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Urban Empath

Urban Empath

Mediums can sense the lingering thoughts of spirits of the dead, but people have for ages referred to cities as having a spirit, a genius loci. Especially in a place where so many have died over the years, with the right mindset it becomes possible for a medium to attune to the psychic nature of cities. The city begins to sustain them, speak to them, and protect them.

This close communion with urban environments has its limitations, of course. A medium who devotes themselves to speaking with cities can still use their powers in the wilderness, but in a much weakened capacity. In the smog-choked streets of a burgeoning industrial metropolis, though, they have a veritable army at their command.

Prerequisite: Unfinished Business feat, proficient in Persuasion and Insight, character level 7th


ZEITGEISTFeatures

Hit Dice: 1d6 per urban empath level.

Hit Points: 1d6 (or 4) + your Constitution modifier per urban empath level.

 


Spellcasting1st Level

Add the following spells to all of your classes’ spell lists: conjure elemental , enrage architecture , knock , locate creature , message , searing equation , tiny hut (takes the appearance of a small house). Whenever you gain a level in this class, it grants or advances your choice of bard , cleric , druid , sorcerer , or wizard spellcasting , or warlock Pact Magic. This advancement includes spell slots, spells prepared, and spells known.


Every Building a Welcoming Home1st Level

As a bonus action, you can ask a city to let you through. Until the end of your turn, you can move through manmade  structures as if they weren’t there. After using this ability you cannot use it again until you take a short or long rest .


Urban Bond1st Level

While in an urban environment (defined generally as a bounded area with a population density of at least 1000 people per square mile), you need neither food nor drink, and you gain an expertise die on Acrobatics, Athletics, and Perception checks.These effects generally extend as long as you’re within 3 miles of the border of an urban area.


The City Comes Alive1st Level

As an action you can call upon the city to strike an enemy and possibly trap it in a maw of bricks and cobblestones. Make a melee spell attack with a range of 30 feet; the target must be within 5 feet of a manmade structure, even just a wall or street.

If the attack hits, the target takes 2d12 damage, and if it is a Large or smaller creature you may choose to knock it  prone , but if you do, it has cover while prone. This damage increases to  3d12 at 11th level, and 4d12 at 17th level.


The City WhispersLevel 2

You can listen to the spirit of the city to learn what it hears and sees. This communion functions similar to the commune with nature ritual, granting you knowledge of three facts the city can share. Sample “facts” include:

The general state of every publicly accessible location within 3 miles.

Disturbances in private locations if they could be seen or heard from a public area.

Choose a creature or small group that the city can identify through some physical means. You learn whether it is in the area and where, unless it entered a private area in which case you learn when it entered.

Gain intuitive understanding of all publicly traversable terrain in the area, allowing you to navigate perfectly.

For the purpose of this, “private” generally means somewhere legally owned and off-limits to outsiders. While a museum is owned, the public can access it, and while the sewers are not normal thoroughfares, usually there is no personal ownership of a sewer.

The city doesn’t have precise recollection, and cannot convey conversations or subtle actions, but could share details of a broadly witnessed speech. This power functions to a distance of three miles in an urban environment, but only to 300 feet outside an urban area.

After using this ability you cannot use it again until you take a short or long rest .


Every Window an EyeLevel 2

You gain tremorsense out to 60 feet in an urban environment, and can sense the presence and location of creatures that have concealment or cover as long as they are hidden by manmade structures.


The City Marches to WarLevel 3

You can call upon a city in your time of dire need, causing walls, streets, and gates to move at your command.

As an action, you cause the terrain in a 40-foot-radius burst within 100 feet of you to rise up and hinder your foes. Enemies that enter that area or end their turn there take 2d6 bludgeoning damage. As a bonus action, you can cause up to six 5-foot cubes of terrain in the area to move up to 30 feet, or to extrude into the area from an existing wall or floor, or to withdraw into an existing wall or floor. This moving terrain can only enter unoccupied spaces, and it is generally composed of whatever the prevailing building materials in the area are. The area lasts for five minutes or until dismissed.

Outside an urban area, instead you can affect a 10-foot-radius burst within 50 feet of you.

After using this ability you cannot use it again until you take a short or long rest .

Steamsuit Pilot

Steamsuit Pilot

If you can build a quadruped contraption that can fire a gun or channel magical energy, it’s merely a matter of scale to produce a larger vehicle, perhaps something someone could wear like a suit of armor. Now, a person would have to be a fool to strap into a heat-conducting pile of metal powered by an arcane engine, but well, you’ve invented the damned thing. It’d be more foolish to let it go to waste.

In the past technologists designed suits powered by arcane steam boilers, but today they are more likely to use wayfarer engines, which are lighter and don’t belch obscuring vapors. The name steamsuit has become the common parlance, however, and some traditionalists still add boilers merely for the aesthetic.

Each technologist who tries to design a steamsuit adds their own flair and quirks. Sometimes an elf wants a verdigris suit of skintight plate armor that merely increases her strength and speed. Sometimes a gnome wants to ride around in a mechanized gorilla the size of a bear and tear through everything in his path. But invariably, these suits are just machines, and any machine, no matter how ingeniously crafted, can break.

Prerequisite: Arctech Tinkerer feat, proficient in Arcana and Engineering, character level 7th, access to a technology lab with at least 5,000 gp in components.


ZEITGEISTFeatures

Hit Dice: 1d8 per steamsuit pilot level.

Hit Points: 1d8 (or 5) + your Constitution modifier per steamsuit pilot level.

 


Steam & Steel1st Level

You have designed an arcanoscientific power matrix which you can integrate into a suit of armor as a sort of steam engine, enhancing your strength and ability to move while wearing the armor. Indeed, the power matrix can even let you wear armor larger than your actual body.

If you start with a suit of armor and spend one day and 500 gp in raw materials, you can upgrade that armor with a power matrix and the necessary enchantments and steam valves to operate it. The armor can be your size or larger, up to Large size. Large armor costs the same as medium or small armor, since the main expense
is labor, not materials. The archetypical steamsuit is modified Large full plate, whose only drawback is that it might not fit in some places. (You can certainly build a leather steamsuit, or multiple steamsuits, but you can only operate one at a time.)

A steamsuit is inert without a pilot, and since you designed it for yourself only a creature the same size as you can fit into your suit. You can enter or exit a suit by spending 10 feet of movement. Most suits are designed with masterful locking mechanisms which can be opened either by a key as a bonus action, or by a DC 20 thieves’ tools check as an action. When you enter the suit you can lock it without spending an action.

You are restrained and blinded while inside a suit that is deactivated. Activating or deactivating the arcane steam engine takes a bonus action. While the engine is active, you are considered proficient in whatever type of armor the suit is. You have a magical link to your steamsuit, so any magical enchantments on what you’re wearing also apply to the steamsuit’s armor. Your steamsuit will typically have hands, so it can wield weapons. If you have a magic weapon, it can wield that weapon, or if it has the same type of weapon and you have the weapon on your person while inside the suit, the weapon the suit wields benefits from that enchantment.

As long as the engine is active, you must maintain the power matrix. As creator of the suit your magical link lets you do this without spending an action as long as you’re inside the suit, even if you’re incapacitated . If anyone else is in the suit, they must make a DC 15 Intelligence check at the start of each turn or else be restrained and unable to use any of the suit’s powers until the start of their next turn.

While in your suit, your Strength score is increased to 19, or to 23 if you are proficient in the type of armor the suit is made out of (i.e., you don’t need the suit to do as much work for you), unless your Strength is already higher. You have double the lifting capacity of a normal creature your size with that Strength. Your suit doesn’t count toward your encumbrance.

You are considered proficient with your suit’s unarmed attacks, which deal 1d6 bludgeoning damage.

At the end of your turn, if you took damage since your last turn while in the suit, make an Intelligence saving throw (DC 10) to keep the suit’s power matrix stable. If you fail three saves, the engine enters a safe mode. This reduces your Strength to its normal amount, imposes a –2 penalty on AC and Dexterity saving throws , and prevents you from taking reactions that require movement. You can repair the suit during a short or long rest .


Personal Touches1st Level

Choose up to ten objects that can be held in one hand (or two-handed objects, which take up two “slots”). You integrate these objects into your suit and can retrieve them and swap between them without limit on your turn, plus they can be hidden from casual view. Sure, it’s obvious you’re in a a halfton clanking shell of steel, but your enemies won’t know you’ve got a shotgun, a musket, a shield, a lantern, a portable ram, and a pair of integrated scimitars. You can still only make use of two hands’ worth of weapons or shields at a time.

Additionally, choose a 1st level spell from the wizard spell list, as long as it does not require an expensive material component. You can use the suit to cast that spell one time, using your Intelligence as the spellcasting ability. Afterward you cannot use it to cast that spell again until you finish a short rest .

At 2nd level, add a 2nd level wizard spell to your capabilities, and at 3rd level add a 3rd level wizard spell. You can cast each spell once between short or long rests.

If a spell the suit casts has the duration of concentration , whenever you take damage you may make an Intelligence saving throw instead of Constitution saving throw to maintain concentration.


Power FistLevel 2

Steam pistons in your suit’s arm can launch a devastating punch. When you hit an enemy with your suit’s unarmed strike, you can trigger the power  fist. The attack deals an extra 1d6 damage, and the target must make a Strength saving throw (DC 8 + your proficiency modifier + your Intelligence modifier) or else be shoved 10 feet. You can only use this ability once per turn, and you cannot use it if your suit is in safe mode.


Defensive ShieldLevel 2

You can enhance your armor’s resilience with charged wards with limited duration. As a bonus action choose a damage type and gain resistance to that damage type until the end of your next turn. You cannot use this ability if your suit is in safe mode.


Matrix StabilityLevel 3

If your suit goes into safe mode, you can repair it by spending an action.


Redline RushLevel 3

On your turn you can overheat your engine to increase your suit’s speed. You double your walking speed for the turn and gain a +5 bonus to all Acrobatics and Athletics checks during this movement. This destabilizes the engine as if you had taken damage, forcing you to make an Intelligence save at the end of your turn, in addition to any save you’d normally make due to taking damage. You cannot use this ability if your suit is in safe mode.


Quick-DonLevel 3

Without spending an action, you can cause your suit to magically collapse into a mechanical object that fits into your palm and weighs only five pounds. You can spend an action or bonus action to cause this object to transform into your suit, and may have the suit form around you and activate the engine. It thus becomes relatively easy to have multiple suits for different occasions.

Polyhistor

Polyhistor

Ballistics is a science. Angle, velocity, force—all these can be calculated and refined for the perfect shot. Medicine is likewise a science. Arteries, ligaments, organs—damage to these in varying intensities cause readily-measured negative consequences to the injured party. Similarly the kinetics of motion, the materials science of armor and weapon, even the nascent study of psychology and sociology all can lend understanding to the complex system that is a battle.

As a polyhistor you are well-learned, versed in an expansive list of sciences, all with a focus on their relation to warfare and combat. Using your diverse knowledge and your keen intellect you can compose at a moment’s notice the ideal method of attack for any situation. Of course, sometimes an immediate attack is not optimal. Better perhaps to observe a foe’s patterns, and to let him leave an opening you can exploit

Prerequisite: At least one savant level or Martial Studies feat, proficient in Culture, character level 7th; must have contacts with a college, university, or military academy.


FeaturesZEITGEIST

Hit Dice: 1d10 per polyhistor level.

Hit Points: 1d10 (or 6) + your Constitution modifier per polyhistor level.

 


Studied Proficiency1st Level

You are proficient in all weapons. For your Martial Studies feat, you can prepare two techniques after you complete a long rest , but one must be either experimental strike or committee defense.


Combat Focus1st Level

At the end of your turn, if in the past round you took a hostile action against a foe, a foe took hostile action against you, or you witnessed a foe taking or receiving hostile action, you gain 1 focus, to a maximum of five. Whenever five minutes pass without you gaining any focus, your focus resets to however many levels you have in this prestige class (1, 2, or 3).

You can use focus to temporarily access combat feats and gain other benefits.


Adaptive Style1st Level

You have learned a diverse set of fighting styles, and while you are master of none, as you gain insight into a battle you can discern moments where such techniques could be useful.

During your turn, you can spend 1 focus to gain the benefits of a combat feat. You must meet any prerequisites, and the feat must provide some benefit during combat and not provide an ability score increase. Whether a feat qualifies is at the Narrator’s discretion.

(If you’re playing Level Up, consider that you can use this ability to temporarily acquire new combat maneuvers via the feat Martial Scholar.)

You can gain access to up to two bonus feats this way at a time, which last until the end of combat, to a maximum of five minutes.


Inner DefensesLevel 2

You have devised techniques to recognize mental threats and divert them. Whenever you need to make a saving throw , you can spend 1 focus to become proficient in that type of save until the end of the combat (to a maximum of five minutes).


Perfect AimLevel 2

If you have advantage on an attack roll and you hit with both attack rolls , you can spend 2 focus to treat the attack as a critical hit.


Cunning DefenseLevel 2

You can anticipate your enemy’s moves, plotting out strikes, parries, and ripostes like gambits on a chessboard. You can replace your Dexterity modifier with your proficiency bonus when calculating your Armor Class.


MasterstrokeLevel 3

It is mentally exhausting, but you can use your considerable intellect to compose the perfect attack amidst the seeming randomness of battle. As an action, you can study the battlefield. Then until the end of your next turn you have advantage on all attack rolls, and if the unmodified die roll of an attack you make is 12 or lower, treat it as if you had rolled a natural 13. Additionally until the end of your next turn, your polyhistor abilities do not cost focus to use.

After you use this ability, you cannot use it again until you finish a short or long rest .

Notorious Celebrity

Notorious Celebrity

Some say gods gain power from the devotion of their followers, and that kings are strengthened by the approval of their subjects. Well you’re damned famous, and people spend more time each day thinking about your dramatic and entertaining feats than about stodgy monarchs or absent deities. Why shouldn’t your notoriety grant you power and influence?

A handful of notorious celebrities seem to only grow more impressive the more people hear of them. They demand attention, and attract followers (colloquially known as a posse) who do their bidding and share in their supernatural power. To take full advantage of their unique abilities they must make an effort to have an audience wherever they go, and they find it impossible to avoid scrutiny. This is perhaps not the best choice for a constable who might need to travel incognito, but sometimes the affection of fans is more useful than the indifference of strangers.

Prerequisite:  Docker's Jank feat (or Actor or Inspiring Leader), proficient in Performance, character level 7th, must be wildly popular as an entertainer


ZEITGEISTFeatures

Hit Dice: 1d8 per notorious celebrity level.

Hit Points: 1d8 (or 5) + your Constitution modifier per notorious celebrity level.

 


Roll with a Posse 1st Level

You attract four loyal followers, your “posse,” who protect you from unimportant people and do tasks you don’t have time for, as well as aid you in combat. Each member of your posse has the following stats , or something roughly equivalent.

Your posse members act on your initiative in combat, but normally they hang back and don’t attack. They’ll move where you direct without you needing to spend an action. You can spend an action to have them each take the Attack, Dash, Disengage, Dodge, or Help action. Thereafter they return to being noncombatants.

You have a subtle supernatural connection to each member of your posse, so whenever something deals damage to a posse member you can see, you can transfer that damage to yourself. If the same source damages multiple posse members simultaneously, you can protect all of them, but you only take the damage once. If a source would damage you and one or more of your posse members simultaneously, you can shield them automatically without taking any extra damage.

A posse member who dies should be mourned briefly and then can be replaced casually the next time you’re somewhere you have fans. You might eulogize them in a song, and everyone will admire how great you are for respecting whatever-their-name-was


Audience Participation1st Level

You’re unparalleled at getting the crowd on your side. If there are noncombatants present who are friendly to you and aware that you’re engaged in combat, whenever an enemy starts its turn within 5 feet of one or more of those noncombatants, the crowd deals 4 bludgeoning damage to that creature. This damage increases to 6 if you are 11th level, and 8 if you are 17th level. Your posse counts as noncombatants for this effect if you haven’t directed them to act in the past round.


Demand Attention1st Level

On your turn you can shout for attention. Choose one non-mindless enemy aware of you. That enemy has disadvantage on attack rolls against targets other than you until the end of your next turn. After using this ability, you cannot use it again until you take a short or long rest .


Crowd EffectLevel 2

When you have an audience of at least eight non-combatant bystanders, their reactions bolster you. While you have an audience, you gain a +5 bonus on death saving throws, and whenever you drop an enemy you gain 6 temporary hit points. This increases to 9 if you are 11th level, and to 12 if you are 17th level.


Summon AudienceLevel 2

As a bonus action, you can create up to eight illusory people in a 20-foot cube within 120 feet, lasting for ten minutes or until you dismiss them. These illusions are as convincing as major image , and are lifelike but generally stationary unless you spend an action to have them move. You and your allies can move freely through the illusory crowd, but they are difficult terrain for enemies and grant cover against ranged attacks. These audience members count as real onlookers for the purpose of your audience participation and crowd effect abilities.

After using this power, you cannot use it again until you finish a long rest .


One-UpmanshipLevel 3

You find it hard to let your allies have a moment in the spotlight. The first time each combat when an ally drops an enemy or scores a critical hit, you grant yourself the benefits of the Bardic Inspiration die from your Docker’s Jank feat. This doesn’t expend the die you would normally grant to your allies. If you don’t have the Docker’s Jank feat, instead you gain a d6 inspiration die.


Shock and AweLevel 3

When you hit an enemy with an attack or an enemy fails a save against a spell you cast , as a bonus action you can have one of your posse members attack the same enemy. If your posse member hits, the enemy is frightened of you until the end of your next turn unless it succeeds a Wisdom saving throw (DC 8 + your proficiency modifier + your Charisma modifier).

 

Monument of War

Monument of War

All militaries spin their greatest war veterans into mythic heroes, who come to embody the ideals and hallmarks of various wars for their nation’s citizenry. Some rare veterans become empowered by this public investment in their life stories, and learn to manifest parts of their myth in battle today. At the veteran’s invocation, a remembered fusillade of cannons might strike a new foe, or a fallen ally might once again step in the path of a bullet to spare the veteran’s life.

These living monuments of war are often haunted by their fallen brethren or by the dishonorable acts they had to perform to survive, which they must now keep secret as the public cheers them as unimpeachable heroes. Yet others just wish to recapture their glory days or to get another shot at the enemies who wronged them and got away.

Ber’s national pride has been hurt by almost losing its first major war as a new nation, and Elfaivar is still constrained by the memories of losing the Second Victory. Both nations are likely to produce monuments of war, though Elfaivarans are more likely to recall barrages of arrows or spells than cannons

Prerequisite: Display of Heroism feat, proficient in Athletics and History, character level 7th


ZEITGEISTFeatures

Hit Dice: 1d12 per monument of war level.

Hit Points: 1d12 (or 7) + your Constitution modifier per monument of war level.

 


Instant Boot Camp1st Level

As a bonus action you can shout directions you recall from your own military training. You and each ally who can see or hear you becomes proficient in Athletics and proficient in all simple and martial weapons for the next minute. You and each of those allies can immediately stand up or drop prone , then walk 10 feet or crawl 5 feet. Once you have used this feature, you cannot use it again until you finish a long rest .


Fearless Mien1st Level

Accounts of your heroism carry their own strength. You and allies within 30 feet of you have advantage on saving throws against being frightened . When you use your Display of Heroism, each ally you affect can spend and roll one hit die, and heal that many hit points. If they were at 0 hit points, they instead heal that much plus 1.


Shell Shock1st Level

As an action you can call upon a powerful memory of being caught in an artillery barrage to conjure psychic manifestations of a cannon strike in your immediate vicinity. This manifestation must be centered on a space no more than 10 feet away, and strikes in a 15-foot-radius burst. Thus you must be caught in your own  remembered blast, though perhaps cover might shield you. Targets in the area take 7d6 points of force damage, and are pushed 5 feet and knocked prone . A successful Dexterity save (DC 8 + your proficiency modifier + your Constitution modifier) halves the blast is filled with dust and smoke, providing concealment until the end of your next turn.

After using this power, you cannot use it again until you take a short or long rest .


Do You Want to Live Forever?Level 2

You have survived bullet hells or arrow tempests where the crossfire should have killed anyone, and that story is so well-known and powerful that it protects you. When you have no physical cover or concealment , you gain the benefit of three-quarters cover against ranged attacks.


Remembrance of the Heroic SacrificeLevel 2

You can call upon the psychic memory of a long-dead friend to save an ally from an attack. When an attack is about to hit you or an ally, you can conjure the psychic manifestation, who is struck by the attack instead of the original target. The manifestation is instantly destroyed, but the original target of the attack is unaffected by it.

After you use this ability, you cannot use it again until you complete a short or long rest .


Cannon OvertureLevel 3

When you use your shell shock ability, on the following two rounds you may as a bonus action call in additional artillery strikes. These strikes do not need to include you in their area of effect, but each one must land at least 30 feet from the center point of any other previous strike.

Mad Shootist

Mad Shootist

Guns, feh. Guns are passé. The weapon of the future needs to do more than just shed blood. A firearm can store magical power, firing explosive projectiles, striking with beams of elemental energy, or creating even more unusual effects. You never know what tool you need to win a battle, but soon you will be able to carry them all at once!

Prerequisite:  The Man with Two Guns is God feat, proficient in Arcana, character level 7th, access to a technology lab with at least 500 gp in components


FeaturesZEITGEIST

Hit Dice: 1d10 per mad shootist level.

Hit Points: 1d10 (or 6) + your Constitution modifier per logos level.

 


Inventive Gunnery1st Level

Choose a type of non-grenade firearm. You have invented a “blaster,” a modular arcano-scientific version of that weapon which is powered by an unstable energy matrix. You can craft this blaster or upgrade an existing firearm by spending one day and 500 gp in raw materials beyond the normal price of the weapon.

You can have your blaster use its normal method of firing, or you can have it fire force blasts. These are identical to normal rounds, except they deal force damage and can be fired limitlessly without requiring reloading. And they sound very futuristic.

The energy matrix of a blaster is very volatile, and while you know how to keep your weapons within limits, if anyone else fires one of your blasters, it begins to pulse, and then if you do not regain possession within three rounds, it releases a burst of force energy. Each creature within 15 feet takes 7d6 force damage. A successful Dexterity save (DC 15) reduces the damage by half.

A blaster discharge doesn’t damage the weapon, but does drain it. Restoring the energy matrix requires 50 gp in raw materials and eight hours’ work, but any enchantments and other modifications on the weapon survive. If one of your blasters discharges, it cascades through the energy matrix of every other blaster you’ve crafted, which drains those weapons too.


Autofire1st Level

With the flip of a switch, your blaster converts from firing a single shot to releasing a volley of smaller force bolts. When you make an attack with your blaster, you can choose to autofire. This deals damage equal to your Dexterity modifier to each creature within 5 feet of the space you targeted with your attack. If you hit your primary target this doesn’t add any damage, but if you miss and would normally deal no damage, the autofire instead deals this grazing damage. Creatures that have cover relative to you take no damage from autofire. This graze damage is not increased by anything else (not ability modifiers, feats, smite spells, sneak attack, etc.), though resistances and vulnerabilities still apply.

If you are 11th level or higher, increase this damage to 2 + your Dex modifier, and at 17th level to 4 + your Dex modifier.

If you use autofire, during your next turn your blaster is overheated and cannot fire normal blasts, but it can use other abilities like beam shot and mobility shot.


Beam Shot1st Level

During a long rest you can use the energy matrix of a blaster to refine latent elemental energy in the environment and charge three cartridges, which glow blue, and red, and yellow. The cartridges lose their charge within a day, making it impossible—barring further technological innovation—to stockpile such ammo.

As an action or bonus action you can load one of these cartridges into your blaster. The next shot with your blaster creates a beam of energy that sounds even more futuristic. The cartridge loses its charge after use, but can be recharged during your next long rest.

  • Freeze Ray. A creature hit by this beam is restrained by encasing ice, and if the attack reduces it to 0 hit points the beam immediately stabilizes it. The restrained creature or one who can touch the ice can use its action to make a Strength check (DC 8 + your proficiency modifier + your Intelligence modifier) to free the creature. While the creature is restrained, it is vulnerable to the first attack that damages it. Thereafter the ice is broken and it is freed.
  • Shrink Ray. A creature you hit with this beam takes no damage but instead it shrinks by three size categories (gargantuan to huge, large, medium, small, tiny, and miniscule), it has disadvantage on Strength checks and saves, its speed is halved, and it deals half damage with its non-spell attacks. If it is reduced below Tiny, it instead deals only 1 damage with its non-spell attacks, and its speed is reduced to 5 ft. If the creature is incapacitated , it remains shrunk for one hour. Otherwise, it returns to its original size at the end of your next turn. At the Narrator’s discretion, other effects may apply.
  • Wave Beam. This beam oscillates with visible peaks and troughs, ignoring static, inanimate objects and covering a wide enough area that you only need to aim in approximately the right spot. Your shot ignores cover and concealment . A creature struck by this shot takes an extra 1d10 damage. This increases to 2d10 if you  are 11th level, and 3d10 at 17th level.

Kinetic RepulseLevel 2

You can spend a bonus action to activate an arctech kinetic shield, which surrounds you until the start of your next turn. It grants you resistance to all damage except psychic damage. Track how much damage is prevented this way. On your next turn, when your blaster deals damage to a creature, you can have it deal extra damage equal to how much the shield blocked, to a maximum of 20 extra damage. This repulsed energy can only damage one creature, even if you hit multiple with the same attack.

After you use this feature, you cannot use it again until you complete a short or long rest .

When you reach third level, you can activate this feature once on your turn without spending a bonus action.


Mobility ShotLevel 2

You can fire an electrical grapple from your blaster as a bonus action. You target a solid anchor point at least 5 feet across within 30 feet and then fire a grapple beam. You can use your movement to pull yourself to that location and hang (so if you’re 20 feet away, it takes 20 feet of movement), or you can use it as the anchor point of a swing, so if you make a long jump you can add up to the length of your beam to the distance you jump (at the Narrator’s discretion). You can keep the grapple shot engaged as long as you want, but once you release it, it takes 5 minutes to recharge. While the grapple beam is engaged, you cannot fire your blaster.

If the anchor moves, the beam disengages. The grapple cannot damage creatures.


Rocket LauncherLevel 2

After a long rest, you can create up to five rockets. Like beam shot cartridges, they destabilize after a day. Similar to an alchemical launcher, you can load a rocket as an action, and they function as grenades with your blaster’s range and attack bonus.


Hyper BeamLevel 3

Instead of having your blaster overheat after using autofire, you can choose to have it use that unstable energy to charge a hyperbeam. On your next turn as an action you can unleash a 5-foot-wide beam out to the weapon’s maximum range. Make an attack roll against every creature in that line, and roll damage once to apply to all the targets. You also deal autofire damage to every creature within 5 feet of that line, and to any creature in the line that you miss with your attack roll. If you loaded a
beam shot charge, all these attacks are with the chosen beam. After this hyper shot, your blaster is depleted for five minutes.

Logos

Logos

Philosophers practice swaying people’s opinions with words, by reshaping how they think about the world. Convince a man that charity is wasting money on people who contribute nothing to society, and he will see a starving child as a beggar. Convince that same man that charity can lift up the poor so they rejoin the workforce, and he’ll see the same child as a potential worker or investment. Great heroism and horrid cruelty can occur when a powerful idea holds sway.

Underlying philosophy is the understanding that some if not all truths are relative. And some philosophers—whether they have grown jaded to the constant ebb and flow of ideologies battling for ascendance, or they have come to realize that even their own beliefs are impermanent and their perceptions inherently faulty—can effect changes in the world through speech alone.

It is said that the second-century Drakran philosopher von Copenhoff learned to yield such power after he discovered a book written by William Miller, a philosopher whose teachings were declared heretical by the Clergy. Perhaps the Clergy was wise, for von Copenhoff nearly took control of an entire nation by declaring to people in power one-by-one that they agreed with him.

Prerequisite:  Expression of Belief feat, proficient in Persuasion and Religion, character level 7th, must have convinced an enemy to surrender without fighting


FeaturesZEITGEIST

Hit Dice: 1d8 per logos level.

Hit Points: 1d8 (or 5) + your Constitution modifier per logos level.

 


Fiat1st Level

If opinion can be swayed by rhetoric, so too can behavior. You can impose this certainty upon the world by fiat. As  an action you can state what a creature you can see will do on its next turn. This command must be equivalent to the one-word  commands listed in the command spell—approach, drop, flee, grovel, halt, or something similar—though you state it as a declaration rather than an order, such as, “The red-haired brigand cast his weapons to the ground.”

If the creature fails a Wisdom saving throw (DC 8 + your proficiency modifier + your Intelligence, Wisdom, or Charisma modifier) it acts as you stated on its next turn if possible, taking no other actions or movement. This feature has no effect if your command is directly harmful to the target, but it can put it in a dangerous situation (standing beneath a teetering boulder, or running past foes and provoking opportunity attacks). This feature does not require the target to understand you, and it can affect undead targets normally. You can use this power at will, but after you use it on a given creature, you cannot use it on the same creature until you finish a long rest .


Pathos of the Inanimate1st Level

People can disagree with an argument, but inanimate objects have no power to resist your words. You can manipulate unattended objects by speech alone, causing furniture to move, trees to crack, locks and doors to open or close, and even guns to fire on their own, simply by stating it occurs.

As an action, you can move objects filling up to a 10-ft. square within 30 feet, objects as large as a person as a bonus action, and handheld items without spending an action. You can only manifest something that might happen to the object naturally in time, or that a person could cause the object to do, so you cannot make a tree float, but you could fling a butcher knife or have a wagon roll down the street at a walking pace. If you use this power in a way that might damage a creature, it will typically deal no more than 1d10 damage, with a Dexterity save (DC 8 + your proficiency modifier + your Intelligence, Wisdom, or Charisma modifier) to negate.

This cannot affect objects that have been given a name, since doing so imbues them with a fragment of willpower.


Make It SoLevel 2

By framing luck and chance as an argument between possible futures, you can sometimes choose which argument is more convincing. As an action, choose a creature you can see and declare whether its next attack will hit or miss. The next time that creature makes an attack, it either hits or misses as you declared. This effect wears off if the creature takes a short or long rest . You can use this power at will, but after you use it on a given creature, you cannot use it on the same creature until you finish a long rest. If the creature has multiple attacks, you can choose a specific attack you wish to affect, such as, “The manticore’s bite shall miss.”


Ethos of the UnwillingLevel 2

As a student of behavior and rhetoric, you know that if someone agrees to a small concession, they develop a small measure of trust. Even if they are not conscious of it, it becomes easier for you to get them to agree with you. Whenever you hit a creature with an attack or a creature fails a save against an effect you created, that creature takes a –2 penalty to its first attack roll on its next turn, and the DC of the first saving throw it makes a creature roll next turn is likewise reduced by 2.


Inexplicable NarrationLevel 3

Until one sees a place, that location could contain anything. You just need to convince it to be what you want.

As an action you may choose an area that you are unaware of the details of, no more than 20 feet across, and describe that area. If any creature enters that area within the next  five minutes, it will match the description until you finish a long rest . You can declare mundane objects or minor elements of terrain, but cannot use this feature to deal damage or to create creatures, magical effects, or objects of any noteworthy value.

Simple changes are almost always possible (e.g., the doors down that short hallway are unlocked, and the lever to deactivate any filled with weapons). At the Narrator’s discretion, however, more drastic declarations may cause the ability to simply fail (e.g., the hold of this ship is filled with lava; or a note explaining the villain’s plans just happens to be sitting on a table waiting for us).

After you use this power you cannot use it again until you finish a long rest.


Undeniable TruthLevel 3

When a creature fails a save against your Fiat feature, you may choose to state a more involved or long-lasting task. If the creature fails another Wisdom save (DC 8 + your proficiency modifier + your Intelligence, Wisdom, or Charisma modifier), it follows your direction as it would the suggestion spell, except this feature does not require the creature to understand you.

 

Designing Prayer Books

Designing Prayer Books

Prayer books—any specific collection of scriptures which may include sacred stories, wisdom literature, hymns, creeds, codes, and liturgical formulations—are to divine casters as spellbooks are to wizards. You must have spells from the divine school on your class spell list to attune to a prayer book, and you may only be attuned to one prayer book at a time. Each prayer book has a spell list, and once attuned you may cast those spells, even if they are not otherwise prepared or known. You still must have spell slots of an appropriate level to cast those spells, even as a ritual. The more rare the prayer book, the more powerful spells and benefits they bestow. In addition, you may use an attuned prayer book as a spell focus.

  You can use calligraphy tools to copy or compile a prayer book just like creating any other magic item. In addition to quality materials, you must also have sufficient scripture and religious documents (how much is at the Narrator’s discretion). 

  When creating a custom prayer book, work with the Narrator and use the following guidelines. 

  • A prayer book exists to help players explore the world and should encourage interaction with in-world faith in a rich way. The prayer book might relate to a church or religious organization, but it should pose questions, allude to mysteries, and include hints about the world.
  • Mechanically, prayer books offer a small set of reliable spells. This helps a divine spellcaster prepare other spells, or expand their limited set of known spells.
  • The rarity of a spellbook informs its power. A prayer book offers a maximum spell level based on its rarity:
    • Common: 1st-level only.
    • Uncommon: Up to 2nd-level.
    • Rare: Up to 3rd-level, +1 spell attack and save DC when used as a focus.
    • Very Rare: Up to 5th-level, +2 spell attack and save DC when used as a focus.
    • Legendary: Up to 8th-level, +3 spell attack and save DC when used as a focus. 
    • Artifact: Any spell level, +3 spell attack and save DC when used as a focus.
  • Ordinary prayer books should offer no more than 5 spells. Artifacts may offer more.

  When creating prayer books, Narrators should consider the following questions:

  • What are the various religious groups and people groups in this campaign? Whose story should be told? Whose story is worth knowing more about?
  • What are the important time periods in the history of this faith group? What are some of the religious phrases, beliefs, texts, and practices that originate during this time?
  • Through the ages, how would this people reflect their beliefs and experiences in art?
  • Are there any traditions, powers, or secrets that were suppressed over time? Were they suppressed by the group in question, or by a rival group?

Pagination