped fruit, the Cloud Fruit only grows at extreme elevations. It is known to have a sweet taste and leaves one with the feeling of floating. -Ember Cherries (5 sp): Ember Cherries are small red fruits that glow bright orange in color and can be found in deserts and other hot climates. Despite their appearance, these small fruits are known to have a minty taste and can cool the body down. -Golden Oak (10 gp): A rare variant of oak tree, the Golden Oak gets its name from the bright golden color of its leaves. The Golden Oak prefers to make its home in the heart of old forests and wooded areas. Its roots are highly valued for its ability to cure poison and diseases. Many believe the tree to be blessed by the gods and view them as sacred.

-Hanging Moss (5 cp): Hanging Moss is a net-like, yellowish plant that grows hanging from trees in sunny areas with moderate winds. -Lavender (1 cp): Lavender is a small purple flower that is found in dry, sunny areas such as plains and fields. It is valued in alchemy for its ability to stabilize and balance out other ingredients in potions. -Moon Ivy (5 sp): Moon Ivy is a small, green plant that grows in large clusters. Its name comes from the small, full moon shaped, white dots that cover its star-shaped leaves. Moon Ivy prefers to grow in cool damp areas such as mountain streams and cave rivers and lakes. Moon Ivy is well known for its ability to boost the strength of other ingredients when it’s added to a mixture. -Roses (5 cp): Roses are a deep red flower that are known to grow in areas with moderate climates and rainfall. Beware when harvesting these flowers as the thorns on the stem are known to have disorienting effects. -White Leaf (2 gp): White Leaf is a small, vine-like plant with small, white petals that grow across its length. White Leaf is found in hooded forests or other areas with low sunlight and requires a damp area to grow. It’s valued for its healing properties, especially when concentrated in healing potions. -Winter Berries (5 sp): Winter Berries are small, light blue berries that grow on bushes found on the outskirts of forests or small wooded areas in extremely cold environments. These berries only grow during the colder months of the year. They are an excellent source of food for those lost in these lands during the winter months. -Yellow Cap Shroom (3 cp): The Yellow Cap Shroom is a small, yellow mushroom that grows in hooded forests, but have been known to enjoy sunlight and can be found in clearings. When ingested, the Yellow Cap Shroom gives a small energetic feeling somewhat akin to a sugar rush.

Ores: -Blue Stone (35 gp): A rare, magical mineral, Blue Stone can only be found at the bottom of deep areas of flowing freshwater. When removed from its home, Blue Stone will continue to produce small amounts of water and vibrate when close to rivers. -Glyph Iron (500 gp): Glyph Iron is an extremely rare metal that forms in areas of high magical energy. It is named for the blue, glowing glyph-like symbols that form natural across the ore. Glyph Iron is highly prized for its ability to make weapons (1d6 force damage). -Seared Stone (100 gp): Seared Stone forms in areas of extreme heat such as volcanos or steam vents. The ore is easy to spot due to the bright, glowing lines across its surface. Once removed the ores retain the heat from its home (1d6 fire damage). -Silver Stone (100 gp): Silver Stone is a rare mineral found high upon mountains. The stone appears deep silver in color with white streaks across its surface. Silver Stone is considered a magical element as it stays cool to the touch no matter how hot its surroundings are (1d6 cold damage ). -Sky Iron (100 gp): Found in fallen stars, Sky Iron is a rare resource that is prized by many smiths and religious circles. It gives off a slight glow and has the ability to harm to certain creatures. (1d6 radiant damage). -Spark Stone (100 gp): A rare form of rock, Spark Stone forms in locations where lightning strikes areas of exposed rock. Keeping some of this power, Spark Stone is known to give a small shock when touched to bare skin (1d6 lightning damage).