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The Grizzly Tome

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Introduction
In this mystical grimoire, you will
embark on an extraordinary journey
through the shadows of Dungeons &
Dragons 5th Edition, where magic
intertwines seamlessly with the darkest
realms of fantasy.
Each subclass strives not only deliver thrilling gameplay
experiences but also unfold into rich character
narratives. Each entry seamlessly integrates mechanics
with evocative storytelling, ensuring that players can
seamlessly step into the shoes of these arcane avatars.
Moreover, “The Grizzly Tome” contents try to achieve
these flavours and mechanics while maintaining a
pursuit of balance, with every subclass designed to
conform as closely as possible to the rules-as-written
(RAW) principles of Dungeons & Dragons 5th Edition.
Delve deep into the abyss of mysticism as “The Grizzly
Tome” beckons you to explore a new dimension of
Dungeons & Dragons subclasses that will alter and
enhance the way you experience magic and the arcane.
Will you dare to unshackle the dark secrets within its
pages and forge a path to unparalleled power and
knowledge?
Table Of Contents
The Grizzly Tome [version 1.0]
Artificer Specialization: The
Gunsmith
Bardic College: College of the
Mesmer
Cleric Domain: Seduction Domain
Ranger Archetype: Shaman
Sorcererous Origin: Dark Harvest
Otherworldly Patron: The
Machine
Otherworldly Patron: The Seer
Wizard Tradition: Celeritician
Art Credits
Special Thanks
Many of the subclasses developed in these pages are not
simply the work and efforts of myself, but of a dedicated,
engaged and supportive team of keen and likeminded
brewers. We all seek to imagine, create and subsequently
balance subclasses to be as close to RAW 5e balancing as
possible, to retain a sense of the game integrity, and save
DM’s a whole lot of headache. To the team of brewers at
Enter Ravenloft, a big thank you, and a special thanks to both
@Benubu and @Ricapath for their consistent involvement
and tolerance of me for several years.
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Aurore Folny
Boosoohoo
Zhihui Su
Property of ArenaNet/NCSoft (Guild Wars 2)
Toni Muntean
WLOP
Amber Ye
Gavin Wynford
Pixmilk
Stephen Garret Rusk
Anna Krasova
Filipe Pagliuso
Aurore Folny
Arya A.
Zachky7Avenged
Federico Bebber
Cover Art:
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Fan Content Policy
The Grizzly Tome is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of
the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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The Gunsmith
An Artificer Specialty
Arcane Magazine
Gunsmiths are a very specific and niche branch of
artificers which focuses on harnessing the powers of the
arcane to imbue their gunpowder using creations with
various potent and unique effects, further enhancing the
potential of these futuristic weapons.
As part of adopting this specialization at 3rd level, you
craft a bandolier with specialty loops and hooks to carry
your tools and ammunition for your weapons. Your
Arcane Magazine includes compartments to house the
alchemical powders, lead shot, and other materials
needed to keep your weapons functioning.
Each of the Arcane Magazine’s compartments connects
to an extradimensional space that allows the bandolier
to hold ammunition up to 5 times your artificer level
while never weighing more than 2 pounds. Your Arcane
Magazine magically reloads any firearm you are
holding, allowing you to ignore any Loading or
Reloading properties on those weapons, as well as not
requiring a free hand to handle the ammunition.
If you lose your Arcane Magazine, you can create a new
one as part of a long rest, using 25 gp of leather and
other raw materials.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re
deeply familiar with employing its tools.
Proficiencies. You gain proficiency with alchemist’s
supplies. If you already have this proficiency, you gain
proficiency with one other type of artisan’s tools of your
choice.
Gunsmith Spells
You always have certain spells prepared after you reach
particular levels in this class, as shown in the Alchemist
Spells table. These spells count as artificer spells for
you, but they don’t count against the number of artificer
spells you prepare.
Gunsmith Spells
Paladin Level
3rd
5th
9th
13th
17th
Spells
hail of thorns, hunter’s mark
earthbind, misty step
conjure barrage, lightning arrow
death ward, fire shield
destructive wave, mislead
Pistolero
Starting at 3rd level, whenever you take the attack
action with a firearm you can use a bonus action to
attack with a light firearm you are holding.
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Ballistic Charges
Starting at 5th level, you begin experimenting with
imbuing your magic into the very deadly pieces of
ammunition you use against your enemies.
Once per turn, when you hit a creature with an attack
using a firearm, you can choose to magically charge the
ammunition. The attack deals the base weapon damage,
and you may choose one of the following effects to
apply, for which the DC is equal to your Artificer spell
DC.
Hollowpoint Ammunition - On a failed Dexterity
save, the targeted creature has disadvantage on
attack rolls until the start of your next turn.
Shrapnel Ammunition - the target and any creature
within 10ft of it must make a Dexterity Saving
Throw. A creature that fails the save takes 2d6
magical piercing damage, or half as much on a
successful save.
Corrosive Ammunition - the creature is doused in
corrosive liquid. At the start of each of its turns it
takes 1d6 acid damage. The acid dries after 1
minute, or can be wiped off as an action.
You may infuse ammunition in this way up to a
maximum number of times equal to your proficiency
bonus per long rest. As an action, you can refuel spent
charges by expending a spell slot for each charge, up to
your maximum allowable.
Quickdraw
Starting at 9th level, you can give yourself a bonus to
your initiative rolls equal to your Intelligence modifier,
and whenever you attack someone who hasn’t acted in
combat yet, you can roll an additional weapon die for
that attack.
Madenning Charges
At 15th level your Ballistic Charges now deal an
additional 2d6 force damage on a hit, and your effect
options expand:
Enfeebling Ammunition - On a failed Constitution
save, the creature can’t take reactions until the start
of its next turn, and on its next turn it must choose
whether it gets a move, an action, or a bonus action;
it gets only one of the three.
Muddling Ammunition - On a failed Intelligence
save, the creature rolls a d6 and subtracts the
number rolled from all its attack rolls and ability
checks, as well as its Constitution saving throws to
maintain concentration until the start of your next
turn.
Concussive Ammunition - the creature makes a
Strength saving throw. On a failed save it is knocked
prone its movement is reduced to 0 until the start of
your next turn.
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College of the Mesmer
The Mesmer, a captivating blend of melee prowess and illusion
magic that strikes fear and confusion in even the most stalwart
foes. Masters of deception, mesmers excel in bewitching their
foes through beguiling illusions to sow chaos and doubt. Their
melee strikes are enigmatic dances, leaving enemies disoriented
and entranced as the Mesmer weaves a symphony of chaos on
the battlefield.
Mind Games
Beginning at 3rd level you gain proficiency in deception
and gain the Friends cantrip. This cantrip does not
count towards your spells known, and when it is used, a
creature is unaware they have been affected by it.
Fractal Image
Also at 3rd level as a bonus action, you can expend a
bardic inspiration die to magically manifest fractal
images of yourself in unoccupied space you can see
within 10 feet of you. The images are magical, identical
replicas of you and are impossible to tell apart from you,
and ocupy their spaces. They are creatures with a speed
of 0, 1 hit point and immunity to all conditions but share
your AC and Saving Throw bonuses.
Inspiration Roll
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4
6 (max for 1d6)
8 (max for 1d8)
10 (max for 1d10)
12 (max for 1d12)
Images Created
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2
3
4
5
6
Each time a creature targets you with an attack while
more than one image is active, they must must roll at
random to determine which target to attack. A creature
is unaffected by this feature if it can’t see, if it relies on
senses other than sight, such as blindsight, or if it can
perceive illusions as false, as with truesight.
Images last for 10 minutes, until destroyed, or you use
this feature again. You can choose to dismiss images at
any time as a bonus action. The images are mirrors of
your movement and actions and act in perfect unison
with you.
When an image is adjacent an enemy within your reach,
your melee attacks have advantage against them.
On your turn, you can mentally command any images to
reposition themselves within the 10ft radius around you
(no action required).
Art by Guild Wars 2 Official
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Second time’s a charm
Starting at 6th level you can attack a second time as a
bonus action when you have one active imagine in
range, which originates from an active image’s space.
Return to source
At 6th level you can use your reaction to destroy any
number of active images and recouperate some of the
magic invested in their creation. For each destroyed
image, you receive a bonus of +2 to either:
An ability check.
An attack roll.
A saving throw.
Your AC.
The effects of this bonus are immediate, and apply
specifically to the attack for which you react to.
Your eyes betray you
At 14th level you can use your bonus action to dodge.
While dodging, if an attack misses you and one of your
images is within reach of the attacker, you can use your
reaction to have each of your active images make an
attack of opportunity against it, furthering the confusion
of which target is real. Each attack is rolled separately,
and on a hit the damage dealt is force damage equal to
half your bard level.
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Seduction Domain
Clerics who walk this path are different from their more
devout cousins. They worship beings such as Dionysus,
Hedone, & Sharess. They may even worship more
neutral beings, such as powerful Fey of mischief and
excess, or Gods of lust and seduction. They may be
more chaotic in alignment, but a cleric of a seduction
domain may act out of good, believing that all good
creatures deserve to live in harmony - a state where
revelry, song and excess can prosper.
Channel Divinity:
Domain Spells
Radiant Charm
Cleric Level
1st
3rd
5th
7th
9th
Spells
charm person, command
enthrall, calm emotions
fast friends, enemies abound
compulsion, dominate beast
dominate person, modify memory
Honeyed Words
When you choose this domain at 1st level, you learn the
friends cantrip, which doesn’t count towards the
number of cleric cantrips you know. You can cast this as
a bonus action and creatures affected by the spell are
unaware they have been subject to its effects.
Disarming Appeal
Also at 1st level, you gain the ability to hamper your
enemies with blessed charm. When a creature within
30ft of you that you can see targets you with an attack,
you can use your reaction to attempt to beguile it. The
Attacker must make a wisdom saving throw. On a failed
save the triggering attack misses, and the attacker
cannot target you again until the end of your next turn.
An attacker that can’t be charmed is immune to this
feature.
You can use this feature a number of times equal to
your proficiency bonus and regain all expended uses
when you finish a long rest.
Starting at 2nd level, you can use your channel divinity
to have your charming presence radiate from your body
onto those around you.
As an action you project an aura of enthralling
captivation. Each creature of your choice in a 15-foot
radius centered on you must succeed on a Wisdom
saving throw or take 2d10 radiant damage and is
stunned until the end of its next turn. On a successful
save, it only takes half damage and isn’t stunned. A
creature immune to the charmed condition has
advantage on this saving throw.
Insightful Assessment
At 6th level, your deity grants you the uncanny ability to
read those around you. You grain proficiency in the
insight skill, if you are already proficient, your
proficiency bonus is doubled. Furthermore, as a
reaction you can make a contested Wisdom (Insight)
check against a creature’s Charisma (Deception) to
make astute examinations of your enemies, determining
if they are capable or resisting, or entirely ignoring the
charmed condition.
Furthermore, you gain immunity to the charmed
condition.
Art by WLOP
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Way with Words
Also at 6th level, you gain the ability to strengthen your
divine magic using nothing but your words to weaken
your enemies’ resolve.
When you use your Disarming Appeal and Radiant
Charm class features against a creature that can hear
you and shares a language with you, you can make your
choice of a Charisma (Persuasion) or Charisma
(Deception) check contested by the target’s Wisdom
(Insight) check. If you win the contest, the target has
disadvantage on their saving throw against the
triggering class feature.
You can use this feature a number of times equal to
your Wisdom modifier, and regain all expended uses
when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
Legendary Intoxication
Starting at 17th level, your way with words has reached
the peak of power. Even creatures with the most astute
constitution cannot resist your guile, causing all your
charm effects to ignore charm immunity.
When you cast a spell such as suggestion that normally
imposes limitations that a creature cannot harm
themselves, you can ignore these restrictions, forcing a
creature to do any action they can perform as long as it
does not result in their immediate death.
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Shaman
T
he Shaman stalks though thick
mists, a large leather satchel
slung from their shoulder
that struggles to contain the moss,
bracken, lengths of charcoal, sticks of
incense, feathers, and vials of blood.
Not all creatures are granted passage when
they die, often these spirits track down those who can
perceive them so that they might find peace or carry out
vengeful actions. Through ritual and sacrifice, the
Shaman acts as the sword of the spirits, dispensing
justice and appeasing the damned.
Ritualist
Shamanistic Magic
3rd-level Shaman feature
3rd-level Shaman feature
Beginning at 3rd level, the Shaman learns to be a
master of ceremony.
Ritual Spells
You may add any two spells with the ritual tag that is of
a level you can cast to your prepared spells. You always
have these rituals prepared, and they do not count
against the number of Ranger spells you have prepared.
These spells can only be cast as rituals. You can select
one more ritual at 7th, 11th, and 15th level. In addition,
when you learn a new ritual spell through this feature,
you can replace one ritual you learned from this feature
with another ritual of the same level.
Ritual Weapon
Whenever you finish a long rest, you can anoint up to
two simple or martial weapons that you are proficient
with and that lack the heavy property. When you attack
with those weapons, you can use your Wisdom modifier,
instead of Strength or Dexterity, for the attack and
damage rolls. This benefit lasts until you finish a long
rest.
From 6th level attacks made with Ritual Weapons are
considered magical for the purpose of overcoming
immunity and resistance to nonmagical attacks.
You learn additional spells of 1st level or higher when
you reach certain levels as show in the Shaman Spells
table below. These spells are ranger spells for you and
do not count against your spells known.
Shaman Spells
Level
3rd
5th
9th
13th
17th
Spell
Inflict Wounds
Misty Step
Spirit Shroud
Blight
Speak With Dead
Spirit Touched
Your growing connection to the spirit realm manifests
itself in physical transformations. Each time you gain a
new ability from this subclass a new transformation of
occurs.
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1
2
3
4
5
6
Appearance
Your eyes become black inky pools.
Your shadow often moves of its own accord.
Candles and small flames appear dim in your presence.
Your bare feet leave scorch marks on the earth.
The tips of your fingers are scorched black.
You always bare the faint aroma of smoke.
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Throw Curse
Imposing Presence
3rd-level Shaman feature
The spirits begin to burst forth from your physical form,
and and you constantly emanate an aura of death while
you’re not incapacitated. The aura extends 10 feet from
you in every direction, but not through total cover.
When you are hit by an attack, you can use your
reaction to force a creature of your choice within your
aura’s radius to make a Wisdom saving throw. On a
failed save, it must immediately use its reaction, if
available, to move as far as its speed allows away from
you. The creature doesn’t move into obviously
dangerous ground, such as a fire or a pit. You can use
this feature a number of times equal to twice your
proficiency bonus, and you regain all expended uses
when you finish a long rest.
At 15th level, the range of this aura increases to 30 feet.
You mark a creature within 60 ft. of you with a blood
curse for one minute. As a bonus action you cut your
own skin and suffer 1d4 slashing damage which cannot
be reduced in any way. The target makes a Wisdom
saving throw and on a failed save suffers the following
effects:
The creature has disadvantage on any attack roll
against creatures other than you.
When you hit a cursed creature with your ritual
weapon, you can deal necrotic damage instead of the
weapons normal damage type.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Spirit Armor
7th-Level Shaman feature
The spirits embolden you, enhancing your physical and
mental defenses.
While you are not wearing any armor, your Armor
Class equals 10 + your Dexterity modifier + your
Wisdom modifier. You can use a shield and still gain
this benefit.
You have advantage on saving throws against being
charmed or frightened.
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11th-Level Shaman feature
Exorcist
15th-Level Shaman feature
Your knowledge of the soul and connection to the spirit
realm allows you to splice a creature’s soul from its
body before its time. Choose a creature within 60 ft. of
you and begin your ritual. The ritual requires the target
to fail three consecutive Wisdom saving throws, during
which time you enter a trance-like state to maintain
concentration. On each of your subsequent turns you
use your action to force the target to make its next
saving throw, your speed becomes 0, and you can’t
benefit from any bonus to your speed.
Should the Shaman loose concentration they are
shaken from their trance and their movement returns.
Should they wish to resume the exorcism they must
expend another use of Exorcist and start the saves
again.
On a failed save, the creature takes 3d8 psychic damage
and has disadvantage on their next save, inching one
step closer to severance. Once the creature fails three
consecutive saves (critical failures counts as two failed
saves) you detach its soul from its physical form, which
falls unconscious.
Once severed, the spectral form of the creature floats
harmlessly in the air above its body and continues to
make Wisdom saving throws at the end of each of its
turns to return to its body. You awaken from your trance
and no longer need to use your action each turn to force
the saving throw but you must continue to maintain
concentration on the ritual to keep its spirit severed.
At the end of each of its turns while severed, the
creature suffers 6d8 psychic damage. A creature
reduced to 0 hp by this psychic damages dies and their
soul is forever trapped in purgatory, bound to the
Shaman.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Dark Harvest Origin
Origins of the dark harvest push sorcerers to a fanatical
focus on the boundaries between life and death,
harnessing the life-force that flows through all creatures
and manipulating it to their benefit. Where life is
missing, Dark Harvest Sorcerers fabricate it…
Expanded Spell List
You learn additional spells when you reach certain
levels in this class, as shown on Dark Harvest Expanded
Spells table. Each of these spells counts as a sorcerer
spell for you, but it doesn’t count against the number of
sorcerer spells you know.
Dark Harvest Expanded Spells
Spell Level
1st
2nd
3rd
4th
5th
Spells
Bane, Ray of sickness
Blindness/Deafness. Wither and bloom
Fear, Summon undead
Blight, Shadow of moil
Antilife shell, Raise dead
Whenever you gain a sorcerer level, you can replace one
spell you gained from this feature with another spell of
the same level. The new spell must be a necromancy or
an enchantment spell from the sorcerer, warlock, or
wizard spell list.
Pool of Pestilence
At 1st level you begin to secure control over the essence
of life, allowing you to give or take it from friend and foe
alike. You internalise a necromantic Pool of Pestilence
using the magic of your own vitality. The pool’s
maximum value is equal to your Sorcerer level × 5.
Whenever you deal necrotic damage to a hostile
creature, you can instead choose to deal only half the
damage with the other half restoring an equal of
pestilence points, up to your pool’s maximum value.
Life Siphon As an action, you can siphon your own hit
points to a willing creature you touch, up to the
maximum amount remaining in your Pool of Pestilence.
You can also siphon a number of hit points from a
willing creature, applying the healing to yourself. Either
method then reduces you pool by an equal amount of
hitpoints transferred.
The pool resets to is maximum points after a long rest.
Hit points transferred this way can not cause a creature
go beyond their maximum amount of hit points. The
damage taken from the transfer cannot be reduced in
any way.
You can use this feature a number of times equal to
your charisma modifier. When you finish a long rest,
you regain all expended uses.
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Raise Hell
Starting at 6th level your necrotic powers blossom. You
gain resistance to necrotic damage, and you have
advantage on saving throws against being frightened.
You now have the power to siphon your life force into
more than just the living. You can rearrange the bones
and flesh (if any remains) of a corpse you touch,
reconstructing its form as a horrific homunculus, which
remains under your control until it dies, or the next
dawn. The raised creature must be a beast that adheres
to the limitations listed in the table below, and can be
flavoured how you see fit, while keeping within the
beasts mechanics.
You focus for 1 minute (as though concentrating on a
spell) and spend 3 sorcery points to magically summon
an Undead Minion, during which time you must be in
physical contact with the corpse. Upon creation the
creature’s current and maximum health becomes equal
to your Sorcerer level + proficiency bonus, doubled.
Though the creature retains the proficiencies and any
abilities it had in life, is now Undead, and gains
immunity to poison damage.
Sorceror Level
6th
10th
14th
18th
Thrall Summoned
CR1/2, Large
CR1, Large
CR2, Huge
CR3, Huge
While the Undead Minion is within 1 mile of you, you
can communicate with it telepathically. At will, you can
command any Undead Minion under your control to
return to you, even if it is further than 1 mile away from
you. Your Undead Minion acts independently of you, but
it always obeys your commands. In Combat, it rolls its
own Initiative and acts on its own turn.
If you summon a new Undead Minion, the old one is
reduced to 0 hit points. An Undead Minion that drops to
0 hit points instantly crumbles to dust, otherwise it lasts
until the next dawn at which point it loses its infused life
and falls into a pile of melted flesh and scorched bone.
Unconsecrated Ground
At 14th level, you slice through the veil that hangs
between you and the realm of death, awakening new
necromantic powers. In the process of this harrowing
transformation one hand (of your choice) loses its flesh
and muscle, leaving nothing but bone. Your corrupted
hand can now be used as an arcane focus. Additionally,
a 15ft necrotic aura seeps from your feet at all times
while conscious, it softly scorches raw earth as you walk
on it and smells faintly of brimstone. Any hostile
creature within the aura that has immunity to necrotic
damage now has resistance, and any creature with
resistance to necrotic looses it.
When you are hit with an attack by a creature within the
aura you can use your reaction to force a constitution
saving throw against your spell DC. On a failed save the
creature cannot take any reactions until the start of its
next turn, and you can expend up to 10 points from your
Pool of Pestilence to rip health from the creature and
transfer it to your own hitpoint total. Using this feature
cannot take you above your hit point maximum.
Furthermore, if an ally is within range of the aura you
can use your Life Siphon feature on them without
physically touching them.
Deathless Master
At 18th level, the pure negative energy flowing through
you gives you the power to animate more thralls.
Through the same process used in the Raise Hell
feature, Dark Harvest Sorcerer can expend an
additional 6 sorcery points to summon a second thrall,
and a further 9 for a third. When you do so, your hit
point maximum is reduced by 20 points per thrall for
the duration, as part of your essence is transferred to
fortify the new minions, providing 20 additional hit
points to the base calculations.
The
Machine
deus ex machina
Your patron is a powerful construct, an unliving being of
indomitable will and single-minded purpose.
Expanded Spell List
The Machine lets you choose from an expanded list of
spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.
The Machine Expanded Spells
Spell Level
1st
2nd
3rd
4th
5th
Spells
Grease, Identify
Blur, Heat Metal
Ashardalon’s Stride, Haste
Fabricate, Summon Construct
Animate Objects, Temporal Shunt
Eldritch Infection
You can use your action to attempt to infect a creature
within 30 feet of you with eldritch machinery,
supplanting its will with your own. The creature must
make a Constitution saving throw against your warlock
spell save DC, doing so with disadvantage if it is a
construct. On a successful save, it suffers no effect, and
you cannot use this feature on it again until you finish a
long rest. On a failed save, it takes psychic damage
equal to 1d10 + your warlock level and becomes
infected for one minute.
While infected, the target’s body is partially transmuted
into Eldritch nano machinery. The infected target has
its movement speed halved and has disadvantage on
saving throws against any warlock spell you cast.
As an action, you can force an infected target to make
another Constitution saving throw. On a failed save, the
target can’t take reactions until the start of your next
turn, and you can issue the target a one word command
(as described in the command spell), which it is
compelled to follow on its next turn. If an infected target
makes three successful saving throws against being
commanded, the infection ends. The infection can also
be ended early by any magic that cures disease.
You can successfully infect a creature with this ability a
number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long
rest.
Mechanised Mind
Your patron has taught you to guard your mind with the
discipline of a machine. When you make an Intelligence
or Wisdom ability check or saving throw, as a reaction
you can gain a bonus to that check or saving throw. This
bonus equals half your Warlock level rounded down
(minimum of 1). You can use this ability after seeing the
initial roll but before any of the roll’s results occur.
You can’t use this feature again until you finish a long
rest.
Advanced Assimilation
Starting at 6th level, you can expend a use of your
Eldritch Infection feature as an action to infect a huge
or smaller mechanised object that isn’t being worn or
carried. When you do, it makes no saving throw and
immediately becomes infected until you finish a long
rest. While it is infected, you can use a bonus action on
each of your turns to issue it a simple task. This could
include instructing a watch to tick backwards, an engine
to accelerate to full speed, or a portcullis to slam shut.
The object attempts to perform and maintain the chosen
task until the infection ends, or until you issue it another
task.
13
Organic Integration
From level 10, your bodily augmentation has reached a
point at which you are more machine than not. You
become immune to any spell or effect that would alter
your form, you no longer require sleep and magic can’t
put you to sleep, and you gain resistance to Psychic and
Poison damage.
Furthermore, as an action you can channel your
machine Patron for 1 minute, bolstering your physicality
with their constructed gifts. For the duration you are
treated as a Construct for the purposes of spells, you
have resistance to bludgeoning, piercing, and slashing
damage. As a reaction to an attack, you can increase
your AC by 2 against that attack, when you do this your
movement speed is halved until the end of your next
turn.
You can dismiss this effect as a bonus action, and you
can’t use this feature again until you finish a short or
long rest.
Eldritch Thrall
At 14th level, when a creature fails three saving throws
against being commanded by a single use of your
Eldritch Infection feature, you can choose to have the
infection last indefinitely, until it is cured by Greater
Restoration or Heal. While suffering from an indefinite
infection, the creature’s type changes to construct if it
isn’t one already. Its Intelligence and Charisma scores
become 4 if they are higher, and it loses any ability to
cast spells or make use of magic abilities and items. It
also loses any Legendary or Lair actions it previously
had access to.
A creature infected indefinitely in this manner is friendly
to you. As a bonus action on each of your turns, you can
issue the creature a simple task, which it does its best to
pursue until it is cured of the infection, or until you issue
another task. If the task is unclear or you issue it none,
it stands in place and awaits instruction. If you subject a
new creature to this effect, the previously affected
creature is cured of its infection.
A creature is immune to this effect if its challenge rating
is greater than half your warlock level (rounded up).
Machine Warlock Quirks
D6 Quirks
1 You find it difficult to read or convey subtle emotion.
2 You always blink at regular intervals.
3 Your movements are always methodical and deliberate
unless you make an extra effort to appear natural.
4 Your face appears unnervingly perfect, similar to a porcelain
mask.
5 Everything must be ordered, everything must be in place.
That book should be in the shelf, that mop should be next
to the bucket…
6 You bleed a mixture of blood and oil.
Art by Ben Nicholas
The Seer Patron
The mist falls heavy and thick around the Crone’s
hut, and from the trees small creatures can hear the
screams as a would be devotee to the powerful seer
carves their own eyes from the sockets, and offering
for sight of a new kind.
A patron that quietly watches the pulling and tugging of
the strings of fate on all those around them… Whose
motivations and plans are often impossible to fully
understand until they reach their conclusion, as they
play chess with the world around you, on a dimension
you cannot see nor comprehend.
Expanded Spell List
The Seer lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.
Seer Expanded Spells
Spell Level
1st
2nd
3rd
4th
5th
Spells
Faerie fire, Gift of alacrity
Augury. Detect thoughts
Clairvoyance, Nondetection
Arcane eye, Locate creature
Contagion, Hallow
I was blind, but now i see
1st level Seer feature
As your first act of service to your patron, you offer up
your eyes. Gouging your eyes from their sockets, and
serving them in a silvered brazier to be consumed. In
relinquishing your physical vision, your ability to
perceive the unseen is heightened.
Soul Sight
In sacrificing your sight you see what no others can. You
are blind, and see only the traces of environmental
features as faint white lines in the blackness. Any
creature (excluding constructs) that you would normally
see within 60ft now glow in soft white flames. This
effect extends to invisible creatures, and creatures
within the border ethereal when they are within 30ft.
The Blinded condition has no effect on you, however if
you are Deafened, you are also considered Blinded.
Spells and effects that allow you to sense creatures or
magical auras through other means allow you to see
and target as if you had sight.
As you gain levels in this class, the range increases to
80ft/40ft at 6th level, 100ft/50ft at 12th level, and
120ft/60ft by 18th level.
15
Runecasting
6th level Seer feature
Your ability to read and subsequently strum the threads
of fate becomes more refined. You gain a pool of
magically etched runes made of ancient bone equal to
your proficiency bonus, these runes glow bright white in
the darkness for you, and act as d4s.
As a bonus action you target a creature you can see
within 60ft of you and toss a number of available runes
in the air. As a reaction within the next minute, you can
subtract the combined result from one of the creature’s
attack roll or saving throws. You must choose to do so
before the roll is made. Runes that are tossed but not
applied within 1 minute are wasted.
This die size increases to d6 at 12th level, and d8 at
18th level.
Your pool of runes replenishes when you finish a short
or long rest.
Let me show you
10th level Seer Feature
You peel back the veil, exposing a creature to the
overlapping realities that are around them.
The Seer touches one creature, forcing it to make a
wisdom save. On a failed save, a creature takes 8d8
psychic damage and Is stunned until the end of the
Seer’s next turn. On a successful save the creature
takes half as much damage and is not stunned.
You can use this feature a number of times equal to
your proficiency bonus per long rest.
Soul Illumination
14th level Seer Feature
Your insight into the threads of fate reach their
pinnacle.
As an action, you can toss 4 runes to force one target
within 60ft to make a wisdom save, the total amount
setting the save DC. On a failed save you learn the
target’s true name, their role in a significant, formative
event from their past (that may be secret), and details of
a person that causes them significant worry or concern.
Furthermore, for the next 10 minutes the target who
fails their save has disadvantage on checks against your
persuasion, intimidation, and deception rolls.
If a target successful saves against this feature they are
immune to its effects for 1 year.
Celeritician
sa - ‘ler - a - tee ;
rapidity of motion or action, haste.
Celeriticians manipulate the laws of oscillation and
velocity to influence the threads that hold the universe
together. With the flick of a wrist, they can enhance
environments and bolster their allies, or weaponize
them and ravage the physical abilities of those who
oppose them.
Spatial Sync
2nd-level Celeritician feature
A specialist understanding of universal laws of motion
and force grant the Celeritician access to the
Dunamancy spell list. Furthermore, your knowledge of
such subjects allows you to step slightly outside the
borders of these laws, increasing your speed and agility.
While not wearing armor your movement speed
increases by 10 ft. and your movement is unaffected by
difficult terrain.
Disambiguation
2nd-level Celeritician feature
You increase the vibrations of the atoms in the ground
beneath a creature’s feet. Within an instant, a solid
surface turns into a sticky, dense liquid. As a bonus
action, you can force a creature within 5 ft. of you to
make a Dexterity saving throw. On a failed save the
creature’s movement speed is reduced to 0, it is
grappled and it cannot take reactions until the end of its
next turn.
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended
uses of it when you finish a long rest.
Extraneous Variable
6th-level Celeritician feature
You feel the oscillation of atoms around you allowing
your reflexes to shift the environment before others
have a chance to react. As a reaction, you can help or
hinder another creature you can see within 60 ft. of you.
Help - You compel a creature’s body and awareness to
react quickly. Targeting a creature that has already
expended its reaction, you enable it to take one
additional reaction before the start of its next turn.
Hinder - You drain the intertia from another creatures
motion. Targeting a creature when it uses a reaction,
you render theirs useless.
You may use this feature a number of times equal to
your intelligence modifier, and you regain all expended
uses of it when you finish a long rest.
17
Structural Recalibration
10th-level Celeritician feature
Starting at 10th level, you’ve learnt to infuse your spells
with magic that recalibrates the resonant frequency of a
creature’s physical form. Once per turn, when you target
a creature or creatures with a spell of 1st level or
higher, you can choose a number of those creatures
equal to half your wizard level rounded down to apply
one of the following effects. A creature may not be
affected by more than one instance of Structural
Recalibration at a time and the effect lasts until the start
of your next turn.
Defence You expand or contract the negative space
in the makeup of a creature’s armor, adjusting its
defenses. The creatures AC is enhanced or reduced
by 2.
Speed You manipulate the transfer of chemical
energy into kinetic energy on an atomic level in the
muscles of a creature, adjusting its physical speed.
Its speed is either doubled or halved rounded down.
Effectivness You increase the polarity between the
protons and electrons that make up a creature’s
being, drastically affecting its ability to withstand
physical and mental effects. The creature adds or
subtracts 1d4 from the next saving throw it makes
within the next 1 minute.
You can use this feature a number of times equal to
half your wizard level rounded down, and you regain all
expended uses of it when you finish a long rest.
Atomic Dissociation
14th-level Celeritician feature
You learn to manipulate and eliminate the bonds that
hold molecules together in a 20-foot-radius sphere
centered on a point within 120 ft. of you that you can
see. This feature lasts for 1 minute or until you lose
concentration (as if you were concentrating on a spell)
and when you use this feature, you can designate any
number of creatures you can see to be unaffected by it.
An affected creature’s speed is halved in the area, and
when the creature enters the area for the first time on a
turn or starts its turn there, it must make a Constitution
saving throw.
On a failed save the creature is unable to maintain its
form and begins physically unravelling. It must spend
two hit dice and take force damage equal to the total
rolled. Furthermore, it has disadvantage on attack rolls
and saving throws until the beginning of its next turn.
For each subsequent turn a creature suffers this
damage the number of hit die it expends increase by
one, if a creature runs out of hit dice, it dies.
Any objects within the space that are not being worn or
carried begin to disintegrate, taking 2d10 force damage
for each round it remains in the area. A magic item is
unaffected by this spell.
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