Extended resources

1 Index Classes Shaman (Page 2) Rifleman(Page 9) Cruor (Page 15) Mummer (Page 27)

Shaman 2

3 The Old Ways A human leads a band of adventurers through the sacred lands of his ancestors. A band of Drow rangers await the party on the cliffs ahead- the spirits tell the Shaman of their presence; he chants into a bone charm in a low voice. The sky turns sickly green, and the screams of Drow ring through the valley. It is safe to continue. Old Magic Shamans are learned in the ways of old magic; bending the frame of reality to access the spirit world, wielding ethereal powers both notorious and praised. Not many of these wild sages exist in the modern world, many living a reclusive life or serving the needs of rural villages. Both respected and feared, these woodland sages have the power to rejuvenate or obliterate. They find the establishment of cities disgusting and brutal, preferring to live simple lives and to focus on their bond with the spirit world. Creating a Shaman When creating a shaman, consider your place within the world and the reasoning for your adventures. Do you wish to protect life around you with the power granted to you by your ancestors, or would you prefer to be the arbiter of vengeance for powerful spirits willing to make you great? Are you tired of the rural life and the boredom of a secluded life style, or are you venturing from your home to seek answers for your people and yourself? Shamans tend to live in isolation or in small communities, so can take time to adjust to the ways of modern people. They are not quick to make friends with anyone, but the friend of a shaman should consider himself blessed to have such a devoted and humble ally. Quick Build You can make a shaman quickly by following these suggestions. Firstly, Wisdom should be your primary ability score, followed by Constitution. A background of Hermit or Sage should be chosen next. Finally, choose the Mage Hand and Ray of Frost cantrips. Class Features As a shaman, you gain the following class features Hit Points Hit Dice: 1d8 per shaman level

1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st Proficiencies Armour: Light armour

Light armour Weapons: Clubs, Daggers, Darts, Javelins, Quarterstaffs, Shortswords and Slings.

Clubs, Daggers, Darts, Javelins, Quarterstaffs, Shortswords and Slings. Tools: Herbalism Kit Saving Throws: Wisdom, Intelligence

Wisdom, Intelligence Skills: Choose two from Animal Handling, Insight, History, Medicine, Nature, Perception and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) 20 Darts and a Shortsword or (b) 6 Javelins and a quarterstaff

(a) a component pouch or (b) a shamanistic focus

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

leather armour, a herbalism kit and 2 daggers

The Shaman Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Spirit Sayer 2 2 2 — — — — — — — — 2nd +2 Spirit Possession 2 3 3 — — — — — — — — 3rd +2 Shamanistic Ascension 2 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 5 4 3 — — — — — — — 5th +3 Bone Charms 3 5 4 3 2 — — — — — — 6th +3 Shamanistic Ascension Feature 3 6 4 3 3 — — — — — — 7th +3 Variable Climates 3 7 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 8 4 3 3 2 — — — — — 9th +4 Thicker than Blood 3 9 4 3 3 3 1 — — — — 10th +4 Shamanistic Ascension Feature 3 10 4 3 3 3 2 — — — — 11th +4 Ability Score Improvement 4 10 4 3 3 3 2 1 — — — 12th +4 Astral Bridge 4 11 4 3 3 3 2 1 — — — 13th +5 Rejuvenation 4 11 4 3 3 3 2 1 1 — — 14th +5 Ritual Specialist 4 12 4 3 3 3 2 1 1 — — 15th +5 Spiritual Balance 4 12 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 13 4 3 3 3 2 1 1 1 — 17th +6 Shamanistic Ascension Feature 5 13 4 3 3 3 2 1 1 1 1 18th +6 ___ 5 13 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 14 4 3 3 3 3 2 1 1 1 20th +6 Astral Walker 5 14 4 3 3 3 3 2 2 1 1 4 Spellcasting At 1st level, you gain the ability to cast spells. You know a number of spells based on your shaman level, and when you level up you can exchange a known spell for a spell you are able to cast. Old Magic requires a great length of study but, once known, spells are cast instantly using the power of the spirits they work with. Spells Slots The shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shaman spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells, since the power of your magic comes from your connection with the spirits. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one. Spell Save DC = 8 + Proficiency Bonus + Wisdom Modifier Spell Attack Modifier = Proficiency Bonus + Wisdom Modifier Spirit Sayer At 1st level, you can see and speak with spirits unless they are shrouded by a spell. You also gain benefits from your communion. During a short or long rest you can perform a ritual to contact the spirits of the land and gain from their knowledge. The following benefits that last until you leave the region where you performed the ritual: You move through difficult terrain at no additional cost

You may stealth at full speed when alone You also gain advantage on nature checks in the area and are aware of recent regional events such as storms, landslides or floods. Spirit Possession At 2nd level, you may open your mind to the spirit world, allowing a spirit to posses your body, giving you the abilities of the spirit. After a long rest, you can have a spirit posses you for a full day. During this time you gain 1 of the following: Advantage on all Wisdom and Intelligence checks

You cannot be surprised by enemies

Proficiency in medium armour and martial weapons After continuous use of this for one day, the spirit drains energy from the Shaman. On the 2nd day of possession you will gain an exhaustion level. On the 3rd day and there after you will again another exhaustion level for every additional

5 day that you keep using it if you fail a DC15 Constitution saving throw. Exhaustion is recovered as usual once the procession stops. Shamanistic Ascension At 3rd level, you choose a Shamanistic Ascension which will define your Shamanistic Path: Spirit Warden or Witch Doctor. You gain additional features from your shamanistic ascension at levels 6, 10, and 17. Ability Score Improvements When you reach 4th level, and again at 8th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Bone Charms At 5th level, you cast a spell as a ritual, allowing you to store it in a bone charm to be used later. To make a charm you must take a short rest in order to carve the bone it is made from. You can have as many empty bone charms as you wish, but you may only have a number of bone charms filled with magic equal to your Wisdom Modifier. Variable Climates At 7th level, you can ask the spirits to adapt your body to the elements. After being exposed to a weather condition for 5 minutes, the shaman ignores any penalties associated with the weather condition. Thicker Than Blood At 9th level, you may craft bone charms for your allies which can be activated with a key word. Any character may activate the charm as long as they know the key word. You may only distribute two of these charms at any given time. Astral Bridge Starting at 12th level, your connection with the ethereal plane expands. You see objects and creatures from the ethereal plane within the physical world as translucent beings . Once per long rest, you can grant this vision to other physical beings. The number of targets you can grant this vision to is equal to your Wisdom Modifier. Rejuvenation At 13th level, you may expel a spirit from your body, removing any benefits it grants and regaining your expended spell slots. You must take a long rest before using Rejuvenation again. Spiritual Balance At 15th level, you may let a second spirit inhabit your body. You will suffer from exhaustion as if your body was inhabited by one spirit. Astral Walker At 20th level your body is torn between the physical and ethereal worlds. You are both physical and ethereal, so much so that you are able to cross into the ethereal plane once per day if you wish to. When used, your mortal body goes with you. This allows you to gain all the benefits of the ethereal plane, but you may also hit beings in the physical world if you attack with force damage.

6 Shamanistic Archetypes All shamans must make a critical decision in the establishment of their spiritual relationship: will they dedicate themselves to the protection of vulnerable yet powerful spirits, or draw from the powers of ancient behemoths of the Astral Plane? Both are agents of the spirits, yet the difference is startling. Spirit Warden Spirit Wardens are servants the Astral Plane's spirit animals and strive to protect nature against those who would wish to do it harm. As a willing vessel of the spirits, you are destined to protect the lands from both physical and astral evils. Agent of the Kingdom At 3rd level, you welcome the guidance of spirit beasts into your body. The entrance of a spirit animal can be taken as a bonus action and lasts for an hour. This does not count as a possession. During this time, you will gain benefits depending on which spirit aids you: Blessing of the Ape: An Ape spirit grants you proficiency in Athletics and Acrobatics and increases your Dexterity Modifier by +2

Blessing of the Bear: A Bear spirit grants you proficiency in Persuasion and Intimidation and increases your Strength Modifier by +2

Blessing of the Snake: A Snake spirit grants you proficiency in Stealth and Deception and increases your Intelligence Modifier by +2

Blessing of the Hawk: A Hawk spirit grants you proficiency in Perception and Insight and increases your Wisdom Modifier by +2

Blessing of the Fox: A Fox spirit grants you proficiency in Survival and Nature and increases your Charisma Modifier by +2

Blessing of the Rat: A Rat spirit grants you proficiency in Sleight of Hand and Investigation and increases your Constitution Modifier by +2 You may only channel one spirit at a time and may channel these spirits a number of times equal to your Wisdom Modifier. After you exceed this number, you must take a long rest in order to use this again. The Land of Opportunity At 6th level you can absorb the knowledge of the land around you. After meditating for 10 minutes, you cannot get lost, you are aware of life within 200 feet of you and can approximate the total number of creatures in the area. You also gain advantages on investigation and survival rolls when searching for creatures. Royal Expansion At 10th level, your spirit gains greater attunement to the spirit beasts' powers. You may use a beasts power when aided by a spirit beast. These abilities expend a spell slot. The following spirits gain these powers: Power of the Ape: The Ape spirit channels it's fury into a magical bite, dealing 1d8 + Dexterity Modifier force damage per spell slot level. This is a melee attack.

Power of the Bear: The Bear increases the shaman's armour class by +2 for 30 minutes and sends the shaman into a rage, allowing the shaman to deal double damage with their next attack.

Power of the Snake: The Snake casts Alter Self on the shaman and gives advantage on all Intelligence checks.

Power of the Hawk: The Hawk spirit creates an ethereal storm with a radius of 10 feet around the target. The attack deals 1d6 + Wisdom Modifier damage per spell slot level. This is a ranged attack with a 60 foot range.

Power of the Fox: The Fox spirit allows you to see weaknesses in your enemies armour. Your next 2 attacks are automatic hits.

Power of the Rat: The Rat spirit channels it's pent up rage into you, allowing you to make 2 attacks per spell slot level expended. Natural Monarch At 17th level, you become one with the beasts of the Astral Plane. You can become an ethereal avatar of a spirit animal of your choice. Whilst in this form, all blessing effects are doubled and powers used whilst in avatar form cost no spell slots. You may not cast spells whilst in avatar form, but your armour class is increased by your Wisdom Modifier. Any hit which would bring you to 0 hit points returns you to your humanoid form unharmed. This avatar form lasts for an hour and can only be used again after a long rest.

7 Witch Doctor An agent of strong spirits, both good and evil, the Witch Doctor is an agent of order and control on behalf of the astral behemoths they serve. Drawing from the vast wells of power their patrons afford them, a Witch Doctor wields magnificent powers of healing and destruction. Wildly unpredictable, these shamans are feared for their mystic presence and dark capabilities. One Man's Cure When you choose this archetype, you become proficient with the Poisoner's Kit and the medicine skill (if you are already proficient in medicine, you now gain advantage.) Mixed Messages Starting at 3rd level, you are able to draw from the astral power of great spirits in order to bless or curse a target within 100 feet of the shaman. If the target is not willing to receive the blessing/curse , they must make a Wisdom saving throw against your spell DC. If they fail, the target receives the blessing/curse of your choice. If a blessing, you heal the target for 1d8+ wisdom modifier hit points and remove any negative conditions placed on them. Each time you gain a new Shamanistic Ascension Feature, the heal increases by 1d8 up to a total of 4d8 at level 17. If a curse, deal 1d4 psychic damage damage and apply one of these conditions to the target: Blinded, Charmed, Deafened, Frightened, Poisoned or Restrained. Each time you gain a new Shamanistic Ascension Feature, the amount of damage done increases by 1d4 up to a total of 4d4 at level 17 You may use one blessing and one curse, after which you must take a short or long rest in order to use these abilities again. Healing Apparition At 6th level, your healing powers are aided by astral spirits, allowing you to use Misty Step as a bonus action each time you want to use the Cure Wounds spell and doubles the range of Healing Word. Curse of the Old Ways At 10th level, you can draw on the history of pain within the land, cursing a circle with a 30 feet diameter around the shaman. The forms of the spirits are of the shaman's choosing. Any hostile creature within the circle must make a Wisdom saving throw against your spell DC. If failed, the enemy takes 2d10+ Wisdom modifier psychic damage. You may only use this again after a long rest. Vehicle of the Old Ones At 17th level, the Witch Doctor becomes infused with both an evil and a good spirit, allowing you to cast more powerful blessings and curses upon your enemies. By expending 2 spell slot you may cast one of these abilities: Blessing of Life: The target is healed for 5d6 + Wisdom Modifier hit points and an additional d6 for the next 3 turns.

Blessing of Might: The target gains advantage on all attack rolls and saving rolls for the next 5 minutes.

Blessing of Breath: The shaman may revive a target that was killed within the last 5 minutes. To do so, the shaman must take 5d8 + Wisdom Modifier damage. If this takes the shaman below 0 hit points, they will permanently lose 4 constitution points. The shaman must be able to touch the target. Curse of Agony: The target is assaulted with psionic powers. They must make a Wisdom saving throw against your spell DC. If failed, the target takes 3d8 + Wisdom Modifier psychic damage for 5 turns. The target cannot concentrate. If they succeed, the target takes 1d8 + Wisdom Modifier psychic damage for 3 turns

Curse of Suffocation: The target's throat is crushed with force magic. They must make a Constitution saving throw against your spell DC. If failed, the target cannot breathe and suffers disadvantage on all rolls. The target will be knocked unconscious after 5 minutes and will die after 10, unless you choose to cancel the curse.

Curse of Stone: The target is surrounded by astral matter. They must make a Dexterity saving throw against your spell DC. If they fail, they are petrified and cannot move or attack for 1 minute. If they succeed, they are knocked prone.

8 Spell List Shamans can learn a wide variety of spells, afforded to them by Astral Beings, in order to aid them and their allies. Cantrips Blade Ward, Chill Touch, Guidance, Light, Mage Hand, Message, Minor Illusion, Prestidigitation, Ray of Frost 1st level spells Absorb Elements, Alarm, Bane, Bless, Burning Hands, Create or Destroy Water, Cure Wounds, Earth Tremor, Entangle, Healing Word, Ice Knife, Purify Food and Water, Speak With Animals 2nd level spells Aid, Animal Messenger, Augury, Beast Sense, Continual Flame, Dust Devil, Earthbind, Gust of Wind, Locate Animals and Plants, Pass Without a Trace, Spiritual Weapon 3rd level spells Call Lightning, Daylight, Fireball, Lightning Bolt, Tidal Wave, Sleet Storm, Speak With Dead, Speak With Plants, Spirit Guardians, Wall of Sand, Wall of Water, Water Breathing, Water Walk, Wind Wall 4th level spells Blight, Conjure Minor Elementals, Control Water, Dominate Beast, Stoneskin, Stone Shape, Storm Sphere, Watery Sphere, Wall of Fire 5th level spells Conjure Elementals, Commune, Commune With Nature, Contagion, Hallow, Hold Monster, Insect Plague, Seeming, Tree Stride, Wall of Stone 6th level spells Chain Lightning, Find the Path, Forbiddance, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Move Earth, Sunbeam, Wall of Thorns 7th level spells Etherealness, Fire Storm, Mirage Arcane, Symbol, Whirlwind 8th level spells Animal Shapes, Control Weather, Dominate Monster, Earthquake, Incendiary Cloud, Sunburst, Tsunami 9th level spells Astral Projection, Power Word Kill, Shapechange, Storm of Vengeance, Weird

Rifleman 9

10 The Modern Killer Hundreds of feet above the valley, a glint of light flickers for a brief moment as the sun beats down on the land below. An explosion ripples throughout the still air and a Viscount falls off his horse, dead. A mound of grass moves through the hills above - the human beneath wondering how to spend his bounty. More than meets the eye Riflemen are certainly a rare site in this world, usually reserved for lords and elite army units. It's even more rare however, to see an adventurer walking around with such advanced technology. A rifleman is a great ally and an even greater enemy. Riflemen are always ready for action, some even actively seek out violence and adventure, but all riflemen are fast and efficient. Some people still doubt the effectiveness of these modern soldiers, but very few live long enough to correct themselves. creating a Rifleman As you create a rifleman, keep in mind how your character relates to society and why they have taken up a life of adventure. Do they wish to protect society, or do they seek to benefit from it? Do they have a family to provide for, or is their life spent fulfilling personal desires? Did they make a mistake of epic proportions and have fled the army out of shame or are you a renegade vigilante who is tired of the scum on the streets. Riflemen tend to have military backgrounds, thus highly valuing the company of fellow adventurers and the support of a squadron. Many riflemen avoid close combat at all costs, so making friends with a Goliath Barbarian would be a good way to distance yourself from physical confrontation and make the most of your sharpshooting abilities. Quick Build You can make a rifleman quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Strength, Constitution or Intelligence depending on whether you want a character who is equally adept in melee combat or a more cerebral, thoughtful character. Then select the Soldier or Urban Bounty Hunter background. Class Features As a rifleman, you gain the following class features Hit Points Hit Dice: 1d8 per rifleman level

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

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rifleman level after 1st Proficiencies Armor: Light armour

Light armour Weapons: Simple weapons, Rapiers and Rifles

Simple weapons, Rapiers and Rifles Tools: Rifle maintenance kit Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Stealth or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) rapier and a dagger (b) any simple weapon

(a) simple rifle and 30 ammunition

an adventurer's pack

a gaming set of your choice Rifle Statistics: Simple Rifle: 1d12 piercing damage, 10-250 feet, Ammunition, Heavy Martial Rifle: 2d10 piercing damage, 10-400 feet, Ammunition, Heavy

The Rifleman Level Proficiency Bonus Features 1st +1 Reloading, Misfire! 2nd +2 Fighting Style 3rd +2 Rifleman Archetypes 4th +2 Ability Score Improvment 5th +2 Practise Makes Perfect 6th +2 Archetype feature 7th +3 ___ 8th +3 Ability Score Improvement, Press the Advantage! 9th +3 Archetype Feature 10th +3 Lock, Stock and Two Smoking Barrels 11th +3 Archetype Feature 12th +4 Ability Score Improvement 13th +4 Lightning Reflexes 14th +4 ___ 15th +4 Professional 16th +4 Ability Score Improvement 17th +5 Archetype feature 18th +5 ___ 19th +5 Ability Score Improvement 20th +5 Deadshot You can run, but you'll just die tired. 11

Misfire! The relative modernity of gunpowder weapons, while certainly increasing the offensive capabilities of any adventurer, is paired with a distinct lack of expertise in the use of these powerful devices. When making an attack roll against an enemy, a natural roll of 1-5 will lead in a Misfire! Not only causing the attack to miss, but also leading to a temporary fault with the weapon. Moreover, a roll of natural 1 will create a minor explosion, and the rifleman must take 1d6 worth of damage. Fixing a fault takes a full turn of combat. The damage taken increases to 2d6 at 7th level, 3d6 at 13th level and 4d6 at 18th level. Reloading The use of gunpowder weapons also comes with another distinct disadvantage: a rather complicated reloading process. Reloading a weapon forces the Rifleman to either a) forfeit their movement in a turn of combat or b) forfeit their attack in a turn of combat. Combat Role At 2nd level, you adopt a combat role as your speciality. Choose one of the following options. You can’t take a combat role option more than once, even if you later choose again. Marksman After bringing an enemy below 0 hit points, your next attack roll will be an automatic hit unless Misfire! is triggered. Cavalier You no longer suffer from disadvantage when attacking an enemy next to you with a ranged weapon. Combat Engineer You can reload as if it were a free action. When you reach 9th level, a roll of 1 will not damage the weapon due to Misfire!. Guerilla Expert In combat, you can make a stealth check of DC 12 as a bonus action . If successful, you become hidden. Your next attack roll will gain a +2 attack bonus, and your attack will do an extra 1d6 of damage. You cannot use this ability if there are any hostile creatures within 30 feet. You cannot use this ability again until you complete a short or long rest. The amount of extra damage increases as you gain levels in this class, increasing to 2d6 at 10th level and 3d6 at 15th level. Rifleman Archetypes At 3rd level, you choose an archetype that you emulate in the exercise of your rifleman abilities: Veteran or Hired Gun, all detailed in the end of the class description. You will learn features at 3rd, 6th, 9th, 11th and 17th levels. 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 of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 12 ` Practise Makes Perfect When you reach 5th level, you may use your rifle as a melee weapon, dealing 1d8 + Strength Modifier damage. Press the Advantage! When you reach 8th level, after bringing an opponent below 0 hit points, you may make a dash. This does not count against your move action for the turn. Lock, Stock and Two Smoking Barrels Beginning at 10th level, if you were to trigger Misfire! you may reroll the shot. If you fail the second roll you take double the damage done by Misfire! Lightning Reflexes Starting at 13th level, you gain advantage on opportunity attack rolls you make. You also gain advantage on opportunity attack saving throws. Professional When you reach 15th level, the Misfire! may be ignored as a free action. You can only use this ability again after a long rest. Deadshot When you reach 20th level, any attack which brings an enemy to 0 hit points using a rifle allows you to instantly reload your weapon and take a second shot. This ability stacks with Lock, Stock and Two Smoking Barrels.

Training Archetypes Any good rifleman will tell you that they excel in something; many tell stories of outlandish longshots, whilst others recount fighting off enemies against the odds, and some who say that they’ve mastered the art of weaponry altogether. What they will all tell you however, is that experience turns a good rifleman into a great one. Therefore, a rifleman only begins to hone his craft upon reaching 3rd level. Veteran Whether you were a foot soldier in some long forgotten campaign or a famous general fighting under the king’s banner, you’ve certainly travelled the world and seen combat that others simply cannot fathom. You’ve seen friends fall, enemies destroy your lands and through it all, you have learnt one thing: all’s fair in love and war. Adept in fighting most foes, you aren’t afraid to get your hands dirty and can employ a vast array of tricks and techniques to slay your enemies. Many fear you and your disregard for life, others envy your hardiness. All you care about is winning. Old Dog, New Tricks When you choose the Veteran archetype at 3rd level, you become proficient in medium armours and martial melee weapons. You may also add half of your strength modifier to your armour class. Moreover, you may make an extra melee attack. You get another extra melee attack at 7th and 12th levels. Following the Trail At 3rd level, you have advantage on wisdom checks to track humanoids, as well as intelligence checks to recall information about them. If you are actively tracking a humanoid, you cannot be surprised by them. 13 Survival of the Fittest Upon reaching 6th level, whenever your character falls below ¼ of their max health all of their damage is increased by +1d6 , your skill checks for acrobatics, athletics, stealth and survival all increase by +4 and the Misfire! rule is ignored. These benefits are removed when your health is restored above ¼ of your character’s max health. The damage increase changes to 2d6 at 12th level and 3d6 at 17th level. Grizzled Old Bastard At level 9, you have advantage on saving throws against being frightened or charmed and enemies trying to grapple you have disadvantage. You may also choose a second combat role. Tough as Old Boots Starting at 11th level, you can apply half your proficiency bonus to any Strength, Dexterity or Constitution check you make that doesn’t already use your proficiency bonus. In addition, if an attack would bring you to 0 hit points in combat, it instead brings you to 1 hit point. You will only be able to use this ability again after a short or long rest. If I'm Going Down... At 17th level, if you are critically hit in combat, you may make a free reaction attack against the attacker. The damage of your attack is equal to half of the damage done by the attacker. The attack roll of your reaction attack is against your opponents armour class. If the attack made against you would bring you to 0 hit points, deal the total amount of damage done against you.

Hired Gun A Hired Gun is a mercenary of elite calibre. Not only highly skilled in the art of killing, an excellent reconnaissance agent and a master of deception, Hired Guns are able to use their environment with a brutal efficiency and can analyse a battlefield almost instantaneously. You prefer to eliminate your targets with precision rather than perseverance. Feared by town guards and kings alike, you are the antagonist of nightmares and the harbinger of change. How you use these skills is up to you, but you'll certainly be in demand. The Sound of Silence When you choose the Hired Gun archetype at 3rd level, you become equipped with a rifle silencer. This attachment takes 6 seconds to attach or detach and will make your attacks silent while in use. While the silencer is equipped, your attacks gain the following traits: Any hit you score against a creature that is surprised is a critical hit. If you roll a natural critical, triple the total damage done instead of double. If your attack triggers the Misfire! rule, your weapon will make an audible explosion and will remove you from stealth. If you are firing the rifle and are not hidden or in stealth, the silencer reduces damage by 1d4. Advanced Weapon Knowledge Starting at level 3, Misfire! will trigger only on rolls between 1-4. Moreover, you can make an extra ranged attack. You gain access to further extra ranged attacks at 7th and 12th levels. ` Dig In When you reach 6th level, you move through difficult terrain with no penalty, and when firing from a position in difficult terrain, you remain hidden as long as your rifle silencer is equipped (though your attacks count as if they were in open combat and convey no surprise bonus.) After attacking, all enemies may take a perception roll and, if they succeed, will spot you. When you reach 12th level, only the target of the attack may make the perception roll. This ability is ignored if the rifle silencer is not in use. The use of Press the Advantage! will also reveal your position. Natural Predator Starting at 9th level, you gain advantage on stealth and hiding checks. Attack rolls made against enemies over 200 feet away gain advantage. Sinister Plots Starting at 11th level, you become a master of subterfuge. You gain advantage on deception, persuasion and sleight of hand checks and come equipped with a poisoner’s kit. You may poison drinks, food and weapons in such a way that they are undetectable by humanoids. At 18th level, you understand all languages which have a script system and may write forgeries fluently in these languages. This includes secret languages such as Thieves Cant and Druidic. Collateral Damage When you reach 17th level, when making a ranged attack against an enemy with a rifle, the attack is considered to be a line-shaped attack. As long as the attack roll against the target succeeds, all enemies between the target and yourself must make a DC 12 dexterity roll. If they fail, they are also hit by the attack. They take the full amount of damage dealt to the initial target. This effects up to 3 enemies, including the target. 14

Cruor 15

Skin Deep Late in the night, a robed figure strolls through the dank city streets. Two masked men approach him, telling him to give over his money. The man laughs. His eyes turn red as the men begin to scream, their blood boiling. The man continues walking, the corpses painting the streets red. Hematolagniac Cruor's dabble in the art of volatile and clandestine blood magic. Few scholars truly understand the magic used by Cruor's, let alone where the magic originates from. Many churches keep books on Cruorism in order to safeguard the common world from the potentially catastrophic effects of the magic within the forbiddden tomes. Very few Cruors roam the world - most die within the first few days of discovering this magic, only to learn that it's power is far beyond their ability to wield. Creating a Cruor When creating a Cruor, consider your place within the world and the reasoning for your adventures. Do you wish to attain unimaginable power from bastions of Cruorism around the world? Do you wish to use your powers for good or evil? Are you a priest who is tired with their order and wants to show their peers who is truly powerful? Cruor's tend to be highly cynical and disturbed individuals, leaning towards chaotic personalities in various positions of moral allignment. Either feared or respected by others, Cruors may find it hard to create close bonds with other people. Quick Build You can make a Cruor quickly by following these suggestions. Firstly, Intelligence should be your primary ability score, followed by Constitution or Wisdom. The Acolyte or Haunted One backgrounds are recommended for these characters. Class Features Hit Points Hit Dice: 1d8 per Cruor level

1d8 per Cruor level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 7) + your Constitution modifier per Cruor level after 1st Proficiencies Armour: Light armour

Light armour Weapons: Simple Weapons

Simple Weapons Tools: None Saving Throws: Wisdom, Intelligence

Wisdom, Intelligence Skills: Choose two from Arcana, History, Insight, Investigation, Perception and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a priest's pack (b) a scholar's pack

a spellbook and a ritual knife 16

17 The Cruor -Spell Slots per Spell Level- Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting 3 2 — — — — — — — — 2nd +2 Page Turner 3 3 — — — — — — — — 3rd +2 Blood Rite 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 4 4 3 2 — — — — — — 6th +3 Blood Rite Feature 4 4 3 3 — — — — — — 7th +3 Immunity 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 Blood Pact 4 4 3 3 3 1 — — — — 10th +4 Blood Rite Feature 5 4 3 3 3 2 — — — — 11th +4 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 Blood Pact (2) 5 4 3 3 3 2 1 1 — — 14th +5 Blood Rite Feature 5 4 3 3 3 2 1 1 — — 15th +5 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 Blood Pact (3) 5 4 3 3 3 2 1 1 1 1 18th +6 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Lazarus Pit 5 4 3 3 3 3 2 2 1 1 Spellcasting As a student of blood magic, you have a spellbook containing spells that illustrate the potential of your power. See chapter 10 of the PHB for the general rules of spellcasting and (inset here) for the cruor spell list. Cantrips At 1st level, you know three cantrips off your choice from the cruor spell list. You learn additional cruor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cruor table. Spellbook At 1st level, you have a spellbook containing six 1st-level cruor spells of your choice Preparing and Casting Spells The Cruor table shows how many spell slots you have to cast your spells off 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list off cruor spells that are available for you to cast. To do so. choose a number of cruor spells from your spellbook equal to your Intelligence modifier + your cruor level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level cruor, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare a 1st-level spell, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cruor spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

18 Spellcasting Ability Intelligence is your spellcasting ability for your cruor spells, since you learn your spells through dedicated study and memorisation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cruor spell you cast and when making an attack roll with one. Spell save DC = 8+ your proficiency bonus + your Intelligence modifier Spell attack Modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a cruor spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared Learning Spells of 1st Level and Higher Each time you gain a cruor level, you can add two cruor spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Cruor table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar.) Transfusion You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your cruor level (rounded up) and none of the slots can be 6th level or higher. For example, if you’re a 4th-level cruor, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Page Turner At 2nd level, a cruor can look through unlearnt spells in complex regions of their spellbook in order to cast a random spell. As an action, the cruor must first roll a d20 to determine the spell's effect. The cruor then rolls a d6 to see who the spell effects. The table for Page Turner can be found on Page 26. The cruor must take a long rest before using this ability again. Blood Rite When you reach 3rd level, you choose your blood rite, shaping your magic through one of two schools: Thanatology or Occultism. Your choice grants you features at 3rd, 6th, 10th and 14th levels. Using your Spellbook Many of the spells contained within the cruor's spellbook are written in bizarre and complex codes. Because of this, many of the cruor's spells are unavailable to them in their early studies. As a cruor progresses in levels, they learn to crack more complex codes, gaining access to more powerful and variable spells. Copying a Spell into the Book When you find a cruor spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the cruor who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours .This time cost represents your experimentation with the spell in order to master it to master it. Once you have spent this time, you can prepare the spell just like your other spells.. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. In order to gain access to more spells, you must find another cruor spellbook or spells in and around the world. For this reason, many cruors keep backup spellbooks in a safe place. 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 of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Immunity At 7th level, you are immune to vampirism and therianthropy.

19 Blood Pact At 10th level, choose one 4th level spell from the cruor spell list. You can cast your blood pact spell wihout expending a spell slot. You must finish a long rest before you can do this again. Lazarus Pit At 20th level, the cruor may make pits containing their blood in order to ensure eternal life. Over 2 months, a cruor may create a Lazarus Pit containing their blood, linking their soul to the pit. If the cruor were to die, they would be reborn in the Lazarus Pit - even if their original body was destroyed. The pit is drained upon rebirth of the cruor. Blood Rites Practise in deciphering the code inside your spellbook has lead you to a breakthrough discovery. Your study of certain code scripts has allowed you to access one of two cruorist magic schools: Thanatology or Occultism. What will you discover? Thanatology In your studies, you have accessed, whether by will or chance, the magic of thanatology: the study of death. Often mistaken for Necromancy, Thantology does not focus on creating undead per se, rather draining the essence of the creatures it uses for their own gain. Thanatologists have access to an array of horrific and powerful spells. Thanatologist Starting at 3rd level, you may take spells from the Thanatology school of magic. Sublime Birth Starting at 3rd level, you learn how to reanimate recently deceased creatures. By performing a ritual for 10 minutes, the cruor reanimates a creature with a challenge rating equal to the character's cruor level. For example, a level 5 cruor can reanimate a creature whose challenge rating is equal to or below 5. The creature will serve the cruor for 2 hours before collapsing, it's essence shattered and drained. The cruor must take a short or long rest before using this ability again. Soul Eater At 6th level, the cruor may drain the soul of a target in order to empower themselves. As an action, choose one creature that you can see within 15 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your cruor spell save DC or their armour class is temporarily lowered by 5, the creatures speed drops to 0 and the cruor gains advantage on all attack rolls until the creature is dead. The cruor must take a short or long rest before using this ability again. Connoisseur At 10th level, the cruor may prepare and drink the blood of a creature archetype of their choice. Once the blood has been consumed, the cruor scores critical hits on rolls of 19 and 20 when attacking creatures of that archetype. This effect lasts for 24 hours. Prometheus At 14th level, the cruor can design and create an abominable creature. The abominable creature is a permanent companion of the cruor. If the abominable creature dies, the cruor takes 50 damage. The abominable creatures appearance is entirely down to the cruor, subject to DM approval. See the Abominable Creature table below for statistics. Attacks made by the abominable creature count as a bonus action. Abominable creatures are undead creatures. Abominable Creature A sublime specimen ... truly horrific Armor Class 14

14 Hit Points 138 (12d12 + 60)

138 (12d12 + 60) Speed 30ft. STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 20 (+5) 5 (-3) 6 (-2) 10 (0) Poor Depth Perception: Has disadvantage on any attack against a target more than 30 feet away.

Has disadvantage on any attack against a target more than 30 feet away. Senses passive perception 8

passive perception 8 Languages None

None Challenge 6 (2300 XP) Actions Multiattack: The abominable creature can make two claw attacks Claw: Melee Weapon attack: +9 to hit, reach 10 ft cone, one target. Hit 3d8+6 slashing damage Putrid Bile: Ranged Weapon attack: +9 to hit. Range 10/60 ft. One target. Hit: 4d10+8 necrotic damage

20 Occultism In your studies, you have accessed, whether by will or chance, the magic of Occultism. Occultism places a large amount of weight in Haemokinetics, the ability to control and manipulate blood. Occultist cruors have acces to a wide variety of crippling and devestating spells. Haemokinetics Starting at 3rd level, you may take spells from the Haemokinetic school of magic. Blood Boil Starting at 3rd level, you can heat a creatures blood to unbearable levels. As an action, choose one creature that you can see within 15 feet of you. If the target can see or hear you, it must succeed on a Constitution saving throw against your spell save DC or take 1d12 fire damage over the next 9 seconds. The cruor must take a short or long rest before using this ability again. The damage of this ability increase by 1d10 each time you unlock a new Blood Rite Feature up to a maximum of 4d10 at 14th level. Total Eclipse of the Heart Starting at 6th level, as an action, a cruor may attempt to change the very nature of a creature. As an action, choose one creature that you can see within 60 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your cruor spell save DC or the target's highest ability score is swapped with it's lowest. This ability lasts until the target dies or the cruor cancels the ability. The cruor must take a long rest before using this ability again. Blood Brothers Starting at 10th level, the cruor may choose another friendly creature to create a blood bond with. Once the blood bond has been made, leaving a permanent ritual scar on the right hand of each participant, the cruor may transfer health between the two vessels. If used outside of combat, as much health can be transfered as the cruor desires. If done in combat, the cruor must use an action in order to transfer the health. Furthermore, the cruor may only transfer an amount of health equal than or less to a quater of their maximum hit points. The cruor must take a short or long rest before using this ability again. Crossing the Streams At 14th level, as an action, the cruor can splice the blood of up to three enemies within 80 ft of the cruor, linking them together. Whenever one of the three is hit by an attack or has an effect applied to them by the cruor (for example disadvantage on attack rolls) the other two enemies share the same fate as the initial target. The cruor must take a short or long rest before using this ability again. All in the Detail Blood magic is notorious for being particularly gruesome, repulsing many who see it. Don't pass up on an oppertunity to freak out your party members and DM with graphic descriptions of your unique magic!

21 Spell List Cantrips Prestidigitation

Vicious Mockery

Thaumaturgy

Eldritch Blast

Blade Ward

Acid Splash Level One Arms of Hadar

Bane

Cure Wounds

Detect Magic

Dissonant Whispers

False Life

Hex

Inflict Wounds

Ray of Sickness Level Two Augury

Crown of Madness

Gentle Repose

Misty Step

Protection from Poison

Ray of Enfeeblement Level Three Bestow Curse

Counterspell

Dispell Magic

Fear

Speak with Dead

Vampiric Touch Level Four Banishment

Blight

Death Ward Level Five Cloudkill

Contagion

Insect Plague

Mass Cure Wounds

Reincarnate Level Six Circle of Death

Eyebite

Harm

Magic Jar

Wind Walk Level Seven Finger of Death

Regenerate

Ressurection

Symbol Level Eight Abi Dalzim's Horrid Wilting

Antimagic Field

Dominate Monster Level Nine Imprisonment

Power Word Kill

True Ressurection

22 Thanatology Spells Cantrips Prolong Death Thanatology Cantrip Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, S

V, S Duration: Concentration, up to 10 minutes The mummer concentrates on keeping the soul of a dying creature within its body. After each minute of Prolong Death, the cruor must roll a d4. If the cruor rolls a 1, the creature dies. The creature will die after the spell is cancelled. Level One Siphon Soul 1st-level thanotology Casting Time: 1 action

1 action Range: 40 feet

40 feet Components: V, S

V, S Duration: Instant A dark channel of blood flows between the target and the cruor. The target must succeed on a Strength saving throw against your spell save DC or suffer disadvantage on all attack rolls made againt the cruor. This ability ends after two turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target also gains disadvantage on attack rolls against one friendly creature of your choice. Flesh Doll 1st-level thanatology (ritual) Casting Time: 1 Hour

1 Hour Range: 30 feet

30 feet Components: V, M (a small doll, pound of flesh, ritual knife)

V, M (a small doll, pound of flesh, ritual knife) Duration: 24 Hours The cruor makes a blood link between a target and a small flesh doll. By carving a blood rune into the target and the doll, the doll and the target are linked. The doll will replicate the speech of the target. After 24 hours, the flesh doll rots and the link between the target and doll is broken. The rune mark on the target will heal instantly. If the target is not willing to be involved in the ritual the target must make a Constitution saving throw against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the doll will be able to replicate the movements of the target, allowing the target to write messages or to show the cruor the actions of the target. Level Two Wesker's Blood Shield 2nd-level thanatology Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: S, V

S, V Duration: 1 hour Small globes of blood surround a friendly target, increasing their armour class by +1. Level Three Evacuate 3rd-level thanatology Casting Time: 1 action

1 action Range: Self

Self Components: S

S Duration: up to 10 minutes The spirit of the cruor leaves their body, turning into a Shadow (Monster Manual page 269.) While in this form, you cannot cast any of your cruor spells, but have access to the abilities of the shadow. Moreover, when a shadow, you adopt the ability scores of a shadow. After 10 minutes, you return to your body and reassume the mantle of the cruor. If your body is destroyed while a shadow, you may attempt to possess another creature. The creature must make a Wisdom saving throw against your spell save DC. If they fail, you take control of their body, replacing your strength, dexterity and constitution ability scores with those of the possessed creature. If the enemy succeeds in the roll, or the body is exorcised, the cruor dies. Level Four Drain Life 4th-level thanatology Casting Time: 1 action

1 action Range: Self

Self Components: V

V Duration: Instant Life withers and dies as the cruor creates a blood ring in a 200 foot radius centred on the cruor. The cruor heals for 3d8 hit points, permanantly scarring the land around the cruor in the process. All creatures within the ring must make a Constitution saving throw against your spell DC or take damage equal to half of the amount healed. At Higher Levels. The heal increases by 1d8 for each slot level above 4th.

23 Bonesword 4th-level thanatology Casting Time: 1 action

1 action Range: Self

Self Components: V,S,M (a bone, at least 8 inches long)

V,S,M (a bone, at least 8 inches long) Duration: 5 minutes A bone, held in your free hand, becomes a shortsword, longsword or greatsword. It lasts for the duration and then crumbles to dust. Anyone may use the bonesword, and it is a magic weapon. It deals an extra 1d6 damage against living creatures, and an extra 1d6 damage against good-aligned creatures. The extra damage is of the same type as the weapon's base damage (piercing or slashing). At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the extra damage inflicted on living or good-aligned creatures increases by 1d6 for each two slot levels above 4th. Level Five Septic Wound 5th-level thanatology Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: V, S

V, S Duration: 1 turn The cruor creates a vile wound on an enemy, leaking with puss. The target must succeed a Constitution saving throw against your spell save DC or a large wound opens up on the target, allowing other party members to attack the weak spot. All attacks rolls made against the target have advantage and, if the target is hit, takes an extra d8 of necrotic damage. Lasts until the end of your next turn. Level Six Dark Transformation 6th-level thanatology Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: 1 Hour Your blood and flesh turns into ethereal matter, as you transform into a Wraith (Monster Manual Pg 302) While in this form, you cannot cast any of your cruor spells, but have access to the abilities of the wraith. Moreover, whilst a wraith, you adopt the ability scores of a wraith. Level Seven Soul Barrier 7th-level thanatology Casting Time: 1 action

1 action Range: 30

30 Components: M, S

M, S Duration: 3 Hours You create a wall made of undead spirits that scares all those who get too close. You create a dome, up to 60 feet in circumference and 20 feet tall composed of the agonised faces of ghosts. These souls produce a loud noise that can be heard outside of the dome. Any creature that comes within 10 feet of the dome must succeed a Wisdom Saving Throw vs your spell save DC or be frightened until the dome ends . Any creature that enters the wall takes 6d8 Necrotic damage (or half as much on a successful Wisdom Saving Throw vs your spell save DC). At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the damage increases by 1d8 for each slot level above 7th.

24 Haemokinetic Spells Cantrips Sense Blood Haemokinetic Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S

S Duration: Concentration, up to 10 minutes For the next hour, the cruor becomes highly sensitive to the smell of blood. All traces of blood within 100 feet of the cruor will become traceable, and any visible blood will be highlighted by whispers of blood vapour. Level One Coagulate 1st-level haemokinetic Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V

S, V Duration: Concentration, up to 15 seconds An enemies blood turns into a viscous jelly, stopping it from moving. As an action, a target must make a Constitution saving throw against your spell save DC or their speed becomes 0. Does not work against undead, elementals or other creatures without blood. At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the target also suffers disadvantage on dexterity saving throws. Level Two Whiteout 2nd-level haemokinetic Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 1 round Upon touching an opponent, you incapacitate the opponents white blood cells, making them highly susceptible to disease. As an action, you may make an enemy vulnerable to acid, necrotic and poison damage. Level three Blank Page 3rd-level haemokinetic Casting Time: 1 minute

1 minute Range: Self

Self Components: S

S Duration: Until dispelled By applying your blood to parchment, you can hide the contents of written or drawn information. The page may be made completely blank, or take a different appearance altogether. As soon as the cruor touches the parchment again, the illusion is dispelled. Paint the Town 3rd-level haemokinetic Casting Time: 1 action

1 action Range: 30 feet conal

30 feet conal Components: V, S

V, S Duration: Instant The cruor sends a huge wave of blood vapour from their hands, covering everything within a frontal cone. All invisible creatures/objects will become visible to all creatures. Enemies with a challenge rating lower than the cruor level of the character hit by the blood vapour must make a Wisdom saving throw against your spell save DC or become frightened. If possible, frightened creatures must dash at full speed away from the cruor. Level Four Haemorrhage 4th-level haemokinetic Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instant The target's blood vessels burst in a certain area of their body, dealing significant damage. As an action, the cruor can make an attack against a specific area of the targets body: Head: The target must succeed a Wisdom saving throw against your spell save DC or lose their next turn.

Chest: The target must succeed a Dexterity saving throw against your spell save DC or suffer 4d8 necrotic damage.

Arms: The target must must succeed a Constitution saving throw against your spell save DC or suffer 2d8 necrotic damage and cannot make a melee attack on their next turn.

Legs: The target must succeed a Strength saving throw against your spell save DC or suffer 3d8 necrotic damage and cannot move on their next turn. At Higher Levels. The damage done increases by 1d8 for each slot level above 4th. Level Five Cursed Ritual of Huitzilopochtli 5th-level haemokinetic (ritual) Casting Time: 10 minutes

10 minutes Range: 5 feet

5 feet Components: V, S, M (an innocent creature, ritual knife)

V, S, M (an innocent creature, ritual knife) Duration: Instant The cruor perfoms a ritual, sacrifising an innocent life to Huitzilopohctli. By doing so, the cruor and party members within 10 feet regain all expended spell slots and heal to maximum hit points.

25 Level Six Devil's Gambit 6th-level haemokinetic Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instant The cruor draws from their own life force, firing a boiling ray of blood at their target. By expending a quarter of the cruor's total hit points, the target takes fire damage equal to double the amount of hit points expended by the cruor. For example, if a cruor's total hit points are equal to 100, they expend 25 of their hit points in order to do 50 hit points worth of fire damage. Haemoglobin Shield 6th-level haemokinetic Casting Time: 1 action

1 action Range: self

self Components: V, S

V, S Duration: Concentration, up to 10 minutes The cruor uses the magnetic qualities of blood in order to protect themselves from certain attacks. As an action, the cruor can create a shield which gives them resistance to bludgeoning, Piercing and Slashing damage. Level Seven Mould 7th-level haemokinetic Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 10 minutes The flesh and bones of the cruor melt, turning into an animate globe of blood. While in this form, the cruor may move through a space of any size (for example, through floorboard or under doors.) If the cruor ends this spell whilst moving through a space smaller than the cruor's natural size, the cruor must make a dexterity saving throw in order to reform in a space large enough for them. If they fail, they take 5d12 damage.

26 Page Turner Spells Spell Effect 1 - Target ages 10 years 2 - Target gets serious migrane - loses next turn 3 - Target becomes invisible for an hour 4 - Next attack made against the target does double damage 5 - Target teleported 5d6 feet in the direction it is facing 6 - Target takes damage equal to the number of letters in its name 7 - Target's memory of the last 24 hours is erased 8 - Target is afflicted with vampirism 9 - The last creature the target spoke to loses its tongue and can no longer speak 10 - The next spell used by the target takes effect after 1d10 rounds 11 - When the target dies, they will be ressurected instantly, but with a -3 modifier on all of their ability scores. 12 - Caster and target swap bodies, transferring Strength, Constitution and Dexterity ability scores 13 - The target dies instantly, causing an explosion. Target must make a Constitution saving throw against your spell save DC or the effect will activate. All creatures within 15 feet must make a Dexterity saving throw vs. your spell save DC or take damage equal to the maximum hitpoints of the target. 14 - Target is overwhelmed with the desire to murder an infant 15 - Target's physical appearance permenantly changes 16 - Target's next turn is controlled by the GM/DM 17 - Target's clothes become part of their flesh 18 - Target is followed by a swarm of rats made of blood 19 - All liquid touched by the target turns into wine 20 - Target gains a level of experience Target 1 - The cruor 2 - PC of cruor's choice 3 - PC of DM/GM's choice 4 - NPC of cruor's choice 5 - NPC of DM/GM's choice 6 - The nearest creature to the cruor In situations where there is no specific efffect e.g. spell effect 15, the DM/GM will decide what happens to the target.

27 Mummer

28 Obtrusion and collusion A human strolls through the corridors of an ancient and decrpit house, browsing books on the shelves surrounding the cloaked figure. Suddenly, beasts sprout from the walls, but the cloaked figure is gone. Later a book falls from a shelf, slowly morphing into cotton and flesh. The cloaked figure laughs and exists the house. Mind Games Mummers employ a variant of ancient and lost magic, only available to those who are gifted by The Outsider, a timeless being whose only desire is to cause mischief and madness. Though there are certainly cases of Mummers who have committed dark deeds, most Mummers are agents of extreme neutrality, creating havoc or peace in order to appease the whispers and callings of The Outsider. Creating a mummer When creating a Mummer, consider your place within the world and the reasoning for your adventures. Do you wish to serve The Outsider with the powers they granted you, or would you prefer to make your own way in the world, perhaps attempting to escape their control all together? Are you tired of the rural life and the boredom of a secluded life style, or are you venturing from your home to seek answers for your people and yourself? Mummers tend to have wild and unpredictable personalities, appealing to some and appaling to others. Able to work both alone and in teams, Mummers are true renaissance characters, usually able to find a solution to most tasks, even those which don't classically fit the spellcaster's niche. Quick Build You can make a Mummer quickly by following these suggestions. Firstly, Charisma should be your primary ability score, followed by either Intelligence or Constitution. The "Haunted One" background is highly recommended for this class, though hermit or charlatan also work well. Finally, choose the Mage Hand and Minor Illusion cantrips. Class Features As a Mummer, you gain the following class features Hit Points Hit Dice: 1d6 per mummer level

1d6 per mummer level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier per mummer level after 1st Proficiencies Armour: Light armour

Light armour Weapons: Daggers, Quarterstaffs, Shortswords and Slings.

Daggers, Quarterstaffs, Shortswords and Slings. Tools: Disguise Kit Saving Throws: Charisma, Intelligence

Charisma, Intelligence Skills: Choose two from Arcana, History, Insight, Investigation, Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword and 2 daggers or (b) a quarterstaff and a sling

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

a disguise kit

29 The Mummer Level Proficiency Bonus Features Cantrips Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Minor Morph 2 2 2 — — — — — — — — 2nd +2 Glamour 2 3 3 — — — — — — — — 3rd +2 Genre Archetype 2 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 5 4 3 — — — — — — — 5th +3 Plea 3 5 4 3 2 — — — — — — 6th +3 Genre Archetype Feature 3 6 4 3 3 — — — — — — 7th +3 Night Terror 3 7 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 8 4 3 3 2 — — — — — 9th +4 Blink 3 9 4 3 3 3 1 — — — — 10th +4 Genre Archetype Feature 3 10 4 3 3 3 2 — — — — 11th +4 Ability Score Improvement 4 10 4 3 3 3 2 1 — — — 12th +4 Roulette 4 11 4 3 3 3 2 1 — — — 13th +5 Insomnia 4 11 4 3 3 3 2 1 — — 14th +5 4 12 4 3 3 3 2 1 1 — — 15th +5 Genre Archetype Feature 4 12 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 13 4 3 3 3 2 1 1 1 — 17th +6 Vanish 5 13 4 3 3 3 2 1 1 1 18th +6 5 13 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 14 4 3 3 3 3 2 1 1 1 20th +6 Eternal Nightmare 5 14 4 3 3 3 3 2 2 1 1 Spellcasting At 1st level, you gain the ability to cast spells. You know a number of spells based on your mummer level, and when you level up you can exchange a known spell for a spell you are able to cast. Mummers are given their powers by The Outsider therefore, they cannot exchange known spells for new spells but have all their spells prepared. Spells Slots The mummer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these mummer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spellcasting Ability Charisma is your spellcasting ability for your smummer spells, since the power of your magic comes from your connection with The Outsider. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mummer spell you cast and when making an attack roll with one. Spell Save DC = 8 + Proficiency Bonus + Charisma Modifier Spell Attack Modifier = Proficiency Bonus + Charisma Modifier

30 Minor Morph At 1st level, the mummer can change their physical matter in order to take the appearance of objects smaller than themselves. The mummer could, for example, become an armchair or a book. The mummer must take a short or long rest before using this ability again. If a creature inspects the mummer whilst in a minor morph, the creature must make an investigation roll with a negative modifier based on the mummer's Charisma modifier. If they succeed, the mummer returns to their natural state. Otherwise the mummer stays in this state until they wish to morph back into their original state. This ability cannot be used in combat Glamour At level 2, the mummer may take on the appearance and voice of a humanoid creature. The glamour lasts for 10 minutes and will be dispelled if the mummer is touched by another creature. The mummer must take a short or long rest before using this ability again. Genre Archetype At 3rd level, the mummer is given a genre by The Outsider in order to further develop their usefulness to them, as well as to gain personal enjoyment. The mummer gains access to two Genres: Impressionist or Brutalist. You gain additional Genre features at levels 6, 10 and 15 Ability Score Improvements When you reach 4th level, and again at 8th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Plea At level 5, a mummer may make a plea to The Outsider in order to help them in a dire situation. As an action, the mummer rolls a four-sided die: on a score of 1 or 3, The Outsider decides to take pity on the mummer, healing the mummer for half of their total hit points. If the mummer roles 2 or 4, The Outsider decides to throw mischief in the mummer's way. The mummer will have disadvantage on all rolls for the next 24 hours. The mummer must take a short or long rest before using this ability again. Night Terror Starting at 7th level, mummers gain advantage on all stealth, survival and perception rolls at night. Blink At level 9, the mummer has the ability to teleport up to 50 feet in any direction of their choice an an action. They may blink through walls, natural or man-made, but will have disadvantage on dexterity or strength checks required if the mummer blinked to, for example, a cliff edge. . Roulette At 12th level, the mummer may use their power without controlling it, leading in either a spectacular failure or an amazing feat. Once per long rest, the mummer may add the Roulette ability to an offensive spell of their choice. Instead of the enemy/mummer rolling to see if the attack hits, the mummer rolls a 4-sided die. If the mummer rolls 2 or 3, the spell hits and the mummer rolls for damage. If the mummer rolls a 4, the mummer hits and they triple the damage done by the spell cast. If they roll a 1, the spell automatically hits the nearest party member (excluding the mummer) dealing double damage. Insomnia Starting at 13th level, the mummer no longer requires sleep. They can also not be surprised at night. Vanish At 17th level, the mummer may use the powers of illusion to vanish. The mummer is placed into stealth immediately and cannot be seen for 10 minutes. If the mummer is touched, the invisibility is removed from the mummer. The mummer must take a short or long rest before using this ability again. Eternal Nightmare At 20th level, the mummer becomes enfused with the power of The Outsider and will no longer age. They have no need for food and water and can run without tiring.

31 Genre Archetypes Mummers owe their power in whole to The Outsider: the benefactor of the gift, or curse, given to ordinary people. As such, when The Outsider believes that the mummer has proven themselves to be of signifcant worth, he upgrades their powers. What will you get? Impressionist Mummers afforded with the abilities of Impressionism are the masters of illusion and confusion. Able to escape most situations - or simply to avoid conflict all together - the Impressionist mummer will leave opponents perplexed and will leave fights unscathed. Body Doubles When you choose this archetype at 3rd level, two Minor Illusions of the mummer appear next to the mummer when entering combat. These illusions can attack against an opponents AC, adding the mummer's Charisma Modifier to their roll, dealing a d4 worth of damage. The illusions can also be used to block incoming critical hits, turning the attacks into non-critical attacks. Blocking a critical attack disperses the illusion. The illusions can never be further than 10 feet away from the mummer and disperse if they move beyond this range. Illusions cannot take bludgeoning, piercing or slashing damage and each have a quarter of the mummer's total hit points. Shatter At 7th level, as an action, the mummer may destroy their illusions in order to do a considerable amount of damage to multiple enemies. When an illusion shatters, it does damage equal to a quarter of the mummer's maximum hit points to all creatures within 10ft of the illusions, excluding the mummer. The illusions will only reappear after a long rest. When the Greater Body Double is available, it's Shatter damage is equal to half of the mummer's total hit points. Major Morph Starting at 10th level, the mummer can change their physical matter in order to take the appearance of objects larger than themselves. The mummer could, for example, become the room of a house or even a house itself. The mummer must take a long rest before using this ability again. If a creature inspects the mummer whilst in a major morph, the creature must make an investigation roll with a negative modifier based on the mummer's Charisma modifier. If they succeed, the mummer returns to their natural state. Otherwise the mummer stays in this state until they wish to morph back into their original state. The mummer's morphed weight does not exceed their natural weight. Any additional matter involved in the morph is under the control of The Outsider. This additional matter does have physical presence so a character could, for example, walk on it. Greater Body Double At level 15, the mummer summons one Greater Illusion rather than two minor ones. Whenever the mummer does damage, the illusion may make a replica of the attack, targetable at any enemy of the mummer's choice, dealing half the damage of the original attack. The Greater Illusion can block up to three critical hits before being dispersed. The Greater Illusion can move up to 30 feet away from the mummer before being dispersed. Greater Illusions cannot take bludgeoning, piercing or slashing damage and have hit points equal to half the mummer's total hit points.

32 Brutalist Mummers skilled in the art of Brutalism are not known for their subtlelty, rather the raw horror of their combat abilties. Touched a Nerve When you choose this archetype at level 3, you become proficient in Medium Armours and Martial Weapons. Moreover, you can use you charisma modifier instead of your strength/dexterity modifier when making attacks with weapons. You Shall Know Horror Starting at level 3, as an action, the mummer may allow The Outsider to bolster their physical presence in order to unleash a devastating attack. The Mummer gains a +5 bonus to one melee attack roll and, on a hit, deals an additional 1d8 psychic damage. Each time you gain a new Genre Archetype Feature, the amount of damage increases by 1d8 up to a maximum of 4d8 at level 15. The mummer must take a short or long rest before using this ability again. Nightmare Fuel At level 6, the mummer can go into a psychotic rage by drawing upon the powers of The Outsider. As an action, all enemies within 20 feet must make a wisdom saving throw vs your Mummer spell save DC. If they fail they are frightened until the end of your next turn. The next melee attack used by the mummer also hits all enemies within a 10 foot cone originating from the target - enemies who take damage this way take psychic damage. The mummer must take a short or long rest before using this ability again. Insanity At level 10, the Mummer may cast any ranged spell attack as if it were a melee spell attack, giving the attack a range of 5 feet. Stacks with "You Shall Know Horror" and "Nightmare Fuel." The spell counts as a single target spell - any spell which is not single target (radius, wall etc) counts as a single target spell.

. Damnation At level 15, as an action, the mummer may attempt to shatter the minds of all enemies within a 20 foot radius of the mummer. The targets must make must make wisdom saving throws vs your Mummer spell save DC. If they fail, they lose their next turn. The mummer can make a melee attack against every target that fails as a free action, flitting up to 10 feet away from their original location to make the attacks. Stacks with Nightmare Fuel. The mummer must take a long rest before using this ability again.