TEXT: The ZEITGEIST Adventure Path
  Player’s Guide
  Part 6
  EN5ider Presents:
  The ZEITGEIST Adventure Path
  Player’s Guide
  Part 6
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  2 | EN5ider Presents: Prestige Classses for Zeitgest Campaigns
  Prestige Classes
  2 | EN5ider Presents: Prestige Classses for Zeitgest Campaigns
  T
  he following nine prestige classes
  are tied to the character themes pre-
  sented in the Zeitgeist Players’ Guide, but
  they are completely optional: just because a
  character has a certain theme does not require
  that character to take the corresponding pres-
  tige class. Note that taking levels in prestige
  classes follows the same rules as multiclassing
  except where noted.
  Applied Astronomist.
  Applied Astronomist.
  The myriad motes shining in the night sky influence the world and
  everything in it through subtle magic; with the proper study, that
  power can be harnessed. Skyseers — familiar with sensing the pat-
  terns of the stars — can learn to wield the magic of the stars in
  battle, enhancing themselves, conjuring otherworldly destructive
  forces, or shifting the environment so it resembles those of the
  wandering planes above.
  The last skyseer who unlocked these powers (Hugo Theroby)
  died in 493 leaving an unfinished telescope and observatory atop
  one of the mountains in Flint’s Cloudwood. Today the facility is
  overrun by pixies who exhibit unusual magical abilities.
  Prerequisites.
  The applied astronomist prestige class requires a Wisdom score of
  13 or higher, proficiency bonus +3, proficiency with Arcana and
  Nature, and a working knowledge of all 8 planets.
  OPEN GAME CONTENT | The game rule information
  in this article is designated Open Game Content.
  All other material in this article, including maps,
  graphic elements, and illustrations (including
  graphic elements and illustrations in the public
  domain), narrative and descriptive text, character and place names,
  trade dress, “EN Publishing,” “EN World,” “EN5IDER,” “ZEITGEIST,”
  all EN Publishing product and article titles, and ZEITGEIST, EN World,
  and EN Publishing logos, are designated Product Identity.
  Prestige Classes
  Prestige Classes
  
  EN5ider Presents: Prestige Classses for Zeitgest Campaigns | 3
  Prestige Classes
  EN5ider Presents: Prestige Classses for Zeitgest Campaigns | 3
  Level
  Features
  1
  Heavenly Flare, Spellcasting, Stargazer, Touching the Wheel
  of Heaven
  2
  Follow Yonder Star, Space Travel
  3
  Cataclysmic Conjunction
  APPLIED ASTRONOMIST
  Class Features.
  You gain the following class features:
  Hit Points.
  ] Hit Dice: 1d6 per applied astronomist level
  ] Hit Points: 1d6 (or 4) + your Constitution modifier per ap-
  plied astronomist level
  Heavenly Flare.
  Beginning at 1st level when you take this prestige class, you can use
  an action to manifest a flare of starlight. Choose one plane you are
  attuned to and one creature you can see within 60 feet. The target
  makes a saving throw (determined by the chosen plane) against
  DC 8 + your proficiency bonus + your Wisdom modifier. On a
  failed save, the target takes 2d6 radiant damage and suffers an ad-
  ditional effect based on the plane you chose. The damage increases
  by 1d6 at 11th level (to 3d6) and again at 17th level (to 4d6).
  HEAVENLY FLARE
  Spellcasting.
  If you already have spellcasting ability from another class, add your
  levels in applied astronomist to determine your number of spell
  slots. In addition, add the following spells to your list of spells
  Plane
  Saving Throw
  Effect
  Jiese,
  Plane of Fire
  Dexterity
  The target catches on fire. A
  creature that is on fire take 1d6 fire
  damage each round until it spends
  an action to put itself out.
  Avilona,
  Plane of Air
  Constitution
  The target is deafened and cannot
  speak above a whisper for 1 minute.
  Av, Plane
  of Dreams
  Wisdom
  The target is charmed for 1 round.
  Mavisha,
  Plane of Water
  Strength
  A surge of water pushes the target
  10 feet in any direction.
  Urim,
  Plane of Earth
  Strength
  The target is knocked prone and
  cannot teleport for one round.
  Apet,
  The Distant
  Plane
  Intelligence
  For 1 round the target treats all
  terrain as difficult terrain and all its
  ranged weapon attacks have
  disadvantage.
  Reida,
  Plane of Time
  Charisma
  The target is stunned for 1 round.
  While stunned, the target is immune
  to damage, forced movement, and
  status effects. No creature can be
  affected by this for longer than 1
  round at a time.
  Nem,
  Plane of Ruin
  Constitution
  The target is poisoned and cannot
  regain hit points for 1 round.
  known, if you have high enough spell slots to cast them: guidance,
  guiding bolt, augury, clairvoyance, divination, contact other plane.
  If you don’t have another class that provides Spellcasting, you
  can prepare these spells as if you were a druid. At 1st level, you
  learn the guidance cantrip and can cast guiding bolt once between
  short rests. At 2nd level, you are able to cast augury and clairvoy-
  ance once each between short rests. At 3rd level, you are able to
  cast divination and contact other plane once each between long
  rests.
  Stargazer.
  Also at 1st level, you gain darkvision with a range of 60 feet. While
  under moonlight or starlight, the range increases to 1 mile. In ad-
  dition, you cannot be blinded.
  Touching the Wheel of Heaven.
  Different planes ascend and decline each day, entering or leaving
  conjunction with constellations and other celestial phenomena.
  These planar phases determine your connections to the cosmic
  powers and determines the effects of some of your powers.
  Also at 1st level, after a long rest, if you were able to spend at
  least 1 hour watching the night sky in the past day, roll twice on the
  following table to determine which planes you are able to connect
  to (if you roll the same result, roll again). The connection lasts until
  you take another long rest, but no more than 24 hours.
  PLANAR CONNECTIONS
  Follow Yonder Star.
  At 2nd level, you can let the stars guide your movement and protect
  you. At the start of your turn you can call upon the stars. This do
  not require an action. Until the end of your next turn, any oppor-
  tunity attacks made against your or your allies automatically miss.
  You can’t use this feature again until you finish a long rest.
  1d8
  Plane
  1
  Jiese, Plane of Fire
  2
  Avilona, Plane of Air
  3
  Av, Plane of Dreams
  4
  Mavisha, Plane of Water
  5
  Urim, Plane of Earth
  6
  Apet, The Distant Plane
  7
  Reida, Plane of Time
  8
  Nem, Plane of Ruin
  
  4 | EN5ider Presents: Prestige Classses for Zeitgest Campaigns
  Prestige Classes
  Space Travel.
  Also at 2nd level, each day you gain enhanced movement or bonuses
  from the two planes you are connected to.
  SPACE TRAVEL
  Cataclysmic Conjunction.
  At 3rd level, you can use an action to force a portion of another
  plane to temporarily merge with reality. Choose one plane you are
  attuned to and a point within 60 feet. A 20-foot-radius of space cen-
  tered on that point becomes suffused with the essence of that
  plane.
  Creatures in the area must make a saving throw (determined by
  the chosen plane) against DC 8 + your proficiency bonus + your
  Wisdom modifier. On a failed save, a creature takes 4d6 force dam-
  age plus 4d6 radiant damage and suffers the same effect as a
  Heavenly Flare of that plane. On a success, a creature takes half as
  much damage and suffers no extra effect.
  For the next 5 minutes, that area is altered depending on what
  plane you chose. You can’t use this feature again until you finish a
  long rest.
  Logos.
  CATACLYSMIC CONJUNCTION
  Logos.
  Philosophers practice swaying people’s opinions with words and re-
  shaping how they think about the world. Convince a man that
  charity is wasting money on people who contribute nothing to so-
  ciety and he will see a starving child as a beggar — convince that
  same man that charity can lift up the poor so they rejoin the work-
  force and he’ll see the same child as a potential worker or
  investment. Great heroism and horrid cruelty can occur when a
  powerful idea holds sway.
  Underlying philosophy is the understanding that some if not all
  truths are relative. And some philosophers — whether they have
  grown jaded to the constant ebb and flow of ideologies battling for
  ascendance, or they have come to realize that even their own beliefs
  are impermanent and their perceptions inherently faulty — can
  effect changes in the world through speech alone.
  It is said that the second-century Drakran philosopher von
  Copenhoff learned to wield such power after he discovered a book
  written by William Miller, a philosopher whose teachings were de-
  clared heretical by the Clergy. Perhaps the Clergy was wise, for von
  Copenhoff nearly took control of an entire nation by debating with
  people in power one-by-one until they all agreed with him.
  Plane
  Movement
  Jiese,
  Plane of Fire
  You can use a bonus action to Dash.
  Avilona,
  Plane of Air
  You gain a fly speed equal to your walking speed. You
  are unable to fly higher than 20 feet above the
  nearest surface able to support your weight.
  Av, Plane
  of Dreams
  You can move up, down, and across vertical surfaces
  and upside down along ceilings, while leaving your
  hands free. You also gain a climbing speed equal to
  your walking speed and if you go prone you fall to the
  nearest surface as if it were the ground.
  Mavisha,
  Plane of Water
  You gain a swim speed equal to your walking speed.
  Urim,
  Plane of Earth
  You ignore the first 5 feet of forced movement
  whenever an effect or spell would move you. You may
  automatically resist being teleported.
  Apet, The
  Distant Plane
  You can use an action to teleport up to 30 feet to an
  unoccupied space that you can see.
  Reida,
  Plane of Time
  Your speed increases by 10 feet.
  Nem,
  Plane of Ruin
  You hover slightly above the ground, allowing you to
  ignore difficult terrain. You are not able to float on
  any surface that would not normally support your
  weight. Creatures following your tracks do so with
  disadvantage unless tracking you by scent.
  Plane
  Area Effect
  Jiese,
  Plane of Fire
  As a bonus action, you can create an object
  composed of solid firegem, of any rough shape, up to
  15 feet across, in any unoccupied space in the area.
  The object is as durable as wood but vanishes when
  the effect ends.
  Avilona,
  Plane of Air
  The area fills with your choice of fog (creating
  concealment), winds up to 30 miles per hour
  (ranged weapon attacks are impossible to make at
  long range and made at disadvantage at short
  range), or calm air (of a comfortable temperature and
  breathable).
  Av, Plane
  of Dreams
  Enemy creatures in the area have disadvantage on
  saving throws against magical effects. Allies in the
  area have advantage on saving throws against
  magical effects.
  Mavisha,
  Plane of Water
  The area fills with water to the depth of your choice. It
  is either calm and can be traversed with a DC 5
  Strength (Athletics) check or choppy which requires
  a DC 15 Strength (Athletics) check.
  Urim,
  Plane of Earth
  You can use a bonus action to roughly tunnel through
  up to three 5-foot cubes of earth or stone in the area,
  or extrude an equal amount of stone from a rocky
  surface.
  Apet, The
  Distant Plane
  Attacks originating inside the area cannot affect
  targets outside the area, and vice versa. A creature
  can step across the threshold and attack but
  otherwise the distance is effectively infinite.
  Reida,
  Plane of Time
  Creatures in the area can take an extra bonus action
  each turn.
  Nem,
  Plane of Ruin
  A creature starting its turn in the area takes 4d6 nec-
  rotic damage and each round all unattended objects
  in the area are exposed to 1 year’s worth of decay
  
  EN5ider Presents: Prestige Classses for Zeitgest Campaigns | 5
  Prestige Classes
  Prerequisites.
  The logos prestige class requires a Charisma score of 13 or higher,
  proficiency bonus +3, Proper Ending, proficiency with Persuasion
  and Religion, and you must have convinced an enemy to surrender
  without fighting.
  LOGOS
  Class Features.
  You gain the following class features:
  Hit Points.
  ] Hit Dice: 1d8 per logos level
  ] Hit Points: 1d8 (or 5) + your Constitution modifier per logos
  level
  Fiat.
  Beginning at 1st level when you select this prestige class, you learn
  that if opinion can be swayed by rhetoric so too can behavior, and
  how to impose this certainty upon the world by fiat.
  As an action you can state what a creature you can see within 60
  feet will do on its next turn. This command must be equivalent to
  the one-word commands listed in the command spell — approach,
  drop, flee, grovel, halt, or something similar — though you state it
  as a declaration rather than an order, such as, “The red-haired brig-
  and cast his weapons to the ground.”
  The target must succeed on a Wisdom saving throw (DC 8 +
  your proficiency modifier + your Intelligence modifier) or act as
  you stated on its next turn if possible, taking no other actions or
  movement. This feature has no effect if your command is directly
  harmful to the target, but it can put it in a dangerous situation
  (standing beneath a teetering boulder, or running past foes and
  provoking opportunity attacks).
  This feature does not require the target to understand your lan-
  guage nor even have a mind to affect. Once you have used Fiat
  against a creature, it is immune to your Fiat until the next time you
  finish a long rest.
  Pathos of the Inanimate.
  Also at 1st level, you can manipulate unattended objects by speech
  alone, causing furniture to move, trees to crack, locks and doors to
  open or close, and even guns to fire on their own, simply by stating
  that it occurs.
  As an action, you can move objects filling up to a 10-foot square
  within 30 feet. Alternatively you can use a bonus action to move
  objects as large as a Medium-sized creature, or once a round on
  your turn move a handheld item (no action required). You can only
  manifest something that might happen to the object naturally in
  time, or that a person could cause the object to do. For example,
  you cannot make a tree float but you could fling a butcher knife or
  have a wagon roll down the street at a walking pace. If you use this
  power in a way that might damage a creature, it typically deals no
  Level Features
  1
  Fiat, Pathos of the Inanimate
  2
  Ethos of the Unwilling, Make It So, Undeniable Truth
  3
  Inexplicable Narration, Revoke Agency
  more than 1d10 damage, and a creature that succeeds on a Dexter-
  ity saving throw (DC 8 + your proficiency modifier + your
  Intelligence modifier) takes no damage.
  This cannot affect objects that have been given a name since do-
  ing so imbues them with a fragment of willpower.
  Ethos of the Unwilling.
  At 2nd level your understanding deepens. As a student of behavior
  and rhetoric you know that if someone agrees to a small concession
  they develop a meager measure of trust. Even if they are not con-
  scious of it, it becomes easier for you to get others to agree with you.
  Whenever you hit a creature with an attack or a creature fails a
  saving throw against an effect you created, that creature takes a –2
  penalty to its next attack roll.
  Make It So.
  Also at 2nd level, by framing luck and chance as an argument be-
  tween possible futures, you can sometimes choose which argument
  is more convincing.
  As an action, choose a creature you can see and declare whether
  its next attack will hit or miss. The next time that creature makes
  an attack, it either hits or misses as you declared. This effect wears
  off if the creature takes a short or long rest. Once you have used
  Make It So against a creature, it is immune to your Make It So
  until the next time you finish a long rest. If the creature has multi-
  ple attacks, you can choose a specific attack you wish to affect such
  as, “the manticore’s bite shall miss.”
  Undeniable Truth.
  Also at 2nd level, when a creature fails a saving throw against your
  Fiat, you may choose to state a more involved or long-lasting task.
  If the creature fails another Wisdom saving throw (DC 8 + your
  proficiency bonus + your Intelligence modifier), it follows your
  lengthier direction (as suggestion) instead of the brief command
  from Fiat. As with Fiat, this is not actually language-dependent or
  mind-affecting. You can’t use this feature again until you finish a
  long rest.
  
  6 | EN5ider Presents: Prestige Classses for Zeitgest Campaigns
  Prestige Classes
  Mad Shootist.
  Inexplicable Narration.
  At 3rd level you learn that until one sees a place, that location could
  contain anything — and that you can simply persuade it to be more
  like what you want it to be.
  As an action you may choose an area that you are unaware of the
  details of, no more than 100 feet across, and describe that area. If
  any creature enters that area within the next 5 minutes, it will
  match the description permanently. You can declare that any mun-
  dane objects or minor elements of terrain you wish are present, but
  you cannot use this power to cause damage, create creatures, create
  magical effects, or create objects of any noteworthy value (subject
  to GM approval).
  When you use this feature, you can almost always make simple
  changes (“the doors on the south wall are unlocked, and the lever
  to deactivate any traps is within easy view” or “behind this wall is
  a hidden chamber filled with weapons”) but at the GM’s discretion
  more drastic declarations may cause the ability to simply fail (like
  declaring “the hold of this ship is filled with lava” or “a note ex-
  plaining the villain’s plans just happens to be sitting on a table
  waiting for us”).
  You can’t use this feature again until you finish a long rest.
  Revoke Agency.
  Also at 3rd level, when a creature fails a saving throw against your
  Fiat, you may choose to take full control of that creature. If that
  creature fails another Wisdom saving throw (DC 8 + your profi-
  ciency bonus + your Intelligence modifier), it falls under your
  control (as dominate monster) instead of obeying the brief com-
  mand from Fiat. As with Fiat this is not actually language-
  dependent or mind-affecting. As per dominate monster, the target
  receives a new save each time it takes damage. You can’t use this
  feature again until you finish a long rest.
  Mad Shootist.
  Guns are passé. The weapon of the future needs to do more than
  just shed blood. A firearm can store magical power, spit out explo-
  sive projectiles, strike with beams of elemental energy, or create
  even more unusual effects. You never know what tool you need to
  win a battle but soon you will be able to carry them all at once!
  Prerequisites.
  The mad shootist prestige class requires an Intelligence score of 13
  or higher, The Man with Two Guns is God, proficiency bonus +3,
  proficiency with Arcana, and access to a technology lab with at
  least 5,000 gp in components.
  MAD SHOOTIST
  Class Features.
  You gain the following class features:
  Hit Points.
  ] Hit Dice: 1d10 per mad shootist level
  ] Hit Points: 1d10 (or 6) + your Constitution modifier per mad
  shootist level
  Autofire.
  Beginning at 1st level when you choose this prestige class, with the
  flip of a switch on your turn your blaster converts from firing a sin-
  gle shot to releasing a volley of smaller force bolts. When you make
  an attack with your blaster, you can choose to Autofire. Choose a
  point of space within the weapon’s range. All creatures within
  5 feet of the chosen point take damage equal to your Dexterity
  modifier. You deal normal damage against a creature hit while you
  use this feature, but if you miss and would normally deal no dam-
  age, instead the Autofire still does this grazing damage. A creature
  that has any cover from your attack takes no damage from Autofire.
  If you are 11th level or higher, the damage increases to 2 + your
  Dexterity modifier, and at 17th level to 4 + your Dexterity modifier.
  After using Autofire, your blaster is overheated until the end of
  your next turn. While overheated, your blaster cannot fire normal
  blasts, but it can use other features like Beam Shot and Mobility
  Shot.
  Beam Shot.
  Also at 1st level, during a long rest you can use the energy matrix
  of a blaster to refine latent elemental energy in the environment
  and charge three cartridges that glow blue, red, or yellow. The car-
  tridges maintain their charge indefinitely as long as they stay
  within 100 feet of your blaster, but if you put two cartridges of the
  same energy type within a 100 feet of each other one will destabi-
  lize,
  making
  it
  impossible — barring
  further
  technological
  innovation — to stockpile such ammunition.
  As an action or bonus action, you can load one of these car-
  tridges into your blaster. The next shot with your blaster creates a
  beam of energy that sounds even more futuristic.
  ] Blue: Freeze Ray. A creature hit with this beam takes no
  damage but is restrained by encasing ice. The target or a
  creature who can touch the ice can use its action to make a
  Level
  Features
  1
  Autofire, Beamshot, Inventive Gunnery
  2
  Mobility Shot, Rocket Launcher
  3
  Hyper Beam
  
  EN5ider Presents: Prestige Classses for Zeitgest Campaigns | 7
  Prestige Classes
  Strength check (DC 8 + your proficiency bonus + your Intel-
  ligence modifier) to free the creature. While the target is
  restrained, it is vulnerable to the first attack that damages it.
  After being attacked, the ice is broken and a restrained target
  is freed.
  ] Red: Shrink Ray. A creature hit with this beam takes no
  damage but is shrunk by two size categories (Gargantuan to
  Large, Medium to Tiny, and so on). While shrunk the target
  has disadvantage on Strength checks and saving throws, its
  speed is halved, and it deals half damage with natural and
  weapon attacks. A target reduced to a size smaller than Tiny
  deals a maximum of 1 damage with natural and weapon at-
  tacks, and its speed is reduced to 5 feet. At the end of each of
  the target’s turns it can make a Constitution saving throw
  (DC 8 + your proficiency bonus + your Intelligence modifier)
  to return to normal size. At the GM’s discretion, other
  effects may apply.
  ] Yellow: Wave Beam. This beam oscillates with visible peaks
  and troughs, ignoring static, inanimate objects and covering
  a wide enough area that you only need to aim in approxi-
  mately the right spot. Your ranged weapon attack ignores
  cover and concealment. A creature struck by this attack takes
  an extra 1d10 damage. This damage increases by 1d10 at 11th
  level (to 2d10) and again at 17th level (to 3d10).
  Inventive Gunnery.
  Also at 1st level, you craft a powerful weapon unique to you. Choose
  a type of firearm (pistol, carbine, musket, shotgun, etc.) to be your
  blaster, a modular arcano-scientific version of that weapon which
  is powered by an unstable energy matrix. You can craft this blaster
  by spending 10 days, or upgrade an existing firearm after one day’s
  work. In either case, it requires 500 gp in raw materials.
  You can load your blaster with normal ammunition or you can
  have it fire force blasts. These are identical to normal rounds but
  they deal force damage and can be fired limitlessly without requir-
  ing reloading (and they sound very futuristic).
  The energy matrix of a blaster is very volatile and while you
  know how to keep your weapons within limits, if anyone else fires
  your blaster it pulses then releases a burst of energy if you do not
  regain possession of it before 3 rounds have passed. Each creature
  within a 15-foot radius takes 7d6 force damage. A successful DC 15
  Dexterity saving throw reduces this damage by half.
  A blaster explosion doesn’t destroy the weapon, it only damages
  and drains it. Restoring the energy matrix requires 50 gp in raw
  materials and 8 hours of work, but any enchantments and other
  modifications on the weapon remain. When one of your blasters
  explodes it cascades through the energy matrix of every other
  blaster you’ve crafted, draining those weapons too.
  Mobility Shot.
  At 2nd level, you can fire an electrical grapple from your blaster as
  a bonus action. Choose a point with 30 feet to become your anchor
  for the grapple beam. The target must be a solid object at least 5
  feet across. You can use your movement to pull yourself to that lo-
  cation and hang (so if you’re 20 feet away, it takes 20 feet of
  movement), or you can use it as the anchor point of a swing, adding
  Monument of War.
  the length of the grapple beam to the distance you travel with a
  long jump (at the GM’s discretion). You can keep the grapple
  beam engaged as long as you want, but once you release it, it takes
  5 minutes to recharge. While the grapple beam is engaged, you
  cannot fire your blaster.
  If the anchor moves, the beam disengages. You cannot use this
  feature to damage or grapple creatures.
  Rocket Launcher.
  Also at 2nd level, after a long rest you can create up to 5 rockets.
  Like beam shot cartridges, they must stay within a 100 feet of your
  blaster, and destabilize if you have more than 5 at a time. As an
  action, you can load one rocket. You can use the item as if it were
  in your hand. If the item normally requires a ranged attack, it uses
  your blaster’s attack bonus and range. On a successful hit, a rocket
  deals 6d6 fire and 6d6 force damage. Any creatures in a 15-foot ra-
  dius of the point hit by a rocket take half damage. A successful
  Dexterity saving throw (DC 8 + your proficiency bonus + your In-
  telligence modifier) negates this damage.
  Hyper Beam.
  At 3rd level, instead of having your blaster overheat after using
  Autofire you can choose to have it use that unstable energy to
  charge a hyperbeam. On your next turn after using Autofire, as an
  action you can unleash a 5-foot wide beam out to the weapon’s
  maximum range. Make an attack roll against every creature in that
  line, and deal Autofire damage to every creature adjacent to that
  line. If you loaded a beam shot charge, all these attacks are with the
  chosen beam. After this hyper shot you can choose to throw your
  blaster as part of the same Attack action (range 20/60 ft.).
  At the start of the following turn, your blaster explodes as
  though it were a rocket.
  Monument of War.
  Risur spins its greatest war veterans into mythic heroes that em-
  body the ideals and hallmarks of its various wars for the citizenry.
  Some rare veterans become empowered by this public investment
  in their life stories, even learning to manifest parts of their myth
  in battle today. At the veteran’s invocation a remembered fusillade
  of cannons might strike a new foe or a fallen ally might once again
  step in the path of a bullet to spare the veteran’s life.
  These living monuments of war are often haunted by their fallen
  brethren or by the dishonorable acts they had to perform to sur-
  vive — which they must now keep secret as the public cheers them
  as unimpeachable heroes. Yet others just wish to recapture their
  glory days or to get another shot at the enemies who wronged them
  and got away.
  
  8 | EN5ider Presents: Prestige Classses for Zeitgest Campaigns
  Prestige Classes
  Prerequisites.
  The monument of war prestige class requires a Constitution score
  of 13 or higher, proficiency bonus +3, Display of Heroism, and pro-
  ficiency with Athletics and History.
  MONUMENT OF WAR
  Class Features.
  You gain the following class features:
  Hit Points.
  ] Hit Dice: 1d12 per monument of war level
  ] Hit Points: 1d12 (or 7) + your Constitution modifier per
  monument of war level
  Fearless Mien.
  Starting when you choose this prestige class at 1st level, accounts
  of your heroism carry their own strength. You and allies within 30
  feet of you have advantage on saving throws against fear. You can
  use your Display of Heroism on any ally within that range to stand
  that ally up and let them spend a hit die to heal (regaining 1 hit
  point any others as temporary hit points).
  Instant Boot Camp.
  Also at 1st level, as an action you can shout directions you recall
  from your own military training. Until the end of your next turn,
  you and each ally who can see or hear you gains proficiency with
  Athletics and simple and martial weapons. You and each of those
  allies can immediately stand up or drop prone, then walk 10 feet or
  crawl 5 feet.
  Notorious Celebrity.
  Shell Shock.
  Also at 1st level, as an action you can call upon a powerful memory
  of being caught in an artillery barrage to conjure psychic manifes-
  tations of a cannon strike in your immediate vicinity. This
  manifestation must be centered on a point within 10 feet and
  strikes in a 15-foot-radius burst (you must be caught in your own
  remembered blast, though perhaps cover might shield you).
  Targets in the area take 7d6 points of damage, and are pushed
  5 feet and knocked prone. A successful Dexterity saving throw
  (DC 8 + your proficiency modifier + your Constitution modifier)
  halves the damage and prevents a creature from falling prone. The
  area of the blast is filled with dust and smoke makes it heavily ob-
  scured until the end of your next turn.
  You can’t use this feature again until you finish a short or long
  rest.
  Do You Want To Live Forever?
  At 2nd level, you have survived bullet rains where the crossfire
  should have killed anyone — a story so well-known and powerful
  that it protects you. When you have no physical cover or are not
  obscured, you gain the benefit of half cover (+2 to AC and Dexter-
  ity saving throws) against ranged attacks and spells.
  Remembrance of the Human Shield.
  Also at 2nd level, you can call upon the psychic memory of a long-
  dead friend to save an ally from an attack. Once per day when you
  or an ally is hit by an attack, you can use your reaction to conjure
  the psychic manifestation. The attack hits and destroys the mani-
  festation but the original target of the attack is unaffected and
  takes no damage.
  Cannon Overture.
  At 3rd level, when you use Shell Shock, you can use a bonus action
  during the following two rounds to call in additional cannon
  strikes. Additional cannon strikes must land within 30 feet of the
  point of your Shell Shock (and do not need to include you in their
  area of effect).
  Notorious Celebrity.
  They say gods gain power from the devotion of their followers and
  that kings are strengthened by the approval of their subjects. Well
  you’re damned famous — people spend more time each day think-
  ing about your dramatic and entertaining feats than about stodgy
  monarchs or absent deities. Why shouldn’t your notoriety grant
  you power and influence?
  A handful of notorious celebrities seem to only grow more im-
  pressive the more people hear of them. They demand attention,
  attracting followers (colloquially known as a posse) who do their
  bidding and share in their supernatural power. To take full advan-
  tage of their unique abilities they must make an effort to have an
  audience wherever they go and they find it impossible to avoid scru-
  tiny. Perhaps not the best choice for a constable who might need to
  travel incognito but sometimes the affection of fans is more useful
  than the indifference of strangers.
  Level
  Features
  1
  Fearless Mien, Instant Boot Camp, Shell Shock
  2
  Do You Want to Live Forever?, Remembrance of the Human
  Shield
  3
  Cannon Overture
  
  EN5ider Presents: Prestige Classses for Zeitgest Campaigns | 9
  Prestige Classes
  Prerequisites.
  The notorious celebrity prestige class requires a Charisma score of
  13 or higher, proficiency bonus +3, Docker’s Jank, proficiency with
  Performance, and must be wildly popular as an entertainer.
  NOTORIOUS CELEBRITY
  Class Features.
  You gain the following class features:
  Hit Points.
  ] Hit Dice: 1d8 per notorious celebrity level
  ] Hit Points: 1d8 (or 5) + your Constitution modifier per noto-
  rious celebrity level
  Attention Monger.
  Starting at 1st level when you choose this prestige class, once on
  your turn you can shout for attention. Choose one non-mindless
  creature aware of you that you can see. That enemy has disadvan-
  tage on attack rolls against targets other than you until the end of
  your next turn. You can’t use this feature again until you finish a
  short or long rest.
  Audience Participation.
  Also at 1st level, you are unparalleled at getting the crowd on your
  side. If there are noncombatants present who are friendly to you
  and aware that you’re engaged in combat, whenever an enemy
  starts its turn adjacent to one or more of those noncombatants, the
  crowd deals 1d6 bludgeoning damage to that creature. Your posse
  counts as noncombatants for this feature if you haven’t directed
  them to act in the past round.
  Roll with a Posse.
  You attract four loyal followers, your “posse,” who protect you from
  unimportant people and do tasks you don’t have time for, as well as
  aid you in combat. Each member of your posse has the following
  statistics, or something roughly equivalent.
  Level
  Features
  1
  Attention Monger, Audience Participation, Roll With A Posse
  2
  Crowd Effect, Summon Audience
  3
  One-Upmanship, Shock & Awe
  Posse Member
  Medium humanoid (any race), same alignment as you
  Armor Class 12 (leather armor)
  HP 16 (3d8+3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  12 (+1)
  Saving Throws DEX +3, CHA +3
  Skills Intimidation +3, Perception +2, one other
  Senses passive Perception 12
  Bolstered By Celebrity. As long as a posse member has seen you in
  the past 5 minutes, they use your proficiency bonus instead of their
  own (+2). In addition, when a posse member is reduced to 0 hit
  points they automatically stabilize unless the damage taken is equal
  to or greater than 16, in which case they die instantly.
  Hype Tactics. The posse member has advantage on an attack roll
  against a creature if their celebrity attacked that creature in the past
  round or is within 5 feet of that creature.
  ACTIONS
  Melee Weaponry. Melee Weapon Attack: +3 to hit; reach 5 ft., one
  target. Hit: 4 (1d6+1) bludgeoning, piercing, or slashing damage.
  Pistol. Ranged Weapon Attack: +3 to hit; range 20/60 ft.; one
  target. Hit: 6 (1d10+1) piercing damage. The weapon misfires on a
  natural 1. Reloading requires an action or bonus action.
  Your posse members act on your initiative in combat but nor-
  mally they hang back and don’t attack. They’ll move where you
  direct without you needing to spend an action. You can spend an
  action to have them each take the Attack, Dash, Disengage,
  Dodge, or Help action, after which they return to being noncom-
  batants for 1 round.
  You have a subtle supernatural connection to your posse so
  whenever something deals damage to a posse member you can see,
  you can transfer that damage to yourself. If the same source dam-
  ages multiple posse members simultaneously, you can protect all of
  them but only take the damage once.
  A posse member who dies should be mourned and then can be
  replaced casually the next time you’re somewhere you have fans.
  You might eulogize them in a song and everyone will say how great
  you are for respecting what’s-their-name.
  Crowd Effect.
  At 2nd level, when you have an audience of at least 8 noncombat-
  ants their viewership bolsters you. While you have an audience, you
  gain a +5 bonus on death saving throws, and whenever you drop an
  enemy to 0 hit points you gain 5 temporary hit points. These tem-
  porary hit points don’t stack and disappear when you no longer
  have an audience.
  Summon Audience.
  Also at 2nd level, as a bonus action, you can create up to 8 illusory
  people in a 20-foot cube within 120 feet, lasting for 10 minutes or
  until you dismiss them. These illusions are as convincing as major
  illusion and are lifelike but generally stationary unless you spend
  an action to have them move. You and your allies can move freely
  through the illusory crowd and they grant half cover from ranged
  
  10 | EN5ider Presents: Prestige Classses for Zeitgest Campaigns
  Prestige Classes
  Polyhistor.
  attacks, but other creatures treat the area as difficult terrain. These
  audience members count as real noncombatants for Audience Par-
  ticipation and Crowd effect.
  You can’t use this feature again until you finish a long rest.
  One-Upmanship.
  At 3rd level, you find it hard to let your allies have a moment in the
  spotlight. The first time each combat when an ally drops an enemy
  to 0 hit points or scores a critical hit, you grant yourself the bene-
  fits of the Bardic Inspiration die from your Docker’s Jank feat. This
  doesn’t expend the die you would normally grant to your allies.
  Shock & Awe.
  Also at 3rd level, when you hit an enemy with an attack or an en-
  emy fails a saving throw against a spell you cast, you can use a
  bonus action to have one of your posse members attack the same
  enemy. If your posse member hits, the enemy is frightened of you
  until the end of your next turn unless it succeeds on a Wisdom sav-
  ing throw (DC 8 + your proficiency modifier + your Charisma
  modifier).
  Polyhistor.
  Ballistics is a science. Angle, velocity, force — all these can be calcu-
  lated and refined for the perfect shot. Medicine is likewise a
  science. Arteries, ligaments, organs — damage to these in varying
  intensities cause readily-measured negative consequences to the in-
  jured party. Similarly the kinetics of motion, the materials science
  of armor and weaponry, even the nascent study of psychology and
  sociology all can lend understanding to the complex system that is
  a battle.
  As a polyhistor you are well-learned, versed in an expansive list
  of sciences, all with a focus on their relation to warfare and com-
  bat. Using your diverse knowledge and your keen intellect you can
  compose at a moment’s notice the ideal method of attack for any
  situation. Admittedly, doing so can be mentally taxing, so you may
  need to pause and regain your poise in order to track all the factors
  at play in a battle. Likewise, sometimes an immediate attack is not
  optimal — better perhaps to observe a foe’s patterns and let him
  leave an opening you can exploit to crush him.
  Prerequisites.
  The polyhistor prestige class requires proficiency bonus +3, Martial
  Studies, proficiency with Investigation, and either proficiency with
  Intelligence saving throws or an Intelligence score of 13 or higher.
  In addition, you must have contacts in a college, military academy,
  or university.
  POLYHISTOR
  Class Features.
  You gain the following class features:
  Hit Points.
  ] Hit Dice: 1d10 per polyhistor level
  ] Hit Points: 1d10 (or 6) + your Constitution modifier per poly-
  histor level
  Combat Focus.
  Starting at 1st level when you choose this prestige class, you gain
  an impressive and intuitive focused awareness in combat. You gain
  a number of focus points equal to your polyhistor class level. This
  is your focus point reserve. In addition, at the end of any turn in
  which you take hostile action against a foe, a foe takes hostile ac-
  tion against you, or you witness a foe taking or being targeted by a
  hostile action, you add 1 focus point to your reserve, to a maximum
  of 10 focus points. (For the purposes of this ability, a hostile action
  is defined as a natural, spell, or weapon attack against another
  creature, or the casting of a spell that deals damage or exerts con-
  trol over a target.)
  Whenever 5 minutes pass without your having gained any focus
  points, your focus point reserve resets to a number equal to your
  polyhistor class level (1, 2, or 3).
  You can use focus points from your reserve to assume Elemen-
  tary Stances and gain other benefits.
  Elementary Stances.
  Also at 1st level, you learn a diverse set of fighting styles. While you
  are master of none, as you gain insight into a battle you can discern
  moments where such techniques could be useful.
  At the start of your turn you can spend 1 focus point from your
  reserve to gain the benefits of any feat that requires the use of a
  weapon or the Attack action until the start of your next turn. You
  can gain access to up to two feats this way per round.
  Studied Proficiency.
  Also at 1st level, you gain proficiency with all weapons (including
  cannons). For your Martial Studies feat, you always have access to
  the Experimental Strike Martial Scientist technique (see the
  Zeitgeist Player’s Guide Part 1, page 10), and you can choose one
  additional technique after a long rest.
  Level
  Features
  1
  Combat Focus, Elementary Stances, Studied Proficiency
  2
  Inner Defenses, Perfect Aim
  3
  Cunning Defense, Masterstroke
  
  EN5ider Presents: Prestige Classses for Zeitgest Campaigns | 11
  Prestige Classes
  Steamsuit Pilot.
  Inner Defenses.
  At 2nd level, you have devised techniques to recognize mental
  threats and divert them. Whenever you need to make an Intelli-
  gence, Wisdom, or Charisma saving throw, you can spend 2 focus
  points from your reserve to either become proficient in that type of
  save or double your proficiency bonus.
  Perfect Aim.
  Also at 2nd level, if you have advantage on an attack roll and your
  result with both d20 rolls would be a hit, you can spend 2 focus
  points from your reserve to treat the attack as a critical hit.
  Cunning Defense.
  At 3rd level, you can anticipate your enemy’s moves to plot out
  strikes, parries, and ripostes like gambits on a chessboard. You are
  able to use your Intelligence modifier in place of your Dexterity
  modifier when calculating your Armor Class.
  Masterstroke.
  Also at 3rd level, you can use your considerable intellect to compose
  the perfect attack amidst the seeming randomness of battle. As an
  action, you can study a foe. Until the end of your next turn, you
  have advantage on all attack rolls against that foe, and if the un-
  modified die roll of an attack you make against that foe is 12 or
  lower, you treat it as if you had rolled a natural 13. At the end of
  your next turn, the mental exhaustion causes you to gain 2 levels
  of exhaustion and to be incapacitated for 1 round.
  Steamsuit Pilot.
  If you can build a quadruped contraption that can fire a gun or
  channel magical energy, it’s merely a matter of scale to produce a
  larger vehicle — perhaps something someone could wear like a suit
  of armor. Now any person would have to be a fool to strap them-
  selves into a heat-conducting pile of metal powered by an arcane
  steam boiler, but well, you’ve invented the damned thing. It’d be
  more foolish to let it go to waste.
  Each technologist who tries to design a steamsuit adds his or
  her own flair and quirks. Sometimes an elf wants a verdigris suit
  of skin-tight plate armor that merely increases his strength and
  speed. Sometimes a gnome wants to ride around in a mechanized
  gorilla the size of a bear and tear through everything in her path.
  But invariably, these suits are just machines, and any machine — no
  matter how ingeniously crafted — can break.
  Prerequisites.
  The steamsuit pilot prestige class requires an Intelligence score of
  13 or higher, proficiency bonus +3, Disposable Simulacrum, profi-
  ciency with Arcana, and access to a technology lab with at least
  5,000 gp in components.
  STEAMSUIT PILOT
  Class Features.
  You gain the following class features:
  Hit Points.
  ] Hit Dice: 1d8 per steamsuit pilot level
  ] Hit Points: 1d8 (or 5) + your Constitution modifier per
  steamsuit pilot level
  Steam & Steel.
  Starting at 1st level when you choose this prestige class, you design
  an arcanoscientific power matrix which you can integrate into a
  suit of armor as a sort of steam engine, enhancing your strength
  and ability to move while worn. Indeed, the power matrix can even
  let you to wear armor larger than your actual body.
  If you start with a suit of armor and spend 1 day and 500 gp in
  raw materials, you can upgrade that armor with a power matrix
  and the necessary enchantments and steam valves to operate it.
  The armor can be your size or larger, up to Large size. Large armor
  costs the same as Medium or Small armor since the main expense
  is labor (not materials). The archetypical steamsuit is modified
  Large full plate, whose only drawback is that it might not fit some
  places. You can build a leather steamsuit, or multiple steamsuits,
  but you can only operate one at a time.
  A steamsuit is inert without a pilot and since you designed it for
  yourself only a creature the same size as you can fit into your suit.
  You can enter or exit a suit by spending 10 feet of movement. Most
  suits are designed with masterful locking mechanisms which can
  be opened either by a key as a bonus action, or with a DC 20 Dex-
  terity (thieves’ tools) check as an action. When you enter the suit
  you can lock it at the end of your movement.
  You are restrained and blinded while inside a suit that is deacti-
  vated. Activating or deactivating the arcane steam engine takes a
  bonus action. While the engine is active, you are considered profi-
  cient in whatever type of armor the suit is. You have a magical link
  to your steamsuit, so any magical enchantments on what you’re
  wearing also apply to the steamsuit’s armor. Your steamsuit will
  typically have hands so it can wield weapons. If you have a magic
  Level
  Features
  1
  Personal Touches, Power Fist, Steam & Steel
  2
  Defensive Shield, Redline Rush
  3
  Quick-Don
  
  12 | EN5ider Presents: Prestige Classses for Zeitgest Campaigns
  Prestige Classes
  weapon, it can wield that weapon, or if it has the same type of
  weapon and you have the weapon on your person while inside the
  suit, the weapon the suit wields benefits from that enchantment.
  As long as the engine is active you must maintain the power ma-
  trix. As creator of the suit your magical link lets you do this
  without spending an action as long as you’re inside the suit, even if
  you’re incapacitated. If another creature is in the suit, it can at-
  tempt a DC 15 Intelligence check as a bonus action to keep the
  power matrix stable. On a failure, at the end of its turn the steam-
  suit shuts down to prevent a dangerous steam overload. It
  thereafter won’t restart for 1 minute, but the exit hatch still works.
  While in your suit, your Strength score is increased to 19, or to
  23 if you are proficient in the type of armor the suit is made out of
  (because the suit has less work to do), unless your Strength is al-
  ready higher. In addition, your carrying capacity is doubled and the
  suit doesn’t count toward your encumbrance.
  You are considered proficient with your suit’s unarmed attacks
  (1d6 bludgeoning damage).
  At the end of your turn, if you took damage since your last turn
  while in the suit, make a DC 10 Intelligence saving throw to keep
  the engine stable. When you fail a third save the engine enters a
  safe mode, reducing your speed by half, imposing a -2 penalty on
  AC and Dexterity saving throws, and preventing you from taking
  reactions that require movement (including opportunity attacks).
  You can repair the suit during a short rest.
  When you activate your steamsuit, if the contraption you made
  with Disposable Simulacrum is within 5 feet, you can have it lock
  into the suit. It thereafter moves where you go but has half cover
  from attacks.
  Personal Touches.
  Also at 1st level, choose up to 10 objects that can be held in one
  hand (or two-handed objects, which take up twice as much space).
  You integrate these objects into your suit and can retrieve them as
  easily as if you had them on your belt, except they can be hidden
  from casual view. Sure it’s obvious you’re in a half-ton clanking
  shell of steel, but enemies won’t know you’re carrying (for exam-
  ple) a shotgun, a musket, a shield, a lantern, a portable ram, and a
  pair of integrated scimitars. You can still only make use of two
  hands’ worth of weapons or shields at a time.
  Power Fist.
  At 2nd level, steam pistons in your suit’s arm can launch a devastat-
  ing punch. When you hit an enemy with your suit’s unarmed
  strike, you can trigger the power fist. The attack deals an extra 1d6
  damage, and the target must make a Strength saving throw (DC 8
  + your proficiency bonus + your Strength modifier) or be shoved 10
  feet away. This attack destabilizes the engine as if you had taken
  damage, forcing you to make an Intelligence saving throw at the
  end of your next turn. You can only use this feature once per turn,
  and you cannot use it when your suit is in safe mode.
  Defensive Shield.
  Also at 2nd level, you can enhance your armor’s resilience with
  charged wards with limited duration. You can use a bonus action
  Urban Empath.
  to choose an energy type and gain resistance to that energy type
  until the end of your next turn. This shield destabilizes the engine
  as if you had taken damage, forcing you to make an Intelligence
  saving throw at the end of that turn. You cannot use this feature
  when your suit is in safe mode.
  Redline Rush.
  At 3rd level, on your turn you can overheat your engine to increase
  your suit’s speed. You double your speed for the turn and gain a +5
  bonus to all Strength (Athletics) and Dexterity (Acrobatics)
  checks during this movement. Your suit automatically enters safe
  mode at the end of your turn.
  Quick-Don.
  Also at 3rd level, as an action you can cause your suit to magically
  collapse into a mechanical object that fits into your palm and
  weighs only 5 pounds. Another action causes this object to trans-
  form into your suit, and may have the suit form around you with
  the engine activated (making it easy to have multiple suits for
  different occasions).
  Urban Empath.
  Mediums can sense the lingering thoughts of spirits of the dead
  but for ages people have referred to cities as having a spirit, a ge-
  nius loci. Especially in a place where so many have died over the
  years, with the right mindset it becomes possible for a medium to
  attune to the psychic nature of cities — it begins to sustain them,
  speak to them, and protect them.
  This close communion with urban environments has its limita-
  tions, of course. A medium who devotes time to learning to speak
  with cities can still use their powers in the wilderness but in a
  much weakened capacity. In the smog-choked streets of a burgeon-
  ing industrial metropolis however, they have a veritable army at
  their command.
  Prerequisites.
  The urban empath prestige class requires a Charisma score of 13 or
  higher, Unfinished Business, and proficiency with Insight and Per-
  suasion.
  URBAN EMPATH
  Class Features.
  You gain the following class features:
  Hit Points.
  ] Hit Dice: 1d6 per urban empath level
  ] Hit Points: 1d6 (or 4) + your Constitution modifier per ur-
  ban empath level
  Level
  Features
  1
  Every Building a Welcoming Home, Spellcasting, The City
  Comes Alive, Urban Bond
  2
  Every Window an Eye, The City Whispers
  3
  The City Marches to War
  
  EN5ider Presents: Prestige Classses for Zeitgest Campaigns | 13
  Prestige Classes
  Spellcasting.
  If you already have spellcasting ability from another class, add your
  levels in urban empath to determine your number of spell slots. In
  addition, add the following spells to your list of spells known, if you
  have high enough spell slots to cast them: message, knock, tiny hut
  (takes the form of a small house), locate creature, conjure elemental.
  If you don’t have another class that provides Spellcasting, you
  can prepare those spells as if you were a sorcerer. At 1st level, you
  learn the message cantrip and can cast knock once between short
  rests. At 2nd level, you are able to cast tiny hut and locate creature
  once each between short rests. At 3rd level, you are able to cast
  conjure elemental once each between long rests.
  Every Building a Welcoming Home.
  At 1st level when you choose this prestige class, you can use a bonus
  action to ask a city to let you through. Until the end of your turn,
  you can move through manmade structures as if they weren’t there.
  You can’t use this feature again until you finish a short or long rest.
  The City Comes Alive.
  Also at 1st level, as an action you can call upon the city to strike an
  enemy and possibly trap it in a maw of bricks and cobblestones.
  Make a ranged spell attack (using your Charisma modifier)
  against a creature you can see within 30 feet that is within 5 feet of
  a manmade structure (even just a wall or street).
  If the attack hits, the target takes 2d6 damage, and if the crea-
  ture is Large or smaller it is knocked prone but gains half cover
  while prone. This damage increases by 1d6 at 11th level (3d6) and
  again at 17th level (4d6).
  Urban Bond.
  Also at 1st level, while in an urban environment (defined generally
  as a bounded area with a population density of at least 1,000 people
  per square mile), you need neither food nor drink, and you gain a
  +2 bonus to Strength (Athletics), Dexterity (Acrobatics), and Wis-
  dom (Perception) checks. These effects generally extend as long as
  you’re within 3 miles of the border of an urban area.
  Every Window an Eye.
  At 2nd level, while in an urban environment you gain tremorsense
  60 feet and can sense the presence and location of creatures that
  are heavily obscured or have total cover as long as they are hidden
  by manmade structures.
  The City Whispers.
  Also at 2nd level, you can listen to the spirit of the city to learn what
  it hears and sees. This communion functions similar to the com-
  mune with nature ritual, granting you knowledge of three facts the
  city can share. Sample facts include:
  ] The general state of every publicly accessible location within
  3 miles.
  ] Disturbances in private locations if they could be seen or
  heard from a public area.
  ] Choose a creature or small group that can be identified
  through some physical means. You learn whether it is in the
  area and where, unless it entered a private area in which
  case you learn when it entered.
  ] Gain intuitive understanding of all publicly traversible ter-
  rain in the area, allowing you to navigate perfectly.
  For the purpose of this feature, “private” means a place that is
  privately owned and off-limits to the general public. For example,
  a museum is not private, because it’s open to the public, and while
  sewer tunnels are generally off-limits to civilians, they aren’t pri-
  vately owned. On the other hand, the rooms of an inn would be
  private areas because the proprietor prohibits those who haven’t
  paid from gaining access.
  A city doesn’t have precise recollection and cannot convey con-
  versations or subtle actions, but it could share details of major civic
  events, such as a speech that drew many listeners. This power func-
  tions to a distance of 3 miles in an urban environment, but only to
  300 feet outside an urban area.
  You can’t use this feature again until you finish a long rest.
  The City Marches to War.
  At 3rd level, you can call upon a city in your time of dire need, caus-
  ing walls, streets, and gates to move at your command.
  As an action, you cause terrain to rise up and hinder your foes.
  Choose a point that you can see within 100 feet. You affect an area
  in a 40-foot-radius of that point. An enemy creature that enters
  that area or end its turn there takes 2d6 magical bludgeoning dam-
  age. As a bonus action, you can cause up to six 5-foot cubes of
  terrain in the area to move up to 30 feet, or to extrude into the area
  from an existing wall or floor, or to withdraw into an existing wall
  or floor. This moving terrain can only enter unoccupied spaces, and
  it is generally composed of whatever the prevailing building mate-
  rials in the area are. The area lasts for 5 minutes or until dismissed.
  Outside an urban area, you can only affect a 10-foot radius area
  from a point within 50 feet.
  You can’t use this feature again until you finish a long rest.
  
  Vekeshi Excoriant.
  Vekeshi Excoriant.
  Only a handful of mystics among the vekeshi learn the rituals of
  the fallen goddess Srasama. Though she has passed on, a sliver of
  her power can still be touched by those who maintain sufficient de-
  votion — it remains unclear whether the goddess herself grants
  these adherents what little remains of her power or if the collective
  memory of Srasama’s death somehow carries its own influence.
  These true believers excoriate their skin and use fire to cauterize
  and scar in symbols sacred to Srasama, commemorating her three
  forms of Maiden, Mother, and Crone. Excoriants often either find
  themselves in charge of local cells of vekeshi mystics or they alto-
  gether transcend hierarchies and pursue their own agendas. Every
  night, however, they focus their will by reciting the teachings of
  Vekesh so that they maintain the purity of purpose to protect the
  weak and punish those who would abuse them.
  Prerequisites.
  The vekeshi excoriant prestige class requires a Constitution score of
  13 or higher, Hand of Retribution, proficiency with History and Re-
  ligion, and you must have three iconic scars somewhere on the body.
  VEKESHI EXCORIANT
  Class Features.
  You gain the following class features:
  Hit Points.
  ] Hit Dice: 1d12 per vekeshi excoriant level
  ] Hit Points: 1d12 (or 7) + your Constitution modifier per
  vekeshi excoriant level
  Dreadnought.
  At 1st level when you select this prestige class, the mystic rites you
  undertook to connect you to the goddess have strengthened your will
  and freed you to resist worldly temptations. You gain proficiency
  with Wisdom saving throws. If you are already proficient with Wis-
  dom saving throws, you gain a +2 bonus to Wisdom saving throws.
  Threefold Presence.
  Also at 1st level, at the start of your turn you may call upon the
  threefold presence of Srasama. This turn when you move, you can
  trace three different paths from your initial starting position, as if
  you were splitting into three versions of yourself. At the start of
  your next turn you must choose one of those locations to remain at,
  at which point the other two versions of you disappear. Until that
  time you can take actions as if you were in any of those locations,
  and you can be affected by others as if you were in any of those
  locations. Things that would affect multiple versions of you, such
  as if an area attack struck two versions of you, only affect you once.
  You can’t use this feature again until you finish a short or long
  rest.
  14 | EN5ider Presents: Prestige Classses for Zeitgest Campaigns
  Prestige Classes
  Level
  Features
  1
  Dreadnought, Threefold Presence, Vengeful Gaze of the
  Goddess
  2
  Live for Vengeance, Triune Blessing
  3
  Aspect of Srasama
  Vengeful Gaze of the Goddess.
  Also at 1st level, you can use a bonus action and choose a creature
  you can see. Guided by the divine sight of Srasama, you unerringly
  know the direction to the target until you take a long rest. You
  can’t use this feature again until you finish a long rest.
  Live for Vengeance.
  At 2nd level, whenever you start your turn dying, you may choose
  to fail a death saving throw and spend two Hit Dice. If you do, roll
  those Hit Dice and heal that many hit points, allowing you to re-
  gain consciousness.
  Triune Blessing.
  Also at 2nd level, you can use a bonus action to call upon the three
  aspects of the goddess Srasama to bless yourself and your allies.
  For each of these blessings, choose yourself or one ally you can see.
  You can choose the same creature multiple times.
  ] The maiden grants advantage on the creature’s next saving
  throw, and the creature can immediately make a saving
  throw against an ongoing effect.
  ] The mother heals the creature and it regains 3d8+5 hit
  points.
  ] The crone grants advantage on the creature’s next attack roll.
  You can’t use this feature again until you finish a long rest.
  
  EN5ider Presents: Prestige Classses for Zeitgest Campaigns | 15
  Prestige Classes
  Aspect of Srasama.
  At 3rd level, you can use an action to call upon a vestige of your
  goddess. A towering, flaming image of a woman steps into exis-
  tence. Her features shift by the moment from youthful warrior to
  mature healer to withered and skeletal sorceress. She strides to-
  ward your enemies, six burning swords held in or floating beside
  her six hands.
  This aspect of Srasama does not act with any real intelligence
  and the only word she ever says is for her Guttering Desperation
  attack. She is focused on defeating your enemies. She acts on your
  initiative as soon as you summon her. She follows your desires with-
  out you needing to take any action to direct her. Her presence
  requires your focus however, as if concentrating on a spell. When-
  ever you take damage, make a Constitution saving throw (the DC
  of this saving throw equals 10 or half the damage the aspect of
  Srasama, whichever is higher). If you fail, the aspect vanishes and
  you are incapacitated for 1 round. You can dismiss the aspect as a
  bonus action.
  You can’t use this feature again until you finish a long rest. Even
  then, the aspect only heals its own wounds on the night of the full
  moon.
  Aspect of Srasama
  Huge celestial, unaligned
  Armor Class 13
  HP 78 (12d12)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  17 (+3)
  10 (+0)
  12 (+1)
  16 (+3)
  12 (+1)
  Resistances fire, radiant; bludgeoning, piercing, and slashing from
  nonmagical weapons
  Immunities exhaustion, paralyzed, petrified
  Senses darkvision 60 ft., passive Perception 13
  Maiden, Mother, Crone. The aspect can take up to three actions (plus
  any one bonus action to which she is entitled) on her turn. She may
  use Burning Scimitar up to three times per round (because she has
  many swords), but she may use Crushing Vines and Guttering
  Desperation only once each per round.
  ACTIONS
  Burning Scimitar. Melee Weapon Attack: +6 to hit; reach 10 ft.; one
  target. Hit: 8 (1d10+3) fire damage.
  Crushing Vines. Ranged Spell Attack: +6 to hit; range 30 ft.; one
  target. Hit: The target is restrained (escape DC 14).
  Guttering Desperation. The aspect chooses one creature it can see
  within 60 feet. The target makes a DC 14 Wisdom saving throw or
  falls prone.e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 253 - Zeitgeist Players Guide Part 6.pdf