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Third Party Products

Third Party Products

 

Powered By LogoThis is a list of products created for Level Up under the Level Up Compatibility Logo License.

These products are not created by or sold by EN Publishing, and are listed here merely as a helpful reference.

NOTE! DriveThruRPG has a category page for Level Up: A5E where you can find all the official and third party products sold on that platform in one place.

Also see the free fan resources page hosted at EN World for more Level Up material for your games, including useful tools, reference sheets, spreadsheets, and more!

Want to be listed here? Be sure to let us know about your product (or we won't know!) and make use of the Level Up Compatibility Logo License!


Ace's Adventuring Guides


Anthony Alipio


Arms


DM Sarah


Homebrew and Hacking

Adventures

Crafting Series

Vehicles

Game Aids and Resources

Battle Ready Pre-gens

Ready Made Heritages

Heritages and Feats


Josh Gentry


Legendary Games

  • Oops! All Dragons (62 page PDF, softcover). 45 new dragons from the disturbed cannibal dragon to the utterly lethal robodragon 2.0, scalliwag pirate dragon, irredeemable vile dragon, and everything between.
  • Oops! Draconic Field Guide (50 page PDF). Complete information on the 45 new dragons in Oops! All Dragons including names, legends and lore, signs and behavior tables, lair features, and encounters and treasure lists by Cassandra MacDonald.

Mike Myler Patreon

  • Fantasy Classics #1 (4 page PDF). The next time you have a need for an elite tracker and master ranger, unique threat in the water, or shadowy and all-powerful necromancer grab one of these stat blocks. Includes the elven avenger (CR 9), giant sea troll (CR 15), and Shadow King (CR 20).
  • Myler Magic Items #1 (2 page PDF). Make your spearfighter all the more impressive with the dragonbiting spear, fight the chill with a jagged blade, become the other yourself with the monster gauntlet, or remake the world around you with the worldworker's gauntlet.
  • Myler Magic Items #2 (2 page PDF). Use the chicken of desire to draw the attention of everyone worth paying attention to, then grab a crystal-topped staff for thrifty spellcasters, the lariat of nature for any adventurer to feel a bit like a druid, and finally the shield of seasons for warriors eager to protect nature as it helps defend them from harm.
  • Void Archetypes (4 page PDF). Look into the void for the Blank Soul adept, Mawterror fighter, Voidwalker ranger, and Voidtouched sorcerer.
  • Wave Archetypes (4 page PDF). Consider the Cascader druid who's always shifting from one form to the next, the forward-moving Motivator herald, the Roller archetype for warlocks eager to leave their patron but do it on the down low, and the magically momentous Wavemaster cleric—who has little do with the ocean or seas but a great deal to do with the flow of battle.

Plant Witch Press

  • Paradigms of Skill: Expanded Skill Criticals (24 page PDF). Ever rolled a natural 20 or a natural 1 on an ability check and wished you got something a little extra for your great (or sometimes bad) luck? Then look no further! Includes a set of tables for 19 of the 20 skills for critical successes and critical failures.
  • Toil and Trouble: The Kitchen Witch Archetype & Hearth Magic for Every Witch (15 page PDF). Includes the Kitchen Witch archetype, the new hearth school of magic with 20 new spells, and 9 magic items to bring the magic and whimsy of the hearth to characters whether they are witches or not.

Purple Martin Games

Manual of Adventurous Resources

Thematic Tookits

Other

  • Confidence Mage (2 page PDF). Wizard archetype.
  • Arcane Sniper (12 page PDF). New archetype plus multiclass spells.
  • Mortalist (7 page PDF). Warlock archetype, plus a new spell and magic weapon.
  • Fiery Justice (8 page PDF). Two new archetypes for berserkers and heralds.
  • Field Engineer (8 page PDF). New artificer archetype, plus reprint of Viper's Fangs tradition from Thematic Toolkit: Venomous Shadow.
  • Sinuous Sentinels (26 page PDF). New heritage, three new cultures, three new backgrounds, new destiny, a new archetype, a new combat tradition, a new synergy feat chain, and a pile of other things besides!
  • Spells from the Forgotten Vault (84 page PDF). New capabilities for adventurers or dastardly new tricks for villains are always handy, and in these pages, you will find over 100 new spells, including Edicts, Marks, and much more!
  • Spiritualist (5 page PDF). A warlock archetype that can talk to ghosts.
  • System Architecture: Motif Classes (40 page PDF). 7 new classes plus the Arcane Artillery combat tradition.
  • Utility Spells Redux (6 page PDF). An update of some utility spells the author originally created for The Gate Pass Gazette and make them available for other designers to use. It includes updated versions of the spells Beautify Creature, Chef's Palate, Convenient Retrieval, Fertile Field, Housekeeping, Instant Window, Laundry Day, and Map Marker, plus one new utility spell: Phantom Transcriptionist.
  • Riding Parsnip (1 page PDF). Stats for a rideable root vegetable.

Ravine


Rogue GENIUS GAMES

  • Veranthea Codex: Grethadnis (190 page PDF or Hardcover). This campaign setting details 26 nations and regions across the Fair Continent with statistics for 100 NPCs in a realm of medieval fantasy often meddled with by an original pantheon of 18 gods. An entire academy of magic instructors, thieves' guilds galore, zealous priesthoods—there's even 18 new monsters in here including a draconic bunny. It also has new heritage options (like feylves and shadetouched), new class archetypes (including the fiery Doonfist Pistolero and greedy Oath of the Merchanteer), and more than a dozen new magic items (such as the banners of the crusades and mirrored weapons)! PLUS additional plots and lore from designer Thiago Rosa only available in this version of the book. 

The Rogue's Collection

  • A Beginner's Guide to Enchanting (5 page PDF). Rules for enchanting items.
  • Primal Sorcery (7 page PDF). 4 elemental-themed sorcerer archetypes.
  • Legends of Strength (6 page PDF). 3 berserker archetypes.
  • Plaguebringer - A Sorcerer Archetype (20 page PDF). Sorcerer archetype. [no longer available]
  • The Disciple (20 page PDF; free). A new 'mystical martial' class. [no longer available]
  • Twists of Fate (6 page PDF). 6 new destinies. [no longer available]
  • Stories Untold (10 page PDF). 20 new backgrounds. [no longer available]
  • Assets for Hire (1 page PDF; free). 5 new follower types. [no longer available]

Roll Them Bones Gaming

  • Heroes Old and New (27 page PDF). 14 new archetypes for existing classes, plus the new scholar class with 4 archetypes.
  • Mysterious and Marvelous Miscellanea (36 page PDF). New witch class, 13 archetypes, 4 synergy feat chains, and new spells.
  • Extra Credit and Deeper Mysteries (33 page PDF). 5 new archetypes for the Scholar and Witch Classes (previously published in Heroes Old and New), 24 new synergy feat chains, guidelines for the time required to build and upgrade strongholds, an alternate set of rules for firearms, and an expansion to the Witch spell list.

Samurai sheepdog

  • Like A Boss - A Book of Boss Encounters (100 page PDF). Boss-level encounters for a wide variety of gaming systems including Level Up (proceeds for this book go towards Owen KC Stephens medical bills).

Speaks & Spells Publishing

  • The Arcane Exterminator (9 page PDF). A new 'ghostbusting' artificer archetype, plus 9 magic items.
  • Secrets of the Selkies (29 page PDF). An in-depth look into the world of the selkies: creatures from Scottish mythology most notable for their ability to change themselves into seals at will including a new heritage, new creature stat blocks, 2 new feats, 4 new cultures, a new destiny, and eight new archetypes.
  • Venture Forth: Over 100 Knacks for the Core Classes (30 page PDF). New knacks for all 13 of the core classes included in the Adventurer's Guide that will bring new life to your characters

Steampunkette


Storytelling Collective

  • Chrono Slip Primer (57 page PDF). A unique setting/system for a world where time repeats in endless cycles.
  • Chrono Slip (156 page PDF or Hardcover). This campaign setting revolves around an entire continent of traditional and familiar realms locked in an endless repetition most are unaware is happening! In addition to the critical Synchronicity ability score this book boasts origin options including the Slipborn heritage and 5 new cultures (airborn, fireborn, stoneborn, waveborn, and syncworlder), new archetypes for every class, 14 temporal feats, 25 chronal magic items, 21 spells expanding the time school of magic, 64 new foes, narrator tools, exploration challenges, and an introductory adventure (Untimely Assault).
  • Chrono Slip: Timelocked Bestiary (37 page PDF or Softcover). 20 monsters and NPCs ranging from CR 1 to CR 20 with the full Monstrous Menagerie-like treatment. Plus a dozen magic items you can make from the remains of those creatures! 

Wolfworks Press

Journey Best Practices

Journey Best Practices

This page provides tips for running journeys.

  1. 24-mile hexes. If you choose to use hexes on your maps, 24 miles is how far a group travels at normal speed in a day. Using 24-mile hexes makes counting travel time easy--one hex per day.
  2. One activity. It is strongly recommended that you limit journey activities to one per Region, unless the Region is unusually large. The added granularity of resolving daily activities generally doesn’t add to the gameplay. Journey activities are designed as little background things, resolved quickly.
  3. One encounter. Keep encounters to one per Region unless the Region is unusually large.
  4. Experience points. Remember that full XP from an exploration challenge is only gained from a critical success.
  5. Narrator's discretion. Don’t forget that exploration challenge rewards and penalties are entirely up to the Narrator. The core rules play it safe, but you may prefer much more severe consequences for failure. The reward should match the risk.
  6. Modes of play. Running the journey is a different 'mode of play' to the real-time mode of the actual encounters. Normal actions are not available as part of the longer-scale journey mode outside of special encounters.
  7. Single rolls. Try not to reduce an exploration challenge to a single die roll. Spend time describing the situation, encourage interesting solutions, and allow yourself to spend time in the challenge. If the challenge does end up being a single die roll and not much else, the XP reward should be minimal if anything.
  8. Vignettes. Think of an exploration challenge as an evocative encounter. Remember that the PCs will be getting experience points for this, so it should be a noteworthy event. Embellish it and take your time. If you're simply asking for a skill check, it's probably not worth XP.
  9. It's not days! Journeys are not run one day at a time. That way lies tedium! Narrate the crossing of a region organically, puncutated by encounters, not time units. It's OK to say 'you travel for a week, and on the third day..."

Suggested Penalties

The outcome of an exploration challenge is decided by the Narrator. On failure of an exploration challenge, there are suggested outcomes in the challenge stat block, but also consider the following penalties.

Penalties can be instantaneous, permanent, until the next long rest, or until the next haven .


Exploration Challenge Damage

If a challenge inflicts damage as a penalty, the following values are suggested. Damage is doubled on a critical failure.

Tier Obstacle Trap
Tier 0 3 (1d6) 7 (2d6)
Tier 1 5 (1d10) 11 (2d10)
Tier 2 11 (2d10) 22 (4d10)
Tier 3 22 (4d10) 55 (18d10)
Tier 4 55 (10d10) 99 (24d10)

 

A trap is designed to inflict damage directly. An obstacle inflicts less damage but may also incur Supply loss or other effects.

Note that damage is recovered during a long rest, so unless a combat encounter is anticipated before the next long rest, damage has less practical effect as a challenge penalty.


Unusual Penalties

  • Aging +/- 1d6 years (permanent)
  • A stink or odor which inflicts disadvantage on Charisma checks until you reach a haven
  • Other conditions , such as rattled or poisoned until the next long rest
  • Inability to consume or benefit from Supply until you reach a haven
  • A magical mutation of some kind
  • Nightmares which prevent benefiting from a long rest until you reach a haven
  • Loss of voice (which can affect spellcasting)

Clockworks

Clockworks

Clockworks are constructs of steel and bronze that perform complex routines. Clockworks are neither living nor magical, but their clever engineering can make them appear to be both.

Nonmagical Guards. In a world where magic prevails, mundane engineering is rarely appreciated. But clockwork constructs have one advantage that sets them apart from magical inventions—their very lack of magic. Dungeon architects pay princely sums for complex nonmagical sentries, knowing all too well that thieves have many tools to detect and bypass magic.

Authorization Required. Clockworks perceive the world using delicate sensors capable of picking up the slightest vibrations. They sense shape but not color, and are not fooled by visual illusions. Nevertheless, they are able to identify individual creatures by their shape, size, and behavior. They can be programmed to allow authorized creatures to enter an area, while attacking or monitoring intruders.

Creations of Routine. Clockworks follow instructions built into them by their creators. While these instructions can be very complex, clockworks don’t think and don’t learn. If you trick a clockwork once, you can do so again the next time you meet it.

Clockwork Nature. A clockwork doesn’t require air, nourishment, or rest, and is immune to disease

Immutable Form. The clockwork is immune to any effect that would alter its form.

Applied Astronomist

Applied Astronomist

Prerequisite: Skyseer Vision feat, proficient in Arcana and Nature, character level 7th, must be able to name and identify all the planets detailed in Chapter Five


Features

Hit Dice: 1d6 per applied astronomist level.
Hit Points: 1d6 (or 4) + your Constitution modifier per applied astronomist level.

Spellcasting. Add the following spells to all of your classes’ spell lists: augury , clairvoyance , contact other plane , divination , guidance , guiding bolt . 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 and Mystic Arcanum. This advancement includes spell slots, spells prepared, and spells known.

Stargazer (1st level). You gain darkvision with a range of 60 feet, or if you already have darkvision, its range is extended by 60 feet. The range increases to one mile under starlight or moonlight. You cannot be blinded .

Touching the Wheel of Heaven (1st level). Different planes are in ascendance or decline each day, entering or leaving conjunction with various constellations and other celestial phenomena. 

After a long rest , if you were able to spend an hour watching the night sky in the past day, roll two times on the following table to determine which planes you are able to connect to. Reroll duplicates. This connection determines the effects of some of your powers. The connection lasts until you finish a long rest, but no more than 24 hours.

Table: Planar Connections

1d8: Roll two times each day. 

1 – Jiese, plane of fire.

2 – Caeloon, plane of air.

3 – Av, plane of dreams.

4 – Ostea, plane of water.

5 – Urim, plane of earth.

6 – Mavisha, plane of journeys.

7 – Ascetia, plane of time.

8 – Amrou, plane of wards.


Heavenly Flare (1st level). As an action, you can choose one plane you are attuned to and one creature you can see within 60 feet. You manifest a flare of starlight which deals 2d6 radiant damage to that creature and inflicts an additional effect based on the plane you chose. The damage increases to 3d6 if your character level is 11 or higher, and 4d6 at level 17 or higher. A saving throw against your spell DC negates the damage and extra effect. The type of saving throw depends on which plane you choose.

Plane

Additional Effect on Target

Jiese, plane of fire

(Dex save) The target catches on fire. A creature that is on fire take 1d10 fire damage at the end of each of its turns until it spends an action to put itself out. The damage increases 2d10 when you reach 17th level.

Caeloon, plane of air

(Dex save) Erratic winds impose disadvantage on the target’s attack rolls until the end of your next turn.

Av, plane of dreams

(Wis save) The target is charmed until the end of your next turn.

Ostea, plane of water

(Con save) If the target has blood, choose a creature within 60 feet of you to heal an amount equal to the damage you dealt.

Urim, plane of earth

(Str save) The target is knocked prone and cannot teleport until the end of your next turn.

Mavisha, plane of journeys

(Str save) A surge of water pushes the target 20 feet in any direction.

Ascetia, plane of time

(Cha save) The target is stunned until the end of your next turn. While stunned, the target is immune to damage, forced movement, and status effects. No creature can be affected by this two rounds in a row.

Amrou, plane of wards

(Wis save) Until the end of your next turn, the target’s speed is reduced to 0, and it cannot benefit from increases to speed.


Follow Yonder Star (2nd level). You can let the stars guide your movement and protect you. At the start of your turn you can call upon the stars. This does not require an action. Until the end of your next turn your enemies miss with their opportunity attacks that target you or your allies. You cannot use this power again until you take a long rest .


Space Travel (2nd level). Each day you gain movement options or bonuses from the two planes you are connected to.

Plane

Movement Option

Jiese, plane of fire

You can Dash as a bonus action.

Caeloon, plane of air

You gain a fly speed equal to your base land speed, and you can hover.

Av, plane of dreams

You can walk on walls and ceilings, and if you fall you safely land on the nearest surface as if it were down.

Ostea, plane of water

You gain a swim speed equal to your base land speed.

Urim, plane of earth

You ignore the first 5 ft. of forced movement whenever you’d be moved. You may automatically resist being teleported or knocked prone .

Mavisha, plane of journeys

You can teleport 30 feet as an action. If you arrive in an area that provides or that no other creature is observing, you can Hide without spending an action.

Ascetia, plane of time

If you did not move on your previous turn, double your speed.

Amrou, plane of wards

Enemies treat the ground within 10 feet of you as difficult terrain .


Cataclysmic Conjunction (3rd level). As an action you can cause a portion of another plane to temporarily merge with reality. Choose a plane you’re attuned to today. A 15-foot-radius burst within 60 feet of you becomes suffused with the essence of that plane.

When you use this ability, creatures in the burst must make a save against your spell DC. The chosen plane determines the type of save, as with heavenly flare. On a failed save, a creature takes 4d6 force damage and 4d6 radiant damage and suffers the same effect as a heavenly flare of that plane. A creature that succeeds its save takes half as much damage and suffers no extra effect.

For the next five minutes, that area is altered, depending on what plane you chose. You cannot use this power again until you take a long rest .

Plane

Area Effect

Jiese, plane of fire

As a bonus action, you can create an object composed of solid firegem, of any rough shape, up to 15 feet across in any unoccupied space in the area. The object is as durable as wood, but vanishes when the effect ends.

Caeloon, plane of air

Area fills with your choice of fog ( concealment ), or winds up to 30 miles per hour ( disadvantage to ranged weapon attacks at short range, and long range attacks are impossible), or calm air (makes the temperature comfortable and the air breathable).

Av, plane of dreams

Enemies in the area have disadvantage on saves against magical effects. Allies in the area have advantage on those saves.

Ostea, plane of water

Area fills with blood to the depth of your choice, either calm or choppy – which requires a DC 5 or DC 15 Strength (Athletics) check.

Urim, plane of earth

As a bonus action, you can roughly tunnel through up to three 5-ft. cubes of earth or stone in the zone, or extrude an equal amount of stone from a rocky surface.

Mavisha, plane of journeys

When a creature enters the area, you can spend your reaction to have it arrive in any space along the interior perimeter of the area. When a creature leaves the area, you can spend a reaction to have it exit on any exterior space along the perimeter.

Ascetia, plane of time

Enemies in the area are overwhelmed with images from their memories, and treat the area as heavily obscured .

Amrou, plane of wards

Creatures in the area lose resistances to damage, and if they are immune to a damage type instead they have resistance to it.

ZEITGEIST Feats

ZEITGEIST Feats

Choose one of the twelve themes in Adventures in ZEITGEIST to provide a quick hook to link your character to the ZEITGEIST campaign setting. Themes don’t have a mechanical benefit, but can help your Narrator plan what sorts of adventures will appeal to you. Each theme offers an associated feat for characters who are especially committed to the ideals of the theme. As you gain levels, you could potentially even take multiple theme feats. These feats may be selected as part of your normal allocation of feats.

Pagination