Spheres

Training in the Alchemy martial sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.

When you gain the Alchemy sphere, choose either formulae or poison. If you choose formula, you gain proficiency with alchemist’s supplies and gain a (formula) talent of your choice. If you choose poison, you gain proficiency with poisoner’s kits and gain a (poison) talent of your choice. If you are already proficient with the chosen tools, you become proficient with the other tool or gain a bonus talent if you are already proficient with both.

So long as you have alchemist supplies (for formula) or a poisoner’s kit (for poisons) and are proficient, you are assumed to have all the tools and materials required to create formulae or poisons from the Alchemy sphere; the rest of the ingredients are easily gathered or stored throughout your travels and do not have any default cost. Formulae and poisons that allow a saving throw use your sphere DC.

You may create formulae and poisons individually or in batches. Creating a formula or poison individually takes 10 minutes, while batches are made as part of a short or long rest. Due to the volatile nature of the items, you cannot have more formulae and poisons created at one time than a number equal to your proficiency bonus + the number of Alchemy sphere talents you possess; formula and poisons go inert after a day if not used. When creating batches, you create up to your maximum number of formulae or poisons. Because formulae and poisons are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 5 Intelligence check) to recognize that these items’ are unstable and impermanent in nature, so typically they have no monetary value.

Formulae can be drunk or applied to an adjacent willing ally as an Action. Some formula can also be thrown as an improvised weapon with a normal range of 20 feet and a long range of 60 feet. Formulae that are thrown as improvised weapons do not deal damage unless stated otherwise, but do shatter upon impact, applying their effects to the target or object they are thrown against.

All poisons function as ingested or injury poisons unless modified by another talent. Applying an injury or contact poison to a weapon is an Action, and the next creature that takes damage from that weapon (within 1 minute) suffers its effects.

Some formulae can also be applied to weapons, as noted in the relevant talent. You may only have a single formula or poison applied to a weapon at one time; applying another causes the previously applied item to become inert.

When you gain the Alchemy sphere, you gain the following ability:

Contents

Potency

You know the secrets of how to get the most out of alchemical creations. When using an alchemical item or a poison whose name matches a talent you possess, any saving throw it requires uses your Sphere DC instead of its normal DC, if it is higher.

You may expend your martial focus to increase the effects of certain poisons and alchemical items when you use them, throw them, or apply them to a weapon. The effects of this increased potency is listed for each individual item. You must have an item’s respective talent to use its more potent form, but you can use this ability not only with formulae and poisons you have created, but also with purchased or crafted items of the same name.

Alchemy Basic Talents

Talents in the Alchemy sphere may possess the (formula) or (poison) descriptor. These talents expand what formulae or poisons you can craft or use potency with. Some of these talents may also possess the (medic) descriptor.

Formula Talents

Acid (formula)

You create a vial of acid that deals 2d6 acid damage on a hit.

Acid can also be splashed onto a creature within 5 feet of you as a melee attack with an improvised weapon.

  • Potency: You may expend martial focus to apply an acid vial to a weapon as if it were a poison. The weapon deals an additional 1d6 acid damage on all attacks for 1 minute. If you expend your martial focus when throwing or splashing with an acid vial, its damage increases by 1d6 (3d6), and again by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6).

Alchemist Fire (formula)

You create a flask of alchemist fire that deals 1d4 fire damage.

Any creature damaged by the alchemist fire takes an additional 1d4 damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity saving throw against your Alchemy sphere DC to extinguish the flames; rolling on the ground provides the target advantage on the saving throw. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

  • Potency: You may expend martial focus to apply alchemist fire to a weapon as if it were a poison. The weapon deals an additional 1d6 fire damage on all attacks for 1 minute. If you expend your martial focus when throwing alchemist fire, both its initial damage and its follow up damage per turn increases by 1d4 (2d4), and again by 1d4 when you reach 5th level (3d4), 11th level (4d4), and 17th level (5d4).

Alchemical Ice (formula)

You create a flask of alchemical ice that deals 1d6 cold damage to a target when thrown. Creatures damaged by alchemical ice have their movement speed reduced by 10 feet for 1 round.

  • Potency: You may expend martial focus to apply alchemical ice to a weapon as if it were a poison. The weapon deals an additional 1d6 cold damage on all attacks for 1 minute. If you expend martial focus while throwing alchemical ice, the formula’s damage increases by 1d6 (2d6), and again by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Bottled Lightning (formula)

You create a vial of bottled lightning that deals 1d8 lightning damage. You have advantage on attack rolls with bottled lightning made against creatures who are made of metal or who are wearing metal armor.

  • Potency: You may expend martial focus to apply bottled lightning to a weapon as if it were a poison. The weapon deals an additional 1d6 lightning damage on all attacks for 1 minute. If you expend your martial focus when throwing bottle lightning, its damage increases by 1d8 (2d8), and again by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).

Flash Powder (formula)

You create a flask of flash powder. On a hit, the target must pass a Constitution saving throw or be blinded for 1 round. At the end of each of its turns, the target can make a new Constitution saving throw to end the effect early.

  • Potency: If you expend your martial focus when throwing flash powder, the duration of the blindness increases to 1 minute.

Focusing Formula (formula, medic)

You create a concoction that restores combat vigor. Anyone who drinks the concoction or has it applied to them regains martial focus.

Grease (formula)

You create a flask of grease. Targets affected by grease have advantage on ability checks to escape bonds, restraints, or grapples, but disadvantage on Athletics checks, Acrobatics checks, and on Dexterity saving throws against effects that deal fire damage or which cause a creature to catch fire. If applied to open ground, it creates a 5 ft. square that counts as difficult terrain. Any creature that enters the area or ends its turn there must succeed on a Dexterity saving throw or fall prone.

Grease lasts for 1 round, but a creature may end this effect by spending an action removing the grease.

  • Potency: If you expend your martial focus when throwing or applying grease, the duration of the grease increases to 1 minute.

Holy Water (formula)

You create a flask of holy water that deals 2d6 radiant damage to fiends or undead on a hit. Holy Water can also be splashed onto a creature within 5 feet of you as a melee attack with an improvised weapon.

  • Potency: You may expend martial focus to apply holy water to a weapon as if it were a poison. The weapon deals an additional 1d6 radiant damage on all attacks against fiends and undead for 1 minute. If you expend your martial focus when throwing holy water, its damage increases by 1d6 (3d6), and again by 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6). If you expend your martial focus when splashing a dominated or possessed creature within 5 feet of you as a melee attack, the creature gains an additional saving throw to end the effect.

Itching Powder (formula)

You create a flask of itching powder. On a hit, the target becomes incredibly itchy for 1 round. Whenever the target makes an attack roll, saving throw, or ability check, the target must roll a d4 and subtract the number rolled. A creature can end this penalty by using its action to make a Wisdom (Medicine) check against your Alchemy sphere DC to cleanse the creature of the powder, by using the Life sphere’s restore ability or by casting a lesser restoration. Immersing the target’s body in water also removes this effect. This counts as poisoned when removing it or dealing with immunity.

  • Potency: You may expend martial focus to apply itching powder to a weapon as if it were a poison. The next creature that is dealt damage by the weapon within 1 minute is subject to the itching powder’s effects for 1 round. If you expend your martial focus when throwing the itching powder, the penalties’ duration increases to 1 minute.

Panacea (formula, medic)

You create a concoction that removes the blinded, deafened, or poisoned condition from the target. When throwing a panacea, an ally aware of you can choose not to avoid the attack, in which case you automatically hit.

  • Potency: If you expend your martial focus when targeting a creature with the panacea, the list of conditions that panacea may remove now also includes frightened. The list of conditions is expanded at 5th level (diseased), 11th level (stunned), and 17th level (paralyzed).

Performance Enhancer (formula, medic)

When you use this formula, choose one attribute; the target gains advantage on ability checks with that attribute for 1 minute. The target takes disadvantage on ability checks and saving throws with the corresponding attribute for the same duration. Strength corresponds to Intelligence, Dexterity to Wisdom, and Constitution to Charisma. Once someone benefits from this stimulant, they cannot do so again until they complete a short or long rest. When throwing a performance enhancer, an ally aware of you can choose not to avoid the attack, in which case you automatically hit.

Salve (formula, medic)

You create a poultice that can be used as a potion, allowing the target to expend a hit die to heal themselves, adding your key ability modifier to the amount healed. When throwing a salve, an ally aware of you can choose not to avoid the attack, in which case you automatically hit.

  • Potency: If you expend your martial focus when targeting a creature with the salve, the target is also healed an additional 1d8 hit points, increasing again by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Smelling Salts (formula, medic)

You create a pouch of powder with a strong, pungent odor.

When throwing smelling salts, it creates a 10-ft. radius cloud centered on a point within range. Creatures that breathe in the dust must succeed on a Constitution saving throw or be forced conscious and imposed with anosmia for 1 minute.

A creature with anosmia cannot benefit from having a keen sense of smell, and cannot track a creature by scent. A creature that is unconscious due to being reduced to 0 hit points is still awakened by smelling salts on a failed saving throw but is still incapacitated.

  • Potency: If you expend your martial focus when throwing smelling salts, creatures are still awakened on a successful saving throw. Additionally, dying creatures within the cloud stabilize. Affected creatures can choose to resist being made stable with a successful Constitution saving throw.

Smoke Bomb (formula)

You create a smoke bomb that explodes into a cloud of thick smoke. When you throw the smoke bomb, it creates a 10-ft. radius cloud centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 round or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

  • Potency: If you expend your martial focus when throwing a smoke bomb, the duration increases to 1 minute.

Sneezing Powder (formula)

You create a flask of sneezing powder. On a hit, the target must succeed on a Constitution saving throw or succumb to uncontrollable sneezing, becoming incapacitated for 1 round.

As long as the target is conscious, it can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, another creature can end these penalties by using its action to make a Wisdom (Medicine) check against your Alchemy sphere DC to cleanse the creature of the powder, by using the Life sphere’s restore ability, or by casting a lesser restoration. Immersing the target’s head in water also removes this effect. This counts as poisoned for removing it and dealing with immunity.

  • Potency: You may expend martial focus to apply sneezing powder to a weapon as if it were a poison. The next creature that is dealt damage by the weapon within 1 minute is subject to the sneezing powder’s effects for 1 round. If you expend your martial focus when throwing the sneezing powder, the penalties’ duration increases to 1 minute.

Tanglefoot Bag (formula)

You create a flask of entangling glue. On a hit, the target’s speed is reduced to 0. A flying creature (assuming it uses wings to fly) falls to the ground. A tanglefoot bag does not function underwater. This lasts for 1 round, but a creature may end this effect by spending an action removing the glue.

  • Potency: If you expend your martial focus when throwing the tanglefoot bag, the effect lasts for 1 minute.

Thunderstone (formula)

You create a stone that explodes upon impact when thrown with a loud, reverberating crash. On a hit, the target must make a Constitution saving throw or take 1d10 thunder damage and be deafened for 1 minute. Those that succeed the saving throw take half as much damage and are not deafened.

  • Potency: If you expend your martial focus when throwing a thunderstone, a target that fails its saving throw is also stunned for 1 round, and the thunder damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

War Paint (formula)

War Paint can’t be drunk, applied by throwing, or augmented by Gaseous Application.

You gain the knowledge of two colors of war paint when you gain this talent; you may create one pigment of warpaint from a list of colors that you know, chosen at the time the formula is created. War paint can be applied to any visible part of the body — typically the face, shoulders, legs, or arms, or even armor or clothing.

A creature can only benefit from one color of war paint at a time — applying a dose of a different color replaces the effects of the previous application. Once applied, the effects of the war paint last for 1 hour. You may select this talent multiple times; each time, you gain the knowledge of two more colors of war paint. War paint have the following effects based on their color:

Poison Talents

Confusing Hallucinogen (poison)

Creatures subjected to this poison must make a Constitution saving throw at the start of each of their turns. Succeeding on two saving throws ends the effect. Those who fail one saving throw automatically fail Investigation and Perception rolls for as long as they are subject to the effect. Creatures that fail two saving throws become confused; they can’t take reactions and must roll a d10 at the start of each of their turns for as long as they are subject to the effect to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Drowsy Venom (poison, medic)

Creatures subjected to this poison must make a Constitution saving throw at the start of each of their turns. Succeeding on two saving throws ends the effect. Those who fail one saving throw increase their exhaustion level by 1 (to a maximum of 2) for as long as they are subject to this effect. Creatures who fail their saving throw while already at exhaustion level 2 lose consciousness and fall asleep. Slapping or wounding awakens an affected creature, but normal noise does not.

Awakening a creature is an action.

Frightening Hallucinogen (poison)

Creatures subjected to this poison must make a Constitution saving throw at the start of each of their turns. Succeeding on one saving throw ends the effect. Those who fail one saving throw are imposed with disadvantage on all Intelligence and Wisdom saving throws for the duration. Those that fail two saving throws become frightened of all hostile creatures for one round.

Basic Poison (poison)

Creatures subjected to this poison must make a Constitution saving throw or take 1d4 poison damage.

Potency: If you expend your martial focus when applying basic poison, any creature damaged by the basic poison is also poisoned for 1 round. At the start of each of their turns, as long as they are poisoned, the creature must continue to make another Constitution saving throw or suffer the effects of this poison. A successful Constitution save ends the poisoned condition on the target and negates any poison damage they would’ve taken from the basic poison. The poison damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Paralytic Venom (poison)

Creatures subjected to this poison must make a Constitution saving throw at the start of each of their turns. Succeeding on two saving throws ends the effect. Each time a creature fails a saving throw, they decrease all movement speeds by 10 feet for as long as they are subject to this effect. Creatures who fail an additional saving throw after all their speeds have been reduced to 0 feet become paralyzed for as long as they are subject to the effect.

Will-Sap (poison)

Creatures subjected to this poison must make a Constitution saving throw at the start of their next turn and once per minute thereafter. Succeeding on two saving throws ends the effect. Creatures that fail one saving throw take disadvantage on all saving throws against the charmed condition and on all Charisma ability checks for as long as they are subject to the effect.

Other Talents

Contact Poison Delivery

You may prepare your poisons as contact poisons. Contact poisons may be thrown as if they were formula. Creatures that are hit by the attack are subject to the poison. Whenever you successfully perform a Dirty Trick or Steal action, you may expend your martial focus to subject the target to your contact poison as part of the same action.

Controlled Rupture

Whenever you use a formula or poison, you can select a number of individuals or 5-foot squares equal to your proficiency bonus that are not affected. Selected targets or creatures inside the selected squares do not suffer the effects of the formula or poison.

Delayed Application

Whenever you create a formula or poison, you can choose to delay the effects up to a number of minutes up to half your level. You may expend two doses to instead delay the effects for a number of hours up to half your level. This delay takes place between when a creature is subjected to the formula or poison and when its effects manifest and does not influence how long a formula or poison remains potent after being applied but before the target is exposed to it.

As a reaction, you may expend your martial focus to immediately trigger the effects of one delayed formula or poison you created within 60 feet.

Gaseous Application

You may prepare a formula as a gas instead of a liquid. A gaseous formula targets a 5-foot radius area within normal range (normally 20 feet), cannot be applied to a weapon, and no longer requires an attack roll. Creatures caught inside the area of effect suffer the effects of the formula, but are allowed a Dexterity saving throw to negate any negative effects if the formula does not already require a different saving throw. This has no effect on formula that can’t be thrown, such as war paint. If used with an alchemical item that’s already a gas, such as smoke bombs, this instead doubles the area.

Clouds of gaseous formula grant their effects and then dissipate; the duration of its effects remain unchanged, but creatures cannot simply enter or re-enter the area to gain their effects.

You may also prepare a poison as an inhaled poison; such poisons are counted as two doses for determining the number you may prepare. An inhaled poison targets a 5-foot radius area within normal range (normally 20 feet) and cannot be applied to a weapon. Creatures that enter or begin their turn within this cloud are subject to the poison. The toxic cloud dissipates after 1 minute, or a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Lasting Application

Whenever you apply your poison to a weapon, the poison lasts for 1 additional successful attack before it is consumed.

At 5th, 11th, and 17th levels, it remains for an additional successful attack. Alternatively, you may apply a single dose of poison to up to 2 pieces of ammunition with a single action, plus one additional piece of ammunition at 5th, 11th, and 17th levels.

When you create an ingested poison and add it to any food or drink, it remains potent for up to 48 hours and becomes tasteless and odorless. You may expend two doses to have it instead remain potent for 1 week.

Master Chemist

You gain proficiency with either alchemist supplies or poisoner’s kit. If you are already proficient with the chosen tools, you instead add double your proficiency bonus. This talent may be taken more than once.

Master Herbalist

You gain proficiency with the herbalism kit and can use an herbalism kit to craft formulae or poisons from the Alchemy sphere. If you are already proficient with the herbalism kit, you instead add double your proficiency bonus.

Quick Doses

The amount of time it takes to create formula or poisons individually is reduced to 5 minutes.

Risky Business

You may expend martial focus to impose disadvantage to the target’s saving throw against the initial effects of your formula or poison. In addition, throwing a formula or poison against a creature while within 5 feet doesn’t impose disadvantage on your attack roll.

Skilled Applicator

You may apply a formula or poison to yourself or a weapon you wield as a bonus action.

Specialized Venom

You select one creature type (or two races of humanoid) from the ranger favored enemy list; your poisons may affect those creatures even if they would normally be immune to poison damage and the poisoned condition. If not immune, you ignore any racial bonuses they may possess to saving throws against poison damage and the poisoned condition.

You may select an additional type (or two humanoid races) at 5th, 11th, and 17th levels.

Alchemy Legendary Talents

Renaissance, Modern, and Future Eras

Some legendary alchemy talents are legendary because their availability depends on what level of technology is found in the world at large; for example, if the world already has access to modern explosives, there is no reason an alchemist shouldn’t be able to gain modern era legendary talents. The technological era of a particular campaign setting is determined by the game master.

Advancing Eras

With dungeon master permission, a dedicated alchemist might be able to advance forward through technological eras with their creations, beginning with simple chemistry, advancing through gunpowder, before finally building modern creations.

In such a case, taking Alchemist’s Fire counts as meeting the prerequisites for the Bomb talent, and taking Bomb counts as meeting the prerequisites for the Dynamite and Fragmentation Grenade talents.

Bomb (formula)

Prerequisite(s): Alchemy sphere, Renaissance era.

You create a bomb that you can light and throw at a point within 60 feet. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 3d6 fire damage.

Each bomb counts as two formulae for the purpose of determining how many you may have created at one time.

Potency: If you expend your martial focus when throwing a bomb, creatures still take half damage on a successful Dexterity saving throw, and the fire damage increases by an additional 1d6 when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6).

Dynamite (formula)

Prerequisite(s): Alchemy sphere, Modern era.

You create a stick of dynamite that you can light and throw at a point within 60 feet. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage on a failed save, or half as much on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the specified number of rounds goes by, the dynamite explodes on that initiative.

Each stick of dynamite counts as two formulae for the purpose of determining how many you may have created at one time.

Elixir of Immortality (formula, medic)

Prerequisite(s): Alchemy sphere, 15th level.

You may create a special elixir that restores a creature to its starting age as a young adult. Unlike a standard formula, it takes 1 month to brew an elixir of immortality, and it costs an additional 50,000 gp in materials to create.

Fragmentation Grenade (formula)

Prerequisite(s): Alchemy sphere, Modern era.

You create a fragmentation grenade that you can throw at a point within 60 feet. Each creature within 20 feet of that point must make a Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much on a successful one.

Each grenade counts as three formulae for the purpose of determining how many you may have created at one time.

Glue and Solvent (formula, poison)

Prerequisite(s): Alchemy sphere (Acid Flask), 15th level.

You can create sovereign glue or universal solvent as a formula.

A formula of sovereign glue or universal solvent requires 10,000 gp in materials to create and counts as ten formulae for the purpose of determining how many you may have created at one time.

Necromancers Oil (poison)

Prerequisite(s): Alchemy sphere, 11th level of higher.

Creatures subjected to this poison must make a Constitution saving throw at the start of each of their turns. Succeeding on two saving throws ends the effect. Each time a creature fails a saving throw, it treats its proficiency bonus as 1 lower for the duration of the effect. If a creature would be reduced to a +0 proficiency bonus by this effect, it dies and is reanimated as a zombie per the Death sphere. This does not grant you any control over the zombie. This poison counts as two doses for the purpose of determining how many you may have created at one time.

Potency: If you expend your martial focus when using the necromancer’s oil, a creature who fails their saving throw also takes 3d6 Necrotic damage.

Petrifying Poison (poison)

Prerequisite(s): Alchemy sphere, 11th level or higher.

Creatures subjected to this poison must make a Constitution saving throw at the start of each of their turns. Succeeding on two saving throws ends the effect. The first time a creature fails a saving throw, it becomes restrained for the duration of the effect. If a creature fails three saving throws, it is permanently turned to stone. This poison counts as two doses for the purpose of determining how many you may have created at one time.

Philosophers Stone (formula, medic)

Prerequisite(s): Alchemy sphere, 20th level or higher.

Once per month with one day of work, you may create a philosopher’s stone.

A philosopher’s stone appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 15), a cavity is revealed at the stone’s heart. This cavity is lined with a magical type of quicksilver that enables any character with proficiency in alchemist’s tools to transmute base metals (iron and lead) into silver and gold. A single philosopher’s stone can turn up to 5,000 pounds of iron into silver (worth 25,000 gp) or up to 1,000 pounds of lead into gold (worth 50,000 gp).

However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.

The quicksilver found in the center of the stone may also be put to another use. If mixed with any formula or potion that restores hit points while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell or Greater Resurrection sphere effect for any dead body it is sprinkled upon.

Spontaneous Alchemy

Prerequisite(s): Alchemy sphere (Quick Doses), 1st level or higher.

As an action or a bonus action, you can expend your martial focus to craft one alchemical item, poison, or potion instantaneously.

As an additional cost, you must spend an amount of crafting material or gold whose worth is equal to the item’s purchase price; items without an established purchase price cannot be crafted this way. To use this talent, you must also have appropriate tools on hand or readily available; alchemy items require alchemist’s supplies, poisons require poisoner’s kits, and potions require brewer’s supplies or a herbalism kit.

You can only use this talent a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Variants

Hippocratic Oath

You cannot create any formulae or poison that lacks the (medic) descriptor. You gain a (medic) talent as a bonus talent.

Horticulture

When you gain the Alchemy sphere, you do not gain proficiency with either alchemist’s supplies or the poisoner’s kit.

You can only use herbalism kits when crafting formulae or poisons from the Alchemy sphere. You gain Master Herbalist as a bonus talent.

Athletics Sphere

Aided Acrobatics

It is possible to perform some acrobatic actions with the aid of a tool. Some examples are given below.

  • Polevault: Use a 10-foot pole, polearm, quarterstaff, or spear to pole vault as an Action, letting you treat your Strength or Dexterity score as 10 higher when determining your jump’s distance or height.
  • Bomb Jump: Throw an explosive behind you as an Action to treat your Strength or Dexterity as 10 higher when determining your jump’s distance or height.
  • Combat Sledding: Ride downhill on a sled or shield to let you take a Dash action as a bonus action.
  • Aided Climb: Use daggers, pickaxes, or some other one-handed piercing weapons to climb a wall that would otherwise be unclimbable.
  • Aided Fall: Use daggers, pickaxes, a tanglefoot bag, or some other piercing weapon as a Reaction to stick to a wall and stop your fall.
  • Gliding: Use a cloak as a Reaction during a running jump to glide 1 foot horizontally for each 2 feet fallen vertically. When performing any such action, you must usually pass a Hard Strength (Athletics) or Dexterity (Acrobatics) check (DC 20) to keep from failing and falling prone.

Climb onto a Bigger Creature

When dealing with a creature two sizes larger than yourself, you may treat that creature as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion.

The larger creature can dislodge the smaller creature as an action – knocking it off, scraping it against a wall, or grabbing and throwing it – by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Rope Swing

You can use a secured chain or rope, a grappling hook, a Tether magic talent (see the Destruction, Telekinesis, or Universal (manabond) spheres in Spheres of Power), or a whip or tendril to swing around the battlefield. There must be something present for the item to attach to (for example, you could lash a chandelier, but not a blank bit of wall). Attaching such an item requires an action and that the anchor spot be within the item’s reach. Treat a grappling hook as having a reach of 30 feet for this purpose. You can make an anchor spot on a creature at least 2 sizes bigger than you, but this requires an attack roll.

Once your rope or weapon is secured, as part of your normal movement you may attempt to move to any other legal square on the ground that is within the rope or weapon’s reach as determined from the anchor point. Your movement does not provoke attacks of opportunity. You must still have a clear path towards the destination. Dislodging your weapon or item requires another action.

Tumble

A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.

When you gain the Athletics sphere, you become proficient in either Athletics or Acrobatics. If you are already proficient in both, you instead select any one talent from this sphere as a bonus talent.

In addition, you gain the following ability:

Coordinated Movement

Whenever you take the Dash action or Disengage action as an action (but not a bonus action, if you have that ability), you regain your martial focus.

Athletics Basic Talents

Some talents have the (motion) tag, which add an effect to your movement. You cannot apply more than one (motion) talent to a given movement.

Motion Talents

Dizzying Tumble (motion)

Your rapid spins and twists leave a creature reeling. When you exit a space adjacent to a hostile creature, you may spend 10 feet of movement to force that creature to make a Wisdom saving throw. If the creature fails, it takes disadvantage on all attack rolls until the end of your next turn. Once a creature has succeeded on this save, it is immune to your use of this ability until you complete a short or long rest.

Moving Target (motion)

When moving more than 20 feet during your turn, you gain half cover (+2 bonus to AC and Dexterity saving throws) against ranged attacks and spells until the start of your next turn. If you move at least 40 feet, you may expend your martial focus to increase this to three-quarters cover (+5 bonus to AC and Dexterity saving throws). If you take this talent a second time, the cover applies to melee attacks as well.

Sudden Flank (motion)

If you successfully tumble through a hostile target’s space, you gain advantage on your next attack against that creature before the end of your turn.

Other Talents

Capoeira Spin

You do not take disadvantage on attack rolls with unarmed strikes due to the prone condition. If you start your turn prone, you may stand up from prone as a bonus action, making a single unarmed attack simultaneously.

Close Quarters Training

You can stand in or move through the space of a hostile creature and even make attacks from that space. You must succeed on a Dexterity (Acrobatics) check opposed by the creature’s Strength (Athletics) or Dexterity (Acrobatics) (the creature chooses); if you fail, your movement stops in the previous space and you provoke an opportunity attack from them. Attacks you make against a creature you are sharing a space with have disadvantage unless they are made with light weapons, natural weapons, or unarmed strikes.

If two creatures sharing a space in this way are of the same size, they grant each other half cover (+2 bonus to AC and Dexterity saving throws) against creatures not sharing the space. If one creature is larger, the smaller creature gains three-quarter cover (+5 bonus to AC and Dexterity saving throws), and the larger creature gains no cover. If this cover is enough to cause an attack to miss, resolve the attack against the other creature using the original attack roll.

Mighty Conditioning

Any time you make a Strength (Athletics) or Dexterity (Acrobatics) check, you may use either Strength or Dexterity as your ability (your choice). You can use Dexterity instead of Strength to determine the distance or height you can jump.

Mobility

Opportunity attacks made against you for moving out of a creature’s reach take disadvantage.

Multiple Motions

When moving, you may expend martial focus to apply two (motion) talents to the movement.

Polearm Vaulter

You no longer need to spend an action or pass a check to pole vault. Additionally, when pole vaulting, you can expend your martial focus as a bonus action to increase the distance jumped by an additional 10 feet or the height of a jump by an additional 5 feet regardless of your Strength (or Dexterity) score or remaining movement.

Powerful Wings

If you can fly through the use of wings, you may hover.

Rope Swing

You may attach an appropriate item to perform a rope swing as a bonus action, and dislodging it requires no action at all.

When rope swinging, you may end your movement in the air (as if you had a fly speed) or even swing all the way up to the anchor point as a means of quick climbing.

Rapid Motion

You may take the Dash action as a bonus action.

Scale Foe

You may make the Strength (Athletics) or Dexterity (Acrobatics) check necessary to climb onto a bigger creature as a bonus action instead of an action. Creatures you have climbed on gain disadvantage on any attacks made against you (but not on attempts to dislodge you).

If you possess the Bronco Buster talent of the Beastmastery sphere, you may use Strength (Handle Animal) checks in place of Strength (Athletics) checks when climbing on a bigger creature. If you have the Wrestling sphere, climbing onto a bigger creature counts as grappling them for the purpose of that sphere (within reason; you can’t use Choke Hold or Heel Tactics if you are not near the bigger creature’s neck or eyes, for example). If you possess the Close Quarters training talent, you gain its benefits while clinging to a bigger creature.

Strong Lungs

You are practiced at quickly collecting a deep breath, drawing in more air in less time. This gives you the following benefits.

You gain advantage on any saving throw against an effect that requires inhalation or causes suffocation.

You have advantage on Constitution saving throws made against exhaustion as part of a forced march.

Multiply the number of rounds you can normally hold your breath by your proficiency bonus.

Sure Grip

The power in your hands is great. This gives you the following benefits.

You have advantage on Athletics checks to climb or prevent falling and, as a reaction, may make an Athletics check to catch yourself or another creature within your natural reach when falling.

You never drop held items when subject to the frightened, stunned, or unconscious conditions. This includes spells or abilities that cause you to drop held items in addition to being subject to one of these conditions (such as the fear spell).

If you are grappling a creature, your grapple does not end automatically if you become incapacitated.

Swift Movement

When you have martial focus, all of your movement speeds increase by +10 feet.

Training

You become proficient in either Strength (Athletics) or Dexterity (Acrobatics). If you are already proficient in one, you may choose to gain twice your proficiency bonus instead. This talent may be taken more than once.

Tumbling Recovery

You may drop prone at any time, even when it is not your turn. Whenever you are knocked prone or drop prone, you may spend a bonus action or reaction to move up to 10 feet in any direction. If used to avoid an attack or area effect, this talent imposes disadvantage on the attack roll and gives you advantage on the Dexterity saving throw.

Unimpeded Positioning

As long as you have martial focus, you ignore non-magical difficult terrain.

Unwilling Boost

You can use the momentum of another creature’s attack to launch yourself. When your movement provokes an attack of opportunity from a creature of at least your own size, You may increase your movement speed for the round by 5 feet per point of the creature’s Strength bonus horizontally, or half that amount vertically. To do this, either the creature must strike you, or if they miss, you must use your bonus action to still use their attack to your advantage. Allies may choose to use their reaction to aid you as if making an attack of opportunity against you, but you still must use a bonus action to take advantage of their aid.

Wall Stunt

You may run up or along walls as if they were flat ground, although you treat them as if they were difficult terrain. You may treat creatures at least two sizes larger than you as if they were walls (with GM discretion), but using a creature in this fashion provokes an attack of opportunity from them. You fall at the end of your turn if you are still on a wall in this fashion unless you have something to hold onto (including a creature, if attempting to climb onto a bigger creature).

Whirlwind Flip

Whenever you succeed at a tumble check against a hostile creature, you regain your martial focus.

Athletics Legendary Talents

Afterimage (motion)

Prerequisite(s): Athletics sphere.

When moving more than 20 feet during your turn, the speed of your motion causes you to leave behind an afterimage, which may foil your foe’s attacks. This afterimage disappears at the start of your next turn.

Whenever a creature attacks you or targets you with a spell, there is a 50% chance they instead attack your duplicate.

Once a creature hits your duplicate, the duplicate is destroyed.

An attacker must be able to see the afterimages to be fooled.

If you are invisible or the attacker is blind, this ability has no effect.

Air Stunt

Prerequisite(s): Athletics sphere (Wall Stunt), 5th level or higher.

You may treat the air as if it were a wall for the Wall Stunt talent.

Flash Step (motion)

Prerequisite(s): Athletics sphere, 11th level or higher.

When you take the Dash action, you may expend martial focus to magically teleport to your final destination without passing through any intervening squares. The place you end must be within sight and must be within the range of your movement speed.

Helicopter Descent

Prerequisite(s): Athletics sphere (Polearm Vaulter or Rope Swing).

If you end your turn in the air while wielding a Polearm Vaulter or Rope Swing item, you may as a Reaction expend your martial focus to slow the descent of your fall to 60 feet for a number of rounds equal to your proficiency bonus. If you land before the slow descent ends, you take no falling damage and can land on your feet.

Shark Swim

Prerequisite(s): Athletics sphere.

You gain a swim speed equal to your land speed. If you possess the Strong Lungs talent, you can replace its usual bonus to holding breath and instead hold your breath for a number of hours equal to your Constitution modifier.

Sparrows Path

Prerequisite(s): Athletics sphere (Air Stunt, Wall Stunt), 5th level or higher.

You gain a fly speed equal to half your base land speed.

Speed Boost

Prerequisite(s): Athletics sphere.

You may move an additional 10 feet when taking the Dash or Disengage action. You may also expend your focus to increase your movement speeds by 50 feet for a number of rounds equal to your Constitution modifier. After these rounds end, your exhaustion level increases by 1 until you complete a short or long rest. You suffer this exhaustion even if you are usually immune to exhaustion. You cannot use this ability if your exhaustion is greater than 2.

Spiders Touch

Prerequisite(s): Athletics sphere.

You gain a climb speed equal to your base land speed. If you possess the Sure Grip talent, you can climb across vertical surfaces and upside down along ceilings. You must have at least 1 hand free to climb.

Terrain Glide

Prerequisite(s): Athletics sphere, 11th level or higher.

Your skills and muscles honed by swimming allow you to cleave through soil and snow with ease. You can swim through dirt and sand as if it were water. This counts as swimming through difficult terrain (each foot of movement costs 2 extra feet, or 1 if you possess a swim speed). This does not grant you the ability to see or breathe through dirt, meaning you are effectively blind while swimming in this fashion and might run out of air if you spend too long underground.

Variants

Limited Athleticism

You do not gain proficiency in Athletics or Acrobatics and may not take the Training talent. You gain a (motion) talent as a bonus talent.

Barrage Sphere

Suppressing Fire (blitz)

Instead of making your bonus action attack, you instead fire two wild shots. The target may choose to dodge these attacks, in which case they automatically miss, but the target has its movement speed reduced by half and suffers a -2 penalty on Perception checks and attack rolls until the end of their next turn. The target can choose not to avoid these attacks, in which case you may roll both attacks normally (but with disadvantage), and the target doesn’t suffer the penalties.

Other Talents

Battlefield Scavenger

When collecting non-firearm ammunition after it has been used in combat, you recover three-quarters of all spent ammunition rather than half. You may draw a thrown weapon or a piece of ammunition from the environment or a dead creature as part of the same action used to make a ranged attack with it, or even a living creature within reach, though they are allowed a Dexterity saving throw to prevent it. On a failed saving throw, you may extract as many thrown weapons or pieces of ammunition as you desire from the target creature, up to the total amount present, and the target suffers 1d4 points of slashing damage per piece of ammunition extracted.

Your attack action is wasted on a successful saving throw, as you couldn’t secure the ammunition required to make your intended attacks.

If you possess the Scoundrel sphere, you may apply a (trick) talent to the act of pulling ammunition from a creature.

Blitz Focus

Whenever you hit with at least two attacks while making a barrage, you regain your martial focus.

Blowback Barrage

When you strike the same target at least twice with the same barrage, that target must make a successful Strength saving throw or be pushed backward 5 feet. If this movement would force a creature into a solid object, they instead fall prone.

Hammering Shots

You may expend your martial focus when making a barrage.

If you do so, your bonus action attacks may add your ability modifier to their damage rolls.

Vigilant Sharpshooter

As long as you have martial focus, you may make opportunity attacks with a ranged weapon you are wielding, treating it as if it were a melee weapon with the Reach quality.

Barrage practitioners specialize in using ranged weapons to make fast shots, often from the middle of the melee itself.

All practitioners of the Barrage sphere gain the following ability:

Barrage

As a special attack, you may make an attack with a ranged weapon, then make an additional attack with that ranged weapon as a bonus action. You may choose to resolve this bonus action attack before your other attack or attacks. You don’t add your ability modifier to the damage of this bonus attack, unless that modifier is negative.

The attack made as a special attack and this bonus action attack are together referred to as your ‘barrage.’ Some talents are marked (blitz). You may apply one (blitz) to a barrage. You must meet the prerequisite conditions for the (blitz) if there are any.

Barrage Basic Talents

Blitz Talents

Mixed Barrage (blitz)

You may replace your bonus action attack with a melee attack or a shove.

Spinning Shot (blitz)

You may expend your martial focus to make two attacks as a bonus action instead of one. However, each attack of your barrage must all be made against different targets.

Distracting Shot (blitz)

You may intentionally miss with your bonus action attack in order to manipulate your opponent’s movements. Instead of making your bonus action attack, you instead give yourself advantage on your other attack made as part of your barrage.

Redirection (blitz)

When making a barrage, you may sacrifice your bonus action attack to instead strike one of your other weapon attacks, changing its course mid-flight. This attack may turn once up to 90 degrees, allowing you to strike around corners, bypass cover, or perform other, similar feats.

Barrage Legendary Talents

Cone of Death

Prerequisite(s): Barrage sphere (Spinning Shot), 5th level or higher.

As an action, you may expend your martial focus to make one attack against every creature within a 30-foot cone. You must have a piece of ammunition for each target, as normal, and make a separate attack roll for each target.

Ceaseless Ammo

Prerequisite(s): Barrage sphere.

So long as you have at least 10 pieces of ammunition of a particular non-magical type, you may fire as many pieces of that ammunition as you desire without actually expending your ammunition.

When the combat is finished, you cannot retrieve more pieces of ammunition than you had before the combat began; you always end the combat with the same amount of ammunition you started with. This is a magical effect.

Stair Shot

Prerequisite(s): Barrage sphere.

As an action, you may expend 10 pieces of ammunition from a ranged weapon to create a staircase of arrows/bolts. There must be a wall, cliff, or another suitable mostly-vertical surface for you to use when creating a staircase of arrows, and the staircase cannot extend more than 5 feet per level, but you may choose its shape (going straight across or up or down as desired, but no steeper than 45 degrees in either direction).

You may expend your martial focus to perform this maneuver as a reaction, such as to build a platform to stop someone from falling. This only functions with weapons that fire arrows, bolts, or other appropriate ammunition and does not have the loading property.

Barroom Sphere

Each time you use this talent beyond the first, you take a cumulative -1 penalty on the reroll granted by this talent. This count is reset by completing a short or long rest.

False Courage (drunk)

As a reaction made in response to gaining the frightened condition, you can ignore the frightened condition until the beginning of your next turn. When you use this reaction, at the beginning of your next turn you can make a Wisdom saving throw against one source of the frightened condition from which you are currently suffering, ending that effect on a successful save. If the effect does not normally have a saving throw, treat the DC as 8 + the creator of the effect’s proficiency modifier + the creator’s key ability modifier.

Had A Few (drunk)

You gain an amount of temporary hit points equal to your level for 1 minute.

Menacing Belch (drunk)

As an action, you can force one creature within 30 feet that can hear you to make a Wisdom saving throw or be frightened of you for a number of rounds equal to your proficiency bonus.

Affected creatures can make a new saving throw at the end of each of their turns to end this effect early. Once a creature has failed a saving throw against this ability, it has advantage on further saving throws against it from the same source until that source completes a long rest.

Miracle Drink (drunk)

You gain a +2 bonus to your Strength, Dexterity, or Charisma (your choice) for a number of rounds equal to your Constitution modifier (minimum 1). This cannot cause the chosen score to be greater than 20.

Nice And Loose (drunk)

Whenever subject to a Dexterity saving throw or making an ability check to escape a grapple or restraints, you can expend your drunk status to grant yourself advantage on the roll.

Purge (drunk)

As an action or bonus action, you can cause yourself to throw up, granting yourself a new saving throw against any ingested poison from which you are currently suffering, with advantage. In addition, select one square adjacent to you.

That square becomes difficult terrain for the next minute. If a creature enters that square while moving at more than half its speed, it must make a Dexterity saving throw or fall prone.

For every 5 levels, you can select an additional adjacent square to affect. Clearing a square of difficult terrain is an action.

Reeling Steps (drunk)

You can expend your drunk status to take the Disengage action as a bonus action. Alternatively, you can expend your drunk status to impose disadvantage on one attack roll against you as a reaction.

Alcohol

Alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to twice their Constitution modifier per long rest but are poisoned for 1 hour per drink above this maximum. Particularly exotic or strong forms of alcohol might be treated as drugs. Those who regularly abuse alcohol might eventually develop an addiction.

Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.

Practitioners of the Barroom sphere gain the following abilities:

Brutal Breaker

You are proficient with all improvised weapons. You can grab an unattended object within your natural reach and make an attack action with it as part of the same action.

Some talents possess the (fragile) tag, which allow you to break a weapon or improvised weapon made of wood, brick, or weaker materials (such as a club, a chair, or a wine bottle), in exchange for a benefit. These items are referred to as ‘fragile’ in the talents below. You cannot break or destroy magic items, or items made of strong materials such as iron, mithril, or adamantine, nor a creature you might be using as a weapon.

Hard Drinker

Drinking any liquid, including a potion, is considered interacting with an object for you.

Normal: Drinking an alcoholic drink is usually considered interacting with an object and can be done in tandem with your movement and action, but drinking a potion requires an action.

Whenever you imbibe an alcoholic drink, you gain the drunk status for 1 minute. Some talents possess the (drunk) tag, requiring you to expend your drunk status to perform them. (Drunk) talents require no action unless stated otherwise in their description.

Barroom Basic Talents

Drunk Talents

Drunken Boxer (drunk)

As long as you have the drunk status, your base unarmed strike damage increases to 1d6 if it was lower. You can expend your drunk status to automatically roll maximum damage with an unarmed strike.

Drunken Insight (drunk)

You can reroll one failed Intelligence or Wisdom-based ability check, but you must take the new result, even if it is worse.

Steady Nerves (drunk)

You can expend your drunk status to negate disadvantage on a ranged attack roll.

Fragile Talents

Amp Up (fragile)

You can momentarily clear your mind by breaking an object against oneself. You can, as a bonus action, break a fragile object and expend a Hit Die to grant yourself advantage on saving throws against being charmed, confused (including the confusion spell and similar effects), or frightened for 1 minute.

Concussion (fragile)

By breaking an object over a creature’s head, you provoke uncontrolled action. After successfully hitting a creature with a fragile weapon, you can break that weapon. The target must succeed on a Constitution saving throw or be confused for 1 minute. A confused target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. You can expend your martial focus as a reaction to increase the result of the d10 rolled by your key ability modifier.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9+ The creature can act and move normally.

At the end of each of its turns, a confused target can make a Constitution saving throw. If it succeeds, this effect ends for that target, and it cannot be confused by this talent again for 24 hours.

Improvised Shield (fragile)

You can wield a weapon or improvised weapon as an improvised shield until the start of your next turn; this decision is made at the start of your turn and does not require any action.

When wielding an improvised shield, you gain a +1 bonus to AC as if equipped with a shield, but you cannot use that item to attack. An improvised shield counts as a regular shield for the Shield sphere.

Whenever you are wielding a fragile shield, and a creature makes a critical hit against you, as a reaction you can break your shield to change the critical hit into a normal hit.

Jagged Edge (fragile)

You know how to break an object to use its jagged edges to your advantage. When rolling damage with a fragile weapon, you can break that weapon to deal an additional 1d6 damage.

The amount of damage increases by one step at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Lodged Fragment (fragile)

By leaving shards, slivers, or splinters in the armor or hide of a creature, you open them up to future attacks. After successfully hitting a creature with a fragile weapon, you can break that weapon to impose a -1 penalty to AC for 1 minute. This penalty does not stack with other uses of this talent.

Other Talents

Barroom Expert

When wielding improvised weapons that bear no resemblance to a standard weapon (including throwing a melee weapon or using a ranged weapon to make a melee attack), they deal 1d6 damage instead of 1d4, and you can treat these weapons as if they had the thrown (20/60) and finesse weapon properties, and either the light or the versatile (1d8) property (GM’s choice, depending on the item. For example, a stein would be a light weapon, while a heavy sack of flour would be a versatile (1d8) weapon).

Bottle Rocket

When throwing a weapon (including improvised weapons), you treat it as if it had the thrown (40/120) weapon property, unless it already has a higher range.

Double Chug

You can draw and drink two drinks, be they alcoholic or magical potions, as an action. If you do this with alcoholic drinks, this doubles the drunk status’ duration and allows you to expend your drunk status twice before actually losing it.

You must have two open hands in order to perform a double chug.

Focusing Break

Whenever an enemy deals damage to or breaks an improvised weapon or shield you are using, you can regain martial focus as a reaction.

Focusing Buzz

Whenever you imbibe a non-magical alcoholic drink, you can use a bonus action to regain your martial focus.

Good For What Ails Ya

Whenever you imbibe a non-magical alcoholic drink, you can use a bonus action to spend a Hit Die to heal yourself.

High on Fumes

You can expend your martial focus as a bonus action to gain the drunk status as though you had imbibed an alcoholic beverage. This still counts against your total number of drinks per long rest.

Iron Liver

Increase the number of drinks you can consume before gaining the poisoned condition to 3x your Constitution modifier instead of 2x. You cannot develop an addiction to alcohol.

Surprise

Whenever you attack a target with a weapon they did not know about (a hidden weapon or an improvised weapon from the environment that hasn’t been wielded or used to make an attack yet), you gain advantage on that attack roll.

Barroom Legendary Talents

Alchemical Dragon

Prerequisite(s): Alchemy sphere, Barroom sphere.

As an action, you can imbibe any liquid alchemical weapon such as alchemist’s fire, some formulae, or acid, and then spit it out in a 15-foot cone. All creatures within that cone must make a successful Dexterity saving throw or suffer the alchemical item’s effects.

Blazewater

Prerequisite(s): Barroom sphere, 7th level or higher.

Whenever you would be able to imbibe an alcoholic beverage, you can instead pour it onto a weapon you or an adjacent ally is wielding and set it ablaze. For one minute, that weapon deals an additional 1d6 fire damage. This doesn’t count as imbibing the alcohol yourself.

Disposable Weapon (fragile)

Prerequisite(s): Barroom sphere (Jagged Edge), 5th level or higher.

You know how to break an object mid-swing to inflict severe wounds. Once per short rest before making an attack with a fragile weapon, you can expend your martial focus, breaking the weapon. If the attack hits, you can, as a reaction, change a normal hit into a critical hit. You can take this talent multiple times, each time increasing the number of times you can use this talent per short rest.

Eternal Buzz

Prerequisite(s): Barroom sphere (High on Fumes, Iron Liver), 15th level or higher.

When using the High on Fumes talent, you can spend a bonus action instead of your martial focus. In addition, your blood is treated as an alcoholic beverage, and any creature who attempts to swallow you whole must pass a Constitution saving throw or become poisoned for as long as you are inside of it.

Go Limp (drunk)

Prerequisite(s): Barroom sphere, 5th level or higher.

As a reaction, you can expend your drunk status to gain resistance to bludgeoning, piercing, and slashing damage against one attack.

Magic in the Spirits

Prerequisite(s): Barroom sphere, 5th level or higher.

So long as you have the drunk status, your non-magical unarmed strikes and wielded weapons gain a +1 bonus to attack and damage, and are treated as magical.

Perfect Relaxation

Prerequisite(s): Barroom sphere (Nice And Loose), 11th level or higher.

While using Nice And Loose to gain advantage on a Dexterity saving throw, you take no damage if the saving throw is successful.

Relic Breaker

Prerequisite(s): Barroom sphere.

When using a magical item as an improvised weapon, any damage they deal counts as magical.

You can treat magical items as fragile for the purpose of qualifying for (fragile) talents; the magical item must still be made of an otherwise fragile material. When you apply a (fragile) talent to a magical item, the object does not break but instead harmlessly stresses the magical item’s structural integrity; a magical item can only have one (fragile) talent applied to it each round.

If you are also using Spheres of Power, whenever you could apply a (fragile) talent to a magical item, you can instead expend your focus to trigger a cantrip wild magic effect or a universal wild magic effect.

Steel Breaker

Prerequisite(s): Barroom sphere.

For the purpose of qualifying for (fragile) talents, objects made of durable material (iron, steel, etc) are treated as if they were fragile.

Variants

Alcoholic

You do not gain the brutal breaker ability. You cannot possess both this and the Teetotaler variant. You gain Double Chug as a bonus talent.

Teetotaler

You do not gain the hard drinker ability and cannot gain the drunk status nor select (drunk) talents. You cannot possess both this and the Alcoholic variant. You gain Barroom Expert as a bonus talent.

Beastmastery Sphere

Beastmastery Packages

Rider Package

You gain the following ability:

Skillful Riding

If your mount is subjected to an effect that allows it to make a Dexterity save to take only half damage, it takes no damage if it succeeds and half damage if it fails.

Tamer Package

You gain the following ability:

Tame

You may attempt to train a beast to readily obey your commands in and out of combat. You must find, purchase, or capture a beast before it can be trained, and training requires 8 hours of work. You may only train one creature at a time with this ability. At the end of this period, make an Animal Handling check with a DC of 10 + the creature’s Challenge Rating. If successful, the creature is now considered tame.

The total Challenge Rating of creatures you can tame is given in the chart below. You may have multiple tame creatures, but you cannot have more tame animals at a time than your proficiency bonus, and the total CR of your tamed creatures cannot exceed the amount listed in the chart below. CR 0 creatures count as CR 1/8th after your first one gained.

If you attempt to tame a creature that would exceed this cap, you must choose which other creatures to release. Controlled creatures from other sources such as a Beast Master’s animal companion do not count against this cap. A beast who has been awakened is no longer a valid target for this ability and is automatically released.

Your tame creatures follow your commands to the best of their ability (no action required on your part). In the absence of a command, your creatures will act on their own. If another creature attempts to exert control over one of your tame creatures through any means, it must succeed on a Charisma check opposed by your Animal Handling check first.

Climb onto a Bigger Creature

When dealing with a creature two sizes larger than yourself, you may treat that creature as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion.

The larger creature can dislodge the smaller creature as an action – knocking it off, scraping it against a wall, or grabbing and throwing it – by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Overrun

When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller.

If the mover wins the contest, it can move through the hostile creature’s space once this turn.

The Beastmastery sphere focuses on all forms of animal handling.

You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you gain a bonus talent from this sphere instead. Additionally, you gain either the Rider or Tamer Beastmastery package.

Some abilities call out joint actions. These actions require both the user and the tame creature to pay the requisite action cost together.

Special: The tamer package and talents related to that package cannot be taken as temporary talents or switchable talents; they cannot be placed inside an armiger’s customized weapon or changed through the Intuitive Combatant feat, etc.

Likewise, players cannot have their conjured companions, animal companions, sidekicks, or anything other than their actual player characters gain this package or its related talents.

Table: Tamer
Character Level Total Beast CR Character Level Total Beast CR
1 0 11 5
2 1/8 12 5
3 1/4 13 6
4 1/2 14 6
5 1 15 7
6 2 16 8
7 2 17 8
8 3 18 9
9 3 19 9
10 4 20 10

Beastmastery Basic Talents

Some talents possess the (tamer) or (rider) tags. You cannot select these talents unless you possess the respective package.

Ride Talents

Acrobatic Mount (ride)

While mounted, you may substitute an Animal Handling check in place of any ability check modified by Athletics or Acrobatics proficiency made by your mount. If you possess the Athletics sphere, you may use your (motion) talents as part of your mount’s movement, using Animal Handling in place of Acrobatics and Athletics.

Bronco Buster (ride)

If you grapple a beast bigger than you or climb onto a bigger creature of the beast type, you may force the creature to act as your mount. The creature may make a Charisma saving throw to resist this, and if it fails, it may try again at the beginning of its turn each round to break free of your control. If it fails the saving throw, it must act as a willing mount for that turn and can take no action except as directed by you. If the creature breaks free of your control but you are still riding it, you may attempt to force control again as an action.

If you possess the (tamer) package and the Broad Skills talent, you may use this talent on any creature to which your tame ability applies, though creatures not of the beast type gain a +2 bonus on their Charisma saving throw.

Mounted Maneuvers (ride)

You may command your mount not only to take the Dash, Disengage, and Dodge actions, but also may also command your mount to perform the Attack action, but only to perform a shove. If you perform a shove yourself, you may use your mount’s Strength modifier in place of your own.

Meat Shield (ride)

While mounted on a creature of your size or larger, you may take cover behind your mount as a bonus action. You may expend martial focus to use this as a reaction. Your mount provides total cover from one direction. When using a mount in this way, you must choose one edge of your space. That edge is treated as total cover for attacks targeting you only that pass through this edge, but your mount may still be targeted as usual, and you cannot use defensive rider when using your mount as cover. Should this ability be used in reaction to being targeted by an attack roll, the attack instead targets your mount. You may end this effect with no action required on your turn.

Mounted Offense (ride)

You have advantage on melee attack rolls against unmounted creatures that are smaller than your mount.

Defensive Rider (ride)

When an attack targets your mount, you may force the attack to target you instead.

Run Down (ride)

Your mount may perform an overrun as its action or as a bonus action.

Skirmish Rider (ride)

Your mount may take the Disengage action as a bonus action.

Tamer Talents

Accomplice (tamer)

As a joint bonus action, you or one of your tame creatures can distract an enemy as if using the Help action, granting the other one advantage on one attack roll made before the end of your turn.

Broad Skills (tamer)

You may tame creatures of any non-humanoid type, though they must possess a maximum of 4 Intelligence, and you have disadvantage on the check vs. creatures not of the beast type.

Only permanent Intelligence counts for determining if a creature can be affected; penalties or effects that reduce Intelligence do not allow a creature to be affected.

Defensive Teamwork (tamer)

While within the reach of one of your tame beasts, when an attack targets you or the beast, the other may boost the targeted creature’s AC by +2 as a reaction.

Double Team (tamer)

When one of your tame beasts succeeds on a grapple or shove, you may make a single attack against the target as a reaction.

Focusing Connection (tamer)

As a joint bonus action, you may make physical contact with one of your tame creatures within your natural reach, regaining your martial focus.

Lookout (tamer)

While within 30 feet of your tame beasts, you and those tame beasts may use the highest passive Perception score possessed by you or an animal ally within that range.

Mount Training (tamer)

All of your tame creatures are considered trained to be a mount.

Pack Attack (tamer)

Your tame creatures have advantage on attack rolls against a creature if at least one other of your tame creatures is within 5 feet of the creature, and that ally isn’t incapacitated.

Other Talents

Extra Beastmastery Package

Choose a Beastmastery package you do not possess. You gain that package.

Steady Handler

When making an Animal Handling check, you may expend martial focus as part of making the check to treat the result as if you had rolled a 10. This decision must be made before the die is rolled.

Trainer

You add twice your proficiency bonus to Animal Handling checks.

Beastmastery Legendary Talents

Beast Tamer (tamer)

Prerequisite(s): Beastmastery sphere, 1st level or higher.

You may expend martial focus as an action to force a creature to which you can tame within 30 feet to make a Charisma saving throw or have it serve you as a tame creature for 10 minutes. The creature still counts against your tame creature limit.

Creatures not of the beast type gain a +2 bonus on their saving throws. Once a creature saves successfully against your use of this ability or if you or your allies attack it or cause it harm, it is immune to further uses of this ability by you until you complete a long rest. When the duration of the tame effect ends, the creature returns to its previous disposition, modified by any other effects that would have altered it in the meantime.

Attempting to make the creature perform an obviously suicidal action ends the tame.

Call Beast

Prerequisite(s): Beastmastery sphere, 1st level or higher.

As a bonus action, you may call all of your animal allies to your side. They must be within 1 mile per level and come at their best speed, avoiding apparent hazards and danger to the best of their ability. This movement takes place using the creature’s normal actions on its turn. At 11th level, the animal allies need only be on the same plane.

Distant Tamer (tamer)

Prerequisite(s): Beastmastery sphere (Beast Tamer), 1st level or higher.

The range of your Beast Tamer talent increases to 120 feet.

Enduring Control (tamer)

Prerequisite(s): Beastmastery sphere (Beast Tamer), 1st level or higher.

The duration of your Beast Tamer talent increases to 8 hours.

Mass Tame (tamer)

Prerequisite(s): Beastmastery sphere (Beast Tamer), 1st level or higher.

When using your Beast Tamer talent, you may affect multiple creatures at once, up to your proficiency bonus. All creatures must be within range. Your Hit Dice limits still apply to the total number you may affect at once with this ability.

Permanent Control (tamer)

Prerequisite(s): Beastmastery sphere (Beast Tamer, Enduring Control), 5th level or higher.

The duration of your Beast Tamer talent increases to permanent.

Swarm Master

Prerequisite(s): Beastmastery sphere (Trainer), 1st level or higher.

Increase the number of creatures you can have tamed at a time by your level. This doesn’t increase the total Challenge Rating of the creatures you can have tamed at once.

Wild Speaker (tamer)

Prerequisite(s): Beastmastery sphere, 5th level or higher.

You may speak with animals. You can ask questions of and receive answers from creatures of the beast type, but this ability doesn’t make them any more friendly than normal. Wary and cunning beasts are likely to be terse and evasive, while the more stupid ones make inane comments. If a beast is friendly toward you, it may do some favor or service for you.

Variants

Beast Companion (Requires Tamer Package)

You may only have one tame creature at a time and may only tame beasts that are no larger than Medium and have a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the beast’s Constitution modifier + your key ability modifier + 5 times your level. Like any creature, it can spend Hit Dice during a short rest to regain hit points (the beast has a number of Hit Dice [d6s] equal to your level).

The maximum challenge rating of your tame beast increases by 1 step when you reach 5th level (CR 1/2), 11th level (CR 1), and 17th level (CR 2). You cannot possess both this and the Monster Tamer variant.

Monster Tamer (Requires Tamer Package)

You gain Broad Skills with this variant. You may not use your tame ability on creatures of the beast type.

Offensive Rider (Requires Ride Package)

You do not gain the skillful riding ability. You gain Skirmish Rider with this variant.

Berserker Sphere

Juggernaut (adrenaline)

You are not affected by difficult terrain and cannot have your movement speed reduced, such as with a slow spell.

Marauder (adrenaline)

Your land speed increases by 5 ft., increasing by 5 ft. at 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.).

Exertion Talents

Bell-Ringer (exertion)

Creatures damaged by this attack have disadvantage on Intelligence saving throws and checks to maintain concentration for 1 round, including any check made as a result of this attack.

Bone-Breaker (exertion)

If you deal damage to a creature with this attack, it subtracts 1d4 from all attack rolls it makes for 1 round.

Heavy Swing (exertion)

If you deal damage to a creature with this attack, they must succeed on a Constitution saving throw or be unable to take bonus actions or reactions for 1 round. If the target is already battered, it is also stunned until the start of your next turn if it fails this saving throw.

Leg-Smasher (exertion)

If you deal damage to a creature with this attack, its movement speeds are reduced by half (minimum 5 feet) for 1 round.

If they are already battered, they must succeed on a Strength saving throw or fall prone.

Reapers Momentum (exertion)

You may give yourself a -5 penalty to this attack roll. If your attack hits, you may make an additional attack, also with a -5 penalty, against a different creature within reach. If this attack hits as well, you may make a third attack with a similar penalty against a creature you did not attack with your first or second attacks. This may continue to repeat so long as your attacks keep hitting and there are new creatures within reach you have not yet attacked.

Shatter Earth (exertion)

If you attack the ground instead of a creature, you may expend your martial focus to shatter it. The ground must be stone or a softer material. This affects either all spaces within 5 feet of you, a 10-foot cone, or a 15-foot line. This area becomes difficult terrain, and targets within this area must pass a Strength or Dexterity saving throw (their choice) or fall prone.

A 5-foot square of difficult terrain can be cleared as an action or with a spell such as mending.

Mark

When a creature makes a melee attack, it can also mark its target. Until the end of the attacker’s next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn’t expend the attacker’s reaction, but the attacker can’t make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

Note: Unlike many rules for optional actions, mark is not actually an action; it is simply something the GM can decide all characters can do or all characters can’t do. If the GM is allowing all characters to mark targets, batter instead allows a combatant to mark a second creature within reach in addition to the mark left on the target they damage.

Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential.

Practitioners of the Berserker sphere gain the Adrenaline and Batter abilities, as well as an (adrenaline) talent of your choice.

Adrenaline

At the start of each turn, you can choose to take a -2 penalty to AC to gain the benefits of an (adrenaline) talent you possess until the start of your next turn.

Batter

Your powerful blows can throw enemies off-balance, allowing you to exploit their openings. As a special attack, you can make a melee or thrown weapon attack that marks the target if you deal damage to it. A target that has been marked through this ability is referred to as ‘battered.’ Some talents are marked (exertion). You may apply one (exertion) talent to a target when you batter them.

Berserker Basic Sphere Talents

Adrenaline Talents

Berserk (adrenaline)

All damage you take is reduced by an amount equal to your proficiency bonus. This is applied before resistance.

Dreadnought (adrenaline)

You gain advantage on all ability checks and saving throws made to resist the grappled, paralyzed, petrified, prone, restrained, or stunned conditions.

Executioner (adrenaline)

You can expend your martial focus to reroll a missed weapon attack roll.

Other Talents

Advancing Carnage

Whenever you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee attack as a bonus action.

Beat Down

When you batter a target, they are marked for two rounds instead of one. (Exertion) talent effects with a duration of one round instead last for two rounds.

Brutal Strike

When battering a target, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

Bloody Counter

As a reaction, when a creature targets you with a melee attack before the attack roll is made you may allow the attack to automatically strike you (although the roll is still made to determine if the attack is a critical hit). After the damage is determined, you may make a melee attack against that creature, which may be augmented by an (exertion) talent. If the creature attacking you is battered, you may resolve the attack prior to their attack being resolved.

Deathless

You have advantage on all death saving throws, and you may multiply your maximum hit points by 3 when determining if you die from massive damage. If you are stable, you regain 1 hit point after 1d4 minutes instead of 1d4 hours.

Extended Exertion

You may spend a bonus action or expend martial focus to apply two (exertion) talents to an attack instead of just one.

Great Destroyer

So long as you have martial focus, you deal double damage when making melee weapon attacks against objects and have advantage on any check made to break an object.

Sanguine Invigoration

Whenever you reduce a creature to 0 hit points with a melee or thrown weapon attack, you gain temporary hit points equal to your level until the start of your next turn. The creature must have a CR of at least half your character level (rounded down, minimum 1/2).

Savage

Whenever you reduce a creature to 0 hit points with a melee or thrown weapon attack, you may spend a bonus action to regain martial focus.

The creature must have a CR of at least half your character level (rounded down, minimum 1/2).

Berserker Legendary Talents

Alter Terrain

Prerequisite(s): Berserker sphere (Shatter Earth), 7th level or higher.

When using the Shatter Earth talent, you may create a 5-foot deep hole in the ground in the affected squares. If you so choose, you also raise the terrain by 5 feet in all squares adjacent to the affected squares.

Atavism (adrenaline)

Prerequisite(s): Berserker sphere

Whenever you would be affected by a spell, effect, or other ability, you can choose to count as either your original creature type or as a beast whenever it would be advantageous to you (such as being immune to a hold person spell, treating yourself as a beast, or receiving an enlarge person spell, treating yourself as a humanoid).

Rift Strike

Prerequisite(s): Berserker sphere, 11 level or higher.

As an action that provokes attacks of opportunity, you unleash a powerful roar and swing a weapon with such extreme ferocity that you tear the very fabric of space and time, opening up a rift to another location. This teleports you, your carried items, and up to one willing Medium or smaller creature and their gear per three levels to a location that can be up to 100 miles per level away. Large creatures count as two Medium creatures, a Huge creature counts as two Large creatures, etc.. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

You must have some clear idea of the destination’s location and layout; if you have not been to the desired destination before then you do not arrive at the exact location, instead creating a rift to a location within 1d20 miles of the desired point.

Your exhaustion level increases by 1 after using this ability.

You incur this penalty even if you are immune to the exhausted condition. If your current exhaustion level is greater than 1, you incur a 50% chance that the ability fails to work and your exhaustion level still increases by 1. This is a magical effect.

Ruinous Tread

Prerequisite(s): Berserker sphere (Shatter Earth).

You may choose to break the ground as you move. Whenever you leave a square, you may choose to make that square difficult terrain. This difficult terrain remains until it is cleared as an action (clearing 1 square within the creature’s reach) or repaired with a spell or effect such as the mending spell.

Sever

Prerequisite(s): Berserker sphere, 11th level or higher.

When you score a critical hit with a melee weapon, you may expend martial focus. The target must pass a Constitution saving throw or have one limb severed. The target takes 1d6 points of necrotic damage from the wound each round at the beginning of its turn until it receives at least 1 point of healing or the bleeding is stopped by a DC10 Wisdom (Medicine) check.

Losing a limb halves any movement speed dependent on that limb and removes any attacks and abilities dependent on that limb. Creatures with all legs removed are prone and have a walking speed of 5 feet unless possessing other forms of movement.

Spell Sunder (exertion)

Prerequisite(s): Berserker sphere, 5th level or higher.

You may attempt to break an ongoing spell effect on the target. You can choose an effect you are aware of, but otherwise this targets the lowest-level magical effect. If the damage from the brutal strike exceeds a DC of 10 + the spell’s level, the magic effect is suppressed for a number of rounds equal to your proficiency bonus. If your damage exceeds the DC by 5 or more, it is instead dispelled entirely. You may use this to target a magic effect on an area.

Variants

Calmness

You do not gain the adrenaline ability and the bonus (adrenaline) talent. If you ever buy off this variant, you gain both the adrenaline ability and the bonus (adrenaline) talent. You gain Extended Exertion as a bonus talent.

Unbattered

You cannot batter targets. You gain Sanguine Invigoration as a bonus talent.

Brute Sphere Humiliate (manhandle)

You flip the creature into positions where it can’t effectively move. The target must succeed on a Dexterity saving throw or have its movement reduced to 0 until the end of its next turn.

Perpetual Motion (manhandle)

You may immediately make a second shove against the same target, although you cannot add (manhandles) to this additional shove.

Robbery (manhandle)

You may attempt to disarm the target or steal something from them with Sleight of Hand. If you possess the Scoundrel sphere, you can apply a (trick) talent to this steal.

Takedown (manhandle)

You may make a grapple check against the target at the end of your shove if they are still in range.

Throw (manhandle)

You may expend your martial focus to throw the creature.

The creature travels an additional 10 feet in any direction and must pass a Dexterity saving throw or fall prone.

Other Talents

Alternative Maneuvers

You do not suffer disadvantage when using the shove aside variant of shove. When making an overrun attempt, you may deal damage and apply a (manhandle) talent as if it were a brutal shove.

Break Defenses

Whenever you successfully shove a creature, the next attack made against that creature before the beginning of that creature’s turn has advantage.

Brutal Manhandle

When applying a (manhandle) talent, you may expend your martial focus to apply a second (manhandle) talent. You cannot apply the same (manhandle) twice with this talent.

Dominoes

When you use shove to push a creature into another creature, you may immediately make a free shove attempt to knock the second creature prone even if that creature is not within your reach. You cannot add a (manhandle) talent to this second shove.

Dropkick

If you end a long or high jump within reach of a creature, you gain advantage on the next shove you make against the target that round, provided you have moved at least 10 feet before or during the jump.

Focused Might

Whenever you successfully perform a shove, you may regain your martial focus as a bonus action.

Follow-Through

Whenever you damage a creature with a melee weapon attack, you may shove the target as a bonus action.

Overrun

When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check.

The creature attempting the overrun has advantage on this check if it is larger than the hostile creature or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn.

Shove Aside

A creature can use the shove action to force a target to the side rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature or disadvantage if it is smaller.

Brutes like to throw their weight around, jostling and battering foes to move them about the battlefield. When you gain the Brute sphere, you gain proficiency with the Athletics skill.

If you are already proficient, you instead gain a bonus talent from this sphere.

All practitioners of the Brute sphere gain the following ability:

Brutal Shove

Whenever you shove a creature, you can move the target an additional 5 feet per 5 points they fail the contested check by, even if you chose to knock them prone instead of moving them. Additionally, if the shove is successful, the target suffers bludgeoning damage equal to your Strength modifier.

As a special attack, you may perform a shove and apply the effects of one (manhandle) talent you know to that creature.

Brute Basic Talents

Manhandle Talents

Dizzy Spin (manhandle)

The target must pass a Constitution saving throw or take disadvantage on all attack rolls and ability checks until the end of their next turn.

Get Over Here

When you control one end of a tether, such as holding the trailing end of a net or lasso, anchoring a rope swing onto a creature, or through the use of a Tether talent (see the Destruction, Telekinesis, or Universal (manabond) spheres in Spheres of Power), you may make shove attempts as if the tethered creature were within your reach. On a success, these shove attempts move the target closer to you instead of away, and even if using the shove aside variant you must move them at least diagonally in your direction. You may apply (manhandle) talents to these shoves, though any talents which require the target to be within your reach (such as the Robbery or Takedown talents) only function if the creature is brought within your natural reach.

Greater Brute

You add twice your proficiency bonus to Strength (Athletics) checks. This does not stack with similar effects.

Hammer

As long as you have martial focus, whenever you would shove a creature into a space occupied by a wall, creature, or object no more than one size smaller than the creature, the target of the shove stops its movement in the adjacent space and both the creature and the wall, other creature, or object suffer 1d6 bludgeoning damage. This damage is increased by 1d6 for every 5 feet the creature would have traveled beyond the wall, other creature, or object.

Muscular Surge

As a bonus action, you can psych yourself up to greater and greater heights of strength. For 1 minute, you may add your proficiency bonus to your Strength score when determining your carrying capacity, as well as to the number of feet you can leap when performing a running long jump. You may treat yourself as being one size larger when determining who you can shove and grapple.

You may end this effect early to gain advantage on one Strength check made to climb, swim, jump, or perform feats of strength such as breaking open a door, breaking bonds, or shoving over a statue. This cannot not apply to attack rolls nor contested rolls, such as checks made to shove.

You gain 1 level of exhaustion for 10 minutes after this effect ends. You cannot use this ability if you have any levels of exhaustion.

Shift Weight

When a creature fails on an attack roll or contested Strength check against you, you may expend your martial focus to shove that creature as a reaction.

Brute Legendary Talents

Soul Sunder (manhandle)

Prerequisite(s): Brute sphere, 15th level or higher.

The target must succeed on a Charisma saving throw or be hurled into the ethereal plane, becoming ethereal for a number of rounds equal to your proficiency bonus. They may attempt a new saving throw each round at the end of their turn to end this effect early. During this time, it can move in any direction. If it moves up or down, every foot of movement costs an extra foot. It can see and hear the plane it originated from, but everything there looks gray, and it can’t see anything more than 60 feet away.

While on the Ethereal Plane, it can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive it and can’t interact with it unless a special ability or magic has given them the ability to do so. It ignores all objects and effects that aren’t on the Ethereal Plane, allowing it to move through objects it perceives on the plane it originated from.

When the effect ends, it immediately returns to the plane it originated from in the spot it currently occupies. If it occupies the same spot as a solid object or creature when this happens, it is immediately shunted to the nearest unoccupied space that it can occupy and take force damage equal to twice the number of feet it is moved. This ability has no effect if you use it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

Once a creature has become ethereal via this talent, you may not affect them with it again until you complete a long rest. This is a magical effect.

Earthquake Stomp

Prerequisite(s): Brute sphere

As an action, you can stomp the ground so furiously that nearby creatures fall prone.

All creatures within 5 feet of you must succeed on a Dexterity saving throw or fall prone.

The affected area increases its radius by an additional 5 feet at 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

Terrain Trasher

Prerequisite(s): Brute sphere, 11th level or higher.

You may expend your martial focus as an action to grab a solid surface such as a wall, door, or floor within your reach and attempt to destroy it. Unsolid surfaces such as loose dirt cannot be broken in this fashion, nor surfaces made of iron or harder substances. If breaking a target thicker than 1 foot (such as trying to break through a castle’s outer wall or a mountain), you only break through 1 foot per use of this talent.

Make a DC 10 Strength check. If successful, you rip out a section from the wall, door, or floor the same size as yourself (roughly 5-ft diameter hole for a Medium creature).

Thunderous Clap

Prerequisite(s): Brute sphere, 5th level of higher.

You may expend your martial focus as an action to slam your palms together, creating a thunderous shockwave that blows down anything in its path. Creatures within a 30-foot burst suffer 1d8+Strength modifier thunder damage (increasing by 1d8 at 5th level (2d8), 11th level (3d8), and 17th (4d8) level)) and are deafened for 1d4+1 rounds. A successful Constitution saving throw halves this damage and negates the deafened effect. All nonmagical sources of fire within the affected area are instantly extinguished.

Dual Wielding Sphere

Perfect Set-Up (dual-wield)

When using two-weapon fighting, you may replace your offhand attack with the Help action.

Other Talents

Asynchronous Swing

As long as you have martial focus, both weapons deal the same damage die whenever you use two-weapon fighting, and you may choose to have both weapons deal the same damage type. You may choose the damage die from either weapon and the damage type of either weapon.

Critical Follow Up

When two-weapon fighting, your off-hand attack scores a critical on a roll of 19 or 20.

Dual Opportunity

Once per round, you can make an attack with two qualifying weapons when you make an opportunity attack as if using two-weapon fighting.

Focusing Defense

When taking the Dodge action, your AC bonus from wielding two weapons increases from +1 to +3.

Greater Blades

You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.

High-Low Combination

When you strike the same target at least once with both your main weapon and your off-hand attack, you may expend your martial focus to attempt to shove the creature. This does not cost any additional action but must be done immediately after resolving the off-hand attack.

Mixed Defense

Whenever you wield a melee weapon in one hand and a ranged or thrown weapon in the other, you do not make ranged attacks with disadvantage if a hostile creature is within 5 feet of you. You may treat the ranged or thrown weapon as if it were a melee weapon with the reach weapon property.

Synchronous Accuracy

When two-weapon fighting, if your attack with your main weapon misses, you may expend your martial focus to make two attacks as a bonus action instead of one with your second weapon. You may attach a (dual-wield) talent to each of these attacks so long as they are different talents.

Tandem Offensive

As long as you have martial focus, if you successfully use the attack action to strike a creature with your main weapon while two-weapon fighting, your off-hand attack gains any magical bonuses your mainhand weapon possesses until the beginning of your next turn, replacing any bonuses your off-hand may possesses if it is higher.

Dual wielders train in ambidextrous techniques that allow them to wield two weapons simultaneously.

Few warriors are as awesome to behold as practitioners of the Dual Wielding sphere.

Practitioners of the Dual Wielding sphere gain the following abilities:

Ambidexterity

When using Two-weapon fighting, you may expend your martial focus to make your off-hand attack without expending your bonus action (no action required).

Balanced Defense

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. This bonus AC is treated as a shield for the purpose of stacking with other sources of AC.

You cannot count an unarmed strike or natural attack as a weapon for this purpose.

Dual Draw

Whenever you would be able to draw or stow a weapon, you may draw or stow two one-handed weapons.

Dual Wielding Basic Talents

Some talents are marked (dual-wield). You may only apply the effects of a single (dual-wield) talent to your off-hand attack when using two-weapon fighting.

Dual-Wield Talents

Combo Maneuvers (dual-wield)

When using two-weapon fighting, you may replace your offhand attack with a grapple or shove.

Dancing Display (dual-wield)

When two-weapon fighting, if you strike a target with your off-hand attack, your movement does not provoke opportunity attacks from the damaged creature for the rest of your turn.

Defensive Whirl (dual-wield)

When two-weapon fighting, if you strike a target with your off-hand attack, you may expend your martial focus to give that creature disadvantage on attacks against you during its next turn.

Dizzying Combination (dual-wield)

If you strike the target with your off-hand attack, that creature must make a Dexterity saving throw or have all movement speeds they possessed reduced by half for 1 minute.

Following Strike (dual-wield)

You may make an additional attack with your off-hand weapon, but both of these attacks and at least one of your main weapon attacks must be against different creatures.

Dual Wielding Legendary Talents

Cyclone Cut

Prerequisite(s): Dual Wielding sphere, 5th level of higher.

While wielding two weapons, you may expend your martial focus as an action to twirl the two weapons with enough force to create a damaging cyclone of air. Each creature within 15 feet of you takes bludgeoning damage equal to the combined weapon damage dice of your two weapons. A successful Dexterity saving throw reduces this damage by half.

Three-Sword Style

Prerequisite(s): Dual Wielding sphere, 5th level or higher.

You gain the ability to wield an additional weapon. If you do not have additional hands or some other method, you can wield the third weapon in your teeth, treating your mouth as an additional hand that can only be used to wield a one-handed or light weapon. While wielding a weapon in this manner, you cannot supply verbal spell components or make skill checks that require speaking or singing, though may still communicate in a garbled fashion. When you use two-weapon fighting on your turn, you may make an additional off-hand attack with the third weapon. If you do so, you cannot make a reaction this turn.

Equipment Sphere

Gallowglass Training (discipline)

You gain proficiency with the broadsword (shortsword), claymore (greatsword), dirk (dagger), longbow, and longsword.

Gladiator Training (discipline)

You gain proficiency with the battle axe, gladius (shortsword), net, trident, and whip.

Huntsman Training (discipline)

You gain proficiency with the blowgun, bola, lasso, longbow, net, and pike.

Knightly Training (discipline)

You gain proficiency with the flail, greatsword, lance, longsword, rapier, morningstar, shortsword.

Outrider Training (discipline)

You gain proficiency with the bola, lance, lasso, longbow, scimitar, and whip.

Pikeman Training (discipline)

You gain proficiency with the heavy crossbow, trident, lance, glaive, halberd, and pike.

Pirate Training (discipline)

You gain proficiency with the rapier, shortsword, scimitar, trident, net, hand crossbow, and war pick.

Rock Toss (discipline)

You are proficient with throwing rocks, boulders, people, and other enormous objects that other beings might find difficult. When throwing a creature or object, you treat it as a weapon you are proficient in that deals bludgeoning damage and have the thrown (20/60) weapon property. Anything that increases your effective size for grappling or shoving (such as the Muscular Surge talent from the Brute sphere) increases your size for Rock Toss.

Creatures and objects at least two sizes smaller than you are considered one-handed light weapons, while creatures and objects one size smaller than you are considered one-handed weapons. Creatures and objects your same size are two-handed weapons.

Table: Rock Toss
Object Size Damage Die
Tiny 1d4
Small 1d6
Medium 1d8
Large 1d10
Huge 2d6
Gargantuan 3d6

If you throw a creature at a wall or another creature, both the creature and the target suffer damage. You cannot throw an unwilling creature unless you have grappled that creature first.

The Equipment sphere handles what equipment you are trained to use and how you use it. When you first gain the Equipment sphere, choose one Equipment talent of your choice and gain it for free.

Some talents are marked (discipline). These talents grant groups of weapons with shared thematic roots that may be very different mechanically but are generally presented as being complementary somehow. Whenever a talent or ability refers to a weapon discipline, it affects all weapons included in any single (discipline) talent.

Some (discipline) talents list weapons specific to particular regions or cultures. Such weapons have their equivalent standard weapon listed in parentheses immediately after their names.

Equipment Basic Talents

Discipline Talents

Basic Training (discipline)

You become proficient with all simple weapons.

Bombardier Training (discipline)

You may treat alchemical items or similar items (such as an acid flask, alchemist fire, holy water, bombs, etc.) as a simple weapon with the light and thrown property (20/60), although they are still destroyed after use. If you throw such an object and you miss, you may redirect the attack against an adjacent creature, making a new attack against that creature instead.

You may only do this once per throw.

Bounty Hunters Tools (discipline)

You gain proficiency with the bola, garrote, lasso, net, net crossbow, and whip.

Bruiser Training (discipline)

You gain proficiency with the battle axe, flail, greataxe, maul, morningstar, war pick, and warhammer.

Bushido Training (discipline)

You gain proficiency with the katana (longsword), longbow, naginata (glaive), nodachi (greatsword), tetsubo (maul), and wakizashi (shortsword).

Crossbow Expert (discipline)

You are proficient with all light crossbows, hand crossbows, heavy crossbows, and net crossbows. Your ranged weapons ignore half cover and three-quarters cover.

Custom Training (discipline)

Select 3 weapons; you gain proficiency with the selected weapons. You may take this talent multiple times, selecting new weapons each time.

Duelist Training (discipline)

You gain proficiency with the greatsword, hand crossbow, longsword, rapier, and shortsword.

Rogue Weapon Training (discipline)

You gain proficiency with the blowguns, garrote, hand crossbow, rapier, scimitar, short sword, and whip.

Staff Mastery (discipline)

You may treat the quarterstaff as if it had the reach weapon quality. When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this is considered two-weapon fighting. The opposite end of the weapon uses a d4 for its damage die and deals bludgeoning damage.

Toolkit Training (discipline)

You are so experienced with tools that a frying pan, a wrench, or a blacksmith’s hammer might be as deadly in your hands as a blade. When wielding a tool you are proficient with as an improvised weapon, you are considered proficient with that weapon. The tool’s damage dice is 1d4, but you may choose each round if you wish to deal bludgeoning, piercing, or slashing damage, and you may use your key ability score, Dexterity, or Strength for attack rolls and damage rolls with these tools.

Unarmed Training (discipline)

You can treat your unarmed strikes as if they were finesse weapons, and they deal 1d4 bludgeoning damage. You may choose to treat your unarmed strike as having the light or versatile (1d6) properties, but not both simultaneously. Making a kick counts as using an unarmed strike with two hands with the versatile property.

You may take this talent twice. If taken twice, you may treat your kick as a light weapon as outlined above, meaning you may make a kick to use two-weapon fighting even if your hands are full.

Other Talents

Armor Expert

You ignore disadvantage on Dexterity (Stealth) imposed by medium armors and may treat medium armor as light armor for the purpose of the time it takes to don or doff armor. If you take this talent a second time, you may apply these benefits to heavy armor.

Armor Training

You gain proficiency with light armor. If you are already proficient with light armor, you become proficient with medium armor and shields. If you are already proficient with light and medium armor, you instead gain proficiency in heavy armor and shields. You may take this talent multiple times.

Artificer

You have experience disassembling and assembling complex or foreign artifacts and mechanisms, whether they be arcane or technological. While you are not automatically proficient with alien technology, you gain advantage on all Intelligence checks made to figure out its use. The alien technology never permanently breaks from failing to figure it out.

Craftsman

You are skilled at crafting and repairing gear. You gain proficiency with one type of artisan’s tools. When crafting a mundane item using a tool you are proficient with, you may do so in half the usual time.

Dagger Bravo

Your dagger weapon attacks score a critical hit on a roll of 19 or 20. At 11th level, when you score a critical hit with a dagger, you roll an additional d4 when determining the extra damage for a critical hit.

Einhandler

If an enemy misses with a melee attack against you while you are wielding a finesse melee weapon in one hand, and nothing else in any other hand, you may as a reaction make an opportunity attack.

Expert Reloading

When wielding a weapon with which you are proficient, you may ignore the loading property if it has it.

Garrote Grappler

When you successfully deal damage to a creature with an attack action using a garrote, you may attempt to grapple that creature as a bonus action. If you expend martial focus, you may instead do so as part of making an attack of opportunity.

Any time a creature attempts to escape your grapple and fails, it takes damage as if you had attacked it with the garrote.

Hand Crossbow Mastery

When you make an Attack action with a one-handed weapon (including a hand crossbow), you can use a bonus action to attack with a hand crossbow you are holding.

Impossible Reload

You know how to use trick grips and nimble fingers to load ammunition into a one-handed ranged weapon, even when your other hand is full.

Mystic Fists

When you have martial focus, your unarmed strikes are treated as though they were magic for the purpose of damage resistance. You may choose to deal slashing or piercing damage with your unarmed strike instead of bludgeoning damage. The choice of damage type is made when the attack is declared. If you possess Unarmed Training, your unarmed strike damage increases to d6, or d8 through the versatile property.

Point-Blank Shooting

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Polearm Guard

While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

Poison Blowgun Specialist

While you are using a blowgun, you may increase the saving throw DC of any poison coating its ammunition by your proficiency bonus. If the DC of the poison is already calculated using a proficiency bonus (such as poisons created with the Alchemy sphere), you may expend martial focus to add your proficiency bonus on top of the already existing proficiency bonus to determine its saving throw DC.

Sling Combatant

You may treat a loaded sling as if it were a club with the finesse weapon quality when making melee attacks with it. Any magical bonus to attack or damage also applies to your melee attack or damage roll.

You may also launch items such as alchemist’s fire, acid, holy water, or formulae or poison from the Alchemy sphere as if they were ammunition, using the sling’s range instead of the normal throwing range of the item. Any magical bonuses to attack rolls the sling grants apply to attack rolls made in this way.

Finally, you may throw items from your sling lightly enough that the target can catch the item, with no attack roll required.

Spear Dancer

You may treat any glaive, quarterstaff, halberd, spear, pike, or trident (or similar weapon with GM approval) you wield as though it had the finesse weapon property. You may treat the glaive, halberd, or pike’s two-handed property as if it were the versatile property. Using these weapons in one hand reduces the damage die by one step (1d12 becomes 1d10, 1d10 becomes 1d8, 1d8 becomes 1d6).

Splitshot

Whenever you make an attack action with a bow, you can load two arrows and fire them as part of the first attack.

When making an attack action in this fashion, your attack suffers disadvantage but can target two creatures within 10 feet of each other who are at least 20 feet away from you.

Throw Shield

You are proficient with the use of shields as an improvised weapon, and you may treat shields you wield as having the thrown (20/60 ft.) property.

If you have the Cover Ally talent of the shield sphere, you may treat any ally within your shield’s normal range as being within your shield’s reach by throwing it as part of the active defense. You may apply a (deflect) talent to this active defense as normal, performing any additional actions by ricocheting the shield off of the attack. If you have the Throwing Mastery talent, the shield returns after using Cover Ally as if you made an attack with it.

Throwing Mastery

When using a weapon with the thrown property to make a ranged attack, you may apply extra spin to the throw, causing the weapon to bounce back towards you after the attack resolves. As long as you have at least one hand free, you may automatically catch a weapon after it rebounds in this manner; otherwise, the weapon lands at your feet.

Unarmored Training

Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your key ability modifier.

Versatile Shield

You may use a shield as if it were a second hand when wielding a glaive, halberd, spear, pike, trident (or similar weapon with GM approval), or a two-handed crossbow or firearm by bracing the weapon against the shield.

If you are wielding a shield but not using it as listed above, you can use a bonus action after taking the Attack action to try to shove a creature within 5 feet of you with your shield.

Whip Fiend

You increase the base damage of whips you wield to 1d6.

When you successfully deal damage with a whip, you may attempt to grapple the damaged creature as a bonus action. If successful, you may move up to half your speed to bring them adjacent to you as part of this bonus action.

You may also use your whip to grab objects within its reach as an Action.

Equipment Legendary Talents

Futuristic Voyager (discipline)

You gain proficiency with Futuristic era items and technology.

Examples of Futuristic era weapons include antimatter rifles, laser pistols, and laser rifles.

Modern Voyager (discipline)

You gain proficiency with Modern era items and technology.

Examples of Modern era weapons include automatic pistols, automatic rifles, dynamite, fragmentation grenades, grenade launchers, hunting rifles, revolvers, shotguns, and smoke grenades.

Renaissance Voyager (discipline)

You gain proficiency with Renaissance-era items and technology.

Examples of Renaissance-era weapons include bombs, muskets, and pistols.

Fencing Sphere with that limb for a number of rounds equal to your proficiency bonus.

Chest Strike (exploit)

Your attack strikes the target’s chest. The target must pass a Constitution saving throw or become poisoned for 1 round.

Distracting Blades (exploit)

The target loses the ability to make opportunity attacks for 1 round.

Face Strike (exploit)

You may expend your martial focus to target the target’s face, impeding their ability to see. The target must pass a Dexterity saving throw or be blinded for one minute. Wiping the blood away as an Action ends this effect early.

Leg Slash (exploit)

The target’s movement speeds are halved for 1 round.

Repositioning Strike (exploit)

You cause the target to stumble, letting you slip past them.

You may immediately move the target 5 feet to a different space within your reach.

To The Hilt (exploit)

You may expend your martial focus to create a large wound on the target that others can exploit. For a number of rounds equal to half your proficiency bonus, the target’s resistance to bludgeoning, piercing, and slashing damage is suppressed.

Wide Open (exploit)

Choose an ally other than yourself. That ally’s first attack against this target made before the beginning of your next turn has advantage.

Other Talents

Bind Weapon

When performing a disarm, instead of making the target drop the item, you can bind their weapon to yours. This can be done with a target’s hand or natural attack as if it were a held weapon.

As long as the creature’s item is bound, they cannot use it to make attacks and are considered grappled by you. They may let go of the item to break the grapple (if the item is not their hand or natural attack) but otherwise must break the grapple as normal to regain use of the item and be able to move.

Expert Feint

You may perform a feint as a bonus action.

Fatal Opening

Attacks you make with advantage gained from your use of feint score a critical hit on a roll of 19 or 20.

Fencing Focus

Whenever you successfully disarm or feint a target, you may regain your martial focus as a bonus action.

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp.

The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Help

When using the Help action, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s Attack more effective. If your ally attacks the target before your next turn, the first Attack roll is made with advantage.

Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.

Fatal Thrust

When making a melee attack, including spell attacks, that has advantage, you may reroll one of the two attack roll dice once. This cannot stack with other, similar benefits from feats or abilities.

Feint

When you use the Help action to aid a friendly creature in attacking a creature within 5 feet of you, you can choose to aid yourself instead of an ally, in which case your next attack roll against that target is made with advantage before the end of your next turn.

Any use of Help to give someone advantage on an attack roll, be it an ally or yourself, is called a ‘feint.’ Some talents are marked (exploit). Once per round when making a successful attack that had advantage, or that didn’t have disadvantage and was against a target that was within 5 feet of an ally of yours that isn’t incapacitated, you may apply an (exploit) talent to that attack.

Fencing Basic Talents

Exploit Talents

Ankle Strike (exploit)

The creature must pass a Dexterity saving throw or fall prone.

Arm Strike (exploit)

Your attack strikes one limb in a critical spot. The target suffers a -2 penalty on all attack rolls and ability checks made

Footwork

You may expend martial focus to move up to 10 feet. You may do this even when it is not your turn, and you do not need to spend a reaction to do so, and this does not provoke attacks of opportunity. If done in response to an attack roll being declared against you, you impose disadvantage on that roll. If done in response to an effect that allows a Dexterity saving throw, you have advantage on that saving throw.

Greater Feint

When making a feint, you may expend your martial focus to force the target to make a Wisdom saving throw. On a failure, every creature’s first attack against that target has advantage until the end of your next turn.

Group Cover

Your quick movements allow you to temporarily use one enemy as cover against another enemy. If a hostile creature attacks you, any other hostile creature adjacent to that creature takes disadvantage on attack rolls against you until the start of your next turn.

Lunge

As long as you have martial focus, you may increase the range at which you may make melee attacks by 5 feet until the end of your turn but suffer a -2 penalty to attack rolls made against adjacent targets until the start of your next turn.

Parry And Riposte

When a creature strikes you with a melee attack, you may expend your martial focus as a reaction to attempt to parry that attack.

Make a weapon or unarmed strike damage roll, and subtract the result from the damage of their attack. If this would reduce the damage of the attack to 0 or less, you may immediately make a single attack against the attacking creature; you may add an (exploit) talent to this attack as long as you don’t have disadvantage on it.

Read Foe

You have learned to read the subtle cues of your enemy. You gain proficiency in Insight. If you already have proficiency in Insight, you may add twice your proficiency modifier to Insight. You may take this talent twice. If you already add twice your proficiency modifier to Insight, you may not take this talent.

Skewer

You may expend martial focus to apply two different (exploit) talents to an attack instead of one.

Traitorous Blade

Whenever you successfully use disarm, you may immediately catch the disarmed object as long as you have at least one free hand. If you so choose, you may immediately make a single attack with that item as a bonus action.

Fencing Legendary Talents

Bleed Air (exploit)

Prerequisite(s): Fencing sphere, 11th level or higher.

If you strike a creature at less than its maximum hit points, you may expend your martial focus to twist your blade to puncture a lung or similar organ, causing the target to begin suffocating 1d4 rounds later unless they succeed on a Constitution saving throw. Once the suffocation begins, the target drops to 0 hit points and begins making death saving throws.

Creatures who do not need to breathe are immune to this effect. If the target is healed to full before suffocation begins, it is avoided.

Parry Anything

Prerequisite(s): Fencing sphere (Parry And Riposte), 5th level or higher.

You may use your Parry And Riposte talent against ranged spell and weapon attacks as well as melee attacks. You still cannot make a retaliatory attack against the target unless it is within your reach (for a melee weapon) or within the normal range (for a ranged weapon or a weapon with the throwing property).

Shadow Strike (exploit)

Prerequisite(s): Fencing sphere.

Your attack cuts through essence. A creature damaged by your attack must succeed on a Constitution saving throw or have its exhaustion level increased by 1 for a number of rounds equal to your proficiency bonus. This is a magical ability and can stack with itself.

Soul Strike (exploit)

Prerequisite(s): Fencing sphere.

You target the enemy’s psyche. The target suffers a -2 penalty to all saving throws for a number of rounds equal to your proficiency bonus. This is a magical ability.

Vacuum Cut

Prerequisite(s): Fencing sphere.

Whenever you use the attack action to make a melee attack in the same round you draw a sheathed weapon, you may expend your martial focus to increase the reach of your attack to 30 feet.

Vacuum Slice

Prerequisite(s): Fencing sphere (Vacuum Cut),11th level or higher.

Whenever you use the Vacuum Cut talent, you may spend a bonus action to increase the effect, targeting all creatures within a 30-foot line. Make a single attack roll and compare the result to each creature within the affected area; all creatures hit by the attack take damage as though you had hit them directly with the melee attack. Only damage is dealt; no other effects granted by the attack are applied.

Variants

Imprecise Blade

You do not gain the fatal thrust ability. You gain one (exploit) talent as a bonus talent.

Gladiator Sphere

Your extravagant and unusual display confounds your foes.

Until the start of your next turn, any creature within range of this boast that attempts to target you with an attack roll must make a Wisdom saving throw or lose their attack and be unable to attack you with any subsequent attacks during the duration of this ability, though may still direct any remaining attacks toward other targets. If they targeted you with a spell, the spell or the portion of the spell targeting you is lost. Once a creature succeeds on a saving throw against this ability, it is immune to your use of it until you complete a long rest.

Distracting Display (boast)

Target: all allies within range

Duration: end of your next turn

Saving Throw: none

By calling attention to yourself, you allow your allies to slip from view. Until the end of your next turn, allies other than yourself within range of this boast may hide even if they are observed. You may perform this boast as a standard action, ignoring the required trigger.

Exemplar (boast)

Target: all allies within range

Duration: end of your next turn or until used.

Saving Throw: none

Your allies within range have advantage on their next attack roll, grapple, or shove before the start of your next turn. You do not benefit from this advantage.

Inspiring Pose (boast)

Target: see text

Duration: end of your next turn or until used.

Saving Throw: none

A number of allied creatures within range equal to your proficiency bonus may make a new saving throw against any ongoing effect they are currently suffering from that normally grants a saving throw, even if they have already failed the initial save and would not normally be granted another. Failing this additional save does not progress any effects that are normally incurred on a failed save. You may only affect a creature once but may do so again after a short or long rest.

Menace (boast)

Target: hostile creatures within range

Duration: start of your next turn

Saving Throw: Wisdom

Hostile creatures within range of your boast cannot voluntarily move closer to you unless they succeed on a Wisdom saving throw. This lasts until the start of your next turn.

Creatures immune to the frightened condition are immune to this effect.

Practitioners of the Gladiator sphere are experts at fighting with flair and style in order to manipulate the emotions and actions of their enemies, their allies, or the crowd. The gladiator understands that winning is a mental game; if you can convince your enemy that you should be feared, the battle is half-finished already.

When you gain the Gladiator sphere, you gain the following abilities:

Boast

As long as you have martial focus, after damaging a creature with a critical hit, reducing a hostile creature to 0 hit points, or succeeding on a grapple or shove against a hostile creature, you may perform a boast as a reaction. If a boast affects another creature, that creature must be within 30 feet and must be able to see and hear you.

When you gain the Gladiator sphere, you gain the following boast.

Prowess (boast)

Target: self

Duration: end of your next turn or until used.

You have advantage on the next weapon attack or contested ability check you make before the end of your next turn.

Talents with the (boast) descriptor grant additional boasts you may make.

Demoralize

As an action, you may force one creature within 30 feet that can see or hear you to make a Charisma saving throw; if they fail, they are frightened of you until the end of your next turn.

You may expend your martial focus to use demoralize as a bonus action.

Talents with the (demoralize) descriptor modify when and how you can use demoralize, while (fear) talents grant you additional benefits against those who are frightened.

Gladiator Basic Talents

Boast Talents

Bloodthirst (boast)

Target: self

Duration: instantaneous

Success spurs you to keep up the assault. You may make an attack against an enemy within the area of your boast using a wielded weapon. The enemy must be within your weapon’s reach or range.

Caper (boast)

Target: all creatures within range that target you with an attack roll

Duration: end of your next turn

Saving Throw: Wisdom

Steel Braggart (boast)

Target: self

Duration: start of your next turn

You gain resistance to bludgeoning, slashing, and piercing damage.

Demoralize Talents

Cow Enemy (demoralize)

When you deal damage or succeed on a grapple or shove against a creature while using the attack action, you may demoralize that creature as a bonus action.

Master of Fear (demoralize)

When using demoralize, you may target a number of creatures equal to your proficiency bonus. You may expend your martial focus to target all enemies within 20 feet who can see and hear you.

Spectacle (demoralize)

Any time you deal damage to a hostile creature with a critical hit or reduce a hostile creature to 0 or fewer hit points, you may use demoralize on any creature within range as a reaction.

Uncowed (demoralize)

You are proficient in any saving throw to prevent the frightened condition, and creatures have disadvantage on Intimidate checks against you.

When a creature attempts an Intimidate check against you and fails, or when you succeed on a saving throw against an effect that imposes the frightened condition, you may expend martial focus to demoralize the creature who initiated the effect as a reaction.

Fear Talents

Cowards Bane (fear)

You have advantage on attack rolls against creatures that are frightened of you.

Daunting (fear)

When a creature that is frightened of you misses you with an attack or fails on a grapple or shove targeting you, they provoke an opportunity attack from you.

Other Talents

Derision

When a creature misses when targeting you with an attack roll or fails on a grapple or shove against you, you may perform a boast as a reaction.

Fan Favorite

You may perform a boast as a reaction whenever you succeed on a saving throw against an effect originating from a hostile creature.

Intimidating

You gain proficiency in Intimidate. If you already have proficiency in Intimidate, you may add twice your proficiency modifier to Intimidate. You may take this talent twice. If you already add twice your proficiency modifier to Intimidate, you may not take this talent.

Self Confidence

You may perform a boast as an action instead of a reaction, ignoring the required trigger. If you do, you may regain your martial focus as a bonus action.

Theatrical Boast

Double the range of your boasts and demoralizations.

Trash Talker

When making a boast, you may expend your martial focus to make two boasts instead of one.

Gladiator Legendary Talents

Aura of Fear

Prerequisite(s): Gladiator sphere, 9th level or higher.

When a creature that is aware of you moves or starts its turn within 30 feet of you, it must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your aura until you complete a long rest.

Burn the Chaff (fear)

Prerequisite(s): Gladiator sphere, 9th level or higher.

Whenever you successfully make a melee attack against a target with a CR less than your proficiency bonus that is suffering from the frightened condition, your attack is an automatic critical hit.

Deafening Clangor (demoralize)

Prerequisite(s): Gladiator sphere, Shield sphere, 5th level or higher.

Whenever you demoralize, you may choose to strike a shield you are wielding with a weapon or limb to produce a deafening clangor. In addition to any results of your demoralize, all targets (excluding yourself) within your demoralize range must pass a Constitution saving throw or become deafened for 1d4+1 rounds. As part of using this ability, you may warn your allies to cover their ears and protect them from the effects of the deafening clangor (rendering them immune to that instance of it), but doing so gives enemies advantage on their saving throw against this effect.

Nightmare Fuel (demoralize, fear)

Prerequisite(s): Gladiator sphere, 11th level or higher.

Whenever a hostile creature fails its saving throw against your demoralize, you may expend your martial focus to force the target to pass a Wisdom saving throw or become permanently afraid of you. The creature has disadvantage on all saving throws against your demoralize, and you have advantage on all Intimidate checks against it. This effect is permanent until removed by a break enchantment, heal, miracle, or wish spell, or similar effects.

Piercing Fear (demoralize)

Prerequisite(s): Gladiator sphere

You may expend martial focus when using demoralize to ignore the target’s immunity to the frightened condition. The target instead has advantage on its saving throw.

Variants

Braggart

You do not gain the demoralize ability. You gain Self Confidence as a bonus talent. You may not possess this variant and Humble Combatant.

Humble Combatant

You do not gain the boast ability and cannot select (boast) talents. You gain Uncowed as a bonus talent. You may not possess this variant and Braggart.

Guardian Sphere to your speed to bring that target into your reach and make an opportunity attack against them, known as a patrol attack.

Any movement you make provokes opportunity attacks as normal, and your total movement before the start of your next turn cannot exceed your speed.

You can make 1 additional opportunity attack at 5th level (2 opportunity attacks), 11th level (3 opportunity attacks), and 17th level (4 opportunity attacks). These additional opportunity attacks do not require spending your reaction – though it still counts as a reaction for all other purposes.

Patrol attacks never deal sneak attack damage, and you are limited to only one opportunity attack per turn, which means you cannot attack the same target with multiple opportunity attacks during their movement, no matter how much or how often they move through your patrol area or out of your reach.

Talents with the (zone) tag grant additional effects to this ability. Each patrol can only benefit from one (zone) talent.

Guardian Basic Talents

Challenge Talents

Cold Iron Call (challenge, resilience)

When targeted by a spell or other magical effect, you can delay the onset of its effects until the end of your next turn as if it were damage. Each effect is treated as if it were an amount of hit point damage equal to the level of the caster for the purpose of your delayed damage pool. If you do not have enough space remaining in the delayed damage pool, you cannot delay the effect. However you can choose to empty some or all of the pool’s delayed damage to make room, incurring the damage (or delayed effect) immediately. Any effect on you that would remove the delayed effect from you will remove the delayed effect from your delayed damage pool as if removing the effect from you normally.

If you possess the (patrol) package and the Defend Other talent, you can use that talent to redirect the spell as if it were an attack.

If you possess the (challenge) package, any time a creature under the effects of your challenge casts a spell, sphere effect, or other magical effect that does not include you in its effect, it suffers a -2 penalty to the spell, sphere effect, or magical effect’s save DC.

Durable (challenge, resilience)

You can delay the onset of certain effects until the end of your next turn, including diseases, exhaustion levels, poison, or any of the following conditions: blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, restrained, or unconscious. Each effect is treated as if it were 10 hit points when determining your delayed damage pool’s capacity. If you do not have enough space remaining in the delayed damage pool, you cannot delay the effect unless you empty some or all of your delayed damage pool into your-

Guardians specialize in protecting their allies and drawing the ire of their enemies.

Delayed Damage Pool

You gain a delayed damage pool equal to three times your level. Whenever you receive damage, you can redirect all or part of it to your delayed damage pool. Apply resistance before redirecting the damage, and you cannot redirect damage that would exceed the pool’s maximum. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage resistance, immunity, or berserking you possess, and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the attack’s entire damage is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hit points automatically reduces the amount of damage in your delayed damage pool.

Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.

Talents with the (resilience) descriptor modify or grant additional effects to your delayed damage pool.

In addition, choose one of the following packages, gaining the corresponding ability:

Challenge Package

Challenge

As a bonus action, you can issue a challenge to a creature you can see. The challenge can be auditory or visual, so long as the target can perceive the challenge (though other means of communication that you possess, such as telepathy, can also be used). Unwilling creatures can attempt a Charisma saving throw to resist, and mindless creatures cannot be challenged.

A creature affected by your challenge takes disadvantage on attack rolls that do not include you as a target and gains advantage on attack rolls targeting only you. If the creature can’t possibly attack you (for example, if you are hidden), they do not suffer disadvantage when attacking something else.

The challenge lasts for 1 minute. When you issue a new challenge, any previous challenge you have active ends. A creature can be affected by multiple challenges but gains advantage so long as they are attacking at least one target who has challenged them.

Talents with the (challenge) descriptor grant additional effects to targets you have challenged.

Patrol Package

Patrol

As an action, you can set up a patrol until the beginning of your turn. A patrol is an area around you equal to your melee weapon reach +10 feet. Whenever a creature moves into, out of, or through this area, you can spend a reaction to move up self to make room. Anything that would remove the effect you delayed can remove it from your delayed damage pool instead.

If you possess the (patrol) package and the Defend Other talent, you can use it to redirect an effect targeting one of your allies to yourself as if it were an attack.

If you possess the (challenge) package, any time a creature under the effects of your challenge uses an ability that would cause one of these conditions that does not include you in its effect, they suffer a -2 penalty to the ability’s save DC.

Flush of Victory (challenge)

When a creature affected by your challenge is reduced to 0 hit points, you gain temporary hit points equal to your level.

The creature must have a CR of at least half your character level (rounded down, minimum 0).

Mageguard (challenge)

If a creature is under the effects of your challenge, it takes disadvantage on saving throws to maintain concentration while within your reach.

Steel Hide (challenge)

If a creature under the effects of your challenge makes a critical hit against you, you can end the challenge on that creature only to have the attack instead deal normal damage.

Resilience Talents

Cold Iron Call (challenge, resilience) (see Challenge Talents) Durable (challenge, resilience) (see Challenge Talents) Greater Delayed Damage (resilience)

The size of your delayed damage pool increases by +1 per level you possess. You can take this talent twice; the effects stack.

Zone Talents

Assist (zone)

Allies within your patrol gain a +1 bonus to their Armor Class.

Clear Path (zone)

Allies (other than you) do not provoke opportunity attacks from hostile creatures for moving through the area of your patrol.

Disruptive (zone)

When a hostile creature within the area of your patrol attempts to cast a spell or sphere effect, you can make a patrol attack against that creature. This attack is resolved before the completion of the spell; any damage dealt forces a Constitution saving throw as if attempting to maintain concentration, causing the caster to lose the spell or sphere effect on a failure.

Punishing Rebuke (zone)

When a creature attacks an ally within your patrol area, not including yourself, they provoke a patrol attack from you.

Stand Still (zone)

While you have a patrol in place, any hostile creature that you damage with a patrol attack has its speed reduced to 0 until the start of its next turn.

Steel Hedge (zone)

All hostile creatures treat the area of your patrol as difficult terrain.

Other Talents

Complex Patrol

You can expend your martial focus when using patrol to apply two (zone) talents instead of only one.

Defend Other

When an adjacent ally is attacked, you can use your reaction to redirect the attack towards yourself. When an ally within your patrol is attacked, If you have set up a patrol you can use one of your patrol attacks to move up to them and redirect the attack towards yourself.

Expanded Guardian

You gain one Guardian package, including the corresponding ability, that you do not possess.

Guardians Focus

As a bonus action during your next turn, you can regain your martial focus when you fulfill one of the following criteria; Although, you must have a focus expended at the time this ability is triggered to benefit from it:

  • When a creature affected by your challenge is reduced to 0 hit points.
  • You succeed on a grapple or shove while you have a patrol set up.
  • You succeed on an attack made as part of a patrol attack while you have a patrol set up.
  • You successfully use the Defend Other talent.

Mass Challenge

You can use your challenge ability as an action, targeting a number of creatures equal to your proficiency bonus.

Swift Guardian

If you possess the (challenge) package, you can expend martial focus to use challenge on your turn without any action. If you have Mass Challenge, you can expend martial focus to use that ability as a bonus action.

If you possess the (patrol) package, you can instead expend your martial focus to use patrol as a bonus action.

Guardian Legendary Talents

I Will Come

Prerequisite(s): Guardian sphere (Defend Other, I Will Hear), 11th level or higher.

When a creature calls you with the I Will Hear talent, you can spend an action to teleport to their location. You can bring along objects as long as their weight doesn’t exceed your maximum load. You can also bring a number of additional willing Medium or smaller creatures (carrying gear or objects up to its maximum load) equal to your proficiency bonus. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be teleported must be in contact with one another and must be in contact with either you or a creature in contact with you.

Contact can be established without any action during your turn or as a reaction when not your turn. You can only travel to a particular creature using this ability once. You regain use of this ability for each relevant creature when you complete a long rest. This is a magical teleportation effect.

I Will Hear

Prerequisite(s): Guardian sphere (Defend Other).

You can form a bond with a creature as an action. There is no range limit on who you can bond with, nor do you need line of sight or line of effect to form a bond with a creature; you must, however, personally know the creature you are bonding with, even if it was a casual introduction. A bonded creature does not automatically become aware of this bond, your name, or how to call your name; it must be informed.

A bonded creature can call your name as a reaction; if you are within 1 mile per level, you become immediately aware of the call and the direction to that creature. At 5th level, this range increases to 10 miles per level. At 11th level, the range becomes unlimited as long as you are both on the same plane.

At 17th level, you can hear the call across the planes and gain knowledge of what plane the calling creature is on. You can maintain a number of these bonds equal to your proficiency bonus. This is a magical effect.

Indomitable

Prerequisite(s): Guardian sphere (delayed damage pool), 5th level or higher.

When reduced to 0 hit points, you can expend your martial focus (no action required) to act normally until the end of your next turn. You do not fall unconscious from hit point loss and are not subject to death saves during this time. You can receive healing during that turn to bring you above 0 hit points.

Inescapable Challenge (challenge)

Prerequisite(s): Guardian sphere, 7th level or higher.

A creature affected by your challenge must make a Wisdom saving throw each time it attempts to move away from you (including via teleportation or other magical effects) or lose the attempted action or movement. The creature does not lose any spell, spell points, or magic item uses on a failed saving throw if this prevents a spell or sphere effect. The creature can be moved normally by other creatures.

Punishing Challenge (challenge)

Prerequisite(s): Guardian sphere, 5th level or higher.

Whenever a creature affected by your challenge gets disadvantage on an attack because it doesn’t affect you, that creature takes radiant or necrotic damage (chosen when you gain this talent) equal to your level. This is a magical effect.

Punishment (resilience)

Prerequisite(s): Guardian sphere, 5th level or higher.

When you deal damage with an attack to a creature while you have damage in your delayed damage pool, you can expend your martial focus to deal damage equal to your delayed damage pool to the target creature. This damage is of the same type as your triggering attack. If you possess the Cold Iron Call or Durable talents, you can also inflict any effects you are postponing with those abilities. If the effect allowed a saving throw, the target can make a saving throw immediately at the original DC.

A successful Constitution saving throw reduces the amount of additional damage by half and negates any additional effects.

Singularity (zone)

Prerequisite(s): Guardian sphere, 5th level or higher.

At the start of their turns, hostile creatures within the area of your patrol must succeed on a Strength saving throw or be moved 5 feet closer to you, though stop when they become adjacent. This movement does not provoke opportunity attacks.

Hostile creatures within the area of your patrol count every 5 feet of movement directed away from you as 10 feet when determining their movement for the round. This stacks with the effects of difficult terrain. At 11th level, both the distance moved toward you and the additional cost of movement away from you increases by 5 feet. This is a magical effect.

Variants

Resilient

You do not get to select a Guardian package. You gain Greater Delayed Damage talent as a bonus talent. You cannot possess both this and the Without Delay variant.

Without Delay

You do not gain a delayed damage pool and cannot select any (resilience) talent. You gain the Swift Guardian talent as a bonus talent. You cannot possess both this and the Resilient drawback.

Leadership Sphere

Sidekicks

Sidekicks are not exclusive to the Leadership sphere; they appear in several official publications as well. Sidekicks from other publications can be gained through the Leadership sphere, and a GM can always add a sidekick to a party whenever they wish, whether or not a player has gained the Leadership sphere.

Leadership Sphere

The Leadership sphere is different from other Martial spheres because it doesn’t deal with an individual’s abilities, but rather the people they surround themselves with.

It is always possible for a Game Master to create an NPC to round out a party or for a team of adventurers to hire some henchmen to assist them, and such things are for the Game Master to decide.

The Leadership sphere, however, reflects characters for whom having followers and sidekicks are not just a passing thing but are instead as integral to their character as their skill with a sword or their knowledge of magic. Maybe you are a noble and keep retainers along as you adventure. Perhaps you are a teacher and are always surrounded by students. Or, maybe you simply have a favorite NPC that, when it comes time for them to part ways with you, you decide to add them to the party as a sidekick rather than see them leave.

As such, the Leadership sphere has some special restrictions that are different from other spheres:

  • While a Game Master always has the ability to alter the rules to fit a game or a campaign, the Leadership sphere is always only usable with GM permission; some games might just not lend themselves to sidekicks and companions, while some GMs might simply not wish to take upon them the burden of having so many NPCs following the player characters around all the time. Even if the Game Master allows for the Leadership sphere, it is within their right to say that the Leadership sphere cannot be taken until 5th character level; while some characters might begin play with a trusted ally, most adventurers must at least have a reputation before they can begin to attract sidekicks and followers to their cause.
  • The Leadership sphere and its talents cannot be taken as temporary talents or switchable talents; they cannot be placed inside an armiger’s customized weapon or changed through the Intuitive Combatant feat, etc.. Likewise, players cannot have their conjured companions, animal companions, sidekicks, or anyone other than their actual player characters take the Leadership sphere or talents.

When, where, and how a sidekick is gained is up to the Game Master, but they should work with the player to determine the most appropriate choice for the game.

Experience

Sidekicks and followers are not considered player characters, and so do not get a share of experience points.

Companion Costs

Because sidekicks and followers gained from the Leadership sphere are ‘purchased’ with talents, they do not cost money to hire, but likewise, they cannot produce money for the players by working jobs on the side unless a specific talent in the Leadership sphere says otherwise. Instead, the cost of hiring, feeding, and equipping these companions, as well as the money they would make from downtime activities, is abstracted; sidekicks are paid in the experience they gain, in the miscellaneous items that they recover and sell that the PCs don’t bother with, and followers make money for the PC on unimportant side jobs, which then goes to cover their payment and upkeep. A player may always give their sidekicks and companions better gear and magic items on their own, but these costs do need to come out of their own pockets.

Loyalty

Sidekicks and followers are loyal to the player, but no intelligent being will stand being treated poorly. Especially disgruntled sidekicks may work in secret to bring about your downfall.

Also, if a player gets their sidekicks and followers killed, they will begin to have trouble finding others willing to take their place.

Whether or not a sidekick or group of followers is feeling particularly loyal or how they react to rough treatment is determined by the Dungeon Master, but as an optional rule, loyalty can be measured on a scale of 0-20. Sidekicks and followers have a maximum loyalty equal to your Charisma score and a starting loyalty of half that number. If party members act in a manner that runs counter to the sidekick’s alignment or bond, roll 1d4 and subtract that number from their loyalty. This is increased to 2d4 if they are abused, misled, or endangered by the party for purely selfish reasons. Likewise, if the PC treats them especially well, helps them achieve goals tied to their bond, spends their own money on presents and rewards for them, or accomplishes an inspiring deed that makes them feel good about their employment, roll 1d4 and add that number to their loyalty. If loyalty reaches 0, the character is no longer loyal and will either leave or work to undermine the party.

Replacing Sidekicks

The Leadership sphere assumes that your sidekicks and followers are not temporary hires, but are instead dedicated companions: a knight and his squire, a thieves guild master and his crime family, a scholar and his students, a mercenary captain and his troops, etc.. However, it is possible that either the player wishes to change their sidekick, or that for story reasons the GM has decided to remove them; the squire or intern might graduate or return home to care for their family, etc.. When this happens, the GM and the player should work together to determine where, when, and how a new sidekick is gained in their place. This also can happen if the old sidekick needs to be replaced because they died or left due to low loyalty, but the player might find it difficult to find a new sidekick or group of followers if they have a reputation for poor treatment or of getting sidekicks and followers killed.

Roleplaying Sidekicks and Followers

Sidekicks and followers are under the control of the player (especially in combat), but this does not mean they are mindless creatures. The Dungeon Master may wish to control the sidekick or even a few key followers (the caravan boss, the head intern, etc.) for roleplay purposes, as they would other important NPCs. If the GM doesn’t wish to voice so many NPCs, an alternative to having one player simply control all of his followers and sidekicks (which can rob the game of fun interactions between characters) is to leave the roleplaying of a player’s sidekicks and followers to the other players around the table, who each might take one important sidekick or follower and play them whenever necessary.

Variant: Party Followers

In some games, especially those focused on a traveling group larger than a normal adventuring party (such as a caravan, mercenary army, etc.), rather than have one player shoulder the burden of spending character resources to have a group of followers and sidekicks, the party as a whole could be allowed to gain talents. This could be done in various ways, such as allowing each PC to contribute talents into a group pool. One ‘leader’ would take the base sphere while others could add additional talents, reflecting the sidekicks and followers they attract with their skills. Anyone who possesses a (sidekick) talent would be able to use it with any of the shared party sidekicks.

Alternatively, the base sphere could simply be granted to the group, with Persuasion proficiency removed, then additional talents granted at appropriate intervals based on level, achievement, or wealth (either accumulated or spent) to reflect the group’s prestige and influence has achieved through its actions.

Practitioners of the Leadership sphere learn how to gather, organize, and command others. When you gain the Leadership sphere, you gain proficiency in Persuasion. If you already have proficiency in Persuasion, you instead gain a bonus talent from this sphere. Additionally, you gain either the Follower or Sidekick Leadership package

Leadership Packages

Follower Package

You gain a group of followers, loyal to you and your cause.

These followers will not accompany you into dangerous locations; if attacked, followers will attempt to flee to a safe place to the best of their ability. However, they can lend assistance in various ways, such as supplying unskilled labor for simple tasks (such as clearing a road obstructed by falling rocks), carting goods, driving and overseeing your wagons and transport, or other things.

If statistics are needed for a particular follower, utilize the commoner stat block or the troop of commoners stat block for the followers as a group in combat. You can have a maximum of 20 followers, which equals 1 troop. This increases by 20 more followers at 5th (40 followers, or 2 troops), 11th (60 followers, or 3 troops), and 17th levels (80 followers, or 4 troops).

Troops are considered a single creature for combat purposes; a troop can be injured, but its individual members are usually not regarded as dead unless the troop is reduced to 0 hit points. If it is, it can be healed but has its maximum hit point halved, as half of its members are dead and will need to be replaced with new followers before it can return to full strength.

If a troop dies completely, all of its members are dead, except perhaps one or two.

Followers are meant to work in groups of about 20; they cannot be split into multiple groups (within reason; a player could always send a few on a specific errand), and if reduced to half their number or less, are reduced to half their total hit points until regrouped.

Your initial followers are drawn from settlements you have visited in the past and made contacts in. If you must recruit new followers to replace some that have died or been disbanded, you can attract one new follower per day spent in a settlement. If you spend 1 gp per day on drinks and socializing, or 8 hours actively recruiting, this number is doubled. These multipliers stack if you spend both money and time.

Some (followers) talents require you to disperse your followers throughout a settlement. When this happens, the troop is essentially dissolved as its members perform various actions to achieve a specific purpose. Reassembling the troop requires at least an hour.

Sidekick Package

You gain a sidekick. A sidekick can be any type of creature with a stat block, but its challenge rating must be 1/2 or lower.

As explained in the “Advancing A Sidekick” section, a sidekick starts with this stat block and adds to it as it progresses as a sidekick. Some sidekick classes may have additional prerequisites.

When you create a sidekick, you choose the class it will have for the rest of its career, each of which is detailed below:

Explorer, Student, or Veteran. Work with the Game Master to determine what options are available, as depending on the location some things simply might not make sense. In addition to the Explorer, Student, and Veteran sidekick classes, a GM can approve of other sidekick classes that have been published in other approved sources.

Sidekicks that you gain through the Leadership sphere always have a level equal to half your own (minimum level 1); when you gain an even level after 2, your sidekick goes up 1 level. You cannot possess more than 1 sidekick from the Leadership sphere unless your talents say otherwise.

The sidekicks below begin play with the equipment granted by their martial tradition. A sidekick’s starting gear may not be used to increase PC wealth; sidekicks will rarely consent to having the gear upon which they rely to survive sold out from under them.

For player convenience, here are three stat blocks that can be used to apply sidekick class levels to:

Discharged Soldier

Medium or Small humanoid (any race), any alignment

Armor Class 11
Hit Points 13 (2d8+4)
Speed 30 ft.

Str Dex Con Int Wis Cha
15 (+2) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 10 (+0)

Senses passive Perception 11
Languages Common
Challenge 1/8 (25 XP)

Actions

  • Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Reactions

  • Parry. The discharged soldier adds 2 to its AC against one melee attack that would hit it. To do so, the discharged soldier must see the attacker and be wielding a melee weapon.

Roving Scholar

Medium or Small humanoid (any race), any alignment

Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.

Str Dex Con Int Wis Cha
10 (+0) 13 (+1) 10 (+0) 15 (+2) 14 (+2) 12 (+1)

Skills Arcana +4, Religion +4
Senses passive Perception 12
Languages Common
Challenge 1/8 (25 XP)

Actions

  • Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands.

Wanderlust Traveller

Medium or Small humanoid (any race), any alignment

Armor Class 12
Hit Points 11 (2d8+2)
Speed 30 ft.

Str Dex Con Int Wis Cha
14 (+2) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 13 (+1)

Senses passive Perception 10
Languages Common
Challenge 1/8 (25 XP)

Special Traits

  • Cunning Action. On each of its turns, the wanderlust traveler can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

  • Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Some abilities call out joint actions. These actions require both you and your sidekick to pay the requisite action cost.

Leadership Basic Talents

Talents marked (followers) grant additional options for your followers. If you have multiple groups of followers, each (followers) talent applies to each of them. Talents marked (sidekick) grant additional options for your sidekick.

Follower Talents

Alchemists (followers)

Your followers possess alchemist’s supplies and are proficient with their use, and can use the Help action to aid in the use of those tools, giving someone advantage. When crafting alchemical items (such as alchemist’s fires), a troop can produce items ten times as fast. If a PC in your party can craft formulae from the Alchemy sphere, they can produce one more formulae than their usual limit, provided these followers are there to assist them. If you possess the Merchants talent, you can purchase alchemical items at a 25% discount.

Artificers (followers)

Your followers possess tinker’s tools and are proficient with their use, and can use the Help action to give someone advantage on using tinker’s tools. When crafting mechanical items such as a block and tackle, a troop can produce items ten times as fast. If a PC in your party can craft gadgets from the Tinker sphere, they can produce one more gadget, provided the followers are there to assist them. If you possess the Merchants talent, mechanical items purchased from the followers have their cost reduced by 25%.

Craftsmen (followers)

Your followers possess smith’s tools and are proficient with their use, and can use the Help action to give someone advantage on using smith’s tools. They can spend an hour working to repair objects as if using the mending cantrip. When crafting weapons, armor, or other metal items, a troop can produce items ten times as fast. If you possess the Merchants talent, you can purchase non-magical weapons, armor, and ammunition at a 25% discount.

Detectives (followers)

Some of your followers are inquisitors or investigators. They are proficient in Investigation and Perception and can use the Help action to give someone advantage with checks involving either skill. Your followers know how to perform research for you. During downtime, your followers may perform research in your place; you are still required to pay for any research expenses.

Entertainers (followers)

Your followers include actors, musicians, and other performers, and they possess props, backdrops, and the other accouterments required for a dazzling performance.

Your followers are proficient in the Acrobatics and Performance skills and can use the Help action to aid you with those skills. While in a settlement, your followers can get you access to a theater, stage, or hall if one is present, or can establish an outdoor performance area for you wherever one is needed. Additionally, your Performers are particularly adept at gaining money through their performing skills, even as you travel; each troop of followers gain 1 gp per day spent in a settlement, which is applied to covering your lifestyle expenses (or with GM permission can go into your pocket, if you are not using lifestyle rules).

Friends In Low Places (followers)

Some of your followers are brutish and sly. Your followers are proficient with Intimidate and Sleight of Hand, and so long as you are in a large enough place, they can provide distractions or an intimidating presence for you to use the Help action to aid you with those skills.

While your followers are dispersed through a settlement, you gain the following benefits:

You can always find a fence willing to buy stolen goods from you.

If you’re imprisoned or fined for crimes committed in the settlement’s jurisdiction, you know how to find corrupt officials willing to take bribes to ensure your freedom (although the amount of the bribe is dependent on the GM and the nature of your crimes).

If an object is available in the settlement and has a maximum value of 100 gp multiplied by your proficiency bonus, you can ‘buy’ it for half price with 2d6 hours of work. If given 2d6 days, this value increases to 1,000 gp multiplied by your proficiency bonus. This item is gained through less than reputable means (bribes, break-ins, etc.), and you cannot obtain more than one object in this way at a time and never more than once per day. Note that while it might be possible to obtain unique items in this fashion (the key to a specific jail cell, the jewels of a particular noble lady, etc.), stealing such items can carry grand consequences, or might be so well guarded that only direct action by the PCs themselves might allow for a successful theft.

Ground Team (followers)

Your followers are proficient with Deception and Persuasion and can use the Help action to aid you with either skill. Additionally, they can disperse into a settlement, talking, listening, and influencing. While dispersed, your followers can perform the following actions:

Gather Crowd. Your followers can spend 1d4 hours gathering a crowd for you. Make a Charisma (Persuasion) check against one of the DCs listed in the table below to determine the crowd’s size; the crowd’s size never exceeds the population of the settlement. After the crowd is gathered, it will naturally disperse after another 1d4 hours if they are not incentivized to stay, be it through entertaining the crowd or intimidating them.

Persuasion Result Crowd Size Minimum Settlement Size
15 1-500 Village
20 500-1,000 Village
25 1,000-3,000 Town
30 3,000-6,000 Town
35 6,000-12,000 City
40 12,000-25,000 City

Gather Information. Your followers know how to ask around or eavesdrop into conversations to gain information on the town’s current events on your behalf. With 1d4 hours of work, they can discover specific details about a specific person or event for you, track down rumors on your behalf, etc.

Whispers. You may have your followers participate in spreading a rumor throughout the settlement. They can spread rumors on your behalf even if you are not present (although you must provide them with money for drinks, social appearances, etc.), or reduce the amount of time it takes to spread the rumor by half if you are present, as well as Help you with the required checks to give you advantage.

Healers (followers)

Your followers are skilled healers. They are proficient with the Medicine skill and can use the Help action to provide someone advantage when making checks with that skill.

Your followers can supply you with one complete healer’s kit each day. These healers kits cannot be sold or stockpiled.

When anyone spends hit dice during a short rest to heal in the presence of these followers, increase the size of their hit die by one size to a maximum of 1d12.

Hunters (followers)

Some of your followers are well trained in stalking and hunting beasts. They are proficient in Handle Animal and Stealth and can use the Help action to aid someone with checks involving either skill. While traveling or camping in the wilderness with your followers, your followers can forage for you, providing food for you and your party.

Laborers (followers)

Your followers include experts at construction and physical tasks. Your followers are proficient in the Athletics skill and work twice as fast when shifting rocks, digging ditches, or otherwise performing manual labor.

During a short rest, you can direct your followers to fortify a campsite. Your followers grant advantage on Wisdom (Perception) checks made while inside a fortified campsite, and any intruders must contend with a 5-foot tall fence surrounding the camp.

Linguists (followers)

Some of your followers are multilingual. They are proficient in a number of additional languages equal to your proficiency bonus and can use the Help action to aid someone with checks involving encrypting, decrypting, or translating messages.

Managers (followers)

Your followers know how to operate one business you own.

A troop can run a business you own in your absence and make checks for it on your behalf. They can also Help you on checks to run a business, allowing you to make any such checks with advantage.

Merchants (followers)

Your followers include merchants that can trade with you.

Your followers can purchase from and sell items to you whose individual worth does not exceed 25 gp but increases at 5th level (100 gp), 11th level (400 gp), and 17th level (1,700 gp).

You may not utilize the merchants to purchase or sell more individual items per day than your proficiency bonus.

Any checks made to determine the worth of an item while with the followers gain advantage from the merchants’ aid.

Messengers (followers)

Your followers can quickly deliver messages via rider, messenger bird, and other means as appropriate to the setting.

While with your followers, you may send written messages and items not exceeding 10 lbs. per character level to any place reachable by normal travel (not requiring the casting of magical effects) at a base overland speed of 60 miles per day, increasing by 10 miles at 5th level (70 miles per day), 11th level (80 miles per day, and 17th level (90 miles per day).

Messengers can also be used to deliver items to and retrieve them from your followers while adventuring, though, as normal for followers, they won’t go anywhere apparently dangerous. A messenger may be summoned by messenger bird, whistle, or magical means if you possess any.

If you possess the Linguists talent, you may have any message delivered by your messengers to be encrypted, requiring individuals other than the desired target to succeed on an Intelligence (Investigation) check to decipher.

If you possess the Merchants talent, you can purchase from or sell to your merchant followers an additional number of times per day equal to your key ability modifier (minimum +1).

Priests (followers)

Some of your followers are well-versed in religious studies and understanding the spiritual needs of others. Your followers can cast 1st level rituals from the cleric spell list and gain ritual books that contain the ceremony spell. These ritual books cannot be sold or stockpiled. They are also proficient in

Insight and Religion and can use the Help action to aid someone with checks involving either skill.

Ceremony

Abjuration

Level: 1 Casting time: 1 Hour

Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)

Duration: Instantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check.

On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Rangers (followers)

Some of your followers are experts at traversing wilderness.

Your followers are proficient with the Nature and Survival skills and can use the Help action to aid someone with checks involving either skill. While traveling with your followers for more than 1 hour, difficult terrain does not slow your group’s travel.

Your followers know how to find and capture animals for you. While traveling or camping in the wilderness, your followers can supply half your character level in CR of beasts each day (such as for taming with the Beastmastery sphere), though are limited to beasts present in their surroundings, and the number of individual beasts cannot exceed your proficiency bonus.

Scholars (followers)

Some of your followers are well-versed in scholarship and arcane lore. Your followers can cast 1st level rituals from the wizard spell list and gain ritual books that contain the identify spell. These ritual books cannot be sold or stockpiled. They are proficient in Arcana and History and can use the Help action to aid someone with checks involving either skill.

Soldiers (followers)

Your followers are willing to follow you into combat, although they still will not perform obviously suicidal actions.

They are proficient with simple weapons and light armor. Your followers can use the Attack action and gain clubs as a starting weapon:

Clubs. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d8) bludgeoning damage, or 5 (1d8) bludgeoning damage if the troop has half of its hit points or fewer.

You may take this talent multiple times. Each time this is gained after the first, your followers gain a bonus martial talent. Each troop gains the same martial talent.

Sidekick Talents

Allied Cover (sidekick)

You and your sidekicks gain a +1 bonus to AC while within 5 feet of you or another sidekick. The benefits from multiple sidekicks do not stack.

When you are targeted by an attack or single-target effect and are within 5 feet of a sidekick, you may expend martial focus to redirect the attack or effect to the sidekick as a reaction.

Sidekick Attack (sidekick)

When you make a weapon attack roll against a hostile enemy, one of your sidekicks may also attack your target with a single weapon it possesses as a reaction. If both you and the sidekick successfully deal damage with these attacks, the sidekick may immediately move 5 feet without spending an action. This movement does not provoke opportunity attacks.

Opening Maneuver (sidekick)

Once per round, when one of your sidekicks succeeds on a disarm, grapple, or shove, the target provokes an opportunity attack from you.

Opportunistic Teamwork (sidekick)

While within 5 feet of a sidekick, when you or the sidekick performs a disarm, grapple, or shove, the other may expend their martial focus as a reaction to grant advantage on the roll.

Pack Tactics (sidekick)

You and your sidekicks gain a +1 bonus to weapon attack rolls while within 5 feet of you or another sidekick. The benefits from multiple sidekicks do not stack.

Team Lookout (sidekick)

When making a Wisdom (Perception) check while within 30 feet of any sidekick, you and those sidekicks may share the result of whoever had the highest result.

Other Talents

Base of Operations

You gain one new group of followers. However, these additional followers are permanent residents in a settlement you are familiar with; they have homes and personal lives and will not leave the settlement under normal circumstances. They can move to a new settlement under extraneous circumstances, but doing so usually requires 1d4 months of selling, buying, traveling, and forming new contacts. These followers cannot benefit from the Soldiers talent.

You may take this talent multiple times. The effects stack.

Expanded Leadership

Choose a Leadership package you do not possess. You gain that package.

Greater Recruitment

Your sidekick’s level becomes equal to 3/4ths your level rounded down instead of 1/2 your level rounded down. You may take this talent twice, in which case your sidekick’s maximum level becomes equal to your own.

Improved Leadership

You add twice your proficiency bonus to Persuasion checks.

Leadership Legendary Talents

Additional Sidekick

Prerequisite(s): Leadership sphere (sidekick package), 5th level.

Gain an additional sidekick. You must divide your sidekick levels between both sidekicks and can do so as you see fit (thus, if you could normally have a sidekick with a maximum level of 6, with this talent you could have two sidekicks of 3rd level, one of 4th level and another of 2nd level, etc.).

You may take this talent multiple times. Each time you gain this talent, increase the number of sidekicks you can possess by 1. This doesn’t increase the total combined number of levels your sidekicks can have.

Air Travel (followers)

Prerequisite(s): Leadership sphere (followers package), 11th level.

Your followers are equipped with flying beasts, airships, arcane levitation, or other means of reliable overland flight.

They possess a 50-foot fly speed.

Special: The level prerequisite may be reduced based on how common flight is in the setting. For example, in the Skybourne setting flight is common and airships are ubiquitous, so the level prerequisite could be ignored entirely.

Draft

Prerequisite(s): Leadership sphere, 5th level.

You may expend martial focus as an Action to force a non-hostile creature within 30 feet to make a Charisma saving throw or be charmed by you for 1 hour. While charmed, the creature will serve you as if it were a sidekick. Creatures not of the humanoid type gain advantage on their saving throw.

Once a creature saves successfully against your use of this ability, it is immune to further uses of this ability by you for 24 hours. When the duration of the draft effect ends, the creature returns to its previous disposition, modified by any other effects that would have altered it in the meantime.

Should the charmed creature take damage, or should you attempt to make the creature perform an obviously suicidal action, the creature is automatically released from the effects of the charm.

Master of The Dead (sidekick)

Prerequisite(s): Leadership sphere (sidekick package).

You may recruit sidekicks with the undead type, finding and reanimating dead bodies with arcane rituals. Such sidekicks are built normally but have the undead type and gain the following modifiers and abilities based on whether they are a Skeleton or a Zombie:

Skeleton

  • +2 Dex, -4 Int, -4 Cha
  • Vulnerable: bludgeoning
  • Immune: poison damage
  • Condition Immunity: exhaustion and poison
  • Senses: darkvision 60 ft.
  • Languages: Cannot speak, but still understands the languages it knows

    Zombie

  • +1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha
  • Undead Fortitude (If damage reduces the creature to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the creatures drops to 1 hit point instead.)
  • Immune: poison damage
  • Condition Immunity: poison
  • Senses: darkvision 60 ft.
  • Languages: Cannot speak, but still understands the languages it knows.

 

Mystic Craftsman (followers)

Prerequisite(s): Leadership sphere (Craftsman, Scholars)

Your followers may craft magic items, even in your absence, utilizing the magic item creation rules used in your game.

They cannot produce spells and prerequisites on their own, but they can work on any magic item that you are high enough level to craft if you can provide the prerequisites. A troop can craft at the same pace as a single person of your level, and if you work with them, any check you make to craft the magic item is made with advantage.

Planisphere

Prerequisite(s): Leadership sphere (follower package, Air Travel, Teleportation), 15th level.

Your followers are equipped for planar travel. Your followers ignore negative planar traits, and if you are with them, you and a number of allies equal to your proficiency bonus do as well.

Your followers can meet you in any location on any plane within 1d4 days. Once per day, you and your allies can be carried to another plane by your followers, arriving between 5 and 500 miles from a chosen destination. This requires 1d4 hours.

If you possess the Messengers talent, your messengers can reach any location on any plane and return within 1d4 days. If you possess both Messengers and Merchants, your messengers can be sent to obtain items from anywhere in the planes. You do not need to roll for availability; if it is available for purchase anywhere in the planes it will be bought and brought to you.

Squad

Prerequisite(s): Leadership sphere (follower and sidekick packages, Soldiers), 5th character level.

You may recruit your follower troops to be sidekicks.

Choose one troop to become a sidekick. This troop becomes either a troop of students, a troop of explorers, or a troop of veterans, and advances as if it were a sidekick, except each level a squad has counts as two levels when determining the maximum level of your sidekick or sidekicks. For each level that the squad has beyond 1st, it gains three Hit Dice and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type of die appears in the sidekick’s stat block) three times, and add three times its Constitution modifier. It gains a minimum of 3 hit points per level. This troop will follow you into dangerous situations like any other sidekick.

Teleportation

Prerequisite(s): Leadership sphere, (followers) package, 13th level.

Your followers are capable of performing rituals, borrowing spell-casting services, walking fairy-roads, and other methods of rapid, long-distance travel. Your followers can meet you anywhere on the same plane within 1d4 days, regardless of distance. Once per day, you and your allies can be carried to another location on your current plane by your followers, arriving 2d20 miles from a chosen destination. This requires 1d4 hours.

If you possess the Messengers talent, your messengers can reach any location on the same plane and return within 1d4 days. If you possess both Messengers and Merchants, your messengers can be sent to obtain items from anywhere on the plane. You do not need to roll for availability; if it is available for purchase anywhere on the plane it will be bought and brought to you.

Additional Rules

Advancing A Sidekick

Your sidekick starts as a 1st level character. Consult the table below to determine your sidekick’s proficiency bonus and new features that they gain as they gain levels.

Hit Points

Whenever the sidekick gains a level, it gains one Hit Die, and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type of die appears in the sidekick’s stat block), and add its Constitution modifier. It gains a minimum of 1 hit point per level.

If the sidekick drops to 0 hit points and isn’t killed outright, it falls unconscious and subsequently makes death saving throws, just like a player character.

Proficiency Bonus

The sidekick’s proficiency bonus is determined by its class level, as shown in the class’s table. Whenever the sidekick’s proficiency bonus increases by 1, add 1 to the to-hit modifier of all the attacks in its stat block and increase the DCs in its stat block by 1.

Ability Score Increases

Whenever the sidekick gains the Ability Score Improvement feature, adjust anything in its stat block that relies on an ability modifier that you increase. For example, if the sidekick has an attack that uses its Strength modifier, increase the attack’s modifiers to hit and damage if the Strength modifier increases. If it’s unclear whether a melee attack in the stat block uses Strength or Dexterity, the attack can use either.

Sidekick Classes

Explorer

The Explorer is a fearless, mobile, and vigorous individual.

It might be a ranger, a scout, a traveler, or a vagabond. To gain the Explorer class, a creature must have at least one language in its stat block that it can speak. A sidekick gains the following class features as it gains levels, as summarized on the Explorer table.

Bonus Proficiencies

1st-level Explorer feature

The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma. In addition, the sidekick gains proficiency in Athletics, Perception, Survival, and one additional skill and language of your choice.

Martial Tradition

1st-level Explorer feature

The sidekick gains a martial tradition of your choice, provided it has Charisma or Intelligence as its key ability modifier.

Martial Training

1st-level Explorer feature

The sidekick gains a martial talent at every even level, according to Table: Explorer.

Fast Movement

3rd-level Explorer feature

The sidekick’s movement speed increases by 10 feet while wearing light armor or no armor. The explorer’s movement speed increases by 5 feet while wearing medium or heavy armor. The movement speed increases again at 7th level (20 ft. in light or no armor; 10 ft. in medium or heavy armor) and 11th level (30 ft. in light or no armor; 15 ft. in medium or heavy armor).

Ability Score Improvement

4th-level Explorer feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1.

The sidekick can’t increase an ability score above 20 using this feature.

Extra Attack

6th-level Explorer feature

The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.

Tireless

10th-level Explorer feature

As an action, the sidekick can give themselves a number of temporary hit points equal to 1d8 + their key ability modifier (minimum of 1 temporary hit point). They can use this action a number of times equal to their proficiency bonus, and they regain all expended uses when they finish a long rest. In addition, whenever the sidekick finishes a short rest, their exhaustion level, if any, is decreased by 1.

Pass Without Trace

15th-level Explorer feature

The sidekick can’t become lost or tracked except by magical means. In addition, after a long rest, the sidekick can designate up to a number of its allies it can see equal to its proficiency bonus to gain a +10 bonus on Dexterity (Stealth) checks; these bonuses do not stack with those granted by the pass without trace spell or similar effects. Creatures that receive this bonus can’t be tracked except by magical means.

These bonuses last for 24 hours or until the sidekick takes another long rest, whichever comes first.

Toned Body

18th-level Explorer feature

The sidekick gains proficiency in one of the following saving throws of your choice: Strength, Dexterity, or Constitution.

Table: Explorer
Level Proficiency Bonus Features Martial Talents
1 +2 Bonus Proficiencies, Martial Tradition, Martial Training 0
2 +2 1
3 +2 Fast Movement 1
4 +2 Ability Score Improvement 2
5 +3 2
6 +3 Extra Attack 3
7 +3 Fast Movement 3
8 +3 Ability Score Improvement 4
9 +4 4
10 +4 Tireless 5
11 +4 Fast Movement 5
12 +4 Ability Score Improvement 6
13 +5 6
14 +5 7
15 +5 Pass Without Trace 7
16 +5 Ability Score Improvement 8
17 +6 8
18 +6 Toned Body 9
19 +6 Ability Score Improvement 9
20 +6 10

Student

The Student is an intelligent or wise individual who seeks to expand their knowledge. It might be a monk, a priest, or a sage. To gain the Student class, a creature must have at least one language in its stat block that it can speak. A sidekick gains the following class features as it gains levels, as summarized on the Student table.

Bonus Proficiencies

1st-level Student feature

The sidekick gains proficiency in one saving throw of your choice: Intelligence, Wisdom, or Charisma. In addition, the sidekick gains proficiency in History, Investigation, and one additional skill and language of your choice.

Martial Tradition

1st-level Student feature

The sidekick gains a martial tradition of your choice, provided it has Intelligence or Wisdom as its key ability modifier.

Martial Training

1st-level Student feature

The sidekick gains a martial talent at every even level, according to Table: Student.

Jack of All Trades

3rd-level Student feature

The sidekick adds half their proficiency bonus, rounded down, to any ability check they make that doesn’t already include their proficiency bonus.

Ability Score Improvement

4th-level Student feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1.

The sidekick can’t increase an ability score above 20 using this feature.

Extra Attack

6th-level Student feature

The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.

Evasion

7th-level Student feature

Because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it failed. The sidekick doesn’t benefit from this feature while incapacitated.

Expertise

11th-level Student feature

Choose two of the sidekick’s skill proficiencies. The sidekick’s proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.

Reliable Talent

15th-level Student feature

The sidekick has refined its skills to an exceptional degree.

Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.

Sharp Mind

18th-level Student feature

The sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma.

Table: Student
Level Proficiency Bonus Features Martial Talents
1 +2 Bonus Proficiencies, Martial Tradition, Martial Training 0
2 +2 1
3 +2 Jack of All Trades 1
4 +2 Ability Score Improvement 2
5 +3 2
6 +3 Extra Attack 3
7 +3 Evasion 3
8 +3 Ability Score Improvement 4
9 +4 4
10 +4 5
11 +4 Expertise 5
12 +4 Ability Score Improvement 6
13 +5 6
14 +5 7
15 +5 Reliable Talent 7
16 +5 Ability Score Improvement 8
17 +6 8
18 +6 Sharp Mind 9
19 +6 Ability Score Improvement 9
20 +6 10

Veteran

The Veteran is an individual who has some experience when it comes to combat, such as a bodyguard, a militiaman, or a soldier. Unlike the other two sidekick classes presented, a creature does not have a language requirement to gain Veteran class levels. A sidekick gains the following class features as it gains levels, as summarized on the Veteran table.

Bonus Proficiencies

1st-level Veteran feature

The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. In addition, the sidekick gains proficiency in Acrobatics, Athletics, Insight, and one additional skill of your choice.

Martial Tradition

1st-level Veteran feature

The sidekick gains a martial tradition of your choice, provided it has Charisma or Wisdom as its key ability modifier.

Martial Training

1st-level Veteran feature

The sidekick gains a martial talent at every even level, according to Table: Veteran.

Danger Sense

3rd-level Veteran feature

The sidekick has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, the sidekick can’t be blinded, deafened, or incapacitated.

Ability Score Improvement

4th-level Veteran feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1.

The sidekick can’t increase an ability score above 20 using this feature.

Extra Attack

6th-level Veteran feature

The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the sidekick reaches 15th level. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.

Battle Instinct

7th-level Veteran feature

The sidekick has advantage on initiative rolls. Additionally, if the sidekick is surprised at the beginning of combat and isn’t incapacitated, they can act normally by expending their martial focus.

Retaliation

11th-level Veteran feature

When the sidekick takes damage from a creature within 5 feet of them, they can use their reaction to make a melee weapon attack against that creature.

Indomitable

18th-level Veteran feature

The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest.

Table: Veterans
Level Proficiency Bonus Features Martial Talents
1 +2 Bonus Proficiencies, Martial Tradition, Martial Training 0
2 +2 1
3 +2 Danger Sense 1
4 +2 Ability Score Improvement 2
5 +3 2
6 +3 Extra Attack 3
7 +3 Battle Instinct 3
8 +3 Ability Score Improvement 4
9 +4 4
10 +4 5
11 +4 Retaliation 5
12 +4 Ability Score Improvement 6
13 +5 6
14 +5 7
15 +5 Extra Attack (2 extra) 7
16 +5 Ability Score Improvement 8
17 +6 8
18 +6 Indomitable 9
19 +6 Ability Score Improvement 9
20 +6 10

Statblocks

Equipping A Troop

A troop can ride a mount, wear armor if it is proficient, or use a different type of weapon if it is proficient, so long as 20 copies of the mount or item have been supplied to outfit the troop. To determine the damage a troop deals with a weapon, increase a weapon’s damage die by two sizes and multiply the number of rolled dice by x2, or x1 if the troop has half its hit points or fewer.

Spell attacks (melee or ranged, do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.

Troop of Commoners

Huge troop of Medium or Small humanoids, any alignment

Armor Class 10
Hit Points 22 (5d8)
Speed 30 ft.

Str Dex Con Int Wis Cha
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)

Special Traits

  • Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Note

A troop of commoners cannot use the Attack action unless you possess the Soldiers talent.

Troop of Explorers

Huge troop of 1st-level Medium or Small humanoids, any alignment

Armor Class 12
Hit Points 33 (6d8+6)
Speed 30 ft.

Str Dex Con Int Wis Cha
14 (+2) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 13 (+1)

Saving Throws Cha +4
Skills Athletics +5, Perception +3, Survival +3, plus one of your choice
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 2 (450 XP)

Special Traits

  • Martial Tradition. The troop of explorers has a martial tradition that has Charisma or Intelligence as its key ability modifier.
  • Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions

  • Spears. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d10+2) piercing damage, or 8 (1d10+2) piercing damage if the troop has half of its hit points or fewer.

Troop of Students

Huge troop of 1st-level Medium or Small humanoids, any alignment

Armor Class 11
Hit Points 27 (6d8)
Speed 30 ft.

Str Dex Con Int Wis Cha
10 (+0) 13 (+1) 10 (+0) 15 (+2) 14 (+2) 12 (+1)

Saving Throws Int +5
Skills History +5, Investigation +5, plus one of your choice
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 2 (450 XP)

Special Traits

  • Martial Tradition. The troop of students has a martial tradition that has Intelligence or Wisdom as its key ability modifier.
  • Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions

  • Spears. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d10) piercing damage, or 6 (1d10) piercing damage if the troop has half of its hit points or fewer.

Troop of Veterans

Huge troop of 1st-level Medium or Small humanoids, any alignment

Armor Class 11
Hit Points 45 (6d8+12)
Speed 30 ft.

Str Dex Con Int Wis Cha
15 (+2) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 10 (+0)

Saving Throws Str +5
Skills Athletics +4, Insight +3, plus one of your choice
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 2 (450 XP)

Special Traits

  • Martial Tradition. The troop of veterans has a martial tradition that has Charisma or Wisdom as its key ability modifier.
  • Troop. The troop can occupy another creature’s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Actions

  • Spears. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d10+2) piercing damage, or 8 (1d10+2) piercing damage if the troop has half of its hit points or fewer.

Retribution Sphere

Launching Uppercut (counter)

You may expend your martial focus to cause creatures up to one size larger than you who are damaged by this counterstrike to be launched 10 feet into the air. Their movement for the round stops and the creature falls, suffering falling damage and landing prone as normal.

You may use this talent on a willing ally other than yourself without expending your martial focus, automatically hitting them and dealing no damage. In this case, the target’s movement does not end and they can move through the air horizontally as if they had a fly speed, although they still fall at the end of their movement. If the ally attacks a target as they land on the ground, they do not suffer falling damage or fall prone.

Liver Shot (counter)

Creatures damaged by this counterstrike have all of their movement speeds reduced to 5 ft until the end of its next turn.

Terrifying Hook (counter)

Creatures damaged by this counterstrike must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

Other Talents

Counter Focus

Whenever you successfully deal damage to a creature with your counterstrike, you may spend a reaction to regain your martial focus. The creature must have a CR of at least half your character level (rounded down, minimum 1/2).

Cross Counter

Whenever a creature within your reach makes an opportunity attack against you, you can expend your martial focus as a reaction to make a single attack against them, dealing damage as normal. Resolve this reaction prior to the creature’s opportunity attack. If your attack is successful, the creature suffers disadvantage on their attack.

Dug In Blow

Whenever you successfully make an attack with your counterstrike, you gain resistance to bludgeoning, piercing, and slashing damage from one attack made by the counterstrike’s target before the start of your next turn.

Headfake

As long as you have martial focus, whenever a creature attempts to make an opportunity attack against you, their attack roll suffers disadvantage.

Analytical warriors who wait for the precise moment to strike, practitioners skilled in the Retribution sphere are able to defend themselves with carefully prepared attacks.

All practitioners of the Retribution sphere gain the following ability:

Counterstrike

When you ready an action to perform a melee attack, the attack deals additional damage equal to your proficiency bonus.

If you possess Extra Attack or Multiattack, then readying an attack is considered a special attack; only one attack is readied, and the rest can be made normally. Your attack resolves before the triggering action instead of after, and if this attack is successful, you regain the use of your reaction.

When readying an attack, you must choose a trigger for that attack. Commonly acceptable triggers are:

  • A hostile creature making an attack roll
  • A hostile creature attempting a contested ability check
  • A hostile creature moving from their space
  • A hostile creature casting a spell or sphere effect
  • A hostile creature drawing a weapon
  • A hostile creature speaking

Other triggers may be permissible with GM permission. You may select an additional trigger from this list at 5th level (2 triggers), 11th level (3 triggers), and 17th level (4 triggers). You may only make one counterstrike per round regardless of the number of triggers chosen.

You can apply a single talent with the (counter) tag to a counterstrike.

Retribution Basic Talents

Counter Talents

Clinch (counter)

You may attempt to grapple a creature damaged by this counterstrike as a reaction.

Haymaker (counter)

You aim for the target’s mouth or equivalent orifice, impeding their ability to speak. The target must pass a Dexterity saving throw or have their mouth damaged. If their mouth is damaged, they must succeed on a Constitution saving throw every time they wish to speak, bite, use a breath weapon, or cast any spell or sphere effect with a verbal component, or find themselves unable to do so. This effect ends if the target receives at least 1 point of magical healing or after a short or long rest.

Intercepting Strike

As a trigger, you may set a counterstrike not against a target but against an attack that is made within your reach or that passes through your reach. You cannot intercept spell attacks or massive ranged weapons such as boulders or ballista bolts unless you are using such a massive weapon yourself somehow.

Make an attack as normal. If your attack roll is higher than the attack roll of the attack you are intercepting, their attack is negated. You may expend martial focus to use this ability as a reaction.

Powerful Counter

If you possess Extra Attack or Multiattack, you may trade your extra attacks to instead make your counterstrike even more powerful, dealing +1d8 damage for each forgone additional attack. In addition, when you make a counterstrike, you may also expend your martial focus to grant yourself advantage on the attack roll.

Raging Bull

Whenever your counterstrike is triggered, you may move up to half your speed in a straight line before making the attack.

Set Up

As a part of readying an action to perform a counterstrike, you can make a melee attack roll against one creature within your reach. If this attack hits, it deals no damage, but until the start of your next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to you after their movement. If the target wishes to break free of this limitation, they can attempt a contested Strength (Athletics) or Dexterity (Acrobatics) check opposed by your Strength (Athletics) or Dexterity (Acrobatics) as a bonus action.

Spell Breaker

When you deal damage with a counterstrike against a creature casting a spell or sphere effect, the damaged creature must succeed on a Constitution saving throw as if taking damage while concentrating on a spell. Failure means the casting fails, wasting the action as well as any spell slot or spell points. This counts as concentrating for bonuses and penalties that apply to saving throws made to maintain concentration.

Sucker Punch

When you make an opportunity attack, you may expend your martial focus to treat that opportunity attack as though it was a counterstrike. If you do, you can only take the Dodge or Disengage action on your next turn.

Tight Guard

Whenever you use the Dodge or Ready actions, you gain a +1 bonus to your AC until the start of your next turn. This bonus acts as the AC bonus from a shield, and so does not stack with the AC bonus from using a shield. This bonus increases to +2 at 11th level.

Violent Pressure

Whenever you ready a counterstrike, you may spend a bonus action to force one hostile creature within 30 feet to make a Wisdom saving throw or be frightened of you until the end of its next turn. You may only target an individual creature once per day with this talent.

Retribution Legendary Talents

Chasing Assault

Prerequisite(s): Retribution sphere (Launching Uppercut).

Whenever you launch a hostile creature into the air with your Launching Uppercut talent, you may jump into the air next to them (this movement does not provoke opportunity attacks). You may make a single attack against that creature, knocking them to the ground if you hit and doubling their falling damage. You descend back to the ground at the end of the target’s turn and do not suffer falling damage for the distance you jumped.

Intense Conditioning (counter)

Prerequisite(s): Retribution sphere (counterstrike ability), 5th level or higher.

Whenever you land a successful counterstrike, you may expend your martial focus to make the creature damaged by your counterstrike make a Charisma saving throw; if this save is unsuccessful, for 1 minute, whenever the creature attempts the action which triggered your counterstrike, they must make a successful Charisma saving throw or be unable to take that action, though they may still choose to take another action in its place. Creatures immune to the frightened condition are immune to this effect.

Variants

Pugilist

You may only counterstrike using unarmed strikes. You gain one (counter) talent as a bonus talent.

Scoundrel Sphere

Dirty Trick

As an action, you may attempt to gouge a creature’s eyes, kick dirt in its face, box its ears, tangle its limbs together, tie their clothing in a knot, or any other, similarly underhanded maneuver. You must make a Dexterity ability (Sleight of Hand) check contested by that creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The GM determines the exact dirty tricks available depending on what the target is wearing, what is nearby, or how you plan to inhibit it. Depending on the exact dirty trick performed, if you succeed, you could make the creature deafened for 1 minute, knock the target prone, the target’s movement speed is reduced by half for 1 minute, the target is grappled for 1 round, or blind the target for 1 round, or something else similar. Usually, a target can spend an action to rub out their eyes, untie their clothing, or otherwise undo the dirty trick and end this effect early.

Steal

You may make a Dexterity (Sleight of Hand) check as an action to take something from a target. This is contested by their Wisdom (Perception) skill if they are not aware of you, or their Strength (Athletics) or Dexterity (Acrobatics) skill if they are aware of you. You have disadvantage on this check if the target object is securely fastened (such as a backpack they are wearing or a sword inside its scabbard at their belt).

You may plant an item instead of taking an item with a similar check.

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature or disadvantage if it is smaller.

Sleight of Hand

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have.

When you gain the Scoundrel sphere, you gain proficiency in Sleight of Hand. If you already have proficiency in Sleight of Hand, you instead gain a bonus talent from this sphere.

You may use Steal not only to take objects, but also to take objects from a target’s hand, as if performing a disarm. You also gain one (trick) talent of your choice.

Some talents are marked (trick). You may apply the benefits of a single (trick) talent to a dirty trick or steal. You must meet the prerequisites of the talent before you may add its effects.

Scoundrel Basic Talents

Trick Talents

Cleaned Out (trick)

Whenever you successfully use steal, you may steal up to two items from the target of your maneuver instead of one.

Double Dip (trick)

Whenever you successfully use dirty trick, you may expend your martial focus to perform two dirty tricks on them instead of just one. This means you could both tie up their clothing and throw sand in their eyes, box their ears and trap them in their clothing, etc. The target suffers the effects of both dirty tricks, and removing both penalties usually requires separate actions.

Fancy Footwork (trick)

You force the target to move 5 feet in any direction of your choice.

Ranged Trickery (trick)

As long as you have martial focus, you may use dirty trick against a creature within 10 feet.

Switcheroo (trick)

Whenever you successfully steal from a target, you may replace what you stole with a different item with no additional checks or actions, placing it in either an empty hand or pocket of the creature. If the item you placed on their person is somehow volatile (such as a vial of alchemist’s fire or an Alchemy sphere formula), you can rig that item to explode at the end of your turn, as if you had made a successful attack with it.

Twist the Knife (trick)

You can make a single attack against that target.

Other Talents

Bob and Weave

As long as you have an ally adjacent to you, you can spend a bonus action to have that ally provide you with partial cover (granting a +2 bonus to AC and Dexterity saving throws) until the beginning of your next turn, or until that ally is no longer adjacent, whichever comes first.

Counter Theft

Whenever a creature within your natural reach makes an attack against you with a manufactured melee weapon, you can expend your martial focus as a reaction to make a steal attempt against that creature to disarm them of the weapon before their attack can be resolved. If successful, they lose the attack as well as the weapon.

Cut and Run

As long as you have martial focus, whenever you use an action to successfully steal from a target or use a dirty trick on them, you may move up to half your speed. This movement does not provoke an opportunity attack from the target of your ability.

Distracting Trickery

Whenever you successfully perform a dirty trick or steal against a creature, the target cannot make opportunity attacks against anyone except you for 1 round.

Filthy Distraction

Whenever you successfully perform a dirty trick against an unaware creature, the target takes disadvantage on Perception checks for 1 minute in addition to the other effects of the dirty trick.

Focusing Thievery

Whenever you successfully perform a dirty trick or steal, you may spend a bonus action to regain your martial focus.

Improved Grifting

You add twice your proficiency bonus to Sleight of Hand checks.

Master Thief

You may expend your martial focus as part of stealing from a target to no longer suffer disadvantage if they are holding the object in two hands or if the object is securely fastened. If you successfully disarm the target, you may immediately catch the disarmed object before it can be dropped.

Misdirected Attack

Whenever you provoke an opportunity attack for moving, you may make a dirty trick attempt against the attacking creature as a reaction. If successful, instead of inflicting a penalty you may instead redirect the attack to a creature within the attacker’s reach, using the attack roll’s original result to determine the result. You take no damage, nor any additional effects, from the attack.

Quick Thievery

You may expend your martial focus to perform a dirty trick or steal as a bonus action.

Scoundrel Legendary Talents

Steal Charm

Prerequisite(s): Scoundrel sphere.

When using steal, you may expend your martial focus to steal their Charisma rather than steal an item. If successful, the creature suffers disadvantage on all Charisma checks for 10 minutes. They are unaware of this penalty. At 11th level, this penalty lasts for one hour. This is a magical effect.

Steal Equipment

Prerequisite(s): Scoundrel sphere (Master Thief)

When expending your martial focus with the Master Thief talent, you may attempt to steal the target’s armor or worn clothing. You have disadvantage on this roll, which is not mitigated through the Master Thief talent.

Steal Heart

Prerequisite(s): Scoundrel sphere, 7th level or higher.

If you expend your martial focus when using steal, rather than steal an object, you may force the target to make a successful Wisdom saving throw. If they fail, they are charmed by you for 1 minute. Once a creature has been affected by or made a saving throw against this talent, they cannot be affected by it again until after you complete a long rest.

Steal Identity

Prerequisite(s): Scoundrel sphere, 5th level or higher.

When using steal, rather than steal an item, you may expend your martial focus to harness an understanding of the creature’s appearance and behavior. You gain advantage on Disguise checks to disguise yourself as that creature for 1 hour. This is a magical effect.

Steal Spells

Prerequisite(s): Scoundrel sphere, 11th level or higher.

When using steal, rather than steal an item, you may attempt to transfer an ongoing spell effect from that target to yourself for 1 minute. If the magic is being maintained through concentration, you take over concentrating on the effect. At the end of this duration, the effect ends on you and returns to the creature it was stolen from. Time spent stolen still counts against the effect’s duration, and if the effect’s duration expires while it is stolen, it ends as normal. This functions with spell effects with a target of ‘self’ but does not otherwise function with spell effects that would consider you an invalid target (for example, if the effect only targets specific creature types). This is a magical effect.

Steal Skill

Prerequisite(s): Scoundrel sphere, 5th level or higher.

When using steal, rather than steal an item, you may expend your martial focus to attempt to steal one skill proficiency the target possesses. This does not grant you knowledge of what proficiencies the target possesses; you must either know or guess them in order to steal them. If successful, the target loses their proficiency, and you gain it for 1 minute. If the creature receives twice its proficiency bonus to the chosen skill, you gain this benefit as well. This is a magical effect.

Steal Talent

Prerequisite(s): Scoundrel sphere (Steal Skill), 7th level or higher.

Whenever you use Steal Skill, you may choose to steal a talent (magic or martial) instead of a skill proficiency. If you attempt to steal a base sphere for which the target possesses additional talents beyond the base, you take disadvantage on your check. Affected creatures cannot use abilities for which the prerequisite talent has been stolen, and if you steal talents which have prerequisites that you do not meet, you cannot use them. This is a magical effect.

Scout Sphere

Scout Basic Talents

Some talents have the (research) tag, which allows you to apply what you have learned about a scouted target in offensive or defensive ways. Not all (research) talents require you to scout a target successfully; However, those that don’t will include an increased benefit if you have.

Research Talents

Deadly Strike (research)

If you are hiding and attacking a surprised creature, you deal additional damage to the target equal to 1/2 your level with your first attack. If you have successfully used the scout ability to identify the target’s weaknesses, you instead deal additional damage equal to your level.

Discern Condition (research)

You know the general health condition of scouted creatures as described below:

  • Normal: Has at least 90% of full normal hit points.
  • Fair: 30% to 90% of full normal hit points remaining.
  • Poor: Less than 30% of full normal hit points remaining or suffering from a debilitating injury.
  • Weak: 0 hit points, crippled, or suffering from a severe, immediately life-threatening condition.

Discern Tells (research)

You gain advantage on the first Insight check you make against any creature after you have successfully scouted them.

Find Gap (research)

You score critical hits against scouted targets on a roll of 19 or 20.

Identify Rhythms (research)

As long as you have martial focus, you gain a +2 bonus to AC against all attacks of scouted creatures.

Stealth Surge (research)

Creatures you have successfully scouted take disadvantage on Wisdom (Perception) rolls made to perceive you when you are hiding.

Target Weakness (research)

You may use scavenged materials collected as you travel to improvise a weapon targeting one of the weaknesses of a scouted creature as a bonus action; you may instead expend your martial focus to use this ability without spending an action.

The next attack you make against the target with a weapon attack, including traps, is treated as though half the total damage it deals (rounded down) were of a type the target has vulnerability to (for example, if you fire an arrow at a red dragon, who has vulnerability to cold damage, and would normally deal 14 points of piercing damage, you instead deal 7 points of piercing damage and 7 points of cold damage, increased to 14 by the vulnerability); if this attack is not made before the end of your next turn, this effect is wasted.

Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses.

When you gain the Scout sphere, you gain proficiency in Stealth. If you already have proficiency in Stealth, you instead gain a bonus talent from this sphere.

All practitioners of the Scout sphere gain the following ability:

Scout

As a bonus action, you may attempt to scout a target you can see within 120 feet. This requires you to make either an Intelligence (Investigation) check or a Wisdom (Perception) check (your choice) against a DC 20. If you fail to scout a target, you cannot try again against the same target until you take a long rest. On a successful check, you learn the creature’s Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities, but not any additional information about the target. Once you have successfully scouted a target, you can apply any (research) talents you possess against the target for the next 24 hours or until you take a long rest, whichever comes first; after this period, you must successfully use the scout ability against the target again to continue benefiting from related effects.

Scout vs. Recall Lore

It is possible with GM permission to learn a creature’s immunities, resistances, and vulnerabilities with an appropriate Intelligence check made to recall lore about the target (such as using Intelligence (Nature) to recall lore on a beast). Unlike the scout ability, the DC to recall lore about an individual creature is determined by the GM and could fluctuate based on how common or rare the creature is in the setting. For example, a rat might only be a DC 5 to use recall lore on, while a tarrasque could have a DC 30. Any individual creature that you have successfully recalled lore about to learn its immunities, resistances, and vulnerabilities may be treated as a scouted creature for the purpose of benefiting from (research) talents; if there are multiple creatures of the same type, such as a group of 5 rats, you must still recall lore on each of them individually to treat them as scouted. Additionally, a number of features, spells, or abilities may exist that allow a character to learn a creature’s immunities, resistances, and vulnerabilities. Successfully identifying a creature’s immunities, resistances, and vulnerabilities with a feature, spell, or ability allow the character to treat the creature as scouted for the purpose of benefiting from (research) talents.

Additional damage dealt by the attack, such as from the Flame Tongue, is calculated separately from this effect.

Alternatively, your weapons are treated as having one type listed in the target’s damage resistance (for example, if an enemy has resistance bludgeoning, piercing, and slashing damage overcome by silver, you may treat your attacks as silver for 1 round).

Other Talents

Analytical Gaze

You may expend martial focus as part of using scout to grant yourself advantage or a +5 bonus on the Intelligence (Investigation) or Wisdom (Perception) check.

Discern Illusions

As long as you have martial focus, you gain advantage on all Wisdom saving throws and Intelligence (investigation) checks against spells of the Illusion school or sphere effects of the Illusion sphere. As a bonus action, you can expend martial focus to grant this advantage to all allies within 30 feet for a number of rounds equal to your Wisdom modifier.

Fast Stealth

You may hide as a bonus action.

Great Senses

You gain proficiency in either Perception or Investigation. If you already have proficiency in either skill, you may instead add twice your proficiency modifier to that skill. You may take this talent multiple times.

Great Stealth

You may add twice your proficiency modifier to Stealth.

Heightened Awareness

When making an ability check using the Investigation skill, you may detect the presence of ongoing magical auras, such as those left by spells such as alarm or invisibility.

If there is not another DC given (such as by a creature using Stealth), the DC is equal to the original spell DC, or DC 15 if the effect does not originate from a source that would make it possible to determine a spell DC. This does not give you any information about the exact nature of magical effects detected in this manner, you are merely aware that a magical effect is active and the general area it is active in.

So long as you have martial focus, you may use passive Perception to notice the presence of ongoing magical effects (as described above) whenever you pass within 10 feet of them, whether or not you are actively looking.

Hidden Appearance

You gain proficiency with Disguise kits. If you already have proficiency with Disguise kits, you may add twice your proficiency modifier. You may take this talent twice.

Hidden Focus

Whenever you use the Stealth skill to successfully hide, you may regain your martial focus as a bonus action.

Part-Breaker

You automatically treat any creatures that you score a critical hit against as scouted; you do not learn the creature’s immunities, resistances, and vulnerabilities but may apply (research) talents as if it were scouted.

Persistent Scout

You can attempt to scout an individual creature a number of times per long rest equal to your key ability modifier (minimum 2).

Piercing Senses

You do not suffer disadvantage when making an attack against a target that is invisible or otherwise heavily obscured, although you still need a way to locate what space the creature is in. This also applies to attacks made while you are blind. If the target is under a mirror image spell or a similar effect, this allows you to roll twice and choose the most favorable result when determining if the target was struck.

Reflexive Stealth

Whenever you succeed at a Dexterity saving throw against an area effect, you may make the Hide action as a reaction. This only lasts until the end of your next turn if you can’t find cover or some other way to stay hidden.

Sense and Resist Scrying

You are able to detect and evade the scrying of others. You may use Perception or Investigation to detect sensors (such as from the clairvoyance spell) as if they were invisible creatures with a Stealth check of the caster’s spell DC.

As long as you have martial focus, you also immediately become aware of any attempt to scry on you, such as with scry spell or the Scrying advanced Divination sphere talent.

If these spells and effects originate within 30 feet of you, you also know their location. As soon as you become aware of such an effect, you may force the caster to make a Spellcasting ability check contested by your Dexterity (Stealth) check. If you succeed, the effect becomes unable to detect any information about you or the area or creatures within 30 feet of you.

Sight Beyond Sight

You may spend a bonus action to grant yourself tremorsense out to 10 feet for one round. You may expend your martial focus when activating this ability to instead gain blindsight for the same duration.

Somnambulance

Your acute senses have been trained to their peak, making you difficult to catch unaware even while sleeping. You no longer suffer disadvantage on Perception checks made while you are sleeping and falling unconscious, and going to sleep no longer causes you to lose martial focus. In addition, you while unconscious you do not automatically fail Strength and Dexterity saving throws and creatures do not have advantage on attack rolls against you.

You may take this talent a second time; the second time you take this talent, you no longer suffer most negative limitations of being asleep; this is functionally similar to immunity to sleep, though rather than staying awake when targeted by a sleep affect your subconscious mind and instincts simply take over, allowing you to continue fighting unimpeded. However, you still cannot perform any Charisma, Dexterity, or Intelligence-based ability checks or any ability that requires patience or concentration.

Sudden Acuity

You may use the Search action as a bonus action.

Track The Scene

You gain advantage on ability checks made to find and follow tracks. When successfully following a set of tracks no older than 1 hour per level, you learn not only what direction they headed but what actions the tracked targets took before leaving the area and during their movement as long as you successfully continue to follow their trail; information gained in this manner is typically quite general, such as whether the targets paused and ate, split up, had an altercation, etc.

Detailed information such as what spells they may have cast or items they may have used is typically unavailable unless the targets left some tangible indication of the act behind, such as an empty potion bottle.

Wind Reader

You can use your trained senses to read the movements of the wind and other factors in the environment to improve your accuracy with ranged attacks. As long as you have martial focus, you may ignore disadvantage on ranged weapon attacks inflicted by wind, rain, or other weather.

Scout Legendary Talents

Detect Surface Thoughts (research)

Prerequisite(s): Scout sphere, proficient with Insight, 5th level or higher.

You can spend an action to hear the surface thoughts of a scouted creature within 30 feet.

Empirical Tracker

Prerequisite(s): Scout sphere (Track The Scene)

You can scout a creature by targeting the set of tracks you are following with the Track The Scene talent instead of targeting a creature you can see.

Inimical Gaze

Prerequisite(s): Scout sphere, 5th level or higher.

You may expend your martial focus as an action to attempt to scout all creatures within 60 feet.

Magehunters Vision

Prerequisite(s): Scout sphere (Heighten Awareness), 3rd level or higher.

Your passive Perception from Heighten Awareness extends as far as you can see, rather than only 10 feet.

True Sight

Prerequisite(s): Scout sphere (Discern Illusions, Piercing Eye), 17th level or higher.

So long as you have martial focus, your razor-sharp senses can no longer be fooled by illusions and misdirections, granting you the ability to see all things as they actually are. This is a personal, non-magical effect that allows you to see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things.

Further, you can focus your vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of this effect is 120 feet. This ability does not penetrate solid objects. It in no way confers x-ray vision or its equivalent. It does not negate obscuring effects, including that caused by fog and the like. It does not help you see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. This effect cannot be further enhanced with magic, so one cannot use this ability through a crystal ball or in conjunction with the clairvoyance spell or similar effects.

Variants

Hidden Eyes

You do not gain the scout ability of the Scout sphere. You cannot take (research) talents. You gain Fast Stealth as a bonus talent.

Shield Sphere

Other Talents

Blockade

You may use active defense against effects that allow you to make a Dexterity saving throw to take half damage. When used in this way, you add your shield’s AC bonus to your Dexterity saving throw instead of gaining the usual benefits of active defense. If you succeed on the saving throw, you take no damage from the effect.

Cover Ally

You may grant your active defense to an ally within your natural reach when an attack targets that ally.

Extensive Defense

You may expend martial focus without an action, even when it’s not your turn, to apply your active defense against all valid triggering attacks until the start of your next turn without spending a reaction. If you possess the Cover Ally talent, you may apply this benefit to yourself and all allies within reach.

Flexible Cover

As an action, you may use your shield to create cover. When using a shield in this way, you must choose one edge of your space to create this cover. This creates three-quarters cover (+5 to AC and Dexterity saving throws) until the beginning of your next turn for any attacks that pass through that edge.

Cover granted this way is insufficient to enable you to make a Dexterity (Stealth) check to hide. You may expend your martial focus to use this talent as a bonus action. As a reaction, you may change the selected edge of your space.

Greater Deflect

When using active defense, you may expend martial focus to apply two (deflect) talents instead of one.

Guarded Stance

You may use active defense when not equipped with a shield. You may treat one weapon you are wielding as a shield for purposes of talents that reference your shield.

Interposing Shield

Creatures benefiting from your active defense bonus (including yourself) reduce the damage taken from attacks that hit despite active defense by your proficiency bonus. This is applied before resistance.

Punch Block

When you use your active defense, you may choose to make an attack roll with an unarmed strike and use the result of this attack in place of your AC for resolving the triggering attack, even if lower.

Reactive Defense

Whenever you take the Dodge action while wielding a shield, you may make an attack as a reaction against a creature that misses you.

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature or disadvantage if it is smaller.

Practitioners of the Shield sphere master shields, leveraging more power and utility out of such equipment than most warriors ever dream of. All practitioners of the Shield sphere gain the following ability:

Active Defense

If you are using a shield and are attacked by a creature you are aware of, you may use your reaction to increase your shield bonus to AC against that attack by +2.

Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense without spending a reaction.

Shield Basic Talents

Deflect Talents

Catch Blade (deflect)

If the triggering attack misses and was made with a melee weapon, you may make a disarm attempt against that weapon with no additional action. Magic shields add their bonus to this check.

Smashing Counter (deflect)

If the triggering attack misses and was made by an adjacent creature, you may shove the attacking creature with no additional action.

Redirecting Shield (deflect)

Whenever a weapon attack (not including siege weapons or other massive weapons) misses a creature benefiting from your active defense, you may expend your martial focus to choose a new target for the attack within its original range (for ranged attacks) or reach (for melee attacks), comparing the original attack roll to the new target’s AC.

Sacrificial Shield (deflect)

If the triggering attack hits and is a critical hit, you may break your shield to turn the critical hit into a normal hit.

Broken shields can often be repaired during a long rest.

Shield Skate

When moving down an incline or using the Dash action, you may spend a bonus action to throw your shield down in front of you and use it to skate across the ground. This increases your land speed by +20 feet for that round. You do not benefit from your shield’s bonus to AC during your movement while using this ability. You may freely reclaim and re-equip your shield at the end of your movement.

Shield Legendary Talents

Perfect Redirection

Prerequisite(s): Shield sphere (Redirecting Shield), 7th level or higher.

You may use your Redirecting Shield talent against spell attacks.

Souls Shield

Prerequisite(s): Shield sphere, 11th level or higher.

You gain a bonus to all saving throws equal to your shield’s bonus to AC. This does not stack with effects that allow you to add an ability modifier to saving throws, such as the paladin’s aura of protection.

Variants

Passive Blocker

You do not gain the active defense ability and cannot take (deflect) talents or other talents that require the use of active defense. You gain Flexible Cover as a bonus talent. You cannot possess both this and either Unshielded or Fearless.

Unshielded

You cannot use active defense with a shield. You gain Guarded Stance as a bonus talent.

Fearless

Your active defense does not grant a bonus to ac. You gain a (deflect) talent as a bonus talent.

Sniper Sphere

Scoot Shot

You can make a ranged attack roll against an AC of 10 to scoot an unattended Tiny-sized object 10 feet away from you.

Snipers specialize in making accurate shots, even over great distances.

All practitioners of the Sniper sphere gain the following ability:

Deadly Aim

When making a ranged attack, including spell attacks, that has advantage, you may reroll one of the two attack roll dice once. This cannot stack with other similar benefits from feats or abilities.

Snipe Shot

Some talents are marked (snipe). As a special attack, you may add the effects of a single (snipe) talent you possess to an attack made with a ranged weapon.

Sniper Basic Talents

Snipe Talents

Bouncing Shot (snipe)

You may expend your martial focus to bounce your attack off of the ceiling, floor, or wall to attack a protected target. This allows your attack to turn once at whatever surface it is bouncing off of and strike a target. A bounced surface does not take damage, and you use the total distance traveled (including to and between bounced surfaces) when determining range.

Head Shot (snipe)

You take careful aim for a weak spot on the target and exploit it.

When making a head shot, you cannot make additional attacks from the Extra Attack class feature. Instead, increase the damage of this attack by +1d8 for each additional attack you otherwise would have been able to make through the Extra Attack class feature. Multiattack counts as Extra Attack for the purpose of head shot; only ranged attacks after the first are calculated when determining additional damage.

If this attack deals at least 50% of the creature’s current hit points, you may expend your martial focus to force the target to make a successful Constitution saving throw or immediately drop to 0 hit points.

Hindering Projectiles (snipe)

Your successful ranged attack leaves the weapon or ammunition lodged in the wound, making it difficult for the target to move and react. The target must make a Dexterity saving throw or have disadvantage on all attack rolls until it takes an action to remove the weapon or ammunition.

Piercing Shot (snipe)

Your attack pierces the target and can strike another creature in line behind it. You must be able to trace a line starting at your space and passing through both targets to make this additional attack. The secondary attack roll is made with disadvantage and cannot extend to long-range. If the secondary attack also successfully damages its target, the projectile can continue to hit a third target.

Pinning Shot (snipe)

On a successful attack, the target must pass a Dexterity saving throw or be grappled until it spends an action to remove the weapon or ammunition.

Push Shot (snipe)

On a successful attack, the target is pushed back 5 feet. If this movement would force a creature into a solid object, they instead fall prone.

Targeted Assault (snipe)

You may expend your martial focus to ignore the target’s resistance to bludgeoning, piercing, and slashing damage.

Weapon Shot (snipe)

On a successful attack, the target must succeed on a Strength or Dexterity saving throw (its choice) or drop a held weapon or other held item of your choosing. The target has advantage on this saving throw if the object is held in two hands. The item lands up to 10 feet away in a direction of your choice.

If making a scoot shot against an unattended object with this talent, you may move it 10 feet in any direction rather than only away from you, even catching it if you have a hand free and are close enough.

Other Talents

Deadly Shot

When making a snipe shot, you may choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

Far Shot

Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Intercepting Shot

You may ready a ranged attack to intercept another ranged attack. You cannot intercept spell attacks or massive ranged weapons such as boulders or ballista bolts unless you are using such a massive weapon yourself somehow. Make an attack as normal. If your attack roll is higher than the attack roll of the attack you are intercepting, their attack is negated.

You may expend martial focus to use this ability as a reaction.

Perfect Shot

You may expend martial focus as a bonus action to grant yourself advantage on your next ranged weapon attack before the end of your turn.

Shift Position

If you move no more than 5 feet on your turn, you may regain your martial focus as a bonus action.

Trap Technician

You can expend your martial focus to attempt to disable a trap with a ranged attack as if using thieves tools, substituting your attack roll for an ability check.

Sniper Legendary Talents

Fragmenting Shot

Prerequisite(s): Sniper sphere (Head Shot), 7th level or higher.

If you reduce the target to 0 hit points through the Head Shot talent, it must succeed on a Constitution saving throw or be instantly killed as its head (or equivalent body part) explodes in a shower of gore. Each creature within 10 feet of the target must pass a successful Dexterity saving throw or be blinded for 1 minute or until they spend an action cleaning the guts from their eyes.

Phasic Shot

Prerequisite(s): Sniper sphere (Perfect Shot), 15th level or higher.

Your shot is fired with such force and deadly accuracy that it cuts through the very bonds of reality, ignoring cover (including total cover) between it and its target, including effects that hinder ranged attacks such as the wind wall spell or the monk’s deflect missiles ability. If you possess the Star Scraper legendary talent, you may attack a target anywhere within its advanced range, even if they are completely enclosed by protective surfaces. However, you must still have a reliable means of ascertaining your target’s exact location. This is a magical effect.

Star Scraper (snipe)

Prerequisite(s): Sniper sphere (Perfect Shot), 11th level or higher.

As a bonus action, you can impose disadvantage on a ranged attack to increase your weapon’s base range to 1 mile. You can attack a target without having line of sight or line of effect to them, ignoring any cover they possess, provided there is at least some form of straight open path between you and them, even if that path must go over a mountain or some other sort of large obstacle. However, you must have an accurate idea of the target’s location, such as by being signaled by a flying ally or informed of the target’s location and movements via a spell. Creatures who are completely enclosed by protective surfaces, such as creatures inside a castle room with no windows, cannot be targeted by this effect.

Variants

Close Quarters Shooter

You may only apply (snipe) talents to attacks against targets within 30 feet. You gain the Perfect Shot talent as a bonus talent.

Tinkerer Sphere

A creature must be holding a gadget to activate it. Activating a gadget is considered interacting with an object, although some gadgets include other action costs as well.

Complexity. Some gadgets are particularly complex, counting as 2 or even 3 gadgets against your total. Each gadget possesses a complexity score, which details how many gadgets it counts as towards your total.

Gadget Proficiency. With the exception of gadgets that are considered weapons, you are proficient with any gadget you possess the talent to create. Others in your party are not proficient, but can use gadgets without issue if you’ve shown them how they work. Other creatures, however, consider gadgets alien technology (requiring a number of successes equal to 1 + the gadget’s complexity).

Accessory Talents. In addition to gadgets, some talents are labeled (accessory). Accessories are gadgets that attach themselves to other gadgets or pieces of equipment, expanding the item’s versatility. Attaching a gadget to an item requires an action or bonus action.

Consumable. Some gadgets are labeled (consumable).

These gadgets can only be used once. You may grant it additional uses at a cost of +1 complexity per use.

Tinkerer Basic Talents

Accessory Talents

Battery (accessory, gadget)

You may create a gadget that can attach to a consumable gadget. Only one battery can be attached to an individual gadget at a time. A battery is created possessing a number of charges equal to your key ability modifier (minimum 1). Consumable gadgets may spend a charge from the battery in place of one of its limited uses.

Footwear Improvement (accessory, gadget)

You may modify an existing set of footwear with a gadget, such as boots that are part of a clothing outfit or armored boots from a suit of armor. You can grant multiple benefits to the same footwear; each granted mode counts as a separate gadget for the purpose of complexity.

Only one mode can be active at a time. Activating, deactivating, or changing a mode is considered interacting with an object.

Inflatable Shoes. The boots have a water-walking mode.

While active, the wearer’s land speed is reduced by half, but they may walk on liquid as if it were solid.

Magnetic Shoes. The boots have a magnetic mode. While active, the wearer’s land speed is reduced by half, but they may walk on metal surfaces such as metal walls and ceilings as easily as if they were ground.

Alien Technology

In order to determine how alien technology works, a character must succeed on a number of Intelligence checks based on the complexity of the item. GMs should consider making the item break if a character fails four or more times before taking a long rest. A character who has seen an item used or has operated a similar item has advantage on Intelligence checks made to figure out its use.

Figuring Out Alien Technology

Int. Check Total Result
9 or lower One failure; one charge is wasted, if applicable; character has disadvantage on next check
10-14 One failure
15-19 One success
20 or higher One success; character has advantage on next check

Training in the Tinkerer martial sphere teaches you how to quickly and efficiently use tools and materials to build constructs, gadgets, and wonderful machines. Depending on the nature of your setting, these could be clockwork contraptions, gnomish machines, alchemical wonders, a form of applied magic powered by charged crystals, or even advanced super-science born from the fevered dreams of mad scientists; such decisions do not change the nature of the sphere, and are between you and the Game Master.

When you gain the Tinkerer sphere, you gain proficiency with tinker’s tools and gain one (gadget) talent of your choice.

If you are already proficient with the tinker’s tools, you instead gain an additional Tinkerer talent of your choice.

Gadgets. (Gadget) talents describe items you can create if you have that talent. Gadgets that allow a saving throw use your sphere DC.

So long as you have tinker’s tools and are proficient, you are assumed to have all the tools and materials required to create gadgets. Gadgets are finicky things and require constant attention to stay working; you cannot have more gadgets created at one time than a number equal to your proficiency bonus + the number of Tinkerer sphere talents you possess. You may create up to your maximum number as part of a short or long rest.

It is relatively easy (DC 5 Intelligence check) to recognize the unstable and impermanent nature of these gadgets, so typically they have no monetary value; a potential buyer who fails their Intelligence check assumes they are a standard item of their type (if applicable), or are a mundane item worth no more than 10 gp.

Motorized Steps. The boots have a runner’s mode. While active, the wearer’s land speed is increased by 10 feet.

Retractable Flippers. The boots have a swimmer’s mode. While active, the wearer moves at half speed while on land but can move at their full speed while swimming.

Retractable Toe Claws. The boots have a climber’s mode. While active, the wearer moves at half speed while walking or running but can move at their full speed while climbing.

Rocket Boots. (consumable) The boots have a flyer’s mode. While active, the wearer’s land speed is reduced by half, but they gain a 15-foot fly speed for 1 minute. If activated in the middle of a Dexterity (Acrobatics) check, this grants advantage to that check.

Integrated Weapon (accessory, gadget)

You may create a gadget that attaches two objects together, such as two weapons or a weapon and a shield, such that wielding one means wielding the other. If either item requires two hands to wield or has the heavy quality, the entire combined item also requires two hands or cannot be wielded by Small creatures. Attaching or detaching an object to or from the gadget counts as interacting with an object.

For +1 complexity each, you can integrate one additional object into the gadget.

Melee Weapon Improvement (accessory, gadget)

Balanced Grip. The weapon gains one of the following benefits:

  • Heavy weapons are treated as not possessing that weapon property.
  • One-handed weapons that lack the light property are treated as possessing that weapon property.
  • Light weapons that lack the finesse property are treated as possessing that weapon property.

Enhanced Damage. The weapon counts as magical for the purpose of overcoming resistance.

Weighted Edge. (consumable) The weapon deals an additional +1d4 damage for 1 minute.

Ranged Weapon Improvement (accessory, gadget)

Ammo Spitter. (complexity 2) This gadget attaches to a single weapon with the ammunition property. Activating this gadget provides the attached weapon with a ready supply of ammunition. This gadget does not modify the actions necessary to load ammunition into the attached weapon, and this ammunition is always destroyed after an attack whether or not it hits the target. This gadget cannot provide ammunition to unusually large ranged weapons such as siege weapons, nor can it create exotic ammunition for alien technology (weapons outside the setting’s era). Using burst fire (or another weapon property or ability that requires spending 5 or more rounds of ammunition in a single attack) causes this gadget to deactivate after the attack.

Far-sight Scope. The range of the weapon (both normal and long) doubles.

Pressurized Shot. You may spend an action to build up pressure within the shot. The next attack made with the weapon within 1 minute deals an additional 1d10 damage.

Speed Lever. This can only be attached to a weapon with the loading property. The loading property on the weapon now allows for up to 2 attacks per round instead of 1. For an additional +1 complexity, the weapon ignores the loading property altogether.

Shield Improvement (accessory, gadget)

You may create any of the following gadgets, which can be attached to a shield.

Dispenser. The shield can store up to 2 objects that can be held in one hand. You count as holding the object in your hand while wearing the shield.

You can’t use this to make an attack with a weapon contained in the shield, but you can use it to drink a potion when your hands are full, hold an extra throwing weapon (so long as your other hand is free to throw that weapon), etc. Reloading a dispenser is an action, but drawing from the dispenser doesn’t even count as interacting with an object.

For +1 complexity each, you can increase the number of stored objects by 2.

Expanding. The shield has a wall mode. As an action, you may expand the shield to create a 5 ft. wide wall that provides three-quarter’s cover to anyone behind it (granting a +5 bonus to AC and Dexterity saving throws). You cannot move the wall while it is expanded and must either release the shield or return it to normal as an object interaction before moving.

Magnetized. (complexity 2) If something attacks the wearer of this shield with a metal melee weapon and misses, the wielder may make a disarm check against them as a reaction.

Suit Improvement (accessory, gadget)

You may create a series of gadgets that augment an existing outfit, such as a set of Armor:

Air Bladder. (consumable) The suit grants its wearer 1 hour of breathable air, which can be used to breath underwater, avoid the effects of gases, etc., switching to and from the air bladder’s air counts as interacting with an object.

Camouflage. (consumable) You may activate this suit to count as lightly obscured for 1 minute, letting you make Stealth checks to Hide even if observed.

Parachute. (consumable) The suit has a parachute that can be activated as a reaction when falling. The wearer falls only 60 feet per round and takes no falling damage.

Slick Materials. The suit grants its wearer advantage on Dexterity (Acrobatics) checks made to resist or escape a grapple.

Weapon Damage Pack (accessory, gadget)

You create an attachable gadget that changes the damage dealt by an existing weapon. If attached to a non-thrown ranged weapon (such as a crossbow), the gadget is applied to the weapon’s ammunition. If attached to a consumable weapon (such as an acid flask), the gadget breaks after use. This gadget has a complexity determined by the damage type selected.

  • Complexity 1: Bludgeoning, piercing, or slashing damage
  • Complexity 2: Acid, cold, electricity, fire, or poison damage
  • Complexity 3: Necrotic, psychic, radiant, or thunder damage

Gadget Talents

Artillerist Gadgets (gadget)

You may craft any of the following gadgets:

Detonator. A detonator is a consumable hand-held object that must be set (considered interacting with an object), after which it explodes after a set amount of time (1 round, 1 minute, 10 minutes, or 1 hour) chosen at the time of activation.

You may throw the detonator up to 60 feet as an action.

When a detonator explodes, it is destroyed and deals 1d6 fire damage, +1d6 at 5th (2d6), 11th (3d6), and 17th level (4d6), to anything within 5 feet of it. Targets are allowed a Dexterity saving throw for half damage. Additionally, when you set a detonator, you can attach a poison or alchemical item to the detonator as part of the same action, such as an alchemist’s fire, flash powder, or others. When the detonator explodes, any creature who fails their Dexterity saving throw is also affected by the alchemical item or poison. You may use your Potency from the Alchemy sphere to increase the DC of an item you use, but doing so will have no other mechanical effect on the poison or alchemical item.

If you have a Remote Control gadget, you can use a reaction to cause a detonator within signal range to immediately explode.

Complexity 2: You are no longer limited to attaching only alchemical items or poisons to the detonator. You can now instead attach magical consumables, including magic dusts, oils, potions, and scrolls.

Hook and Pulley. A hook and pulley must be held in one hand to use. The wearer can pick up objects up to 30 feet away that they could easily hold in one hand. The object moves to the wearer’s hand in a straight line, and if it would pass within the natural reach of a creature, they may attempt a Dexterity (Sleight of Hand) check against your Sphere DC as a reaction to grab the object as it passes by. You may also use a hook and pulley to perform a rope swing.

Complexity 2: You may make a hook and pulley that attaches to a belt or wrist, meaning it can be used without being held in one hand.

You may also create a hook and pulley that can allow you to, when performing a rope swing, travel up to the location where it is attached.

Complexity 3: You can make a hook and pulley with both complexity 2 options.

Launcher. The launcher must be held in one hand to use, with the object to be thrown held in the other. So long as you are holding a launcher, you double the distance you can throw an object, including a thrown weapon.

Complexity 2: You may make a launcher that attaches to a wrist or belt, in which case it can be used without being held in one hand.

Battery (accessory, gadget)

(see Accessory Talents)

Collapsible Weapons (gadget)

You may create a gadget that functions as any simple or martial weapon but can fold down into a tiny, unassuming hand-held object (or even a ring or bracelet, in the case of a light weapon) as part of another action (much like drawing a weapon as part of an attack). Unless a creature spends actions to purposefully hide the gadget with a Dexterity (Sleight of Hand) check, a folded-down weapon is only considered passively hidden using your sphere DC and can be discovered with passive Intelligence (Investigation).

Complexity 2: The weapon’s minimum damage dice roll becomes equal to your proficiency bonus (maximum: the dice’s highest number).

Complexity 2: Whenever you fold down the weapon out of view of others, you can hide the weapon as part of the same action. Finding the hidden gadget requires either a Wisdom (Perception) check or an Intelligence (Investigation) check; Either check is made with disadvantage against your sphere DC +5. A successful check reveals the hidden gadget.

Communication Gadgets (gadget)

You may craft any of the following gadgets:

Correspondence Device. You create a number of handheld devices equal to your proficiency bonus. Anyone holding one device can speak to and hear anyone else holding another device. Multiple sets of correspondence device gadgets (whether crafted by you or others) may be synced up to communicate together as if they were all from the same set, so long as all users are aware, willing, and within range. The correspondence device’s range is 2 miles over flat terrain, but this range is halved in forests or hills and quartered in mountainous terrain or through water.

Cryptology Device. You create a set of 2 encryption/decryption devices. So long as someone is using one such device, they can encrypt a message they write or speak, such that it is only understandable by someone using the other device. Multiple sets of cryptology gadgets (whether crafted by yourself or a different practitioner) may be calibrated to use the same coding, provided they are all done so by the same person at the same time.

Adapting Correspondence Devices to the Setting

GMs and players are encouraged to be creative when explaining how a Tinkerer sphere gadget functions based upon the setting. Below are a couple of mere examples of how the Correspondence Device may be tailored to fit a specific power source:

Alchemy powered gadgets: Each of half of the pair of devices contains an alchemically created ooze that is sympathetic to the other, responding to actions performed by its counterparts.

Clockwork powered gadgets: Each of the pair of devices is a tiny clockwork messenger that makes its way to its mate and, in so doing, delivers the message.

Energy powered gadgets: Each half of the pair communicates with the other using various signals, such as radio waves.

Fleshcraft powered gadgets: Each of the pair of devices are actually made from the brain matter of telepathic creatures, with which it transmits audibly one to the other.

Magic powered gadgets: The device is powered by discarded magical items, such as broken wands or sending stones.

Footwear Improvement (accessory, gadget)

(see Accessory Talents)

Goggles (gadget)

You create a gadget that appears and functions as a set of eyewear of your own design. These goggles grant one of the following benefits. You can create one set of goggles that grant multiple benefits; each granted mode counts as a separate gadget for the purpose of complexity.

As many as two sets of lenses can be active at a time, but having two active sets of lenses imposes disadvantage on sightbased checks. Activating, deactivating, or changing a lens is considered interacting with an object.

Aetheric Lens. The goggles have an aether vision mode.

While active, the wearer can see invisible and ethereal creatures or objects within their normal range of vision but is blind to visible creatures and objects.

Microscope Lens. The goggles have a micro vision mode.

While active, the wearer cannot see further than 30 feet away but gains advantage on all checks made to examine a creature or object up close, including Wisdom (Survival) checks to follow or identify tracks, Intelligence checks to appraise the value of an item, and Dexterity checks to disable a trap.

Mirrored Lens. The goggles have a refraction mode.

While active, the wearer has disadvantage on Wisdom (Perception) checks but advantage on all Intelligence (Investigation) checks made to disbelieve illusions. Additionally, while refraction mode is active, the wearer is treated as always interacting with illusions with visible components and gains advantage on saving throws against gaze attacks.

Nightvision Lens. The goggles have a night vision mode.

While active, the wearer has darkvision 60 feet, but also sunlight sensitivity, imposing disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while in sunlight.

Telescope Lens. The goggles have a macro vision mode.

While active, the wearer cannot see closer than 30 feet but views objects at twice their normal size, as if using a spyglass.

Integrated Weapon (accessory, gadget)

(see Accessory Talents)

Melee Weapon Improvement (accessory, gadget)

(see Accessory Talents)

Multi-Tool (gadget)

You may create one type of artisan tools or a set of thieves’ tools as a gadget. Anyone proficient with the built-in tool may double their proficiency bonus when using them; this does not stack with expertise and other similar features.

For +1 complexity each, the multi-tool gains foldable parts that allow it to act as an additional type of artisan tools or a set of thieves’ tools.

Prosthetic (gadget)

This gadget replaces a hand, arm, foot, leg, or similar appendage that was lost or removed, and functions as normal for that limb.

For +1 complexity per use, this limb can be activated to grant increased strength, granting advantage on any ability checks requiring the replaced limb for 1 minute. While not a consumable gadget, a battery may be attached to a prosthetic limb allowing its user to spend charges instead of uses.

Ranged Weapon Improvement (accessory, gadget)

(see Accessory Talents)

Recording Gadgets (gadget)

You may craft any of the following gadgets:

Audio Recorder. (consumable) You create a recorder gadget that can fit into your hand. Once activated, the audio recorder is able to record average quality sound for up to 1 hour. You can replay the audio stored on the gadget, or if you have the Remote Control gadget, you can hear the audio through your remote control while within range, even while it is actively recording.

Picture Recorder. (consumable) You create a camera gadget that can record pictures of what it observes. The picture recorder can take up to 10 still photographs, which are immediately burned onto a piece of paper contained inside the gadget after being taken.

Complexity: For +1 complexity, you may upgrade a picture recorder to become a video recorder. For an additional +1 complexity, it can contain an audio recorder as well. (consumable) Once activated, the video recorder records moving images for 1 hour. Like an audio gadget, you may replay the stored video if you have the gadget, or if you have a remote control, you can view it remotely, even while it is actively recording.

Remote Control (gadget)

You create a gadget that appears as a Tiny handheld device, fitted with a circular screen and a set of buttons. The remote control allows you to activate or deactivate another gadget you created from up to 120 feet away.

Rucksack (gadget)

Complexity: 2

You create a gadget that counts as a backpack, except instead of storing items, it grants one of the following benefits.

You can make one rucksack with multiple benefits, each one counting as a separate gadget. Each rucksack option has a complexity of 2.

Additional Arms. The rucksack grants the wearer an additional arm. This arm has a 5 ft. reach and can wield weapons, wear a shield, or manipulate objects like any other arm. This gadget can be granted multiple times, giving a new arm each time.

Freezer. The rucksack has an icebox, which can hold as much as a normal backpack. Anything inside the rucksack for 1 minute is reduced to freezing temperatures. Frozen weapons or ammunition must be drawn to be used, but deal an additional 1d4 cold damage on their first successful attack made within 1 minute. The amount of additional cold damage increases by one die step at 5th level (1d6), 11th level (1d8), and 17th level (1d10).

Oven. The pack has a heat box inside it. This functions as a freezer, except it heats objects instead of freezes them. This can be used to incubate eggs, warm food, etc., and when used with weapons and ammunition, deals fire damage instead of cold damage.

Turtle Shell. The rucksack gives the wearer an armored shell on their back. Attacks of opportunity made against the wearer have disadvantage, and when prone, creatures within 5 feet no longer gain advantage on attack rolls against them.

Shield Improvement (accessory, gadget)

(see Accessory Talents)

Suit Improvement (accessory, gadget)

(see Accessory Talents) Survival Gadgets (gadget)

You may craft any of the following gadgets:

Distress Beacon. You may turn a distress beacon on, at which point it emits loud noises, bright lights, and if anyone is using a correspondence device within range, a signal they can detect. Any creature within 2 miles of open territory can locate the distress beacon (less if underground or heavily obscured).

Fire Extinguisher. (consumable) This cylindrical device has a nozzle at one end and a handle on one side. A fire extinguisher can be used as an action to create a 15-ft. cone of misty vapor that swiftly extinguishes fires within its area of effect. If used on a fire-based creature (such as a fire elemental), this deals 1d10 cold damage, which increases by 1d10 at 5th (2d10), 11th (3d10), and 17th level (4d10). Affected creatures can attempt a Dexterity save for half damage.

Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 1 minute before they automatically reignite. This gadget can also be used as a reaction to counter a fire-based spell or effect, provided the source of the effect is in the extinguisher’s area of effect.

Flashlight. A flashlight can be used to create a beam of bright light in a 60-ft. cone and dim light for 60 feet beyond. This gadget can be held in the hand or attached as an accessory to an outfit, such as a suit of armor. You may break this gadget as an action, making a key ability check against the spell DC of a magical darkness effect within 60 feet to dispel it.

For +1 complexity, the flashlight can grant advantage on Perception checks made for spotting creatures in its light.

Shelter. You may create a gadget that provides portable shelter, similar to a tent. The shelter has space for 4 Medium creatures and can be fully-erected or fully-collapsed as an Action. Creatures inside the shelter are protected from most environmental hazards such as heat, cold, winds, etc.

However, particularly powerful weather (active fires, freezing magic, tornadoes, etc.) are too powerful to be blocked by the shelter.

Weapon Damage Pack (accessory, gadget)

(see Accessory Talents)

Other Talents

Efficient Creation

Increase the number of gadgets you can have crafted at one time by your key ability modifier (minimum: 1).

Tinkerer

Legendary Talents

Renaissance, Modern, and Future Eras

Some legendary Tinkerer talents are legendary because their availability depends on what level of technology is found in the world; for example, if the world already has access to modern firearms, there is no reason a tinkerer shouldn’t be able to gain modern era legendary talents. The game master determines the technological era of a particular campaign setting.

Advancing Eras

With game master permission, a dedicated tinkerer might be able to advance through technological eras with their creations, beginning with simple mechanics, advancing through gunpowder, before finally building futuristic technology.

In such a case, taking Collapsible Weapon counts as meeting the prerequisites for the Modern Melee Weaponry talent, and taking Modern Melee Weaponry counts as meeting the prerequisites for the Futuristic Melee Weaponry talent. Likewise, taking the Alchemy sphere’s Alchemist Fire talent counts as meeting the prerequisites for the Renaissance Firearms talent, taking Renaissance Firearms counts as meeting the prerequisites for the Modern Firearms talent, and taking Modern Firearms counts as meeting the prerequisites for Futuristic Firearms.

Futuristic Firearms (gadget)

Prerequisite(s): Tinkerer sphere, Futuristic era

Complexity: 3

You may create a gadget that functions as one of the ranged weapons listed in the Futuristic Firearms table below. The gadget is not crafted with ammunition, but you may create an energy cell as a separate gadget. An energy cell contains enough power for all the shots its firearm can make.

Futuristic Firearms

Martial Ranged Weapons Damage Weight Properties Firearm, laser pistol 3d6 radiant 2 lb.

Ammunition (range 40/120), reload (50 shots) Firearm, antimatter rifle 6d8 necrotic 10 lb.

Ammunition (range 120/360), reload (2 shots), two-handed Firearm, laser rifle 3d8 radiant 7 lb.

Ammunition (range 100/300), reload (30 shots), two-handed Ammunition Cost Weight Properties Energy Cell – 1/2 lb. –

Futuristic Melee Weaponry (gadget)

Prerequisite(s): Tinkerer sphere, Futuristic era

Complexity: 3

You may create a gadget that functions as one of the melee weapons listed in the Futuristic Melee Weaponry table below.

Futuristic Melee Weaponry

Martial Melee Weapons Damage Weight Properties Gravity Hammer 3d10 bludgeoning 15 lb. Heavy, twohanded, special Monowhip 2d6 slashing 1 lb. Finesse, light, reach, special Plasma Blade 3d6 radiant 2 lb. Finesse, versatile (3d8) Gravity Hammer: A gravity hammer counts as magical for the purpose of overcoming resistance, and any creature hit by the hammer must pass a Strength saving throw or be knocked prone.

 

Monowhip: A monowhip counts as magical for the purpose of overcoming resistance and treats its wielder’s proficiency bonus as its minimum damage die roll.

Plasma Blade: A plasma blade counts as magical for the purpose of overcoming resistance.

Modern Firearms (gadget)

Prerequisite(s): Tinkerer sphere, Modern era

Complexity: 2

As part of a long rest, you can craft up to 10 firearm bullets.

You must have tinker’s tools and materials on hand (usually worth half the item’s market price). Firearm bullets are always destroyed upon use.

You may create a gadget that functions as one of the ranged weapons listed in the Modern Firearms table below or a gadget that functions as one set of 10 firearm bullets.

Modern Firearms

Martial Ranged Weapons Damage Weight Properties Firearm, automatic pistol 2d6 piercing 3 lb. Ammunition (range 50/150), reload (15 shots)

Firearm, revolver 2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)

Firearm, hunting rifle 2d10 piercing 8 lb. Ammunition (range 80/240), reload (5 shots), two-handed Firearm, automatic rifle 2d8 piercing 8 lb. Ammunition (range 30/90) burst fire, reload (30 shots), twohanded Firearm, shotgun 2d8 piercing 7 lb. Ammunition (range 30/90) reload (2 shots), two-handed Ammunition Cost Weight Properties Firearm bullets (10) 5 gp 1 lb. – Burst Fire. A weapon that has the burst fire property can make a single-target attack or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

Modern Melee Weaponry (gadget)

Prerequisite(s): Tinkerer sphere, Modern era

Complexity: 2

You may create a gadget that functions as one of the melee weapons listed in the Modern Melee Weaponry table below.

Modern Melee Weaponry

Simple Melee Weapons Damage Weight Properties Stun Baton 1d4 bludgeoning 3 lb. special Martial Melee Weapons Damage Weight Properties Chainsaw 2d8 slashing 10 lb. Versatile (3d6), special Chainsaw: Once activated, a chainsaw may be used as a martial melee weapon but imposes disadvantage on Dexterity (Stealth) checks as well as Wisdom (Perception) checks made to listen.

Stun Baton: A stun baton is treated as a normal club, except it deals an additional 1d4 lightning damage. Creatures damaged by this lightning must make a Constitution saving throw or be incapacitated for 1 round.

Pressurized Liquid Applicator (gadget)

Prerequisite(s): Tinkerer sphere (Artillerist Gadgets)

Complexity: 3

You may create a special weaponized gadget that functions as described in the Pressurized Liquid Applicator table below.

The gadget is not crafted with ammunition, but instead uses alchemical weapons (including formulae from the Alchemy sphere) as ammunition. Creatures who are hit by the single-target attack or fail their Dexterity saving throw against the stream fire suffer the effects of the alchemical weapon or formulae used as ammunition.

Pressurized Liquid Applicator

Simple Ranged Weapons Damage Weight Properties Pressurized Liquid Applicator See Text 10 lb. Ammunition (range 30/90), reload (5 shots), stream fire, two-handed Ammunition Damage Weight Properties Acid (1) 2d6 acid 1 lb. – Alchemist’s Fire (1) 1d4 fire 1 lb.

Catch fire (1d4 fire; DC 10 Dexterity negates) Stream Fire. A weapon that has the stream fire property can make a single-target attack, or as an Action, it can spray a 5 by 30-foot line area with a single round of ammunition. Each creature in the area must succeed on a Dexterity saving throw or suffer the effects of the attack as if hit.

Renaissance Firearms (gadget)

Prerequisite(s): Tinkerer sphere, Renaissance era

As part of a long rest, you can craft up to 10 firearm bullets.

You must have tinker’s tools and materials on hand (usually worth half the item’s market price). Firearm bullets are always destroyed upon use.

You may create a gadget that functions as one of the ranged weapons listed in the Renaissance Firearms table below or a gadget that functions as one set of 10 firearm bullets.

Renaissance Firearms

Martial Ranged Weapons Damage Weight Properties Firearm, musket 1d12 piercing 10 lb.

Ammunition (range 40/120), loading, twohanded Firearm, pistol 1d10 piercing 3 lb. Ammunition (range 30/90) loading

Ammunition Cost Weight Properties Firearm bullets (10) 3 gp 1 lb. –

Trap Sphere Snares

A snare trap is constructed from rope, wire, and similar materials. A snare triggers the first time a creature enters the area on its turn. A creature may avoid triggering a snare with a successful Dexterity saving throw; doing so leaves the trap untriggered and makes the creature aware of the trap.

Some talents have the (snare) descriptor, which allows you to create new snares.

When you first gain the Trap sphere, you gain the following two snares:

Activation Trap (snare)

You may create a snare that activates an item such as an alchemist’s fire, an acid flask, caltrops, dyes or perfumes, a magical consumable item, or an appropriate consumable item from the Alchemy or Tinker spheres. This item activates and, if the item requires a target, targets the triggering creature. You may allow this trap to trigger multiple times but must add an item for each activation and triggering the trap only activates one included item. You may recover unused items from a removed or expired trap.

Tripwire (snare)

A creature that fails its save against a tripwire snare falls prone. This trap is not destroyed when triggered, but creatures aware of this trap gain advantage on their saving throw against it. Creatures who are already prone cannot trigger this trap.

Trap Basic Talents

Talents with the (trigger) descriptor allow you to modify how or when your traps are triggered.

Dart Talents

Aimed Shot (dart)

Instead of launching the dart in a predetermined line, you may choose to have your dart target the triggering creature only. The dart’s damage die increases to d8, and you may augment the dart with one Sniper sphere (snipe) talent you possess, chosen when the trap is set.

Blunt Dart (dart)

This thick dart deals bludgeoning damage and increases the dart’s damage dice d10. When a dart modified by this talent reduces a conscious and stable creature to 0 hit points, the dart only knocks the creature unconscious and stable.

Deadly Dart (dart)

This larger dart deals either slashing or piercing damage (your choice) and increases the dart’s damage dice to d10.

Net (dart, snare)

When used with a dart trap, the trap deals no damage, and targets must pass a Dexterity saving throw instead of being attacked.

When you gain the Trap sphere, you gain proficiency with thieves’ tools. If you are already proficient, you instead gain a bonus talent of your choice.

In addition, you also gain the ability to create temporary traps. While anyone could put a bucket above a door or otherwise ‘trap’ a location, you possess the knowhow to create powerful temporary traps that can swing the state of battles, whether they be potent tripwires, flying blades, or other mechanisms that can maim or kill the unweary. You cannot have more of these traps active at a time than your proficiency bonus.

So long as you have thieves’ tools, you are considered to have the materials needed to create a trap, and you may spend 1 minute to place a trap on any solid surface within your reach. This trap lasts for 1 hour or until triggered before breaking apart. Alternately, you may expend your martial focus to create a trap as an action, but the duration is reduced to 1 minute.

The trap is placed in a 5-foot cube, which you may increase by one additional 5-foot cube at 5th level (two 5-foot cubes), 11th level (three 5-foot cubes), and 17th level (four 5-foot cubes). All cubes a trap occupies must be contiguous, and you can not place two separate traps in the same cube. Entering a trap’s space triggers the trap, and both the Perception DC, disarming DC, and any saving throw DC called for by the trap are equal to your sphere DC.

You never set off your own traps unless you choose to, and you always succeed at checks to remove your own traps. Creatures who you warn or who see you set a trap are aware of its location. If a creature wants to remove a trap but doesn’t have thieves’ tools, they can also smash a temporary trap through attacks. A trap’s AC is equal to your sphere DC, and its HP is equal to twice your level. You may add poison to a trap that deals damage as if it were a weapon.

There are two basic types of temporary traps: snares and darts.

Darts

A dart trap is constructed of spring, twine, and usually a needle or other blade. When triggered, the dart flies in a straight line up to 90 feet from one space containing the trap and in a direction chosen when you set the trap before falling to the ground, stopping early if it impacts against a solid surface. If the dart would strike a creature, it makes an attack against that creature using your proficiency bonus and your key ability modifier. If successful, the dart stops moving and deals 1d6 piercing damage. The dart damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Some talents have the (dart) descriptor, which allows you to modify your darts. Each trap may only benefit from one (dart) talent.

If a target fails their saving throw against this trap that target is restrained until it successfully untangles itself, requiring an action through either a Strength (Athletics) or Dexterity (Acrobatics) check against the trap’s DC or destroying the trap via damage.

Snare Talents

Alarm Trap (snare)

Rather than producing an effect on the triggering creature, this trap instead creates a loud noise when triggered, clearly audible to all creatures within 300 feet of the trap. In particularly quiet places, this sound can be heard up to 3 times as far away.

Flash Trap (snare)

All creatures within 5 feet of this trap’s spaces must succeed on a Dexterity saving throw or be blinded for 2 rounds.

Magic Trigger (snare)

You may rig any magic item that requires activation to be triggered by your snare, such as wands, staves, or other items.

The time required to place the trap increases to match the item’s activation time if it is greater. If activating the item requires an ability check, this check must be made as part of setting the trap. This trap is not destroyed when triggered.

Each time it is triggered, it consumes one charge from the item (if it is a charged item; single-use items are counted as possessing 1 charge for this purpose), destroying the trap when the remaining charges reach 0.

Once the trap is destroyed, any item used may be recovered, less any charges used. If the magic effect targets a creature, the triggering creature is targeted. If it targets an area, the effect originates from the space where the trap was triggered.

Shapes such as cones or lines must have their orientation determined when the trap is placed.

Net (dart, snare)

(see Dart Talents)

Noose (snare)

A creature that triggers this snare must succeed on a Dexterity saving throw or be unable to move from its current location, unable to breathe, and unable to speak or supply verbal components until it succeeds on a Strength or Dexterity check against the trap’s DC or destroys the trap via damage.

Terrain Trap (snare)

When a creature fails its Dexterity saving throw to avoid this snare, the snare creates an area of difficult terrain in a 10-foot radius centered on one corner of one of the squares it occupies, as determined when this snare is set. You can choose to create such an effect even without creating a trap (treating this as a trap that’s immediately triggered).

If you have the Aerial Trigger talent, this area of difficult terrain extends into the air as well, affecting their fly speed. This area of difficult terrain dissipates after one minute.

Trigger Talents

Aerial (trigger)

You can give your traps a trigger that extends to the air to affect flying creatures. Creatures up to 10 feet over the area occupied by your traps can trigger them as normal. The height of the trigger increases by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).

Flying creatures fall to the ground if knocked prone unless they can hover. If your trap entangles or grapples a creature that can hover, it is pulled harmlessly to the triggering square.

False (trigger)

When setting a trap, you may choose to make the trap a delayed trap. A delayed trap gains advantage to its attack rolls and imposes disadvantage on any saving throws made against it. The first time a trap would trigger, the trap does not trigger and instead makes an audible, obvious noise (such as a click).

Remote (trigger)

You must be within 30 feet of the trap to use this talent.

As a reaction, when a creature comes within 30 feet of one of your traps, you may trigger the trap. Additionally, when a creature rolls a Dexterity saving throw to avoid triggering one of your dart or snare traps, you may give them disadvantage on the roll as a reaction.

Warning (trigger)

Allies who can see and hear you never trigger your traps unless they choose to.

Other Talents

Opportunist

You may make a single attack as a reaction against a creature when it triggers a trap that you set.

Persistent Trap

When you set a trap, you may spend 10 minutes creating it.

If you do so, the duration increases to 24 hours.

Razor Wire

When you place the tripwire snare, you may choose to have it deal 1d6 slashing damage to creatures who fail their saving throw against it, increasing by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6), to the triggering creature.

Sneaky Trapper

You know how to place traps in a discreet manner. When you place a temporary trap, you may make a Dexterity (Sleight of Hand) check against any observer’s Passive Perception in order to place it without automatically making the observer aware of the trap.

Stop Drop And Control

You can expend your martial focus to place a trap as part of a disengage action. The trap still has its duration shortened to 1 minute and must be placed in an unoccupied space you move through that turn.

Trap Launcher

You’re capable of setting traps at a distance. When expending martial focus to set a trap as an action, as a bonus action you may place the trap within the first range increment of a ranged weapon you are wielding.

You may combine this talent with Trap Wielder to place a trap directly onto a target at a distance. If you also possess the Sniper sphere, as a (snipe) talent you may expend your martial focus as normal to apply a snare trap to your ranged attack, setting it directly underneath the target if your attack hits.

Trap Expert

Double your proficiency bonus when using thieves’ tools.

Trap Wielder

Sometimes the heat of battle does not allow one to properly set and camouflage a trap. When placing a trap, you may place it directly in another creature’s space, making it immediately activate, targeting that creature. This usually requires expending martial focus to place that trap as an action. If you place a snare inside the space of multiple creatures, they are all affected.

Trapped Shield

When expending your martial focus to place a dart trap, you may place the trap directly onto a shield you’re wielding instead of on spaces. When you are missed by a melee attack, you may have the attacking creature trigger the trap as a reaction.

If you possess the Shield sphere, you may instead have the trap triggered with no required action as a (deflect) ability.

Trappers Recovery

When a creature fails a saving throw against or takes damage from your trap, and you are aware of them doing so, you may gain martial focus as a reaction.

Trap Legendary Talents

Penetrating Trap

Prerequisite(s): Trap sphere, 5th level or higher.

Your damage-dealing traps are considered Magical for the sake of overcoming resistances.

Thaumic Sink (dart, snare)

Prerequisite(s): Trap sphere, 17th level or higher.

When used with a dart trap, a creature that is struck by your dart becomes affected as if he were inside of an antimagic field, as per the spell. This effect persists for a number of rounds equal to your proficiency bonus or until an action is spent removing the dart, inflicting damage equal to the dart’s minimum damage.

When used with a snare trap, a 10-foot radius around the triggering square is covered in an antimagic field per the spell. This effect persists for a number of rounds equal to your proficiency bonus.

Treat this effect as an 8th level spell.

Variants

Battle Trapper

You may not set traps. You gain the Trap Wielder talent as a bonus talent. You may not have both this and the Slow Worker variant.

Focused Trapper

Choose either dart or snare traps. You may not place or otherwise use traps of the chosen type.

You gain the Trapper’s Recovery talent as a bonus talent.

Slow Worker

You must take at least one minute to set up a trap. You gain the Persistent Trap talent as a bonus talent. You may not have both this and the Battle Trapper variant.

Warleader Sphere

Warleader Basic Talents

Shout Talents

Call Attention (shout)

When you use this shout, your opponents’ attention is drawn to you for its duration, making it hard for them to focus on your allies. Allies within the shout’s affected area have advantage on Dexterity (Stealth) checks for 1 round, but you automatically fail any Dexterity (Stealth) checks for the shout’s duration.

Focusing Cry (shout)

You may expend your martial focus to use this shout to restore the martial focus of a number of creatures equal to half your proficiency bonus other than yourself within the shout’s affected area.

Frightful Roar (shout)

You may expend your martial focus to use this shout to demoralize enemies, forcing hostile creatures within its radius to succeed on a Wisdom saving throw or be frightened for 1 round. While frightened by this shout, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the frightened condition ends for that creature. This talent may be taken up to twice; the second time this talent is taken, any creature affected by this shout who is already frightened is instead frightened for 1 minute.

Harangue (shout)

You may expend your martial focus to use this shout, allowing all allies within its area to make a new saving throw against any ongoing effect they are currently suffering from that normally grants a saving throw using the original DC, even if they have already failed the initial save and would not normally be granted another. Effects that can worsen on a failed saving throw do not count this saving throw as a failure when determining such effects if it is unsuccessful. A creature can only benefit from this shout once per short rest.

Rallying Speech (shout)

You may expend your martial focus to rally your allies and empower their minds. Affected allies have advantage on all saving throws against effects that would make them charmed or frightened for 1 minute.

Rousing Claxon (shout)

You may expend your martial focus to grant all affected allies a number of temporary hit points equal to your proficiency bonus and let them treat their exhaustion as 1 level lower for 1 hour. A target cannot regain this talent’s benefits until they finish a short or long rest.

Practitioners of the Warleader sphere learn techniques for organizing, rallying, and directing their allies in battle. Regardless of whether they are charismatic warriors leading from the front or canny tacticians directing their troops from a secure position overlooking the battlefield, their superior talent for directing their troops makes them invaluable forces on the battlefield.

Practitioners of the Warleader sphere gain the following abilities:

Tactics

Tactics are coordinated battle plans that require continuing direction from the practitioner to maintain. Starting and maintaining a tactic each round costs a bonus action.

While a tactic is active, you and all allies within 20 feet of you who can see and hear you gain its benefits so long as you aren’t helpless, killed, paralyzed, rendered unconscious, or stunned. A creature cannot benefit from more than one tactic at a time.

When you first gain the Warleader sphere, you gain the following tactic:

Aggressive Flanking

When two allied creatures affected by this tactic both have the same hostile creature within their reach, they gain a +2 bonus to attack rolls against them.

Shouts

Shouts are sound-based effects you can perform as an action that affect creatures within 10 feet of you. You may choose whether or not to include yourself in the effects of your shout.

Allies must be able to hear you to gain a shout’s benefits, and characters who cannot hear gain advantage on all saves against a harmful shout’s effects.

While some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a bonus action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect advantage on their saving throw against the shout’s effects.

When you first gain the Warleader sphere, you gain the following shout:

Fierce Shout

When you use this shout, affected allies gain a bonus equal to your proficiency bonus on the damage roll of the first attack they make within 1 round.

Tactic Talents

Battlefield Coordination (tactic)

One creature affected by this tactic may use a Reaction to allow another affected ally to ignore one source of disadvantage on any roll.

Couriers Dash (tactic)

Creatures affected by this tactic that start their turn within its radius gain a +10 foot bonus to their speeds for that round.

Coordinated Aid (tactic)

Creatures affected by this tactic can use the Help action to aid another affected ally within their reach on an ability check as a reaction.

Coordinated Reflexes (tactic)

Creatures affected by this tactic that are within range gain a +2 bonus on Dexterity saving throws to avoid damage from attacks and effects that target an area, such as a fireball spell, so long as they are adjacent to another creature benefitting from this tactic.

When a creature affected by this tactic fails their Dexterity saving throw against such an effect, you may spend a reaction to allow them to reroll the saving throw.

Deadly Herdsman (tactic)

Whenever a creature benefiting from this tactic successfully deals damage to an enemy with an attack, they may shove the target as a bonus action. The forced movement can provoke an opportunity attack from allies other than the one initiating the movement.

Fortifying Phalanx (tactic)

Creatures affected by this tactic that are within range gain a +2 bonus on Constitution saving throws to avoid damage from attacks and effects that target an area, such as a stinking cloud spell, so long as they are adjacent to another creature benefitting from this tactic.

When a creature affected by this tactic fails a Constitution saving throw, you may spend a reaction to allow them to reroll the save.

Ironclad (tactic)

Creatures affected by this tactic that are within range reduce bludgeoning, piercing, and slashing damage from non-magical sources by an amount equal to your proficiency bonus.

Militant Will (tactic)

Creatures affected by this tactic that are within range gain a +2 bonus on saving throws against the charmed and frightened conditions.

When a creature affected by this tactic fails their saving throw against such an effect, you may spend a reaction to allow them to reroll the save.

Preparation (tactic)

Creatures affected by this tactic that are within range gain a bonus to their initiative checks equal to your proficiency bonus.

A creature cannot benefit from this tactic for more than an hour in total. The ability to benefit from it is regained after completing a long rest.

Reactive Position (tactic)

A creature affected by this tactic may swap places with another affected adjacent ally as a reaction. This movement does not provoke opportunity attacks.

Shieldbrothers (tactic)

As long as a creature affected by this tactic is adjacent to at least one other affected ally, they gain a +2 bonus to AC.

Other Talents

Breath Support

When performing a shout, you may change the area of effect to a 15-foot cone. The size of the cone increases by 5 feet at 5th level (20-foot cone), 11th level (25-foot cone), and 17th level (30-foot cone).

Focusing Tactics

Any ally currently affected by one of your shouts or tactics may spend an action to restore your martial focus.

Quick Commands

You may expend your martial focus to perform a shout as a bonus action or allow a tactic to continue for 1 minute without requiring you to spend a bonus action to maintain it each round.

Roaring Reservoir

You may use a shout that normally requires you to expend your martial focus without expending your martial focus, but doing so increases your exhaustion level by 1 for 1 minute.

Verbal Commands

Creatures may benefit from your tactics even if they cannot see you, as long as they can hear your instructions; this allows creatures who are blind, but not deaf, to benefit from your tactics. You may also center the area of your tactic away from yourself; instead of affecting creatures within 20 feet of you, it instead affects creatures within a 20-foot radius circle, centered anywhere within the sound of your voice. You could even center your tactics far away from yourself, so long as you have a magical or mundane method of seeing what is happening and communicating with the allies in the area.

Warleader Legendary Talents

Darklands Cry (shout)

Prerequisite(s): Warleader sphere, 11th level or higher.

Duration: Instantaneous

Saving Throw: Constitution

You may expend your martial focus to perform a shout that saps the very life and will to live from a creature. Any creature within this shout’s radius who fails a Constitution saving throw increases their exhaustion by 1. This is a magical effect.

Explosive Ululation (shout)

Prerequisite(s): Warleader sphere.

Duration: see text

Saving Throw: Constitution

You may expend your martial focus to perform an ear-splitting scream. All targets within the area of effect suffer 1d8 thunder damage, increasing by 1d8 at 5th (2d8), 11th (3d8), and 17th (4d8) levels. In addition, the targets are pushed 10 feet directly away from you and become deafened for 1 minute.

Targets are allowed a Constitution saving throw to halve the damage and negate the pushed and deafened effect.

Legion Unending (tactic)

Prerequisite(s): Warleader sphere (Rousing Claxon), 11th level or higher.

Whenever a creature affected by this tactic would be reduced to 0 hit points, you may spend a reaction to grant them a number of temporary hit points equal to twice your level.

These temporary hit points are applied before the damage from the triggering attack. These temporary hit points expire at the start of your turn.

You may expend martial focus to use this ability without using your reaction, but doing so ends the tactic.

Masters Aura (tactic)

Prerequisite(s): Warleader sphere, 11th level or higher.

Target: self

Any creature who comes into physical contact with you while this tactic is active must succeed on a Wisdom saving throw or be charmed for 1 hour. Once a given creature has attempted a saving throw against this effect (whether they succeed or not), they cannot be affected by it again until you complete a long rest.

Recall Spirit (shout)

Prerequisite(s): Warleader sphere (Rousing Claxon), 11th level or higher.

You may expend your martial focus to recall the spirit of a creature within range of your shout that has died within 1 round. The target is healed for an amount equal to your level + your key ability modifier. The target’s exhaust level increases by 2, to a maximum of 5, and cannot be reduced below exhaustion level 1 by any means until completing a long rest.

Unending Loyalty

Prerequisite(s): Warleader sphere (Legion Unending, Recall Spirit, Rousing Claxon), 15th level or higher.

You may use your Recall Spirit shout on a target that has died within 1 minute rather than 1 round.

The target is returned to life with a number of hit points equal to twice your level + your key ability modifier and no exhaustion (if this would grant them more hit points than they would normally have, they gain any excess as temporary hit points). After one hour, the creature dies regardless of its hit points and may not be affected with this talent a second time unless they are returned to life by other means. This is a magical effect.

Variants

Barbarism

You do not gain the tactics ability. You cannot take (tactics) talents. You gain the Frightful Roar talent as a bonus talent.

You cannot possess this and Meek Leader.

Meek Leader

You do not gain the shout ability. You cannot take (shout) talents. You gain the Courier’s Dash talent as a bonus talent.

You cannot possess this and Barbarism.

Wrestling Sphere upwards. This movement does not provoke an opportunity attack.

Hammerlock (slam)

Any ability check the target makes to escape the grapple this round has disadvantage.

Heel Tactics (slam)

You may expend your martial focus to force the target to succeed on a Dexterity saving throw or be blinded until the start of your next turn.

Living Weapon (slam)

If the target of your grapple is no larger than you are (including effects that increase your effective size for grappling such as the Muscular Surge talent from the Brute sphere), you may wield the creature as if they were a melee weapon you are proficient with until the end of your next turn or until you are no longer grappling them, whichever comes first.

Creatures wielded in this manner deal bludgeoning damage and suffer just as much damage as is dealt to the target you are attacking with them.

Creatures at least two sizes smaller than you are considered one-handed light weapons, while creatures one size smaller than you are considered one-handed weapons. Creatures your same size are two-handed weapons.

Creature Size Damage Die

Tiny 1d4 Small 1d6 Medium 1d8 Large 1d10 Huge 2d6 Gargantuan 3d6

Other Talents

Grandstanding Slam

Whenever you use a (slam) talent, you may expend your martial focus. All hostile creatures who can see you except for the creature affected by the (slam) talent must succeed on a Charisma saving throw or be frightened for 1 round. Once a creature succeeds on a saving throw against this ability, it is immune to your use of it until you complete a short or long rest.

Ground Game

Whenever you begin your turn grappling a creature, you may attempt to shove them prone as a bonus action. When a creature succeeds at a grapple check against you, you may attempt to shove them prone as a reaction.

Grapple

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you can make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see appendix B).

The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple: A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature: You can drag or carry the grappled creature with you when you move, but your speed is halved unless the creature is two or more sizes smaller than you.

Training in the Wrestling sphere teaches a practitioner how to quickly drop their opponents to the ground, twisting foes up and slamming them into the ground with incredible force.

When you gain the Wrestling sphere, you gain one (slam) talent of your choice. Any time you initiate a grapple or begin your turn grappling a creature, you may apply 1 (slam) talent as a bonus action. If you succeed on a contested check to prevent a creature from escaping your grapple, you may apply a (slam) to the target as a reaction.

Note that some talents from other spheres, such as Athletics or Brute, directly augment who you can or cannot grapple.

Wrestling Basic Talents

Slam Talents

Choke Hold (slam)

The creature is unable to breathe or speak (and thus unable to supply verbal components). If you apply this (slam) multiple rounds in a row, each round after the first counts against the total time the target can survive without air (A creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round); at the start of its next turn, it drops to 0 hit points and is dying).

Hard Whip (slam)

You may end the grapple to force the grappled creature to move up to 10 feet in a direction of your choice except

Impale

When you deal damage to a creature with a melee weapon wielded in two hands, you may attempt to grapple them as a bonus action. If you succeed, the target becomes impaled on your weapon. The target becomes grappled, but you must be holding the weapon to maintain the grapple and you cannot use the weapon to attack anyone other than the impaled target. This counts as grappling the target for all purposes, such as applying slam talents to the grapple.

Last Chance Grapple

Whenever you attempt to initiate a grapple and fail, you may expend your martial focus to make another grapple attempt against the same creature as a bonus action.

Opening Strike

When you deal damage to a creature with a weapon attack, you may attempt to grapple them as a bonus action. You must have at least one hand free to use this ability.

Piledriver

When making an unarmed strike against a target you have grappled, you may expend your martial focus to lift the creature off the ground and slam them down. If the attack is successful, you deal your unarmed strike damage and knock them prone, and the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. If you possess the Twin Tie-up talent, you may apply this ability to both creatures you have grappled.

Pin

When you have a creature grappled, you may attempt another grapple check against it to render it restrained for as long as the grapple continues. If you have a creature restrained by this ability for 1 round, you may tie it up as an action, securing it with rope or manacles or similar restraints, keeping it restrained until it escapes the restraints even if you release the grapple.

Pummeler

You gain advantage on attack rolls against targets you have grappled.

Rest Hold

While you are grappling a creature, you may choose to reduce your speed to 0 for the round to regain your martial focus as a bonus action and treat that creature as granting you half cover against any creature other than itself until the start of your next turn. If you possess Close Quarters Training, you may pull the target into your space with no check, and you gain three-quarters cover instead of half cover.

Slip and Strike

Whenever a creature’s attempt to grapple you fails, you may make an attack as a reaction against them. When you choose to release a grapple, you may make a single weapon attack against the released creature as a bonus action before the end of your turn.

Tackle

When you use your action to Dash, you may use a bonus action to attempt to grapple a creature.

Twin Tie-Up

You can expend your martial focus to make a grapple check against two different creatures within your reach as an action.

If your grapple check is successful against both creatures, you can grapple both creatures simultaneously. Both creatures gain advantage on ability checks to end the grapple. If you use a (slam) talent, you may use it against both grappled creatures, though you must apply the same (slam) to each when doing so.

Wrestling Legendary Talents

Earth-Shattering Slam (slam)

Prerequisite(s): Berserker sphere (Shatter Earth), Wrestling sphere (Living Weapon), 5th level or higher.

If you use a creature wielded through Living Weapon to strike the ground with the Shatter Earth talent, the target must pass a Dexterity saving throw or be restrained in the ground. Using this ability ends your grapple. The target may end the restrained condition with a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) against your sphere DC.

Limb Ripper (slam)

Prerequisite(s): Wrestling sphere (Pin), 11th level or higher.

When you have a creature restrained via the Pin talent, you may attempt to remove a limb from them; the creature must make a successful Strength saving throw or have one of its limbs removed by you (arms, legs, tentacles, or wings), ending the grapple.

Losing a limb halves any movement speed dependent on that limb and removes any attacks and abilities dependent on that limb. Creatures with all legs removed are prone and have a walking speed of 5 feet unless possessing other forms of movement.

Magic Killing Grip (slam)

Prerequisite(s): Wrestling sphere, 11th level or higher.

Treat the result of your grapple check as a dispel check against the target of your grapple as though you were using dispel magic. If you grapple a summoned creature, this can end the spell that summoned them.

Tombstone Burial

Prerequisite(s): Berserker sphere (Shatter Earth), Wrestling sphere (Living Weapon, Earth-Shattering Slam) 11th level or higher.

Whenever you successfully use Earth-Shattering Slam against a target, you may choose to bury them underground.

The target travels 10 feet through the ground. If this would put the target completely through the ground (such as dropping them through the roof of a building), they fall to the ground below, taking falling damage as normal. If the new ground is still within 10 feet, they may also travel into or through that surface to reach this talent’s limit. This distance increases to 20ft at 17th level.

So long as your Earth-Shattering Slam restrains the target, it also cannot breathe and must hold its breath or begin suffocating.

Even if they escape the restraint, they must still climb, fly, or otherwise exit the hole they are in.

Section 15: Copyright Notice

Spheres of Might, Copyright 2021, Drop Dead Studios, Authors: Adam Meyers, Derfael Oliveira, Andrew Stoeckle

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